: Qiyana Bug Reports
Seems like more of an oversight than anything else, but Qiyana has no access to her river abilities on Twisted Treeline and ARAM. Will there be any way to make those available?
: We've talked a lot about vision, it's place in our game, who should be responsible for it, how do we judge the quality of vision provided, etc., and we don't have all the answers to all those questions - it's still up for debate. For example, some support players resent being expected to be the sole provider for vision, but at the same time other support players resented having more control taken away when we limited how many wards each player could have out. I myself used to scatter wards around like birdseed. :3 All that being said, we're reluctant to further reinforce vision as core support interaction, and would like to find ways to encourage effective vision play across the board (an example being to find ways to detect how much information has your ward provided vs. how many wards have you placed).
I like this idea. I'm also wondering if somehow making wards reward people for providing information would be a good plan (or at least making them automatically ping when an enemy champion out of combat comes into their vision range, maybe)?
Rioter Comments
: Galio Feedback Thread
He's cool but feels...meh and not quite Galio. Feels like the Trundle or Karma reworks in the sense that while he does pay thematic homage to the original, it lost some of what really made him Galio as opposed to a vaguely similar-looking character that isn't them. Gameplay-wise...his Q and E are somewhat interesting in that the "two skillshots around that converge" trope isn't one that we've seen League use yet, and the E "dash back, then dash forward" is interesting as well. Ult has an interesting restriction, but it's still Shen ult+Panth ult+yet another Malphite ult with Galio's signature damage reduction involved. He isn't terribad like some people might think, but he does look...lackluster.
: Practice Tool now live on PBE for initial testing.
Alright. I decided to use the tool to practice a perennial weakness of mine--**last-hitting**. Here are the things I found I wanted most: * **A pause button: **It got annoying when I wanted to alt-tab to take notes on both my CSing and the practice tool, but the game continued anyway. * **Toggle for showing segmented health bars on minions: **This was one thing I really, really liked about Dawngate's minions ([here](https://lanepushinggames.files.wordpress.com/2015/01/dawngate_24.jpg)'s a good image I found showing what it looked like). While I understand that in normal games Riot sees it as a bit cluttery, I do think that having the option to show more detailed healthbars in practice mode might help me understand how much damage per second each minion deals more intuitively (since I always feel like I just barely miss CS sometimes, or misjudge minion healthbars). * **CS counter per wave: **Basically a toggle-able grid that shows how many minions from each wave you've cleared--or even just your CS at specific timestamps. * **Skip to 1:30: **Exactly what it says on the tin. * **Two-player mode: **Having a coach playing alongside or against you is definitely something I'd appreciate once this hits live. I definitely appreciate what's here, though!
: I will gib you 1 up-vote sir. \o
: There's a few reasons, but one of the main reasons is that URF does not currently work correctly in the updated Client. Hopefully after we get all the modes functional, we'll have a wider rotation again :)
Here's hoping we un-*URF* the solution to that problem soon!
: It will be for 2 weeks in a row, like our previous runs of modes have been (excluding Nexus Siege) This run of Poro King is actually an exception, and we wouldn't normally run a mode like this 4 times in a row (and yes, it'll actually be 4, not 3 like the picture indicates); However, we have a few reasons for doing this: * Due to getting all of the modes into the New Client, we are slowing down our cadence (hence the 2 weeks per mode) * Poro King has been updated with some new gameplay that we think will give a fresh experience. It would've likely been run for 2 weeks regardless. * Due to the Holiday, we chose to run this mode longer than we normally would. In the past, Poro King has always been active for the entire Winter Holiday, which we wanted to uphold. It used to be on for 2 weeks (14 days) straight with no off-period in between, however this season it will be run according to the RGM schedule, but for 4 weekends in a row. On top of that, League in general usually experiences a slow-down in new features in a patch during the Holiday season either way, so this made the most sense to us ^^; I don't think this answer will make you happy, but these are our reasons.
Question: Why not have Poro King all around, and then let us have URFmas as a second, bonus mode?
: "Enchantress" Poor male Enchanters.
: Doom Bots of Doom going live soon on PBE for the RGM queue
: Hi there! To follow up on some of what Amy Sery had said - She's correct in that PBE has a zero-tolerance policy for toxicity. Players are invited to the PBE to have a first look at the new content coming out, as well as to try it out and leave feedback/bugs if they choose to. They should be able to do this in a fun and safe environment. Comments such as the ones listed below most certainly justify the punishment you've received. * "DUDE FUCK OFF" * "Get rekt fag" * "You suck lmao" * "pussy boi" * "Stfu screenshot this faggot I have the right to speak and I have the right to call Fiora a pussy" * "I'm fucking you nubs up" * "ggwp ez" Due to the examples you've provided in your screenshots/that I've listed above, we will not be reversing the ban on this account. > You can usually think of it like this: wanna say something (possibly negative), first see if it's actually going to be of use for a positive progression of the game ('you're a noob' or whatever probably wont help someone play better). If such is not the case, say it out loud and don't type it, it's way less effort anyway and nobody got harmed \o/ This is the best advice you can get! I hope you take this with you and really think about what you say before you say it. :)
: The heal passive was already added to Athene's unholy grail and a heal boost is being added to Ardent and Mikaels. Plus, the active that that does damage was already a part of Face of the Mountain, but they changed it. Guessing because they wanted to give the AoE more utility (gave it an aoe slow). I do like the idea of hitting champs reducing the cooldown of the item active (similar to Karma's passive lowering the cooldown on her ult). I feel this would compensate for the aura removal if they were to do it. Although, knowing Riot, they would increase the base cooldown exponentially which would not be the direction to turn to for comppensation of removing the aura.
