: Hey Caenen, thanks for posting here :D Hmmm right now I don't know how it would look like to have to plug an external .dds. The old spell was basically a series of up to 5 spells per side that would pile up based on how far the spell needed to travel. The two-missile imagery was easier to work with because it did not accurately represent where the missile was. The new one is actually two separate missiles and I just need to have the indicator work off one of them and still fit. I'm currently using a modified version of Galio Q since it was the closest thing to it, but i'm looking into something way more functional!
Additionally, may I ask if there's a QA Analyst who's currently or in the forseeable future taking on the task of Sion bugs? [I dropped a rather detailed list about 2 weeks before the main vacation time,](https://boards.na.leagueoflegends.com/en/c/bug-report/rmVX7nU2-up-to-date-partial-sion-buglist-sions-14-most-problematic-unintended-features) but as of now it's as if it's been entirely ignored. Furthermore, I have a lot more bugs to share/talk about but don't find the time to bring them into the proper form I'd like to report them in, which is why I'd appreciate a person to directly communicate with (meaning a LOT less writing and speculating for a subject issue), if this person exists and they would be up for that kind of dialogue! So far, I've also reported single bugs (not all Sion exclusive) to Rioters on reddit in an opportunistic style, e.g. a few Hail of Blades bugs to BelugaWhale as he's been working on the rune currently, however I feel like bothering them with all the issues isn't something sophisticated, nor would it lead to a majority of fixes as they've plenty of work to do themselves that is anything but Sion related. So I'm trying to find a better way at the moment to assist in the Sion-specific matter.
: Sylas Bug Thread
A bug indirectly related to Sylas: **Trundle's ult AP ratio has been bugged for at least a year.** It's divided by 100 a second time, resulting in 0.02% extra health stolen per 100 AP, instead of 2% per 100AP. Which is tiny! Now while Trundles won't really build AP to ever complain about this, **Sylas WILL have AP for this bugged ratio**. Resulting in a much worse...result! With Rakan getting his unintended ult numbers fixed, I hope Trundle can recieve the same kind of love (just please keep him out of my games when I'm playing Sion)! Credit goes to [FrankTheBoxMonster](https://twitter.com/FrankThBoxMnstr/status/1083196174830583808), who has a PBE account but is unable to post for whatever reason.
: Diana Q code changes coming to PBE
Hey Zhanos! Not a Diana player but instead curious; if someone had the resources and knew about the files/scripts necessary (for whatever reason) and were to make a fresh spell indicator, would you be able to use it or what would be the complications? (Doubt anyone could with Diana's Q in particular as there's more to do than drawing a few fancy .dds files, which probably do not have to be remade for this one in the first place) Is there any official stance to it?
: Hi! I had to disable ARURF for 2 bugs that we needed to fix real quick. Should be back up soon!
Huh, thanks for the heads-up though! Are we going to learn (or get a hint about) what bugs these were?
: There's actually a number of champions/skins that have this issue with Sylas right now. A good number of them should be fixed with today's PBE deploy, and hopefully the rest tomorrow. Still making our way through all the SFX issues. We've been able to hammer out the vast majority of interactions, but there are some more tricky ones we haven't solved yet. Still workin on it :)
Very nice. Indeed, just found out that an allied view of Shaco's ultimate had the same kind of deal here, in the day 1 build. I'll be watching out for what you've changed. With all the tests I've done today, helping out Vandiril, I saw my fair share of large bu...oh wait no there was like a ***single*** gamplay bug I've found related to the ultimate (I appears that Nida's Cougar form Q enhanced attack doesn't apply Sylas passive, unlike the other basic attacks would. Didn't check the same thing with any other form changing ultimates' enhanced attacks; Jayce W isn't an 'enhanced' one thus works fine). Even the weirder parts of Morde's interactions (Ghost of Sylas is the *only* ghost that prevents you from taking their ult with "Nothing to steal"), but that is not only marginal but makes sense even as that Sylas ghost doesn't show a stored ultimate next to his health bar! If the change was easily possible, 'obvious' 'clones' like Morde's ghost, or Illaoi's grabbed spirit (which I haven't checked if Sylas R was executable on it so disregard this if it isn't) should obviously never be targetable by the Sylas ult and throw a 'nothing to steal' message back, shrinking the pool to actual clones that cause confusion and can't be so easily distinguished, like Shaco's, Leblanc's, Wukong's or Neeko's (the latter of which works fine, you get a Neeko ult and reveal her everytime, yay!). That way Sylas can still not easily differenciate between a clone and the real one, and if he picks the wrong 50/50 out of those doppelgangers, he gets deservedly punished! TL:DR 10 points for ~~Gryffindor~~ QA! But maybe check if ult "targeting/using rules" should get a pass between indistinguishable clones and ~~obvious ult traps~~ distinguishable clones.
