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Turret attacks are not basic attacks, our mechanics that involve basic attacks exclude them, as does Braum.
Braum does intercept champion basic attacks the same way he intercepts other projectiles, if it touches his shield it hits him instead of its target and is destroyed. Neutral monsters and minions are treated the same way as enemies, you can intercept their attacks and reduce damage from them.
TheBravoRay - Concept Art
RiotLamz - Animation
Jin Ho Yang - VFX
Also, we work collaboratively with the entire team for each discipline, the above names don't represent a complete list of everyone who had a hand in making Braum great.
Skills with explosion effects (Jayce Q, Karma Q, Corki R, Sejuani R) play their explosion effects from where they contacted the shield, damaging Braum and enemies in front of him.
Pass-through projectiles follow simple rules, they stop and do not pass through him. (Ezreal R, Ezreal W, Caitlyn Q etc). Leona E is the same, it hits him and stops the sword from passing through, so she jumps to him instead.
An important facet of this ability is giving the enemy player the satisfaction of hitting Braum with their ability while also empowering Braum to create a safe-zone behind himself.
Thank you guys for posting all these questions! I'll be here to keep answering stuff.
Passive - Yes it can be active on multiple targets at once. Yes, Lucian's passive applies on-hits on both attacks so it does add two stacks.
W - This only takes visible champions into account, you can't use it to detect stealthed enemies. Yes there is a minimum range. If there is no champion in the range you jump just beyond the target as long as that doesn't exceed your max range.
E - Braum takes whatever CC effects are caused by the projectile hitting him then destroys it. Nothing should cause the shield to change direction. If he is hard CCed the shield doesn't cancel.
R - If his ult is blocked by Enemy Braum (Evil Braum) or Yasuo the ult will only make the slow zone up to where it hit the windwall/unbreakable.
So happy to see everyone here posting about him. I'm very excited to talk about Braum and answer everyone's questions. I'll be around for a while answering questions and be checking back regularly.
What else you got GD?
Oo nice mockup! The forums often have requests for "wards here" on smart ping and the visual kicks it up a notch.
I wonder if there is a point at which things become too crowded/small. What do you guys think about the timers on the left? Any other ways to execute that may help with this?
This is out of my wheelhouse to officially comment on but +1 for the constructive suggestion and nice visual.
We're always looking for good engineers, but it's also not simply an issue of number of dudes. Any time someone is working on one project, it means they aren't working on another one that could potentially be of even more value to you guys.
Part of this discussion hinges on whether presenting information such as jungle timers is fair or not, so I wanted to provide the perspective of the game design team.
Some of you probably saw that we presented a list of our core design values for League at the design panel at PAX-East (which was really fun, BTW). This is a project we have been working on for some time, and we have plans to present these values to a wider audience (meaning all of you guys) on our website pretty soon. Our hope is that if you understand our philosophy, our patch notes will make more sense. Even if you disagree with a particular change, you'll hopefully understand our goals and can structure your feedback in a way to help us meet those goals. Now, I don't want to preempt that presentation, because it's almost certainly going to generate a lot of interesting discussion. However, one of those values is very relevant to this thread so I do want to touch on it briefly.
Specifically, we want you to focus on fighting your opponents, not the game. We want the skill component to be whether you make the right decision given appropriate earned information, not about remembering the information.
Jungle timers fall into the category information that we don't feel the need to obscure, provided you earned that information by witnessing say a dragon or baron kill. We agree with the posts in this thread arguing that deciding when to go in for that next kill or counter-kill or whatever is the real test of skill. Remembering to set a timer, less so. As such, adding jungle timers in some form is something we're exploring. To echo Sargonas, it doesn't bother us if a third party application provides that functionality, so long as it is only displaying information that your team fairly earned, and to a lesser extent as long as it doesn't overwhelm you with a lot of extraneous information of limited value just because it can.
(Also it's worth noting since I've seen it mentioned in this thread a few times mistakenly, Curse Voice is not using this API.)
Hey all! Given the resurgence of the topic (and this thread) I wanted to pop in and give you all an update. As I mentioned a few weeks back, Curse Voice and other related 3rd party mods are something we are actively looking into, given the rise in popularity. We are moving forward with how we want to shape our policies around this and I just wanted to give you all a bit of an update on the direction we are headed.
The original wording was loosely phrased so that we had room to adjust to the best interests of the community on a case by case basis. It's clear however that our choice of wording made our intentions confusing. Generally speaking, the intent was that we reserved the right to take action against any programs we deem harmful to the community at any time, but that we did not have to explicitly keep a meticulous "bad list" or "good list" of apps. Instead, things would live in a neutral area until we had a need to make a call one way or another on a case by case basis. Unfortunately, this has caused confusion for a lot of you lately into thinking that unless we explicitly green light something, it is a bannable offense. That was never our intent.
Moving forward, we are crafting a clearer policy around 3rd party addons. It is not quite ready for prime-time roll out yet, but will be in the very near future. To give you some insight on the direction we are headed though (and to solicit your feedback) this is the direction we are heading. (Please note, this is a general idea of where we are headed, and NOT a verbatim example of the new policy.)
"Programs that give you information you have already earned (such as visible timers) are ok. Programs that give you information you have not earned (such as enemy timers/timers in the fog of war), ones that make decisions for you, or take actions for you, are NOT ok."
If you have any feedback on this, my team and I would love to hear it!
Sona wasn't nerfed because we thought she was too fun, it's because she stamped out other options, and especially because she was much too powerful through too little game interaction.
By making changes in where Sona's power lies, and by moving it to more interact game elements, we'd actually be able to put more power in the parts of Sona's kit that players appreciate. Sona isn't an ineffective champ currently, the problem is more that she's not satisfying.
I would like to see Sion getting to da choppa.
But the choppa doesn't have blades, it has Garen.
When you look into his eyes, you are under his control.
Alright, I'm heading out for now, so I'll probably be less frequent in posting, but I'll still be checking in, reading up tonight and over the weekend. Please keep posting your thoughts, and I can't say how much I appreciate everyone contributing.