Rioter Comments
Rioter Comments
Rioter Comments
: Just watched the youtube skin spotlight video. Have not checked it out in game. I have very limited feedback because I spotted this so quick. Most of this skins ability sound effects have a sharpness quality to them. There was this one point in the video where Praetorian Fiddle ults in and uses everything and it made me cringe because of the layered sharp sound effects. It's really way too much especially when it's layered. Which given how Fiddle uses abilities is going to be all the time. I actually fear this skin becoming live with so much high sharp sounds because it'll be just flat out stressful to have him in a game. It would drive me to modding or quitting the game if it was ever present. Please do a pass on the SFX to reduce some of the sharpness and prevent them from being too layered. Maybe you can have a priority where certain SFX play an alternate more muted version if they trigger while a sharper primary SFX is already active? Like how character voice overs avoid overlapping? At present I just want to get this topic started. I'll try to give better feedback after actually playing with the skin.
Ok got some time in practice tool with the skin. Individually I like each sound. Though they are all a bit sharp and piercing it's ok on it's own. The effect on Q is neat. Layered it's definitely a bit much. I'm detecting "sharp" on the SFX for movement/passive trigger, Q cast, W cast, E cast, and E bounces. R isn't as overtly sharp but it has a large cacophony of noise to it and the SFX for it doing damage. When I turn off cooldowns and just spam everything on 4 dummies it's really noticeable how ear piercing these sounds are when they occur quickly and in tandem. A regular rotation isn't much better. Auto also has the sharp quality to it. So I tested a max AS set up....the results where rather astounding. I suggest trying 2.5 AS with hurricane out on multiple targets yourself. I now have a headache. I'm not a sound person. So "sharp" is the best description I can give on it. I'm not exactly sure what it is. It's some sort of high note and too many of them too quickly. Individually and in a vacuum the SFX are fine but Fiddle's kit is inherently about spamming. Going from standing still to gaining passive to fear to E to W is a lot really fast sometimes.
: PBE Bugs & Feedback Thread: Praetorian Fiddlesticks
Just watched the youtube skin spotlight video. Have not checked it out in game. I have very limited feedback because I spotted this so quick. Most of this skins ability sound effects have a sharpness quality to them. There was this one point in the video where Praetorian Fiddle ults in and uses everything and it made me cringe because of the layered sharp sound effects. It's really way too much especially when it's layered. Which given how Fiddle uses abilities is going to be all the time. I actually fear this skin becoming live with so much high sharp sounds because it'll be just flat out stressful to have him in a game. It would drive me to modding or quitting the game if it was ever present. Please do a pass on the SFX to reduce some of the sharpness and prevent them from being too layered. Maybe you can have a priority where certain SFX play an alternate more muted version if they trigger while a sharper primary SFX is already active? Like how character voice overs avoid overlapping? At present I just want to get this topic started. I'll try to give better feedback after actually playing with the skin.
: PBE Bugs & Feedback Thread: Praetorian Graves
Just watched Skin Preview on youtube. Have not played with it in game at all. I'm totally in love with this skin. After seeing it in motion I am _so_ impressed by this interpretation of the character. How you've used his model to build out a robot character? I pretty much like everything I saw. My one area of "maybe" criticism was the R feels a bit low impact. Due to blue VFX being easily washed out and sound being similar. This skins Q feels significant meatier. Now, the reason for "maybe" is that I can't convince myself this needs to be changed. It still seems easy to tell the skin used R even while layering other abilities. And it's kinda neat for the sci-fi superboom to be oddly understated.
Rioter Comments
: PBE Bugs & Feedback Thread: High Noon Urgot!