The idea is to open up Grail to champions that don't naturally have heals in a way that they appreciate.
: It's definitely true that in order to capture the same feelings of items - we'd have to look into making items that make you care about your allies more - or ways for you to feel like you can aggressively defend allies using your own style. It's a tricky item space to work with - as evidenced by Harbinger - how do you make a protective item that isn't wholly a subservient item? It's not altogether clear that the item system would be terribly off if we didn't support this entirely - but it'd be space we'd be leaving on the table.
Why not have a low-CD (or conditionally low-CD) heal active (or even a timed heal passive akin to what Dawngate did with its Purity item) that scales in a way supports would appreciate most (particularly aggressive supports)? It would add a more ally-focused build to otherwise aggressive supports and make Grail more useful on them. e.g. {{item:3345}} **"Hextech Healstick"** Revolver+Idol+gold Small-to-medium amount of AP Medium amount of MP/5 +15% Heal/Shield power 10% CDR UNIQUE Passive: Arcane Recycling: Dealing spell damage to champions reduces the CD of Shielding Bolt by 2.5 seconds (capped at 1 proc per second for DoT spells.) UNIQUE Active: Shielding Bolt: Shields a target ally for (something comparable to other Hextech item scalings, or slightly higher) for 3 seconds. When the shield is destroyed or expires, deal (damage comparable to other Hextech item scalings) in an AoE around the target. Using this puts other Bolt effects on CD and vice versa. Cooldown: 40 seconds. (note: Arcane Recycling does *not* affect the CD's of other Bolt effects--which is why it's worded differently from the others.) This might not be the best-tuned example, but I think it gets the idea across?
: My experiments still haven't gone well with that item. I really have to revisit it some more at this point - but they were either too disruptive for the meta (aka - giving all Ohmwrecker people the ability to channel laserbeams to disable / reduce tower effectiveness - somewhat akin to Dominion) - or just never really panned out due to the fact that no role in the game seems to have sufficient slots to devote to the effect. Still committed to trying to find something for the item - as it's named after a player and I'd like to figure out something that still fits the theme / name.
What about making its active "Dash in a direction while you're underneath a turret or turret ruin, then release an EMP that disables enemy towers and Zz'Rot portals nearby." (the EMP would have similar restrictions to live.) It adds something to tower dives that doesn't become useless when you can tank towers without issues, and also provides something that works even in the absence of towers. (It's also a natural extension of the Raptor Cloak passive, further increasing your mobility under towers/tower ruins.) It might be too disruptive to the meta (and might overlap too hard with Hextech Rocket Belt), but it might be worth a playtest. Alternatively: Why not merge it with Righteous Glory's active (with the RG shockwave also EMP'ing towers)?
Rioter Comments
: Taliyah feedback thread
Her W feels much smoother to play now that I have actual feedback on what the second tap is actually doing.
: "Definitely Not Dominion" game mode live on the PBE for RGM queue testing.
Immediate questions: * How are the death timer mechanics? Are "death windows" still present? * Why was the Revive trinket removed without replacement? I feel mixed about this, but cautiously optimistic.
