: The only plant is see potential issues with is the Blast Cone, due to its potential to be annoying and awkward. BUT the Scrying and Honeyfruit plants aren't like that. I really think that those two, at the very least, will remain in the game. IDC about the Blast Cone but I really like the depth that the other two bring to the table.
I dont think they bring any depth into the game especially the scrying plant. Honey will always be taken by the one winning lane to snowball it harder and the scrying gets used the second you walk by to get a short vision burst. Thats no depth. Thats as simple as it gets, the buff had way more depth then the plants.
Rioter Comments
: See initial post for Smite Buff removal context. Yes - it was doing work that, in my opinion, was good - especially things like Krugs for camp clearing. However, it made it hard to add additional complexity onto the map given the sheer density of mechanics and streamlining the number of mechanics on the map to make room for things that we thought could provide more value was the goal here. That's not a contestable point, unfortunately as the amount of complexity that smite buffs added in terms of bits to memorize was deemed too high in total combined with all the other stuff and it's not something we're likely to revert back to unless we tone down the number of other map objectives to a large degree. As far as Krugs being a timesink - that's the explicit goal of the camp. It's 50% more rewards than any other camp in total - but it'll take longer. It shouldn't take an equivalent amount of time to Gromp as the pathing would still make it out of any real path.
I still dont understand why you prefer the plants over the buffs? I feel the plants have less complexity then the buffs have and thats saying something because after your initial clear you smited only raptors and wolves anyways. It would have been better that instead of dropping the whole smite buff mechanic to build upon this very well received feature. DAT BOI already summarized two of the three plants very well. You see em you use em and the satchel one only adds weird interaction when invading.
: Power farming junglers are something that we're suppressing as we've never really been happy with the gameplay of continuously power-farming your jungle until you come out fully farmed at 20 minutes. This isn't a line we intend to support. In general, the full clear will give more gold and xp than before - but not enough to match the continuous power-farming era.
Why are you adding free escape tools for junglers then? Arent the plants promoting power farming even more?
: [Assassins] Talon feedback thread
The feedback on him given in this thread seems on point from what i have read. Especially the part about getting onto the target being a problem. Here is my Idea to fix it at least for teamfights. His E should be usable on champions like gnars E, this would allow him to dive into the backline in teamifghts with good positioning and timing. It also would make more sense. I dont undersand why talon is super mobile when jumping around the map but without a wall he is pretty unmobile. Also what others mentioned already is that the CD of the walls feels to long. How about making the last wall CD disappear after he jumped X amounts of walls? Maybe after every third or forth? That would encourage him to take different roaming paths. I really hope you get this right because the basic rework is great and extremely fun to play.
: Plant Spawn Full System Design
I feel they only clutter the map and dont add anything of value. After playing with them it actually only showed me what I feared from them after the announcement. Super gimmicky with no strategic value. The only thing they add (especially the satchel one) is frustration for the one on the loosing end of the mechanic. I could arrange myself with the vision plant , that one is okay and can add something to the game because vision is always a something worth fighting over(not that I see the need of the plant but whatever). The other two are just so see em, grab em. I mean you take the heal plants when you see them and the satchel thing is just weird to even be in the game. I cant even imagine myself liking this one in competitive play let alone me getting tilted in ranked because someone shoots me and my team in random directions. Sure you might giggle the first two times but then you are just frustrated because the great epic teamfight you are experiencing is turning into a randomized shit show. I have a feeling, that if they go live, the plants are the one thing that will get removed at the end or during season 7 because they couldn't live up to riots vision for them.
: Plants are actually really fun to play with
I feel they only clutter the map and dont add anything of value. After playing with them it actually only showed me what I feared from them after the announcement. Super gimmicky with no strategic value. The only thing they add (especially the satchel one) is frustration for the one on the loosing end of the mechanic. I could arrange myself with the vision plant , that one is okay and can add something to the game because vision is always a something worth fighting over(not that I see the need of the plant but whatever). The other two are just so see em, grab em. I mean you take the heal plants when you see them and the satchel thing is just weird to even be in the game. I cant even imagine myself liking this one in competitive play let alone me getting tilted in ranked because someone shoots me and my team in random directions. Sure you might giggle the first two times but then you are just frustrated because the great epic teamfight you are experiencing is turning into a randomized shit show. I have a feeling, that if the go live, the plants are the one thing that will get removed at the end or during season 7 because they couldn't live up to riots vision for them. EDIT: Added and changed a few parts.
