https://vntfdm.weebly.com/how-to-convert-a-dmg-to-a-msi.html. Mods are ways for you to tweak your UI or change looks of in-game models like Mounts, Costumes and others. Mods will only change how you see a model, and not for other people. Unfortunately mods are only supported on the PC version.
Trove Enemy Doing Percent Health Dmg In Games
So riot has been ****ing this game up more and more with every patch.
and in between the bugs (both visual and gameplay wise) i've had enough of tanks doing more damage than bruisers, adc's and apc's together. I liked it when it first came out, it was fun to try, but as more and more meta tactics started appearing one thing became very ****ing clear: PERCENTAGE BASED DAMAGE Now you are gonna downvote me for saying this, but it's overpowered and imbalanced as ****. im gonna use amumu and zac as examples, but there are plenty more where this came from. like sejuani, You give champs like amumu, zac, etc damage based on the enemy's max health, and what do you get? champs that deal insane amount of damage because A) they scale on the enemy, not based on their own items (logic? where?) B) these skills also come with a neat low cooldown or no cooldown at all (mumu's AoE is permanent until turned off, zac has like 4 seconds of cooldown on his base, etc) C) the champion which has these abilities almost always come with a whole heap of CC (zac: jump >short duration stun, Q > slow, ult>knockback, amumu: stun, aoe root) this raises a lot of issues, of which most pressing are: A) these champions can become nearly unkillable in 1 or 2 v 1s because they go full tank but still have no cooldown and have scaling abilities they dont really build towards. B) it's hard to counter them effectively as they have so many tank stats yet so much damage, so going squishy damage dealer against them as say an adc doesnt work, but going as tanky doesnt work either because you do lose damage because you dont scale like they do. C) The items riot implements are giving these tanky characters too much stats at once on just one item, and they are making it worse and worse (i.e. they removed the warmog and force of nature combo and made it into one item, opening up an extra slot.) D) riot goes and implements characters to try and counter tanks such as vayne, but vayne tends to be a lot stronger to squishy champs than the actual targeted crowd (tanks) as she just needs one full silver bolts combo to annihilate champs with low hp, while tanks needs 3-4 full stacks hits. Now the only solutions i see to this problem are: A)Remove the % damage completely now this is harsh and i dont really like it myself either, as it adds a sense of diversity B)remove BASE % damage and make it only obtainable through scaling C) remove tanky items which give so many retarded op stats on one item (spirit of the golem anyone? max tenacity, high hp regen, mana regen, cooldown reduction and health for a really low price? and faster jungler? Gmail for mac desktop. what the **** was riot thinking?) I hope you guys read this, and perhaps some riot personnel actually takes this into account. and i really hope im not the only one who hates a sejuani with spirit of the golem and sunfire tanking a turret and raping 3 guys under it without any effort. (just an example :x) TL;DR version: >Tanks are OP because of the % max HP damage stat (in most cases, this is generally speaking) >raises problems riot tries to adress but actually makes it worse >solutions. remove it? make it only scalable? any suggestions? EDIT: i am not saying tanks need a nerf, far from it. Tanks need to become tanks, not damage dealing health packs. in the end all i want is for tanks to be tanks, an almost unmovable object, but not one that can solo rape an adc because that's NOT his role.
https://zapheavenly825.weebly.com/blog/best-guitar-tuner-software-mac. Jul 20, 2015 The first stat is always damage for weapons and health for hats and masks so only the second stat is crucial. I believe you mean 'pearls', the blue circles next to stats. Each of them increases the value of that stat by 10% to a maximum of 20%. At 1 health or less, the Revenant is healed for 50% of its maximum health and spawns a Spirit Wraith that attacks nearby enemies for 40s. Health regen is increased by 100% and physical damage is increased by 50% while Spirit Wraith is on cooldown.
Trove Enemy Doing Percent Health Dmg 2![]() Trove Enemy Doing Percent Health Dmg 1
I just want to ask a quick question of the community. The abilities I can think of off the top of my head that do some reasonable health % damage would be the active effect on the deathfire grasp, the autoattack trigger from madred's bloodrazor, kog maw's bio-arcane barrage, and nasus' ultimate. The thing is, all of these sources of damage are magical. Mac os x mountain lion installer vmdk download. Ffxiv mac free trial download. https://vntfdm.weebly.com/high-sierra-dmg-download-on-windows-pc.html. Mainly what this means is that as a game progresses, and a tank becomes more and more powerful, they eventually no longer need to buy armor, but instead only need magic resist. This is because the amount of health hey have is so high, especially when dealing with particularly beefy team comps, that the only reasonable thing is to buy an item to try and counteract that health. Gibraltar has reduced dmg and shield wtf 2017. Download microsoft 365 for mac. I've always found this annoying, as generally a tank will buy one armor item, then go about fleshing out their inventory with mr since they know that a bloodrazor is on its way.
So, do you guys think that there should be a physical damage ability or effect that cuts health by a %, or do you think that everything's just fine the way it is? Comments are closed.
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