: Hi! This is the first big design decision I want to jump into, as I knew this call would be contentious. To set clear expectations up front: vector casting the W is pretty much off the table at this point. I've observed a good number (12+?) of games, we did very a series of very focused player labs here at Riot HQ, and I've had countless late night conversations about this, and my mind is made up. I'll try to explain my reasoning here! So let's start with a statement of facts and opinions: * Fact: Only two champions (Rumble and Viktor) currently use vector casting. * Fact: Both of these champions have extremely steep mastery curves (mastery curves represent how hard it is to learn a new champion; they graph average win rate over previous games played) * Opinion: Viktor's mastery curve is very out of place for a champion with a point and click ability and two generously sized AOE abilities that have very little nuance to them. This suggests to me that the bulk of Viktor's difficulty lives in just his E. * Opinion: Taliyah's Q, E, and R are harder to learn than Viktor's Q, W, and R. (I'm comparing the parts of their kits that aren't vector cast / potential vector cast) Right. So here's my thinking, again broken down into bullet points. * Vector cast asks you to think about holding a button down (left mouse for normal cast, E for quick cast). No other input (with the possible exception of channel while moving spells such as Xerath Q and Varus Q) in the game does this. * Vector cast asks you to think of both the origin point and the target point in terms of key-down and key-up. * Here's my internal monologue when I try to use Viktor: * "Okay, aim somewhere in range. Got it? Okay cool press the button. Move the mouse. Do you like where the arrow is? Okay, let go of the mouse now. Oh I'm dead because Zed jumped on me? Unlucky." * The next time I try to use it, it goes like this: * "Okay, fine, be quick about it this time. Press drag let go! Uh, that was nowhere near where I wanted to shoot the laser. Fuck. Okay again. Did you just tap the button? What are you doing, brain?" All joking aside, vector cast represents a cast paradigm unlike anything else in League. More importantly, vector cast forces you to input these awkward (OPINION) key presses as quickly as possible, because nothing starts happening until you do. Most likely you're standing still while trying to aim the end of the laser. So we end up with a hard to learn ability that puts a gun to your head and says "don't you DARE taking it slow and learning this ability properly! GO MOVE MOVE MOVE!" On top of that, because all vector casts are walk-into-range type spells (if you use them outside of their range, your character will walk up and cast the spell once you're in range assuming you've not overridden the cast command with a different command) you can never be sure if your cast has gone through. Simple spells get around that problem by having the player spam them. If I'm chasing on Nami and trying to Q in front of an enemy who's running from me, I'll be mashing Q where I want the bubble to go, with each subsequent input overriding the previous input. If I ever am in range of an input I liked in time, the cast will go through, otherwise it won't. Vector makes this super hard because you're asked with constantly inputting a precise directional cast over and over. Instead of "hover mouse where you want bubble to go and mash Q" it's "move mouse to desired start point, hold down e, move mouse so that desired end point lines up with where you want laser to go, let go of E, move mouse back to next desired start point, repeat". This is awkward as fuck. Here are the most salient differences in Taliyah's W cast: * Taliyah's W has an 0.85s delay which begins at W1, no matter what. You have 0.85s to input W2 (which is a massive amount of time in league), and how late you input W2 has no bearing on how quickly the spell will trigger. Take your time and aim well! * Taliyah's W is range-clamped. When you click outside of range, Taliyah will cast as far as possible in that direction, immediately. There's never any confusion on which state you're in. * Both inputs follow standard League patterns of "aim your mouse and tap the button". No holding down and dragging required. * You can move freely after the initial 0.25s cast time for putting W1 into the world. This means even as you decide where to toss them, you can dodge incoming skill shots. I've tested both versions extensively and decided to ship this version. If after reading this you still have concerns about things I may not have considered, please let's hear it!
EDIT: after playing with today's version with the updated visual feedback...yeah, it feels much smoother to just double-tap Q rapidly now that I have visual feedback on what direction it sends people. I'm leaving the rest up for reference. ---------------------- I don't think my mind would describe it the same way, though I've had 4 years to play with Viktor E and about 3-4 Ascension games to play with Taliyah W. > Vector cast asks you to think about holding a button down (left mouse for normal cast, E for quick cast). No other input (with the possible exception of channel while moving spells such as Xerath Q and Varus Q) in the game does this. I use smart cast with range indicators (which I think is the default for new players, now), and most spells (with the exception of things like Karthus/Urgot Q) already work like this for me. Holding skillshot buttons to "sit" on them while aiming with them feels natural to me. Having 0.85 seconds to decide where to aim Varus's Q or Vi's E after activating them sounds unfun. > Vector cast asks you to think of both the origin point and the target point in terms of key-down and key-up. I know that Azir, Taric, Zed, Orianna, and Lulu sort of have to do this, though they also have significantly longer windows than Taliyah to aim those after setting their starting points. I also know they use different buttons to set the start and end points, though. > Here's my internal monologue when I try to use Viktor: > "Okay, aim somewhere in range. Got it? Okay cool press the button. Move the mouse. Do you like where the arrow is? Okay, let go of the mouse now. Oh I'm dead because Zed jumped on me? Unlucky." > The next time I try to use it, it goes like this: > "Okay, fine, be quick about it this time. Press drag let go! Uh, that was nowhere near where I wanted to shoot the laser. Fuck. Okay again. Did you just tap the button? What are you doing, brain?" Mine (from what I can recall, will update after maybe playing Viktor again more recently): "Okay, aim at a safe distance to get a feel for where I want it to go, right click if I don't like the origin point, and opening! _\*points mouse in direction I want to fire in and release\*_ Same as basically any other skillshot, except it casts slightly differently. For doing it quickly, it's "Okay, mouse move to where I want to start, press E, if it's in range flick the mouse in the direction I want it to go in and release E." > All joking aside, vector cast represents a cast paradigm unlike anything else in League. More importantly, vector cast forces you to input these awkward (OPINION) key presses as quickly as possible, because nothing starts happening until you do. Most likely you're standing still while trying to aim the end of the laser. So we end up with a hard to learn ability that puts a gun to your head and says "don't you DARE taking it slow