: Allow me to shed some light. Does your target stack armor? Percentage armor penetration is better. Do they not have armor? Lethality is better.
But were is the exact threshold? I could easily see that with aromor pen now I have to guess.
: Lethality Info
I dont like the lethality stat at all. I will never have any idea on how good the stat is when actually playing the game. I mean +20 lethality wont tell me if a last whisper item is better. Its super confusing.
: Quinn PBE Feedback Thread
I played a lot of Quinn top in the past and I own all skins for her so I was exicet to see her getting some love but what a HUGE disappointment this is. Removing her blind kills her dueling potential completely and forces her into the ADC role. The problem is her ADC role was super weak with a high risk low reward play style. I dont feel these changes address any of her ADC problems. The faster E doesnt change much its still really easy to predict and to interrupt even with a 200+ ping on PBE, the Q waveclear resets are nice Qol changes but she didnt needed them at all even through its nice to have a second ability applying her passive. The main change comes with her ultimate which I feel is extremely underwhelming before the bird gave some form of assassination all in with an executed and now its designed to bring global pressure which overall can be nice but I dont think its that effective due to the channeling and not being that fast early game at least not fast enough to really used it to roam from bot to top for a surprise visit. So we traded our old assassination and dueling potential for a little global pressure and a second proc for her passive. I feel gameplay wise these changes will put her even more into the dumpster as she was before. Not even going into the thematic awesomeness that falconer could bring as a champion but Quinn absolutely failed from release with now being even worse. Valor is now super underwhelming in terms of interaction and I wish he would be more like wolf from kindred. So in the end I would trade her second passive proc anytime and wish she wouldn't be changed at all because she will still be underwhelming as an adc but now cant lane on the top lane. The only lane that might work is mid but honestly why pick her when you can lock in twisted fate for global pressure?
: Can't log in
Same here my position is over 9000 and thats not a lame joke.
: Ryze Update Gameplay Discussion
When a new champ is released you can always feel how much thought was put into the kit and design. But lately these reworks feel very lazy. Ryze doesnt feel unique now at all. Remove click skill with standard boring skill shot, give a standard passive shield (like yasuo, vi, malphit, mordekaiser...) but lets gut his base hp too so in the end its more of a loss then a gain. The only thing missing is a knock up. Im super dissapointed. Oh and before I forget, why did you remove his lightning theme? Ryze is super boring now congratulations.
: Introducing chroma packs!
They finally had a good idea for IP dump for people who already own everything but nah not greedy riot. Could have been great but actually sucks, rito pls.
: Play with friends and earn bonus IP with Party Rewards!
While that feature is nice some more stuff to buy with ip would actually be better. I dont have anything to spend them on besides new champs.
: Cant add bots to custom game?
Oh didn think about 3on3. will go there to play test.
Rioter Comments
: End of Game Gifting on PBE
I really cant see anyone using it. I never have the feeling of spending money on a random stranger, why should I? I rather spend it on friends or on myself. If it would be extremely expensive IP prizes I would maybe consider it because I have nothing besides new champs to spend it on otherwise this will probably never get used from anyone.
: > - % Regen buff because I dont know how much base regen a champ has and if it even make sense to buy those items for the champ Im playing Trying to get base regeneration added to the 'C' screen as well as the items. Clarity is an issue here, I agree. > - Top/Bot lane vision range buff. Because it forces you to play with a good lane pusher to get it. It will always end up in the hand of the one pushing. If laning phase is still going on at the 20 minute mark, we've got other problems.
> > - % Regen buff because I dont know how much base regen a champ has and if it even make sense to buy those items for the champ Im playing > > Trying to get base regeneration added to the 'C' screen as well as the items. Clarity is an issue here, I agree. > > > - Top/Bot lane vision range buff. Because it forces you to play with a good lane pusher to get it. It will always end up in the hand of the one pushing. > > If laning phase is still going on at the 20 minute mark, we've got other problems. Oh I didnt realize that the Range vision buff spawns at 20 minutes. But still not sold on this one just yet. But will have to try that one out more. About % regen clarity maybe you could add the regen value behind it in () so we see the moment we buy what values we are getting.
