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: [Ingame] FPS Dropping after the last patch
Same here, thought it was due to nexus blitz being in alpha and all at first but guess not. If this is an overall issue I hope it gets looked at as the drop is quite significant
: It's supposed to be fast but reducing death timers wouldn't be too bad cause 1 team member lost decides the game after 15 minutes.
> [{quoted}](name=DFG Veigar,realm=PBE,application-id=AYQh7p7O,discussion-id=EyI4tkwN,comment-id=0000,timestamp=2018-08-01T09:51:40.163+0000) > > It's supposed to be fast but reducing death timers wouldn't be too bad cause 1 team member lost decides the game after 15 minutes. Ya, doesn't feel good to lose just because only one member died.
: Walking nexus 15 min in, with 50 sec death timers? Yes, this game mode is just snowballing. And not in a good way, either. One mistake, a little luck, a single catapult at the right time, its more like gambling than playing a game.
> [{quoted}](name=SpoopyKing,realm=PBE,application-id=AYQh7p7O,discussion-id=EyI4tkwN,comment-id=0001,timestamp=2018-08-01T10:54:15.003+0000) > > Walking nexus 15 min in, with 50 sec death timers? Yes, this game mode is just snowballing. And not in a good way, either. One mistake, a little luck, a single catapult at the right time, its more like gambling than playing a game. Yep, I agree.
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: Nexus Blitz PBE - Patch Notes and Feedback
It's too snowbally and damage-filled. Death timers need to be lowered too.
: Nexus Blitz PBE - Patch Notes and Feedback
Jungling feels useless. There's only one place you can gank from in the first lane and you aren't even connected to the second one. Not to mention there's is nothing even in the jungle except camps. And even then, you're dependant on your duo jng to get those camps. Yes there is red buff and blue buff to fight over but it's still just meh and doesn't equate to destroying turrets. As for rift herald it's moreso an entire team thing.
Rioter Comments
: Nexus Blitz PBE - Patch Notes and Feedback
Let there be a 5 sec cooldown for summoner spells after snowball mode ends. I was about to throw another snowball at the enemy only to realize I wasted my flash.
Rioter Comments
: Nexus Blitz PBE - Patch Notes and Feedback
General Feedback: It doesn't do a good job of taking away the SR/TT feel for burnt out players who want something different. It feels like just a more chaotic version of TT + quicker version of SR. Dominion for example did a great job of introducing a completely different playstyle for players who were burnt out on normals, this on the other hand keeps the many same elements of a normal LoL game so it doesn't feel too refreshing/different. Once you get over the shock of being in a new map with events it gets pretty boring.
: Post it [here](https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/2GZaFmfx-nexus-blitz-pbe-patch-notes-and-feedback) instead. Every new champion, skin, game mode and other big content has their own bug and/or feedback thread which can be found as a sticky thread in one of the subboards. It is recommended to place bugs and feedback there for increased visibility.
> [{quoted}](name=Amy Sery,realm=PBE,application-id=AYQh7p7O,discussion-id=f3QAtTLe,comment-id=0000,timestamp=2018-08-01T06:47:07.346+0000) > > Post it [here](https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/2GZaFmfx-nexus-blitz-pbe-patch-notes-and-feedback) instead. Every new champion, skin, game mode and other big content has their own bug and/or feedback thread which can be found as a sticky thread in one of the subboards. It is recommended to place bugs and feedback there for increased visibility. Ty, I'll do that.
: Nexus Blitz PBE - Patch Notes and Feedback
Fighters feel terrible to play in Nexus Blitz: - They can't split push - Soloing jng objectives is harder - They can't duel - Large fights are their weakness and it's always a large fight in nexus siege. - In the very rare instance someone does engage in a duel it turns into a large fight in mere seconds anyways.
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: I don't think this is 100% true. If you look at champions like Fiora who enjoy rushing Ravenous hydra into a black cleaver or tri-force it's a very welcome change. Heck, even the jax build that was around for awhile where he'd rush Titanic hydra into tri-force. Losing 10 ad for 250 gold actually isn't that bad. It leaves less situations where you're risking your life to farm for 250 more gold and the spike is sooner. Stat wise the item loses efficiency, but it's already a VERY powerful item.
The thing is it's not that hard to earn 250 more gold once you have taiamat for farming, making it cost 250 less barely saves any time and makes it less gold efficient; while also giving you less when you finally get it. Let's be honest here, who backs for when they have 250 gold? It's a very small amount to earn, specially with Tiamat.
: Longsword gives 10 AD and costs 300, it's 300 gold not 350.
It costs 350 lol :p http://leagueoflegends.wikia.com/wiki/Long_Sword
: We're definitely prepared to adjust if Marksmen prove to be dominant with this item, but so far we've found that if an ADC is within 500 range of 3 enemy champions they're pretty dead regardless.
What about champions like Vayne?
: Is the cost of the hydra items a typo? I don't see how losing 300 gold worth of stats for a 250 cost reduction is a buff.
350* so even worse, I completely agree with you but don't believe it's a typo.