I've seen High Noon called Battlecast-lite. Seeing it in game, I'm somewhat inclined to agree. It's color scheme, VFX, and feel is reminiscent despite the details being different. I'd definitely far rather have and use Battlecast then High Noon. So one of the biggest issues I feel is the VFX for his passive. Both are glowy orange. Side by side shows difference but memory does not. I think that taking this graphic in a totally different direction would be very helpful. Right now it feels like a busy glowy orange with metal bits which is why I think of battlecast. I do like his splash art but think that's also a bit glowy. I realize this round of high noon is going a bit demonic but I actually think toning _down_ the demonic and toning up the black powder is a good direction for this Urgot. Drop color saturation and brightness on the orange glow and make it about the black of train smog and smoking barrels. His body is part of the issue as it's fairly bright. I think a cool move would be having it glow _when he is in W_. Imagine if he had more dark steel mettalic train look normally and when he Ws the demonic fire glow starts coming out from under his skin and the nooks and crannies. A dead train suddenly roaring to life would have more visceral impact then one that's always dully glowing. His passive I feel very similarly about. I'd almost want it to work opposite normal. No glow _until_ you cast. At which point the barrel is red hot, overheated, and unable to be used. Sure the indicators need to be kept but the legs could be adjusted. If this direction sounds bad then just pushing the black smog effect to be thicker and more smog-y while decreasing the glow a hair could do wonders. I love the concept of a high noon urgot but I'm thinking the design addition of demons is detracting from a more out of control train focused wild west urgot we could have had. I also have some misgivings with not seeing a replacement for the belly grinders but I assume that more work is being done on high noon urgot and we'll see some changes on PBE soon.
Rioter Comments
: Nexus Blitz PBE - Patch Notes and Feedback
Very fun mode. I wanted to point out that if an event _silenced_ , _disarmed_ and gave a big heal over time to everybody. You could have events that don't involve attacking. Example: Bullet Hell event. Everyone has to get into the large circle near the middle of the map. Then dodge skillshots that will come from the sides over and over. Getting hit instantly kills you.
: How is it a priority ? Literally everything you need to test is 1 BE wtf ?
Ironically, I just found a rengar bug as an opposing player and want to be able to hop onto him in practice tool to compare audio triggers to see if I can sort it out. I cannot as I have no RP to get Rengar + Headhunter.
Rioter Comments
: Akali Gameplay Feedback Mega-Thread
So wanted to share my impressions on the kit design's balancability. I can't find a quote, but I believe it was mentioned that W complaints where expected but overall Riot feels this new direction is easier to balance. Well, I agree. The rework is making way more trade-off then most people think. Akali already _was_ great at tower diving. From a kit perspective she could R in, spam, get a kill, then w blink + run out while only taking 1-2 turret shots. The boost to invis is more a team fight buff to Akali. I also note that Shroud's _design_ has a ton of levers to turn. The donut shape was a great idea. One area you can nerf, if it proves too strong, is _width_. A thinner donut means less area for Akali to hide. Had a game where I was Taliyah and was more or less able to track Akali's position in shroud because of the new shape. Other then the shape you can adjust how fast it spreads, Akali invis refresh rate, and just the straight numbers like movement speed and duration. When it comes to the movement. No point and click 3 stack ult that resets or offers random minion escapes. No W blink. Instead Akalis E and R can be used as gap closing/wall dashes at the expense of damage. Her E has some levers to tune with distance and projectile speed. However, when used to gapclose (by hitting E) it's really telegraphed. Very similar to ARAM snowballs but with half the range. Damage is hard to discuss because numbers can always change. I feel like most of the sudden Akali bursts I've been seeing involve proc stacking (execute+gunblade+melee auto) though. Her energy usage is an interesting design. Her Q is currently her highest scaling ability with her passive second IIRC. It's definitely the button she presses the most but it's also her only real energy dumb. From 0 energy she can W into an E if she needs to run away from a gank. So the decision making of when to use Q is almost entirely about whether she will need Q again soon. I hope the current range is relatively static, but the other aspects of it are neat. Just looking at kits. I think old Akali is way harder to balance. Point and click gap closing with tons of damage on her other abilities. While she exploded in team fights or struggled to gain gold versus good players; Her kits basic and simple way of approach meant she needed to be underpowered and only good in the chaos that is 90% of league. I think the more indepth you analysis new Akali the more it's a kit nerf but balance buff. Sure W is crazy sauce but it'll be the main thing allowing her to work in higher tiers of play. From there it's just number.