: Sylas Bug Thread
Got another small but unique thing; Wukong's derived name for the '**Sylas** has stolen ***champion name's*** ultimate' announcement in the chat is MonkeyKing, aka it uses that other names list (ike clones of bots do for their names, because it looks at who the 'unit type' is that the ability it steals belongs to). However if you were to go to using the same source that generates the chat names has the problem that things like '**Sylas** has stolen **Eggnivia's** ultimate' or '**Sylas** has stolen **Dragon's** ultimate' could appear, against Anivia or aside Lulu, respectively. So I guess you people will find a proper solution to it while regarding that last paragraph. I don't want to see reddit posts about 'Dragon's ultimate' :^)
: Hi! I can't use the report a bug tool because Sylas isn't on the champion list. So, abridged: I've played one game, using the skin. After using Nidalee's ult, my basic attacks were silent for the rest of the game. Tried to go into the game with Dark Harvest, sudden impact, ghost poro, ravenous hunter & shield bash, revitalise. I appeared to have no runes in the loading screen. Once I was in game I was given the default Sorcery page. (I quit and tried again with a new game, and the same thing happened)
The issue with runes defaulting seems to have been hotfixed now.
: Oops. We'll figure this out
Since the copied spell has a 'lifetime' buff, one can just wait it out. Still, 'nothing, and you can't get rid of it in a while' is quite a lame ult to be had for a dummy {{sticker:slayer-jinx-wink}}
: Sylas Bug Thread
Hey there, just noticed a relatively small one I can say a bit about, so here it goes: **Darius'** ultimate, at least on his basic skins, features a **texture** shift after a strike of the ultimate (whether lethal or not), covering Darius in blood. If memory serves me right, this is made via 2 seperate .dds files in each's skin's directory, one for the normal texture, and one copy of the texture, but sprikled with blood, the latter getting applied to darius for a few seconds after every of his ults. Now if **Sylas copies** that ultimate, and uses it, he too will have changed textures - but since it doesn't use an overlay for the textures, and instead a *replacement* texture, this texture obviously neither matches Sylas appearance nor quite the proper UV map of his model. [Therefore it will look something like this:](https://cdn.discordapp.com/attachments/334447591372619778/532392462447280146/Screen57.png) Hope that is all recognizable, I'm getting sleepy as it's getting late. If you have any questions regarding this one, feel free to ask those! (Side note: I've obviously also noticed missing SFX in various cases (twitch ult clone, after transforming in specific cases, yada yada yada), but nothing I want to get into detail with here, as I've done no kind of reproduction or other kind of testing with it yet!)