and learning this ability properly! GO MOVE MOVE MOVE!" On top of that, because all vector casts are walk-into-range type spells (if you use them outside of their range, your character will walk up and cast the spell once you're in range assuming you've not overridden the cast command with a different command) you can never be sure if your cast has gone through. Simple spells get around that problem by having the player spam them. If I'm chasing on Nami and trying to Q in front of an enemy who's running from me, I'll be mashing Q where I want the bubble to go, with each subsequent input overriding the previous input. If I ever am in range of an input I liked in time, the cast will go through, otherwise it won't. Vector makes this super hard because you're asked with constantly inputting a precise directional cast over and over. Instead of "hover mouse where you want bubble to go and mash Q" it's "move mouse to desired start point, hold down e, move mouse so that desired end point lines up with where you want laser to go, let go of E, move mouse back to next desired start point, repeat". This is awkward as fuck. Honestly, I'd probably be moving while I'm aiming the laser, just like when I'm aiming Karthus or Anivia wall, Vel'Koz Q, or new Zyra Q (where the direction is a function of where you are at any time relative to the cast location.) Here are the most salient differences in Taliyah's W cast: > Taliyah's W has an 0.85s delay which begins at W1, no matter what. You have 0.85s to input W2 (which is a massive amount of time in league), and how late you input W2 has no bearing on how quickly the spell will trigger. Take your time and aim well! I have ~4 seconds to aim Lulu Q after using her E on an enemy champion. I have 3 seconds to reactivate Lee Sin's Q and Thresh Q, and those don't require aiming the second time. I have 0.85 seconds to make a directional decision on Taliyah's W that doesn't communicate where it will go very well. If I don't cast W again in that much shorter time, I get a worse Cho'Gath Q, a no sell on my primary ability combo, and put my W on cooldown. > Taliyah's W is range-clamped. When you click outside of range, Taliyah will cast as far as possible in that direction, immediately. There's never any confusion on which state you're in. No real complaints there. > Both inputs follow standard League patterns of "aim your mouse and tap the button". No holding down and dragging required. For most abilities, I only have to press the button once--and if I have to press it twice, it's to do something extra (like Mark->Dash.) For Taliyah, it feels like I have to make two *very quick* aimed ability presses to get the baseline functionality of the spell. For most others, I only have to make one. > You can move freely after the initial 0.25s cast time for putting W1 into the world. This means even as you decide where to toss them, you can dodge incoming skill shots. Can I cast E, though? Over all, it feels like when using Taliyah W I have to make a split-second decision that I can't reliably cast E in if I lack Faker's reflexes. I have no feedback about where people on my W will go based on where I press W a second time, and if I don't aim it in that window (as opposed to the longer windows for charge spells, sitting on Viktor E, and skillshots that spawn from a preset location), I lose my combo. (Also, if I manage to land my stun as Viktor, I can take my sweet time to set it up.) I feel like the lack of clarity as to the exact timing and push direction of the second cast and the finicky nature of comboing W->E are the main issues I have with the W cast paradigm. Maybe a very short bar could be over the W field for Taliyah's player only, indicating how long they have to make a decision, then have a short translucent directional arrow on it a la Gnar ult that only solidifies when she casts it again?~~
: EXPERIMENTAL Sona changes. Feedback wanted
I like the idea of giving E more movespeed, but if this doesn't work out: I'm also kind of wondering if people wold enjoy a version of Sona where her auras were shunted onto Power Chord's "every third spellcast" effect, but were stronger and had a wider area of effect to compensate. For example (not necessarily balanced): Q: Gives the buff to Sona only. When it's your third spellcast, gives the buff to ALL nearby allies, and makes it deal true damage. Allies besides Sona can proc the buff on single-target spells as well as autoattacks. W: Gives the heal/shield to a single nearby ally (as well as yourself). When it's your third spellcast, gives ALL nearby allies a bigger shield as well as a heal. E: Gives a slightly stronger MS buff to Sona and a single nearby ally. When it's your third spellcast, it acts as an AoE CC removal and grants the MS buff to ALL nearby allies.
: Probably won't use the Grounded mechanic here since it's Cass' new thing right now, but I'll continue to monitor for feedback about the ult's damage. It's partially intended that it feels weaker in a dueling case where you just straight up walk up to the guy and try to combo them, but there should still be cases where it's useful in dueling hopefully.
Speaking of Grounded: has it been considered to put it on Exhaust? It seems like it fits that summoner spell's general theme of soft lockdown pretty well (and might make it more interesting as an anti-mobility spell).
: PBE Bugs & Feedback Thread: Black Scourge Singed, Iron Inquisitor Kayle and Cursed Revenant Noct!
Was Iron Inquisitor Kayle inspired by MtG's Shadows over Innistrad set, or is this just a case of "great minds think alike" between WotC and Rito?
: > The buffs to visage just outweigh the 450g decrease on banshees. Uncertain whether this is a net buff overall - to be honest. Visage has merely just had it's power shifted into healing from pure tankiness. > Now that banshees offers 200 less HP I don't see it being more viable than spirit visage, even if it is cheaper. Banshee's Veil is not something we're comfortable as a core item. Visage's identity, however, will always be a core item on certain healing types of tanks - hence - the goal of trying to make Veil as viable as Visage isn't the goal we're shooting for. Visage is something that, depending on the character, you know with 100% certainty that you'll opt into. > Banshee's Veil passive shield has a lengthy CD and is very easy proc early unless you can pull off a good flank or stay away from poke. But even then, most champions that you want to build HP and MR on will go spirit visage due to the more healing. (specifically tanks) From our previous experiences with Veil - we would be deeply unhappy with Spellshield being able to be picked up on a large portion of the champion pool in a single game. It's not something that we'd want core on anyone but the most specialized characters - so the item becomes good enough for a broad subset of fighters, tanks and carries - we'd likely just nerf the item again because we hate the game health state that occurs when there's a bunch of spell blocks in the game - regardless of whether they are active or pasive. The notable power of this version of Banshee's Veil isn't actually in the power of the complete item. We're trying a different tactic of making it mostly about being powerful when reacting to things rather than being a thing you just plan on getting as your default MR item. It's mostly in the build path - you can sink 1200 gold into straight MR and still have a final upgrade option for all those cloaks.
