General
Fixed an issue where some effects were reducing damage taken in an additive manner, rather than a multiplicative manner, resulting in more mitigation than intended and creating some situations where 100% damage mitigation was achievable. This affects the following:
Hardy Champion passive
Elemental Aegis Champion passive
Preparation Champion passive
Heavy Armor’s martial damage taken reduction
Heavy Armor’s damage taken reduction while CC Immune
Light Armor’s magical damage taken reduction
Well thats great, but why don't you just slot all mitigation into spell and physical resistance stats? It seems like terrible game design outside of ultimate skills to buff max mitigation beyond 75%, block inclusive. Sure allow overbuff to maintain that 75%. But it should never go beyond without an ultimate.
Outside of slotting a knock back and having an edge to drop someone off. We'll continue to have BG with a DM where the score doesn't go past 75.
I had a game where no one died for 4 mins, then 2 of the 3 teams quit. Also same day had an entire team quit and 2 left on the other team just afk.
Here $15, goat mount please. Not gambling or paying 45 : lol :
20% base speed for high ping players.
Streak moves you faster then speed cap.
They should of made 4v4v4v4 instead of 8v8.