: Akali Gameplay Feedback Mega-Thread
May make more posts on other aspects of Akali later. Want to highlight one major counter-play issue for Akali. Her ult could use some lingering particle effects so the enemy team knows for sure she used it. Take flash as an example. Why does flash leave a particle effect behind? That is seen through fog of war? So the enemy team has a good chance of spotting and realizing flash is down. Akali's new ult is a high/normal cooldown with a pretty large effect. It's best counter play may be to just straight run if she uses ult 1 before she can ult 2 you. However, many of her abilities have her moving in a way that looks similar to the dash on R. Adding some particle effects or a linger trail would help here.
: I wanted to point out the same thing, thanks! When I watched the recall it was all funny and silly until...she kicks the crab without reason? Fiora's recall has a completely different story, there the crab fights her and threatens her, it's antagonistic. In Cait's recall though, the crab fans her (although reluctantly). I was expecting her to PET the crab before parting ways, why would she kick it? ;_;
I was expecting her to tip it. With a cupcake.
: Fiora did it...
So she does. Didn't know that. Comparing the animations doesn't make me feel better about Caitlyns recall though. Fiora actually fights the crab first.
Rioter Comments
: Akali's Q cost is too damn high
You want the 1.5 sec CD ability to go from 100 energy to 30 energy? Without suggesting a CD increase or energy cost to other abilities? First, please note that her Shroud, her primary defense tool, has no energy _cost_ and in fact restores energy. Second, please note that her E, the shurikan toss with a dash attached which is good for escaping, has a very low energy cost. Low enough that shrouds energy restore will get you there from 0 energy. Third, please note the utter lack of energy cost to her ult. Which is two dashes that could be used for escape purposes. So with those 3 things noted it should be clear that Akali's _only_ energy restrictive ability is Q. Her entire energy pool is practically devoted to how you use her Q. If you went from 100 to 30 energy she'd have 0 resource restriction or utilization. So they'd have to add an energy cost to W and R. While raising her Q cooldown to something like 3 seconds. That sounds terrible. TLDR: Wait to play Urf.
: Pool Party Caitlyn
I'm confused by the recall animation. Is it normal for Caitlyn to be "mean"? Is that her character? Isn't she an upstanding officer of the law? If those things are true, _why does she kick the crab?_ For me it was so jarring that it wasn't funny. If it was GP doing it, I'd have laughed. So the animation and action are funny to me. However, it's Caitlyn doing it....so now I'm confused and wondering if I'm alone in confusion.
: [VISUALS] Akali skins looks decent at first glance, however things are lacking.
I'd guess that visual clarity on the smoke across all skins is more important then individual differences. Remember shroud is going to be hated and having _any_ skin have a hard to read shroud will make people furious. Like what VFX can they put into nurse that wouldn't read all wrong? What they _could_ adjust is the incense burner that appears and lets out the smoke. It's smaller then a ward so maybe a bit hard to see sometimes but it's there. A skull for headhunter or a burned tree for infernal...etc
Rioter Comments
: Cursor Update on PBE
It's definitely more disruptive then I expected for such a small change. The things you get used to. I will say that it feels like it pops more. Something about having less black layered in? Being more simple geometry? Whatever it is, I felt my eye drawn to the cursor, and was able to tell where on screen it was quicker then old cursor. I do feel that it's lack of shape changing is a clarity loss however. At the very least I can't tell when it changes color.
Rioter Comments

BadgerDroolPBE

Level 35 (PBE)
Lifetime Upvotes
Create a Discussion