: So the number one question we know we’re going to get asked is “Why ARURF+? I want URF+”. The real answer is no matter how we look at the problem of URF, we keep coming back to the same problems that we talked about last time here: https://nexus.leagueoflegends.com/en-us/2017/12/ask-riot-urf/ In addition to those issues, we find that the URF game mode is at it’s best when you have exciting highs and cool moments that you weren’t expecting to happen. With all random champions, the possible combos and interesting interactions are so much higher, that we think there’s a lot to look forward to. However when the champ selection isn’t random, we’ve seen it with pretty much every game mode that eventually a meta evolves and the champ diversity drops dramatically. We don’t want to heavily control/balance URF, since we think having those extreme moments is what makes it fun and exciting to come back to over and over. There’s a world where we could get the mode balanced, but some of the changes we’d have to make would ruin a lot of the fun fantasy of those particular champions. (Imagine WuKong in URF but we have to remove the CDR from his W so that he can’t be repeatedly sneaky. It might be balanced at that point, but we believe that takes out a lot of what would make WuKong fun in URF.) We’d rather keep it exciting and fun when you get some of those champions! We think a lot of the changes we’ve made to ARURF+ should make it a much more fun experience. Some of the best/worst champs aren’t as extreme, but still have cool moments. And with the shorter game length, if you get a bad champ or match up, the game is over quick so you can move on to the next one. Also the Catapult and objectives change the power dynamics a bit, so hopefully we’ll see some creative new ways to play the mode. We’re committed to keep bringing the best possible URF to all of you, and we understand the desire for non-random from many players. But given all the considerations, we still believe that ARURF is the best possible URF. We hope you have fun with the new ARURF+!
I don't have anything against ARURF. However I wish we had the option to play in a regular URF setting in custom games, I've had a lot of fun with friends all those years back, and there's...[things to be done!](https://cdn.discordapp.com/attachments/312258593347076096/531996568211947530/unknown.png) If people join you into an URF custom with friends, they know who they'll be up against, and they know they're in for a ride outside the matchmaking system's regulations. Which has been incredibly fun with the right people, as mentioned before! If regular picked URF customs are not on the agenda, will ARURF be featured in custom games (limited champion select features like ARAM's customs) at least?
: (Visual bug) Kled isnt feeling so well without Skaarl
A multitude of champions (and skins) that normally *hide* other models is affected on this PBE patch, I'd assume they'll have it caught before it goes live.
: Karthus Passive Ghost is still visible after the passive dies.
Seems like there's been work done on some model stuff, Sion's partial model hiding (axe in passive form, parts of MZ Sion's armor pieces in passive, Mecha Zero Sion's *entire* train model) is also currently broken. Considering this is day 1 of the patch cycle, I'd assume it's a known bug that shipped and they're gonna have a fix fot it before it has ever the chance touching live (right?)
: PBE Bugs & Feedback Thread: VFX and SFX Updates for Mundo, Teemo, Anivia, Gragas and Renekton
I see a lot of the suggestions from the original threads implemented here, and I'm happy about that approach! Overall I can't really say anything specific to the changes yet, I'll have to go and see them on the PBE first now (still down right now, doh!). However with how the changes to Corporate Mundo sound (ha?), I might actually have to undust that skin sitting on my EUW account now (Legendary gift chain OP), maybe I'll find my hidden interest in that champion this way. Also, > Restored missing Pretzels to E dash (missing since 2014). Glad you found something to fix as ancient as *that!*
: Nexus Blitz - Bug report Megathread
> as smooth as Twisted Fate on release. I started playing in 2012, just *how* smooth was TF on release?
: > [{quoted}](name=I am Carlos,realm=PBE,application-id=AYQh7p7O,discussion-id=h1vNRmxw,comment-id=0054,timestamp=2018-11-06T22:05:49.907+0000) > and looking at the effort our artists put into the skins. There was effort put into these skins?
It's sounds a lot like the idea for these skins wasn't 'hey skins team can you print money' and more like 'working on the star guardians was really cool we wanna do more. Wait you're not planning an SG even soon? Daww. Can we at least change up the existing skins and sell them as 'improved chromas'?" coming from the artists themselves and this was born. Ofc I'm not speaking for the corresponding artists here, but changing 5 new models, including textures and making sure the animations work out correctly, seeing that nothing clips through another, that's a lotta work!