: Rough Notes [PBE - 10/09/2014]
I like some changes, others seem totally random and just added not because it makes sense just for the sake of change. Like: - Small buffs on jungle camps. Gives a lot of variaty for junglers - Tower buffs/changes seem to be great, not exactly easy to know which tower does what but after a little bit of getting used too its no problem. - Smite item buffs/changes are interesting but I think the counter jungle item feels like overall the best because its the only one granting extra gold (If I haven't missed something) and the gold you gain from enemy jungle camps is massive - Baron buff changes having Baron buff your minion is a fun mechanic I like that a lot. Dislike - % Regen buff because I dont know how much base regen a champ has and if it even make sense to buy those items for the champ Im playing - weird new jungle camp feels so random, I just dont see how the overall gameplay benefits from it or what the devs intent for adding it was. - Top/Bot lane vision range buff. Because it forces you to play with a good lane pusher to get it. It will always end up in the hand of the one pushing. Unsure - Dragon buff. It feels strong when you have 5 stacks but having just 1 or 2 stacks feels completely useless. Im not even sure if you would even get 5 stacks in a normal SoloQ game. Overall I think the global gold was much more impact full. - New Items. Especially Righteous Glory. Considering how weak HP are as a tank stat I dont see anyone buying it. Maybe the active is great? Its was bugged for me when I played so I couldn't test it.(Nothing happens when you activate it besides a visual effect)
: Experimental preseason 2015 changes hitting the PBE over the next few days
Im so dissapointed that you dont do anything to the summoner spells. This is THE major flaw of all system and mechanics in the game in my opinion. Yes, itemization could be better or should I say diverse but the summoner system is pretty much broken since season 2. Flash should be a spell everyone has and the rest of the summoners re balanced to fill to separate 2 slots. Not sure how much of a change the strategy balancing itemization realy is for soloQ.
: It is definitely low - in order to make room for both infinite HP scaling and a powerful Max HP ratio on his shield. With all things combined he is on par with nautilus/rammus in terms of tankiness.
> It is definitely low - in order to make room for both infinite HP scaling and a powerful Max HP ratio on his shield. With all things combined he is on par with nautilus/rammus in terms of tankiness. So his passive which one might think is something awesome because no one has "infinite"HP scaling is not just shitty but even a huge disadvantage. Why would anyone think that implementing this in this way is the a great idea? Then I would even prefer to remove of the passive and give him decent base stats. Sorry Scruffy but that makes no sense to me.
: So i saw the new Lee Sin splash art
I think the new splash art looks very good.
: PBE Bugs & Feedback Thread: Guardian of the Sands Kha'Zix
I dont want to sound like a hater but this skin looks awfull. The effects of the skill look cheap and undynamic and the model itself I dont know what bugs me exactly but I just overall dislike it. I wonder how this skin made it this far in production considering how ugly it is. I know you want to do a lot with this whole sand Azir thing but this skin seems forced and dont seem to fit Kha zix very well.
: Maokai's damage reduction
I also think that a scaling ultimate would be the right way, the mana costs are okay for me but I realy like the nerf the Ultimate gets (max. duration). Forcing you to make a good decision on when to use the ultimate.
: PBE Bugs & Feedback Thread: Dino Gnar!
Not sure about this champ yet. Im sure he will be a strong laner since you have a good way to farm from range which also gives a great way to harras but I just cant realy tell how this whole ragebar full transform thing will work in teamfights especially since it will tranform you automaticly. The ping is to high for me to actually play against human so my experience is from bot games where everything works easy and youre allways redicioulosly fed. Its also crazy how many stats he get for free in his big form. I can easily tell that you will have to tone that down along the way which will probably be after 2 weeks on live servers like allways. In germany we have a saying: " ein schelm wer sich was böses denkt" look it up. ;) Also what I find realy wierd is that the boomerang doesnt deal any damage on his way back it would feel better if the damage would be halfed so you have hit twice for full damage on his way in and out.