By the way--is there any chance Odyn's Veil will ever be brought back from the grave (though probably with an altered build path?)
: > I'm very afraid will cause a champion that is always strong, but never feels like she lacks counterplay to get nerfed over an item she doesn't even want. There are **soo many** people and situations that would disagree with you on this front. Orianna has had numerous occassions in her lifetime suppress a wide variety of champions. She's has very rarely not been a dominant pick when people get serious about the game. There are a lot of changes that can affect a champion's power level. Keeping a champion's power level static is a sympathetic rationale a player's don't necessarily want their effectiveness curbed by factors outside of their control. However, if people were actually consistent about this approach - You might also argue for no one in mid ever being nerfed - as eventually, that will indirectly nerf Orianna for a matchup you didn't even care about, for example. This stance protests Zed being nerfed - as that will cause Orianna to rise in power. > significantly nerf the ap on and remove its magic pen, but make the burn true damage. On the surface, this looks like an ideal solution - if the problem is MR - let's just ignore MR entirely. However, the changes you've proposed make this item the best item for bruiser-tanks as the only way to scale the item is **uptime** - which mages typically have very poor access to - while tanks have access to *in spades*. It's basically the most brutal sunfire you could make. Once balanced - this item basically says 'Run unkillable supertanks - because they are the only ones that can kill other unkillable supertanks.' That's somewhat similar to the state we're currently in. By removing the ability for the item to synergize with properties that mages actually have (Base damage x Magic Penetration - scaling additional damage with % Magic Penetration) - what you've actually done is created an item that has greater synergy with characters like Sejuani because the best way to scale the damage of this item is just being able to apply the damage consistently.
Hmm. What about making a 15s-CD, %current health, true damage mini-burst proc? (...yes, siege mages would like that item too.)
: ‘Ultra Rapid Fire’ game mode live on PBE for Rotating Game Mode queue testing.
I've noticed Aurelion Sol has 4 stars. What other balance/QoURF changes were made?
: If the only use of this item is to increase spell ranges - I think the most likely thing is to just delete the item. Increased Spell Ranges is probably the most non-interactive part of the item that I'd want to item to support. It's a powerful use of the item - to be sure - but it's actually the part that I probably like the least out of all possible use cases. My initial hope was that a dash would allow for a lot more outplay potential of either dodges, escapes or burst moments - but if all the item becomes is 'initiate on a dude from way farther than he thinks' - that item has very very little value overall in terms of net effects as it's not really enabling anything interesting - it's just a way for Annie to cheat her spell ranges and nothing of value for pretty much anyone else.
I'm actually kind of wondering if remaking Ohmwrecker's active into "dash, but you can only do it under towers/ruined towers" would be a good idea if Hexbelt doesn't work out?
: I agree with you that Morellonomicon might be the optimal build path. However, I've found that from internal playtests, Morellonomicon no longer lets you play an infinite poke style with mages as it gives Flat Mana rather than a ramping regeneration pattern - so by the end game - if you go purely with Morellonomicon - the far end game you might be running out of Mana more often that you think. I've also seen Ziggs, Syndra and the like usually swap to Tear based strategies if they are planning a super long term attrition style of game. Then again... Hextech Frost Cannon's active has been powerful enough to cause players to discard both playstyles in favor of just having that cone slow - so I'm having a hard time gauging from internal playtest how it'll eventually turn out. I agree that the amount of champions that have Athene's are relatively small - it basically encompasses all the hybrid mage/supports but also is an option for any potential spammy healer type. Would be interested to hear your opinion on the number tuning of it after you've had a chance to try it out on PBE.
: > Also Hextech Gunblade will need a new build path since Hextech Revolver will receive an active for it even if it is a vamp scepter and pickaxe (40AD and lifesteal for the omni-vamp), but having 2 item actives for the same item will be slightly awkward. Revolver is an on-hit passive with a cooldown that is lost when it upgrades. > Also I do not think you need to remove Will of the Ancients completely, you can have it like new catalyst but just with AP and CDR except you heal from spell casts (and once per second for toggle abilities) for X +Y%AP health with the requirement that the ability has to hit an enemy Something I've actually struggled with a bit on this front is that there's two primary audiences for sustain. There's sustain because I need to stay in lane against an overwhelming poke opponent and there's sustain in which my opponent cannot interact with me. While #1 is an item slot niche that we'd like to fulfill - players tend to never buy this (their core item path is more important) as going down this route essentially means admitting defeat in order to stay in lane. However, when we make the item attractive enough to be bought to fulfill this niche... It becomes #2. Number #2 is an item slot niche that whenever it has been filled - we've been unable to balance properly as a global item. It's a tricky bit because it's ultimately a strong fantasy - but one that we've found difficult to support as it just leads to some of the exact same problems that sustain supports have when they can solo - you get an unstoppable harasser that sits there. Likely, the space for a sustain item in lane is something that increases the efficiency of your trades - such that direct combat is more fruitful - which is what the current Revolver design is intended to do - give trade power on a cooldown.
