A minor update to Rammus is coming soon
If you watched the Wild Rift section during the 2021 season opener, you saw that the plan to bring Rammus to Wild Rift is to revamp this classic hero from the early days of LoL. The Wild Rift and League PC teams share the same values when designing, so we work together on tasks like hero updates to create the best heroes for each game's needs. When it comes to Rammus, we've worked together to improve its gameplay, which has aged the most, while maintaining its iconic speed.Overall, we want the LoL PC and Wild Rift games to be as similar as possible, but at the end of the day we'd rather come to terms with the differences between the PC and Wild Rift versions, rather than insisting on using the design from one game in the other when it doesn't make sense at all. By analyzing the elements of Rammus that need the most improvement in the PC version, we've put together a small list of changes that will preserve its core gameplay style while improving those spells (R, for example) that are most disappointing.
Objectives:Expand the gameplay options available to Rammus. Provide more choices and character interaction, which in the past has been linear and limited to running into someone and provoking them. Broadening the gameplay options should also help Rammus with higher MMR players.Providing Rammus players with a distinctive climax that will reflect well on his high speed.We want to keep the changes neutral when it comes to strength, assuming however that the new tools will probably boost him a bit at high MMR levels.Improved clarity and satisfaction with visual and sound effectsNew R (adsbygoogle = window.adsbygoogle || []).push({}); New combination of R with QList of changes:Piercing Provocation (E) Provocation duration is increased by 250% on monsters.Cooldown: 12/11.5/11/10.5/10 points >>> 12 points at all levelsProvocation duration: 1.25-2.25 sec. >>> 1-2 sec.(We've subtracted some power here to account for his powerful new super-skill).Sky Slam (R) Rammus leaps into the air and slams into the chosen location, dealing magic damage and slowing enemies for 1 sec.
If Sky Slam is used while Rammus is in a Ball of Power, enemies near the center will be tossed around and take collision damage from the Ball of Power, ending its effect.Rammus also generates 3 additional aftershocks at the point of impact, each dealing a small amount of magic damage and renewing the initial slow.Sky Slam deals 200% damage to towers.The range of Sky Slam increases based on Rammus' movement speed.Cooldown: 100/80/60 sec. >>> 120/100/80 sec.We haven't forgotten about the minor updates to Tahm Kench that we bragged about a few months ago. It's still in our plans, but we just need more time as the graphics and sound need more work to make it "buttoned up" and worthy of release. Thanks for your patience with it, we'll let you know when it's ready to be shown live.