1. AMA de Rek´Sai
Lo primero de todo vamos a aclarar que es un AMA, un AMA significa “Ask me everything “ y la
idea es que los jugadores pregunten sus dudas a los rioter sobre el tema que se trate y estos
respondan, hoy, vamos a ver una parte de uno acerca de Rek´Sai; el nuevo campeón
Gameplay
When asked if Rek'Sai can be interacted with in normal ways while burrowed, Utora noted:
"That is correct. In terms of CC - Reksai functions exactly the same above ground as she
is in burrowed form. She can be stunned, slowed, silence, etc while in her burrowed
state."
When asked about the AP ration on her Prey Seeker ( her burrowed Q ability), Beat Punchbeef
replied:
"Generally serves to make a sheen purchase feel more rewarding, particularly since the
premium for mana on the item isn't used. I don't forsee AP builds being particularly
viable."
In response to a suggestion of replacing that AP ratio with an AD ratio, Beat Punchbeef noted:
"As a shape shifting character with no shared cooldowns, AD scaling on both Q's as your
primary rank-up lead to her being extremely snowbally in the early game. With AD
scaling, the base damage has to be insanely low and generally feels unsatisfying."
Beat Punchbeef also commented on how fragile her tunnelts are and her vision while burrowed,
saying:
"Tunnels are fairly fragile, they require the enemy to stand on them for a short time.
Currently tunnels last for 10 minutes.
Rek'Sai shares allied vision while burrowed so there's no tremor sense for allies. Minions
and monsters show up with Tremor Sense but are easily differentiated from
champions."
As for why her W is a knock up after so many other new champions also have knock ups, Beat
Punchbeef noted:
"It was considered but also made the most thematic sense for the ability."
2. When asked how her tunnel's cooldown works, Beat Punchbeef explained:
"Tunnels have individual cooldowns. They go on cooldown after they're first created as
well as when she moves through them."
As for ally & enemy Rek'Sai being able to use each others tunnels in mirror matches, Beat
Punchbeef noted:
"No they cannot use each other's tunnels... One For All might be a different story ;)"
He also noted that enemies don't see the tunnel trail unless they see the entrances:
"Enemies do not see the ground crack if the tunnel entrance is not visible."
When asked about her R and if you can activate it by clicking on the mini -map, Beat Punchbeef
replied:
"Both teams can see the tunnels on the mini-map and yes, you can cast her R via mini-map
targeting."
He continued:
"The enemy team must reveal a tunnel before it becomes visible on the mini -map. After
that point, the tunnel remains visible both on the map and through fog of war (tunnels
do not grant vision to either team)."
As for if you can interrupt her ultimate, he noted:
"Once the tunnel has been targeted, the only way to stop her ultimate is to interrupt
her at the point of origin."
He also noted you can see which tunnel she ults to if you have vision of the tunnel she targets:
3. "If you have vision of the tunnel she targets."
When asked about the cooldown of her ultimate, Beat Punchbeef noted:
"The ultimate has a higher cooldown early where tunnels are more prevalent. It scales
down pretty aggressively as it becomes more difficult to use."
He also commented that nothing happens if Rek'Sai collides with an enemy while using her
ultimate:
"There is no effect for colliding with an enemy champion. Given the cast time and travel
speed this would be insanely difficult to do and generally circumvents the use cases for
the ability."
Beat Punchbeef also shared his thoughts on the use of her ultimate, saying:
"Early on the game her ultimate excels at creating immense pressure in multiple places
at once. She can use it after a gank to get back to an important objective or gank 2 places
in short succession. Later on, when map control becomes more contentious, the ability
serves to keep her up-time high for farming/counter-jungling. Rek'Sai needs to keep
putting out tunnels as much as possible in the mid to late game to make sure that when
an opportunity arises somewhere on the map that she can capitalize."
Beat Punchbeef also answered a series of questions regarding Rek'Sai's tunnels, why she doesn't
have a slow, and the global sound effect on her R.
"Everything about tunnel entrances is mirrored. If one side dies, so does the other. If
one side goes on cooldown, so does the other.
A slow on the kit (particularly a long ranged one) trivialized her need to make use of her
mobility and ability to flank, leaving enemies feeling little recourse when Rek'Sai came
to their lane.
The decision to make the R global actually wasn't an incredibly difficult one. We feel
there are sufficient gates to the targeting paradigm and windows of use that make it
significantly healthier than previous versions that we've tried."
When asked which smite variant will be best for Rek'Sai, Beat Punchbeef shared:
"I've been having a lot of success with both Ranger's Trailblazer (massive boost to camp
clear speed when counter-jungling to get in and get out) or Stalker's Blade (helps with
early stickiness for ganks and skirmishes)."
4. When asked about the inspiration behind giving Rek'Sai an Eternum skin, Riot Keyserito
explained:
"Great question. Battlecast or Mecha Rek'Sai would have worked, but Eternum
seemed to match up better with her kit and theme. The time/space portals and
floating tail sections resonated the moment we saw those concepts.
With the launch skin, we want to help introduce who this new champ is, better
defining her character. for Rek'Sai, a lighthearted skin could have muddied the
waters of who she is and what she does. Her base is a ferocious beast that digs
through the ground. Her skin is a sleek cyborg that rips through space and time.
Gentlelady or Butterfly Rek'Sai would be a bit more disconnected from her core
character ;^]
There were a lot of really fun skin ideas that were tossed around for this gal.
There's so many opportunities with her monstrous features, burrowing tunnels,
and especially that back fin. We'll see what the coming years have in store for
our loveliest of ladies."
Keyserito continued, commenting on why most champions seem to have a release skin that is
part of an already established theme:
"Nice observation about launch skins. I'll do my best to answer.
In short, launch skins are tricky. Think of it this way: when you first see the launch skin, you've
got zero history playing that champ. It's like you're meeting the new kid at school for the first
time, and what she's wearing (her 'skin') is the first thing you notice (unless she has claws, fangs,
and a giant fin on her back).
Easily recognizable skins help you identify with the champion immediately. We didn't
make a conscious decision to strictly stick with established skin lines on launch skins. It
just so happens they give a very clear first impression, and that's our goal.
As for Dino Gnar, the idea fits perfectly with who he is, and is immediately recognizable.
Here, the skin matched our goals perfectly, established or not. Plus, a onesie is a no-brainer!"