I like the Revolver rework, though I'm also wondering: What about making a proc effect like reworked Hextech that heals you a flat, level-scaling amount upon landing a damaging spell on a champion, that can then be upgraded into situational versions of itself for lategame? (e.g. a version that deals additional damage/healing based on the enemy's bonus health.) I get that pure spell vamp is hard to balance, but why not situational healing?
: Health doesn't counter AD because lifesteal exists. If your defense is Health versus an AD champion - they will simply drain off of you and live to fight another day. Health, however, **does** counter AP because AP is non-sustained and non-renewable. So there are actually two primary ways you can negate magic damage - Health and MR. Because of this dichotomy - almost every Health option is powerful versus mages - including some of the items that have Armor on it. Basically, a 5000 health characters with no MR or Armor is already magic immune, for the most part. However, that guy is basically just a walking HP sack for an AD carry. This also means that Regeneration is also a very effective mitigation type versus magic - hence the push for more regeneration on Visage.
Why not add more options that let AP deal with health, then? (e.g. a spell-proc Hextech upgrade that dealt damage based on %health and stole, say, half of the damage dealt.)
: Can we not have items with similar names in the game, please? Nobody has ever said "Buy Ravenous." They always say "buy Hydra." Okay, now which Hydra? They are both Melee only. They both do PBAoE damage cleave. I would prefer a different name, please. Readability even in it's most basic form should be something that you guys strive for. Having 2 Hydra's is confusing. Just call it like 'Juggernauts Wake' or something. Edit: Realized that casters talk about items too. this can create problems in the e-sports community for casters having to talk about "Hydra's" as well. We should change the name of the item.
Now it will be "buy RH" and "buy TH" instead.
: The current LIVE HUD will categorize everything which is why it is so good and well designed- the new HUD throws everything into a pile and says "good luck finding your car keys, fking loser" - i am sorry, but this is a blunt and honest opinion and feedback, the new HUD is trash The LIVE scoreboard will show everything in rows in a column so you can find information easily whenever you press TAB and easily compare "i am Vayne, my opponent is Graves - I have 57 CS, he has 55 CS" the current scoreboard is an absolute nightmare for every single aspect and takes FOREVER to find information the LIVE hud design will categorize everything, this is an organizational thing, which allows people to find what they are looking for quickly and not need to worry about finding multiple seconds to see what they are looking for when it is easier, especially for a game like league, to quickly glance at the category you are trying to find and then focus back on the game--- Like: KDA, minoins/monsters score, timer, fps, ping, team/enemy kills are all in the top right corner and when you want a quick score update you know where to find it at a quick glance Like: Spells (summoner, abilities, recall, resource bars [exp bar could be closer to here too]), buffs and such, resource bars are all in the bottom centre Like: Minimap bottom right corner, very easy and accessible, I think the team icon can go right above the minimap since it applies as a "map awareness" category and localizes the team icons (note death timers should only be on the scoreboard like currently on LIVE they should not be displayed on the HUD) Like: simple stats displayed for yourself all the time (attack damage, ability power, attack speed, armor, magic resist, movement speed are the immediate important stats; a bigger list should be a detailed version in a separate window via by clicking the champion icon or holding C like currently on LIVE) which are shoved in the bottom left corner, same with the shop button, and items, and champion icon since these are important things to always be displayed but does not need to be centre of attention unlike spells and how much health and mana you have and what buffs and debuffs you have LIKE: when clicking on a champion, ally or enemy (or other kinds of units), like in LIVE the important stats show up on the icon is most top left and the stats are by it to be more in your frame of vision - important stats that you need to see and other are not as imporant will be attack damage, ability power, armor, magic resist, movement speed, then attack speed --- all other stats are not important -- you need the movement speed to see if you can chase or out run your opponent, the armour and magic resist shows whether you can kill them or not, attack damage and ability power show how much damage then will do to you --- attack speed was a last stat cause it is important to see but manly on a dueling side, but is still something to look out for just i don't rank it as high as the immediate power offense defense and movespeed when looking at my opponent --- again the 6 main stats are the only ones that should be displayed for yourself and what you click on and all other stats displayed when holding C (i think changing the window to holding C rather than hit C-- if you click the portrait it would be tap C to exit the window or the X in the corner of the window) LIKE the bottom of the shop takes up too much space, should revert to the same look as the LIVE hud - and unhighlighted font in the menu becomes waaay too dark and dull to see, needs to be more like the live hud menuing font
: Thank you Tas. The scoreboard is bugged for sure. CS and KDA display in the big empty space between portraits and items. We'll fix the other issues as well. To the OP's point, how do you feel about overall sizing and readability of the skill bar? What res and sizing do you use?