: Hello again everyone! After considering your feedback and talking together as a team, we have decided to make a price adjustment to the Variants. PBE is always a forum for us to respond to your feedback. This is especially important when we’re trying out new products. We put a lot of thought into the 30% discount: including running player labs, number-crunching, and looking at the effort our artists put into the skins. We still believe in the value of these skins. That said, we hear you: 30% feels bad. So we’re changing it. Both Eclipse Leonas and Pajama Guardian Variants will be discounted now at 45% if you own the other one. So, if you own one Eclipse Leona, the other will cost 1001 RP (2821 RP for both). If you own one Star/Pajama Guardian, you’ll get its counterpart for 742 RP (2092 RP for both) Again, thanks for your feedback on this one. It matters, and we appreciate it.
Great to hear! Though I'm still not sold with a 'static' discount for every variant skin if you own a different variant already, the distinct features of both Leona skins feel worth a bit more than +55%, while ~750 difference for adding one of the 2nd SG skin variants to your existing collection of the other variant is much more natural for specifically these skins, since model + texture changes and (slight) animation adjustments corresponding to the model are valued 750RP in older releases. But if a 1350 skin gained adjustments to their particles, or even new particles ('chroma 3.0' or a dive into a subthematic of an existing skin), this '750 difference' thing would once again add restrictions to the artists options. ##Further questions from me, though: 1. What would be the idea if variants of skins at *different* prices were introduced (let's say e.g. we have a skin without particle effect changes and VO overlay, and it gains a 1350-tier variant)? How much would a customer pay for the 1350 tier skin after the first. How much if he had the 1350 skin first and bought the other one? 2. If Variants become a thing to stay (which they hopefully do), are there any plans for the champion select's skin selection UI to get updated somewhat according to it?
: Introducing Variants: Pajama Guardians & Solar and Lunar Eclipse Leona
##Great News! I was wondering when this approach to skins would be taken, and I was always interested in it. Things like the Lancer Blitzcrank double skin release and different variants of skins can be brought under this easily, and it makes it easy to release skins that overlap significantly with existing themes and visuals. (E.g. with this system it would be possible to make a 'reduced' version of Woad King Darius, akin the original 'Norse King Darius' canceled release skin: [Reference](https://www.youtube.com/watch?v=k6E3O0CHUcQ), video by SkinSpotlights, 2012) --- ##The issue But I do feel like the current price point seems to high. If people should be encouraged to buy multiple skins and not just stick to one variant, there should be a better tradeoff than a general '30% off', possibly based on how much extra change/work the skins have relative to each other (Personally, on first look upon the Leona Legendary, I'd say with all the majorly changed particle textures and (*at least* recall of which i can tell so far) animations, along with textures on model and even slight model changes, I think about the 170% combined cost for both variants is...not far off from what I'd have expected.) --- ##Wait did you just say it's not an issue afterall? And here's where the issue starts, while I think 70% extra for a 2nd Leona variant instead of paying another 100% of a legendary price is justified, it isn't generally for any amount of changes. Not all released skins will have as many changes, and this already appears to be the case with the SG variants - another 950RP for clothes of a skin (model, animation adjustments and texture changes) if you have the existing skin seems, off. It wouldn't be fair at the price point of a chroma obviously, as models and animations are quite a lot of work even when 'just' adjusted, but ~950? I'd definitely pass on that, even if it was for a skin I really liked. If I have that skin already, I'd pass. If I had one of the variants already, I'd pass on any other, based on this. --- ##So then why not increase the 'relative value' of the changes until it meets the 70%extra/30% off pricepoint? Increasing the changes to variants is *definitely* not the solution however, because then the same thing happens as with 1350RP skins, where new particles are 'forced' on the artists even if current ones would subside. If Lumberjack Sion, a 750-tier skin (sold at 520 because never adjusted post-rework), was released today, would it need great new SFX and VFX? A new animation for the chopping? No. Yet still I wouldn't be turned off if an artist decided 'oh yes I **want** to create some horrifyingly spooky artstyle and SFX for the skin!', if both variants ended up being released (at their respective prices). I would priobably even buy both in that case (alright biased because Sion main but), because I want to experiment with it and roleplay stuff. - The takeaway? Price the variant bundles/discounts/extra costs around what the variants are worth relatively, not staticly at the 170(?)%/30%/70% it is right now. This can be higher than 30% in rare cases (if the skins share the same thematic and some non-base animations etc. but have almost completely diverse modified artstyle otherwise), but should be lower when it comes to lesser edits, for the above reasons. --- **TL:DR** Pro: Fantastic, I pictured this before and it happened! The next step after chromas, which have been *restricted* to texture changes so far. WAD revamp goes full cycle finally. Cons: Don't make the price point a *static* 30% off for owning existing pieces, make it dynamic. Otherwise it can get hit or miss with future releases. But still, don't stop experimenting with this. --- Edits: Better phrasing, formatting. All subtitles have been added afterwards.
