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Jayce

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  • Jayce i bayağıdır göremedim noldu nerfden sonra öldü mü yoksa hala iyi bir damage i var mı ?



  • e q bir geçiriyor canın yarısı pert.
  • kötü olur mu hiç hala güzel ama "r" ile tanrıça stacklemesi gidince bi azaldı açıkcası oynanma sayısı
  • şu anda iyi durumda da tekrar nerf gelecek diye bir söylenti var



    < Bu mesaj bu kişi tarafından değiştirildi Schtroumpf -- 13 Eylül 2013; 17:53:24 >
  • Nerf den sonra çok görmedim.
  • quote:

    Orijinalden alıntı: Pancar Suyu

    Jayce i bayağıdır göremedim noldu nerfden sonra öldü mü yoksa hala iyi bir damage i var mı ?

    Bugün forumdaki o kadar rengar konusunu görünce soloq girip rengar solo denedim karşımda jayce vardı, jayce yine aynı jayce. E-Q ile %40 can bırakıyordu dk 15 de.
  • Op olmadığı için oynanmıyor.Ama Hala viable.
  • e nin cooldown ının 15-16snlere çıkarılması ve maxladıkça cooldown azalmaması olarak görüyorum ben sebebini
  • Jayce e gelen cd nerfi epey ağır oldu . %40 cd ile birlikte bile 10 saniye oluyor en az ki buda eskie göre çok ağır nerf.

    Zaten jayce e rework gelicek 1-2 patch sonra bütün skillerini kurcalamışlar ,




    Passive Statistics
    Shifting around his statistics to favor mana regeneration as Jayce should be more of an active laner focused around spells to achieve victory. The shift in regeneration should also compensate for the removal of Mana on Hit from Static Field.
    HP/5 reduced to 5 from 7
    HP/5 per Level reduced to 0.5 from 0.7
    MP/5 increased to 10 from 7
    MP/5 per level increased to 1.0 from 0.7
    Jayce may no longer level Transform but his abilities have 6 ranks.
    Hextech Capacitor
    Moved a portion of his transform passives onto his character passive. Additionally, Hextech Capacitor is weak at character levels 1-3 but stronger at 6 and 9 to smooth out power differences between the fact that he has multi-form abilities and no ultimate.
    * Now additionally grants 5 to 130 magic damage for the first attack after transformation, based on character level.
    To the Skies!
    To the Skies! had some early game spike power and late game spike power. Normalizing this curve such that you don't have to stack a ton of early Attack Damage or a ton of late Penetration in order to utilize this ability effectively for burst.
    * Mana Cost fixed at 30 at all ranks from 40/50/60/70/80
    * Damage rescaled to 25/75/125/175/225/275 (+0.6 Bonus) physical damage from 20/65/110/155/200 (+1.0 Bonus) physical damage
    Static Field
    Static Field should encourage Jayce to stay in Hammer form and engage on his opponents for prolonged periods of time while his Cannon Transform is unavailable.
    Also experimenting with a W -> R -> W swap combo - though the current gameplay is a little unintuitive.

    * Passive mana gain on-hit removed.
    * Damage rescaled to 60/110/160/210/260/310 (+1) from 100/170/240/310/380 (+1)
    * Basic Attacks during static field now deal an additional 10/15/20/25/30/35 (+0.2) magic damage on hit. Numbers even more highly experimental and subject to change on this one. * Cooldown rescaled to 13/12/11/10/9/8 from 10
    Thundering Blow
    Thundering Blow in top lane was often Jayce's easy-mode button. If Jayce was in a bad spot - he could simply Thundering Blow to escape. Aggressively gating the Mana Cost on this ability means that eventually, Jayce's second chances will run out.
    However, we wanted to preserve Jayce's engagement pattern if he chooses to be active - hence the To the Skies! Mana changes.

    * Mana cost fixed at 85 from 40/50/60/70/80
    * Now has a rank 6 that deals 23% health damage and up to 700 magic damage versus minions.
    Transform: Mercury Hammer
    * Now grants 5 to 35 Armor and Magic Resistance, based on character level.
    Shock Blast
    Changes here are mostly to increase the dodgability of Shock Blast, especially from fog of war + acceleration gate circumstances.
    The acceleration of gate also favors using E after launching Q - as this will give the opponent the smallest amount of time to react.
    * Damage rescaled to 60/105/150/195/240/285 (+1.2 Bonus) from 60/115/170/225/280 (+1.2 Bonus) - Probably needs to be scaled up a tad. * Missile Speed increased to 1450 from 1350
    * Missile Width decreased to 50 from 60.
    * Missile Area of Effect decreased to 160 from 175
    * Accelerated Missile Width remains at 60.
    * Accelerated Missile Area of Effect decreased to 225 from 250
    * Accelerated Shock Blast initial speed increased to 2550 from 2350
    * Accelerated Shock blast now decays down to 1550 during flight
    Hyper Charge
    Hyper Charge harass becomes more dominating depending on the rank of the spell in a lot of cases. Early ranks of Hyper Charge tend to be less than mana efficient in a lot of ways. These changes are designed to reduce some of obtuse abuse cases of Hyper Charge with IE or priming the skill but to also make Hyper Charge's cost roughly equivalent to its effect.
    * Damage reduced to 70/80/90/100/110/120% from 70/85/100/115/130%
    * Critical strikes now simply add 100% of your total AD to the damage (this can be further modified by critical strike damage) rather than being dependent on the rank of the skill.
    * Cooldown rescaled to 14/12/10/8/6/4 from 14/12/10/8/6
    * Cooldown now begins when Hyper Charge is fully consumed
    * Mana Cost rescaled to 30/38/46/54/62/70 from 40
    Acceleration Gate
    Jayce brings Acceleration Gate as his primary team utility. The Jayce player should feel confident that his team contribution shouldn't be necessarily gated by his playstyle or what he is forced to build. The cooldown nerfs in 3.9 should control Gate''s spamminess and uptime - and thus the Mana Cost here seems to be unnecessarily restricting him to Mana intensive builds.
    * Mana Cost reduced to 20 from 50
    * Has a 6th rank that increases Movement Speed by 55%.
    Transform: Mercury Cannon
    This proc effect was mostly unnecessary - while it ensured Jayce made it to late game, the combined effect of the proc means that Jayce effectively ignored far too much of his opponent's armor than was healthy.
    * No longer has an armor and magic resist reducing proc."



    < Bu mesaj bu kişi tarafından değiştirildi Bloodimir -- 15 Eylül 2013; 5:31:41 >




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