Another bug: I can't see items' mouseover text when mousing over them in my main items bar. I can still see mouseover text in the TAB scoreboard (showing how awesomely hilarious the Spellthief's Edge/Frostfang/FQC passive GP/10 buff is), but not when mousing over my items normally. I definitely like the consolidation of items and skills. I personally think that it's very readable. I do think that there should be an option to show a stat bar with text for each stat (instead of picture) in the bottom-left corner of the HUD. I generally like the package as a whole, though the bugs are a bit annoying at the moment. One final thing: it would be awesome to make the shop close automatically when attacked even if you aren't recalling.
: Why is nomnomicon {{item:3165}} disabled for this mode? Are we testing a League of Legends without Grievous Wounds?
: “Black Market Brawlers” featured game mode live soon on PBE
WHEN BE THIS MODE ON THE PBE? WE BE BEGGIN WE BE IN DIRE NEED HERE ;_;
: “Black Market Brawlers” featured game mode live soon on PBE
Question: How do Typhoon Claws interact with Lucian's ult? EDIT: And how do they interact with Yasuo's Q cooldown?
: They removed DFG for a reason - so it's highly unlikely that it would come back without serious modifications. Sorry.
Hmm. What about making an item that lets you mark a target, converting a percentage of magic damage they would take into true damage instead? (AFAIK, the reason for losing it was along the lines of "DFG was better for deleting carries than hitting tanks hard and Liandry's is a better health burner anyway.")
: Yeah - I'd like to watch this for a while. I have the levers to tune the item if I need to because I can easily adjust the slow percentages (or most likely, adjust the durations). As far as the abuse cases - that's definitely true but there's some changes to the slow system that made me more confidence to basically buff the hell out of the item.
Hmm. Any possible "spoilers" as to what slow system changes are currently being considered?
: I can actually see that being realistic in the long run - that Luden's might need to be cadence driven (CDR) instead of Movement Speed driven (MS) - though that kind of directional shift on the item is a little outside the scope I wanted to work at. It's hard to evaluate Luden's right now - because it's essentially just yet another AP multiplier with no particular synergies - and so I'd like to try to clean that up a bit first before looking at its impact on the type of mages you're describing.
Does Luden's proc apply spell effects? If not, that could be an interesting place to look.
: The flat penetration is pretty functionally different than percent penetration. Due to the guaranteed low amounts of resistances we give to all characters, flat penetration acts more as a squishy killer than a tanky dude killer. Adding it pretty severely warps who the item is good against and who it's good on. Releasing both the old and the new one isn't ideal. In that world we'll be left with the old Abyssal (and all of its issues) and nothing to change it into. Effectively, we'd be left with the same problem that initiated the change.
What about making it build from Bami's Cinder?
: [PBE Feedback] "New Missile System" - Rewriting Skillshots
How did it work before, and how does it work now?
: Ekko Bug Report Thread
Potential Dominion-specific bug/oversight: Dying appears to reset your ult copy's location. While Revive is no more on most maps (making this fact irrelevant, Dominion's Soul Anchor trinket {{item:3345}} allows Ekko to revive at his fountain less than 4 seconds after he dies. Since Teleport and Recall don't reset the position of Ekko's ult copy, it seems a bit odd that Soul Anchor's Revive effect does (although I can see for balance reasons why that might not work.) Is this intentional or not? If this is intentional, should it be clarified?
: Yes, seriously why does he have to be AP ? When I saw his kit it seemed cool until I actually saw he scaled with AP. That's totally misleading, why an assassin would take risks to go and auto attack to proc this passive. He have to build as a mage to deal damage. I wouldn't mind his ratio being AD. Or maybe allowing him to play both ? Because nodody want's to dash in if he is a "Damage Over Time" assassin. Diana can do the same job, without having to wait to kill someone.
Because Chronobreak...and his E (Parallel Universe) giving him the ability to blink to an enemy...and his W (Parallel Convergence) potentially giving him a shield. He also has more consistent poke in the form of Q (Timewinder).
: The Brutalizer is out of the build path because an item with flat armor penetration and stacking percent shred (really, any percent shred or penetration) together just gives you the power to kill everyone - flat armor penetration is best at bursting squishy targets, while percent shred/pen make you better at dealing with the kinds of champions that you'll have to fight for a while to beat. This means that an item which does both has to be pretty crappy at both jobs, because if it's ever good at either job, its user is automatically good at fighting everyone. An item which only gives one of the two can actually be good at that one thing. For what it's worth, the first thing I tried was keeping the Brutalizer but having the finished item lose the flat pen (basically, the flat pen turns into the shred on the finished item), and that was simply too weird for people to understand or appreciate. There are a whole bunch of oddball optimization cases because finishing the item changes you from best at fighting one kind of opponent to best at fighting a different kind of opponent. It'd be somewhat the same as if we put in an MR item for defending against {{champion:10}} and {{champion:17}} that built out of {{item:3082}}. All that said: we do want to get a better handle on assassin itemization at some point and The Brutalizer sits at the center of that picture for AD Assassins. Unfortunately, though, nothing imminent.