: Essence Reaver Item Recipe/Build Changes
Problem is {{item:3508}} build path has been weird since the very first introduction and a lot of people actually gave decent ways to change it into a valid build path but riot has since then ignored everyone. I dont know why I even consider giving feedback because I feel in the end Riot just dont care enough to realy consider a change which was based on community feedback.
: Essence Reaver Problem
The thing is when they introduced {{item:3508}} a lot people complained about its building path which was {{item:1037}} + {{item:1053}} at the time. That it would be better off with something like this: {{item:1053}} + {{item:3114}} . When the change came with to {{item:1038}} again a few people said its weird since it has no mana in its build path. I have no idea what riot is thinking because the build path is still weird and the way it got buffed doesnt make any sense. It should get a flat mana regen passive like Hörriken suggested and a lot of other people since the Item got introduced.
: Can we see some more items with Tenacity?
{{item:3170}} would be great on SR maybe even a little to good but my Rumble would love it :)
Rioter Comments
Rioter Comments
: I do think the current muramana is not perfect. "Toggle to deal extra damage" isn't actually all that exciting as item actives go. The item is also sort of strange in that you buy manamune to avoid going oom, but when you use muramana is drains your mana pool like none other. That said I have some serious misgivings about these proposed changes. The goal seems to be to make muramana a more appealing option on many adcs. Honestly, I think the vast majority of adcs are always going to simply build whatever gives them the most damage; in order for manamune to be an attractive option for them it would have to be competitive with the alternatives in terms of damage, while giving mana as a bonus on top of that. Frankly I'm not sure I want a manamune which is good on a wide variety of adcs to exist. If it was good it could easily slip into the mandatory build path on a whole class of champions (the way athene's has been for a long time), and if it's not that good it's going to remain a niche item. If Manamune remains a niche item, these changes will honestly probably make its niche even smaller. Most of the champions who currently can use manamune place a low value on attack speed. Champs like Urgot would be heavily nerfed by these changes (and goodness knows he doesn't need that). Essence Reaver, as an item that grants gold-efficient stats and mana on the side seems like a much more promising avenue to develop a widely used mana option for adcs. By trying to widen and reposition manamune's niche, I'm very concerned that the resulting item will either only be useful on Ezreal, become mandatory on any champ that can use the stats. Finally, I question the whole direction of this project. The goal seems to create broad mana itemization for adcs. Why should we want this in the game? Mana builds make the most sense on casters, so why take a mana item away from them and give it to autoattackers? Autoattackers already have some of the most gold-efficient items in the game, and hyperscaling dps. Do we really need to give them good mana sustain as part of their core build too? Edit: Forgot to mention that making the muramana bonus damage on-hit unlike live where it can apply on spells further punishes most casters who use the item. Also, making the active deal true damage seems very dangerous, especially when there are already other strong items designed to mitigate defensive stats.
: New SR Tower Feedback
I have other "problems" with the tower. the main problem is that I think the particle effect from the tower missles look terrible. They are to small and the on hit visual is just to small. Also I have no sounds when tower shoot or get destroyed.
: Spirit of the Ancient Golem Changes
I said it in another thread I feel like you it seems a bit to strong. I wonder if you actually going to buy it on top lane with certain champs because the 25% HP buff is realy strong.
: General consensus on Quill coat line?
I think the item is realy strong maybe even a little to strong in term of HP. What i dislike is the low mana regen, i think i would like to see CDR removed and instead a flat mana regen passive. I tried Maokai, alister and nautilus and the clear time as soon as the Quill coat was completed was realy decent. Im sure it will bring back Tank junglers into the game.
: Warmog's should be buffed
I too think it could use a buff. I would love to see the Atmas Impaler passive moved to Warmogs and Atmas obviously deleted since none buys it. Even with Zack I dont buy it and well even with mundo I would think twice. It just dont give enough to make it a viable option.
: Spirit of the Ancient Golem HP bug
It only grants 25% of your bonus hp as bonus hp. Means you only get 68HP, because the only HP item you have is kindle gem and maybe some hp from runes and masterys. It doesnt give you 25% from your max hp.