: Visual and Sound Effect updates to Jarvan, Lee Sin, Veigar and Vi
These descriptions of the changes sound awesome, I just wish this post included a few clips to get a...view on stuff. Guess I'll wait for PBE to update/FF@20 to provide footage, then check out this feedback thread again! Thank you for working on these types of older champion vfx/sfx outside of VU/VGU's!
: One For All returns to PBE
Lovely, once again able to play as Sionmains together soon! Are there any new details towards FGM custom games coming back? Would allow for people like us mains to finally host a rematch of the OfA tournament we had back in 2016, or just compete in drifting on Sion specifically. Also content creators and people just having fun would love being able to get two 'friendly' teams together without having to try to snipe each other, and do cool stuff in those specific games (potentially for the world to see)!
: PBE Bugs & Feedback Thread: God-King Darius
I actually like the idea of getting multiple legendaries for champions again, at least while we're slowly approaching a higher 'champions with legendary skins/all champions'-ratio. Gives me hope that despite him having a legendary already, when in a few years or so we do see a version of Sion that cannot title himself 'Kingslayer' yet, it'd get a new VO bringing us into his time, more lively animations and new effects to compensate for his lack of blood magic at the time. So far, both Cho's and Darius' legendaries can be divided into 2 categories, serious ones (BC Prime, this one) and those that are sparked more from community interest (Cho Gath with a 'British' outfit and VO, Darius as a basketball player, since he dunks). As someone owning and playing all these previous ones, I do tend to enjoy the more serious skins more, often including base skins for champions (I tend to play and enjoy Sion's and Darius' non-legendary Skins far more, personally); So I love to see that both these groups of customers do get enough high quality variance to choose from! Also, fantastic job on the new VFX/particle effects and model animation. I noticed it for Aatrox already and here, the new VFX are definitely a step towards greater skins in the future. I'm excited for what will be coming eventually!
: Cursor Update on PBE
I wonder, is the update completely just visually or does this change its function in any other way, too?
: Really not sure why this is coming. We have an ENTIRE tree full of attack speed oriented keystones and now we get this. Just run PTA if you want 3 hit passive burst. Seriously this keystone doesnt cater to anyone new. Tell me atleast 1 champ who didnt synergize with a keystone beforehand who will enjoy using this. Meddler used Xin as an example, but we have PTA and Conq for him already.
I think it's about variety. A champion shouldn't only use 1 keystone better than all the others, but 2-4 different ones at a similar powerlevel. This gives the option to do that, it's not about being the stongest Keystone for any champion, but it definitely poses an option for some champions in the current iteration. Could recieve a bit of QoL still though, to make things like Twitch not clench their teeth trying to use it!