Hmm. On a similar note, Liandry's has a similarly odd build path (haunting Guise gives flat pen; Liandry's is a tank buster item)? Is it just to help it punish low MR, high-HP builds more effectively? Will we see Liandry's or Haunting Guise changes down the line? Will mages eventually see an MR tank buster akin to new Cleaver?
: Let's talk about The Black Cleaver
I Iike the idea of this change. What happens to The Brutalizer, though? One reason Black Cleaver was remade into a Brutalizer upgrade in the first place was that Brutalizer didn't have very useful build paths for spell-focused AD casters. Will we see an AD-caster-focused Brutalizer upgrade to replace that niche at some point? (Please let it upgrade into Essence Reaver instead of Vamp Scepter, please let it upgrade into Essence Reaver instead of Vamp Scepter...unless that would turn out to be gamebreaking, in which case don't do that.) Additionally--is it possible for us to see a mage tank buster item (one focused on magic resistance as opposed to armor) at some point?
: ARAM Improvements Incoming!
Overall, I like the look of this update. Question, though: Seeing the turret updates on Summoner's Rift, I wonder: can the Nexus turrets shoot continuous lasers like in SR? (Has that been tested out?) Could the minion reskinning go on Twisted Treeline and Crystal Scar as well? Finally, seeing as we don't have much reason to buy it compared to Luden's Echo, and it's not as good at doing its job (countering Teemo/Shaco and to a lesser extent other stealth champs) as The Lightbringer and Hextech Sweeper: Can Twin Shadows use the TT/Dominion version of it, the one with a 60-second cooldown on its active and Trap Detection? It would make sense, given the other items with Trap Detection are available on ARAM--and it's kind of annoying as a mage to not have an item to deal with Omega Squad minefields. Thank you for the update, though--it's greatly appreciated :)
: most mages are immobile so it would make sense to make it the same plus to count distance walked and not distance traveled because it would be abused from mages such as leblanc and akali. I agree that riot games should release more items for all classes except Marksmen. Mostly warriors and supports for better close combat counterplay.
I think that Karthus, Ziggs, Evelynn, Karma, Orianna, Vel'Koz, Mordekaiser, Brand, Annie, Azir, Zyra, Syndra, Twisted Fate, and Cassiopeia are going to benefit from this much more than LeBlanc and Akali. Low-cooldown spells are going to charge Luden's faster than movement abilities. Sure, Akali can probably get 2 Luden's procs if she wastes all 3 of her dashes...or she can build Lich Bane and get better procs from all her dashes. Sure, LeBlanc can use it...or again, she can use Lich Bane for a better burst.
: new ap item available for testing soon!
This looks amazing! As a Karthus and general sustained-damage mage fan, I'm definitely looking forward to this item. That being said, I have a lot of questions about how this new item (and a few related ones). * Is Luden's Echo's name based on a referral name (akin to Liandry, Malmortius, TotalBiscuit), or is it a reference to the Latin verb for "to play"? * Was Luden's Echo vaguely inspired by the Dawngate item Chaos? (a similar mage-focused chain lightning item.) * Will there be an equivalent item to Luden's building from Blasting Wand+Amp Tome+Aether Wisp for Twisted Treeline and Dominion? (Feel free to ask ManWolfAxeBoss for help on this one) * How does Luden's proc interact with multiple-target abilities, simultaneous spell procs, and AoE effects? If Karthus ults, what will the chain lightning prioritize? * Can it proc on DoT effects or multiple-hit abilities (e.g. the return damage on Ahri's Q, Brand's ultimate bounces, Varus's ult on creeping to other targets, Morgana ult's second tick) if you reach 100 stacks while a DoT is ticking/the second main ability proc hits? * Can it proc on on on-hit spells? Like Sheen, can it gain charges from casting an on-hit ability? * Does Luden's apply on-spell-hit effects like Rylai's, spellvamp, and Liandry's Torment? * Does it have a separate charge meter from Statikk Shiv? * Could a 120 AP+10% CDR item *also* potentially see the light of day? On a similar note: will we also be seeing an "AP %health tank burster" item soon? * Finally...what was that one AoE mana restore item (and the pure mana+CDR item) that also got into the PBE patch files?
: [TEMP] Rek'Sai Feedback + Known Issues Temporary Post
Honestly, I feel like comparing her to Dawngate's Marah (another "makes zones of mobility" character), she feels a bit lackluster. Either make her tunnels I feel like it would be awesome if her tunnels initially were immediately available for re-use after making them (only going on cooldown when re-used), and if she could "chain-tunnel" by sequentially clicking tunnels with endpoints within 1 Teemo of each other's endpoints. This would probably justify the short time needed to destroy tunnels.
: [TEMP] Rek'Sai Feedback + Known Issues Temporary Post
QoL idea: When hovering over her ultimate, highlight all available tunnel entrances on the minimap as slightly larger dots in the "skillshot edge" color (similar to how long-range ultimate ranges display on the minimap when hovered over)
: ‘Legend of the Poro King’ game mode coming soon to PBE.
Question: I'm noticing that the Utility mastery that reduces Summoner Spell cooldowns does NOT reduce the Poro summoner spell cooldowns. Is this intentional?
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AperTortScience

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