: Yeah, lowering the price of Tiamat is quite risky - it throws a lot of lane and jungle dynamics out of whack. We actually found the Hydra changes to be a pretty big buff - you get less AD, sure, but so far we've found that getting the spike earlier is more than worth it. Please try it out ingame and let me know what you think, though!
As I already stated, most people keep Tiamat and only upgrade it later on to the game, so I'm really having a hard time seeing this as a buff due to spike. And even if you say it's a buff because it costs less, we are losing 10 AD while only gaining 250 gold. A long sword costs 350 while giving 10 AD. So even in efficiency terms it looks like a nerf to me.
: Fighter Items on PBE for 8.12
I don't see how ADCs won't abuse the first passive of Spear of Shojin. They will get tanky just by building AD, and will get better scaling from it than fighters themselves. Maybe make it melee only like Hydra?
: Fighter Items on PBE for 8.12
I really really dislike lowering the damage on the Hydra items, it's a nerf in my eyes. Part of the reason I buy Ravenous Hydra is because it is one of the highest AD damage item in the game, and I don't want that to change. Can't you lower the cost of Tiamat instead? Most people don't upgrade it until very late anyways, at which point these changes becomes a nerf to a final build while intending to be a buff.
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: Marksman and AD Itemization Changes coming to PBE shortly
Are you certain IE doubling crit is a good idea? Isn't this the opposite of what we want with these changes? It seems very OP on paper and I couldn't believe what I was reading when I first read it.
: [Assassins] Talon feedback thread
Hey guys :) I just wanted to add that while the concept of the rework is nice, imo you guys kinda lost his whole identity. I knew and loved a talon that could get int he middle of the enemy team and kill threats off instantly even if it meant giving himself up at the process. Now we have the exact opposite. Now it's a talon that takes time to execute and has to hope he doesn't die chasing/dashing before he can get his damage out. In a sense it kinda feels like going from an assassin into a juggernaut. (The whole "I can do alot of damage close but as long as you can keep me away we good" thing. Specially with the removal of his E and the added very short Q dash) I don't think 'the roaming assassin' was his identity to begin with. Let's be honest here, anyone can roam. Rather I think his identity was one who will take out squishy damage threats right away even if it meant being in the middle of enemy team and getting yourself killed. But I personally saw him as the AD AOE burst guy. Let's be honest, other than him there are not that many (if any) ad aoe bursters. I always saw that as his identity along with the instant kill thing. TLDR; I guess what I'm trying to say is Talon shouldn't feel slow and juggernaut-y. His literal identity is taking people out quickly even among assassins and being stealthy with a lot of mobility. Yes, give him counter play but don't make playing him and his abilities feel so slow. Quick abilities and mobility is part of who he is. Right now his abilities are even slower than some of the other assassins and he has a far worse and situated engage. (Loss of mobility) You may not agree with me or even take this into consideration, but as a Talon player those are my thoughts.
: [Assassins] Talon feedback thread
Hey riot, I just wanted to give some feedback about the reworked Talon E. :) I think you guys should add something to let players know where they will land when they use it. Right now it's kinda guesswork and sometimes you don't exactly end up where you want or thought you would end up. Thx! :P EDIT: And also if you can add a blue outline over the terrains when playing him that would help a lot too. So you know exactly which terrain you're jumping over and how big the entire thing is and also how long you're risking it being on cooldown.
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: Thanks for breaking it down, makes it easier to understand where you're coming from. **Re: information clustering. **The goal behind us putting information like that in a more centralized location is to make it easier & faster to consume that info. If you think of the center HUD as the second to second decision making, then the mini-map becomes the minute to minute info center and scoreboard the informational center. Scanning left to right across center hud means first you see skills, then items (in order of importance) that you'll need to know at a split second in a fight. Moving right more are all the higher level pieces that are scattered in the current HUD. Team status, positions, enemy kills, KDA, time.. all things you'll want to process as you are deciding when to go back, when to engage, when to push an objective. We know its a lot of info but there's been a ton of internal playtesting on this and after the initial disruption of having to learn where things go we've pretty universal feedback this actually helps players be way more aware of what's going on in their game. Question: keeping the above in mind, what type of information do you believe doesn't fit within the mini-map identity that you would want to pull out? Why and where would it go? **Re: Removal of things:** Several of those are actually just bugs that crept into the latest build. Today's PBE publish should fix most of those. There are a few areas around pings that we're still evaluating and iterating on. (and the C menu; if you click the helmet below champ portrait that'll stay on). Hope this helps provide context for the reasons why we changed the layout. We're constantly reading the forums, reddit, etc. and have been able to make a ton of changes since we've been on PBE based on player feedback (team ult timers, team par bars, team summoner spell cooldowns, etc.) There's a careful evaluation process to give players what they want to see that doesn't conflict with the overall thought process behind the redesign. Thanks, -Chager
