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volty가 말하는 볼리베어 상향안

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Thank you everyone who has contributed to the discussion! I really appreciate your input and especially the varying points of view.

So big update:

I talked to Morello today, we have a gameplan to move forward with into testing. All skills will remain in very recognizable forms, but with some significant changes aimed a solving some specific issues. Without disclosing all the details, these are the goals (and some of the solutions.)

- Avoid pitfalls of the fighter role, including binary performance entirely dependent on closing to melee. In plainer terms, we want Volibear to reach melee somewhat more consistently but not become massively threatening until he spends a little bit of time there first.
- Ensure jungle viability.
- Clean up scaling, probably by removing AP in favor of other stats. (Health scaling to remain.)
- R cast while moving, enough said.

I also discussed our approach with Live Design, who are enthusiastic about the direction.

I will try to get the changes into playtest soon, and will post more updates as I can.



- 볼리베어의 접근기를 더 쓸모 있게 만드는 대신 전투 중 시간을 좀 보내야 위협적이 되도록 바꿈

- 원래 정글러 태그가 달렸던 만큼 다시 정글을 돌 수 있도록

- 계수 조정. '아마도' AP 계수를 다른 것으로 바꿀 예정 (체력 계수는 그대로)

- 궁을 움직이면서 발동 할 수 있도록

 
 
좋았어! 다시 콜라곰을 파볼때다!
곰 나만 해야지 히히
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