: That was a PF ezreal :) in the 2 cases he got the kill so i think u got the answer
Yup, that's the exact thing we've been reproducing yesterday all day long already! PF Ezreal's special 'on unit kill' animation turns models invisible. Unfortunately, this makes the post-mortem passives of Sion, Karthus and Kog'Maw invisible, and it also affects Morde's ghost! This same bug existed about 1.5-2 years ago already, was fixed back then for various skins with similar effects. Might have been reintroduced in 8.8 entirely as I hadn't seen it before this patch again, and multiple times on this patch now in contrast! Only affects PF Ezreal this time, it seems!
: Mordekaiser Ult Bug
Was the Ezreal a Pulsefire Ezreal? I might have the answer to it already if it was PF ezreal and he got the kill onto Lux who was morde ulted!
: Thanks for the info, but yeah, I'm sorry to say that we won't be able to do particle color changes =( As for the AE86, I thought that was more of a {{champion:33}} thing hahaha, but yeah, I understand For the Thomas reference, we actually wanted to try it--and we did in concepting originally, it came out really poorly, mainly because the colors of Thomas don't actually stand out--what stands out is obviously his face. When we tried to color out the different sections in a pattern similar to Thomas, you ended up losing almost everything that's Sion, and all you got was random color blots here and there (especially pre-transform) Your complaints are completely valid, and I'm glad that you're giving us feedback on it! Knowing what you guys want, and how you all feel is important! Thanks!
Btw, any reason as to why they're not available to purchase for public testing on the PBE yet?
: Oh ye the AE86 refrence!! The famous Toyota in league RITO please. I can't be the only 1 to like that. {{champion:14}} [KANSEI DORIFTO](https://imgur.com/UtAfvpQ)
Exactly, imagine the excitement people on the JP servers would get. The anime is basically culture there!
: PBE Bugs & Feedback Thread: Mecha Zero Sion!
Overall the quality for these recolors is what I'd hoped for. I can see everyone picking a different favorite out of these so far. I assume there will be *no* particle color changes, right? Personally I dont have much of a problem with it, but on the SionMains Discord quite a number of people have...voiced their opinion on that. No further comment on that from my part, just letting you know. I'd personally hoped for a reference to the Toyota [AE86 paintjob](https://images-na.ssl-images-amazon.com/images/I/61GZRrm4ymL._SL1500_.jpg) that has gained popularity thanks to Initial D, not lastly due to [walldrifting](https://gfycat.com/HospitableFlippantGypsymoth) being a thing people always get excited for. There is a Herby reference in the Mecha Malphite chroma pack afterall. Or a Thomas the Tank Engine reference, which is basically Internet culture at this point! The 3rd one I was hoping for was one where MZ would use the base Sion colorsceme, black and red, which is basically the Meteorite recolor, so thank you for that one! Overall these are 'yeah but why not *also* X' complaints, there's nothing that'd have to change about these before live, imo. It's a good recolor pack.
: An Update on Chromas
Would you consider creating and implementing fan-made chromas like e.g. [this one](https://www.reddit.com/r/leagueoflegends/comments/4b4akh/i_made_a_huge_recolor_pack_11_skins_for_my/)? Overall I do like the diffrent approach on the Chromas. Glad it's happening again. - EDIT: There's even a [whole subreddit dedicated to CHROMA REQUESTS](https://www.reddit.com/r/chromarequest). I'd love if you would listen to frequent community requests when it comes to chromas.
: [BUG] Not sure if it's intended, but when I swapped my boots to the "Distortion" Enchantment, ***Flash and Ghost*** went on a ***15 second cooldown!*** (I can't remember having this last year.) I don't know whether insane map mobility is a feature or a flaw, since it can help you do what you want and be where you want, but it might might be frustrating getting flash-tibbers'd every 15 seconds. **Steps to reproduce:** Start a custom game -> pick TP, Flash, maybe ghost has this too? -> Buy any boots with Distortion enchantment. Congratulations, 15 sec CD on Summoner spells. ~~EDIT: Interaction with the Insight mastery and Ionian Boots is pending for test. Haven't used any of these when I found the "bug".~~ EDIT 2: Insight mastery and Ionian Boots do NOT lower the CD of Flash or TP. Buying Distortion on top of these however does set it to 15 sec CD. On a side note, I've played a custom game with GP, too. The tick down time on his barrel increases even further (to .25 per tick) due to the higher possible level, which is pretty cool. Haven't found any gamplay bugs related to him so far.