> [{quoted}](name=Chager,realm=PBE,application-id=AYQh7p7O,discussion-id=uMa8LIj8,comment-id=000b00020001,timestamp=2015-07-10T16:48:31.477+0000) > > Thanks for breaking it down, makes it easier to understand where you're coming from. > > **Re: information clustering. **The goal behind us putting information like that in a more centralized location is to make it easier & faster to consume that info. If you think of the center HUD as the second to second decision making, then the mini-map becomes the minute to minute info center and scoreboard the informational center. Scanning left to right across center hud means first you see skills, then items (in order of importance) that you'll need to know at a split second in a fight. Moving right more are all the higher level pieces that are scattered in the current HUD. Team status, positions, enemy kills, KDA, time.. all things you'll want to process as you are deciding when to go back, when to engage, when to push an objective. We know its a lot of info but there's been a ton of internal playtesting on this and after the initial disruption of having to learn where things go we've pretty universal feedback this actually helps players be way more aware of what's going on in their game. > > Question: keeping the above in mind, what type of information do you believe doesn't fit within the mini-map identity that you would want to pull out? Why and where would it go? > > **Re: Removal of things:** Several of those are actually just bugs that crept into the latest build. Today's PBE publish should fix most of those. There are a few areas around pings that we're still evaluating and iterating on. (and the C menu; if you click the helmet below champ portrait that'll stay on). > > Hope this helps provide context for the reasons why we changed the layout. We're constantly reading the forums, reddit, etc. and have been able to make a ton of changes since we've been on PBE based on player feedback (team ult timers, team par bars, team summoner spell cooldowns, etc.) There's a careful evaluation process to give players what they want to see that doesn't conflict with the overall thought process behind the redesign. > > Thanks, > -Chager **Re: Re: information clustering:** (hope i did it right xD) Listen I totally get what you guys are trying to do about clearing the corners so we can see more. I can see where your coming from. But I don't think what you guys have thought about/realize is by taking the information that used to be in the corners before and putting it all together in the bottom your taking more of the inner CENTER away. (not the center center you know what i mean lol) And the center is much more important then the corners. I would much rather have my information spread evenly around all four corners then everything in one corner that threatens more central space. (I hope your getting what I'm trying to get at here.) Say for example if you took the kda and put it back in the top right corner, yes it would block that corner, but by putting it in the corner and pushing ally portraits down it would open up the same amount of space. Except it would be more central space. Central space is more important then corner space. As for the removal of things I hope your not removing anything at all for i love all and everything that is there in HUD. ^^ If you guys _are_ planning to remove something would be nice to know what and why. EDIT: here i will quote this from another thread that i just found that expresses the way i feel in different words > [{quoted}](name=TSM Princess,realm=PBE,application-id=AYQh7p7O,discussion-id=9iwFJGWP,comment-id=,timestamp=2015-07-09T17:04:37.699+0000) > > The new HUD is highly controversial and I wanted to give how I see it. One of the biggest problems with the new HUD is that it takes the nice, organized spread of information, and roughly shoves it all into the bottom right corner. I have a pretty big monitor, and after re-sizing the HUD scaling to a level that wasn't so obtrusive (about the same level as "obtrusive" as the old HUD at full size), the information in it was very small. I can't imagine dealing with the new HUD on a laptop sized screen. Because the old HUD spread it's information into the corners in an organized fashion, it could be at full size and not feel in the way, in addition to being pleasing to look at. here is the link if you want to look at it :p http://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/9iwFJGWP-the-new-hud-breaking-all-the-rules-of-good-flow-and-layout think Rayven is trying to deal with that one though xD ~~but is getting downvoted~~
: @natsu, I hear you aren't happy about it. Can you break down for me what specifically you don't like about it that makes you prefer the old HUD?
> [{quoted}](name=Chager,realm=PBE,application-id=AYQh7p7O,discussion-id=uMa8LIj8,comment-id=000b,timestamp=2015-07-09T21:41:02.055+0000) > > @natsu, > > I hear you aren't happy about it. Can you break down for me what specifically you don't like about it that makes you prefer the old HUD? Alright first of all: it looks amazing and I like the transparency good job on that much Other then that I don't like where your going with this whole thing. First of all everything is way too cramped into one place (cough cough mini map) and that's NOT a good thing believe me. Specially for new players a lot harder to find stuff. Second of all the removal of things. Just some of the examples: No ping on the top right after Ctrl + F No ping button No item description in the item slot. The "C" character thing is not as detailed as the menu that pops when you press "C" currently so maybe bring that back This one specifically annoys me now that you have to hold "C" (I'm more of a "O" guy then "tab") Tab won't show enemy name or score. Other things that are in the old HUD and not in the new one. IMO everything in the old HUD should come with the new HUD, But if you really want to, then make it optional so we can select/deselect them. TLDR; The fact that you removed alot stuff and everything is too cramped Thanks for taking your time to respond :P Really makes me happy that a Rioter is actually reading and responding to the feedback. :) EDIT: It's easier to see more of the game when things are more spread out. ;)
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: List of bugs i have been seeing
1366 x 768 is my desktop resolution if that's what your talking about :)
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Ataraxis

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