: 20% CDR for essence reaver and it will be good. Even with higher cost (3000?) With current stats it's not an item i would keep in late game If i want to build Sivir as an ADC caster with 40%CDR i would build {{item:3158}} {{item:3142}} {{item:3031}} {{item:3078}} and Essence of river. But i feel like my AD is not high enough since i'm giving up to much AS i could take from {{item:3006}} and {{item:3046}} or {{item:3087}} With 20%CDR on Essence reaver i could buy {{item:3006}} instead of {{item:3158}}
I dont even think its realy targeted at ADCs or better said not many. When I think about it I dont think I have ever ran into any mana problems mid game with any ADC and since the Item build path and costs arent realy for early phase I wouldnt build that item with any ADC. I feel this is a much better melee , caster item for likes of talon, jayce, maybe yorick, I dont feel it needs more CDR but i feel a flat mana regen passive would be great in addition even tho that would make manamune pretty much useless but as manamune is right now its far from good and could use a buff anyways.
: {{item:3022}} Hi guys. Since there is chat about ad items, I wanted to ask about Frozen Mallet, it seems like item that could be worth to look at if you want to keep it in game. Do you have any plans on Mallet as defensive item?
Hm since Randuins AE slow got removed wouldnt it be great to move that to mallet? Remove the perma slow Passive and instead make it like Kassadin E. Every X spells you can activate the item for an AOE slow just like the old randuin slow. Also I never liked the huge HP part of the item because I always felt that its just not worth it to get life but no def stats and 30 Ad certainly isnt much. So another possibility might be to combine two "useless" Items into one Atmas Impaler combined with Mallet. Slow as suggested above and atmas Ad passive but remove the flat ad from mallet. Maybe something like this: {{item:1011}} + {{item:3067}} + dunno maybe 850g or what ever 500 HP 10% Cooldown reduction Unique Passive: Grants bonus Attack damage equal to X,X% of maximum life Unique Active: Upon charging up to X. Item can be activated when fully charged to slow all enemys around you for XX% and X seconds decaying over time. Charges are generated by spells casted around you.
: [Planned 4.10] Item Changes (Attack Damage / Attack Speed / Warden's Mail / Support Itemization)
Just tried Essence Reaver and its a great item for champs like Jayce, yorick and maybe Urgot but I dont feel like the building path is optimal. Why doesnt it need some kind of mana item on its build path? I think {{item:1053}} is good but the {{item:1037}} is kinda off. Maybe replace the {{item:1037}} with {{item:3114}} that would make more sense.
: Kassadin PBE Rework!
I just had my first game with the new Kassa and I have to say it was satisfying. My build was: {{item:3070}} {{item:3091}} {{item:3110}} {{item:3100}} {{item:3089}} {{item:3020}} I dealt insane damage with his W. Even though i probably would switch an item off in my next build. Maybe remove tear and build RoA instead? But I feel wits end was a decent Item for him. Gaining MR while weaken enemy MR and his AAs deal a lot damage with the W passive so it stacks great with Wits end, in my opinion at least.
: Team Builder is coming back to the PBE select times from 2/14 until 2/21!
I had my first match in Team builder and so far I like it a lot. The only thing that bothers me a bit is that the host has the option to kick someone from the lobby. IF this gets ever implemented for ranked queue it will be very hard to play non FOTM champs. If you open a game for yourself everyone leaves, if you join a game you get kicked. Also seeing hoqw you can spy on everyone using lolking I can easily see players getting kicked because the have a loosing streak. Well it works great from technical point. I choose my champ, choose role, waited and could play. I love it so far but maybe consider to remove the kick option?
: When PBE accounts are created, they are automatically leveled up to 30 and credited with 100,000 IP and 40,000 RP. **These changes can take up to an hour** to process and new testers may have to restart their clients in order to see the updates. I have waited for approx 20 hours now for this to happen, since I can't join a queue at lvl 1. And yes, I have restarted my client, it's been 20 hours after all.
I have the same problem. 20 hours still not Lv 30. I hope it will get fixed soon so I can test what Riot wants me to test: the Hexakill mode. :)

Butthe4d

Level 30 (PBE)
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