![]() ![]() Named Effect limitation broadens the constraint of unique effect limitation across different items.Aura items circumvent this restriction since the effect is received under different conditions. Effect limitation gives the item effect a " Unique" tag that prevents the effect from stacking via a duplicate of the item.Items and their effects may have a " Unique" tag that prevents effect stacking. Some, however, cannot be purchased and are obtained solely through the process of transformation - a unique effect that occurs under a specific condition, either gaining a specified amount of stacks on the item or completing explicit quests. Most items can be upgraded by paying the cost in gold. Only one item of this tier can be equipped at a time. Mythic These items are similar to Legendary items: they provide the greatest stats and a significant special effect, but additionally provide stats for completed legendary items. They do not build into any higher-tier items. Legendary These items provide the greatest stats and a significant special effect. Some epic items offer lesser effects of the legendary item(s) that they build into. Epic These items provide additional stats and/or a special effect. Basic These items provide a single stat attribute or special effect. These items usually do not build into higher-tier items. Starter These items are intended as effective starting items at the beginning of the game. Items are primarily organized by quality tiers. In the case of repurchased charges, the item will be destroyed when charges are depleted. These charges may be restocked either automatically, or require repurchase. Some items−such as Consumable−can utilize charges that limit the amount of activations.The cooldown of active effects is affected by item haste. Once the item has been activated, it goes on cooldown and cannot be triggered again until it has come off cooldown. Like champion abilities, active effects have cooldowns. They are activated by clicking on the item or by pressing the item's hotkey. Active effects function similarly to champion abilities.Other allies don't benefit beyond the first aura. This allows auras to stack up to twice on champions who possess the aura themselves. The holder of an aura item is not affected by the aura and thus can still benefit from an aura.Auras are buffs or debuffs that affect nearby friendly or enemy units, respectively.Passive effects are constantly active while the champion has the item equipped, like champion innate abilities.Stat buffs improve the champion's statistics.Some buffs improve the stats of the champion, while others provide other types of benefits. Believe me, idiots like "HAHAHAH LOOK AT ALL MY ACHIEVEMENTS! DON'T YOU WISH YOU CAN HAVE THIS MANY ACHIEVEMENTS?!" exist.Most items provide buffs to champions. ![]() Achievement crazed lunatics would probably go as far as to buy RP just to unlock champs just so they can get their hands on their unique achievements. I mean, those alone would cause people to want to buy more champions. There /will/ be character unique achievements. TLDR achievements will be easy and unrewarded. They'll probably therefore be incredibly easy to unlock because they dont want gameplay to be affected by people grinding achievements throughout the play. Gavrilo Princip wasn't saved by his cyanide )Īs for achievements, I think its a pretty difficult thing to do on LoL when they'll all have to be non character related for fairness. They'll rock as hard as the discovery of cyanide. "ACHIEVEMENT UNLOCKED: WIN A GAME! (10GP)"Īnother useless 'rewards' feature Holy schmokes! Achievements are gonna "ROCK!" ![]()
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