[BUG] I found another "bug" with Garen today. His E states it deals dmg in X spins with X incresing every 3 levels. However, the amount of damage ticks doesn't increase further after lvl16, it stays at 10 instead of increasing to 14 at lvl 28. Can we fix this so it properly increases as the tooltip states? On a side note, looks like his passive's healing increases further on higher level (20% per 5 sec). Haven't seen if its CD decreases further per level though. It's a bit harsh that most URF games are finished before anyone can get even to lvl 19. Most people want their own fun instead of testing, so they view it as their privelege to play URF on PBE for additional weeks, stomping through their matches.
: ‘Ultra Rapid Fire’ game mode live on PBE for Rotating Game Mode queue testing.
[BUG] Not sure if it's intended, but when I swapped my boots to the "Distortion" Enchantment, ***Flash and Ghost*** went on a ***15 second cooldown!*** (I can't remember having this last year.) I don't know whether insane map mobility is a feature or a flaw, since it can help you do what you want and be where you want, but it might might be frustrating getting flash-tibbers'd every 15 seconds. **Steps to reproduce:** Start a custom game -> pick TP, Flash, maybe ghost has this too? -> Buy any boots with Distortion enchantment. Congratulations, 15 sec CD on Summoner spells. ~~EDIT: Interaction with the Insight mastery and Ionian Boots is pending for test. Haven't used any of these when I found the "bug".~~ EDIT 2: Insight mastery and Ionian Boots do NOT lower the CD of Flash or TP. Buying Distortion on top of these however does set it to 15 sec CD. On a side note, I've played a custom game with GP, too. The tick down time on his barrel increases even further (to .25 per tick) due to the higher possible level, which is pretty cool. Haven't found any gamplay bugs related to him so far.
: PBE Bugs & Feedback Thread: Mecha Zero Sion!
[BUG] The sound for the crit (kick) animation is currently missing in-game. Feels really goofy. Since his other attacks have new sound effects, will the kick get a new one too?
: > [{quoted}](name=Caenen,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=iELz2g6E,comment-id=0010000000000001,timestamp=2015-11-25T21:30:08.052+0000) > > Same happend to Darius too (kinda, not **as** radical), but his new playstyle and basicly polished identity feel very good in-game and I dont actually miss his old lane-bully playstyle. > > When an old champion like Poppy or Sion gets reworked, Riot is focusing on her thematic identity, rather than her previous mechanics and playstyle. I'll surely miss oneshoting people and being impossible to take down. > > I agree that even though Riot does a really good job when it comes to reworks lately, the small playerbase of an unpopular champion like Poppy isn't well rewarded when it looses the feeling and playstyle associated with her. They surely try to use feedback (there was a threat to catch Poppys identity 1-2 years ago where Riot actually stated that the playstyle was too unhealthy and would get rid of those problems), but they can't make everyone happy. I however, love her new playstyle, and if you like Poppy as a character, even though she went from an Ambassador to ,well, a hero, I'm sure you'll find your joy playing her. Eh, I still feel like he is a lane bully though. He stops enemies from csing with q and can pull them back in and rekt them. Not much about him changed imo, besides his stupid passive extra ad steroid that's stupid op.
Decimate's damage is way too high after the hotfix imo (also, for an AOE ability!). I ensures you can have stupidly good short trades while ~~Bloodrage~~ Noxian Might and your execute ensure your Victory in long trades. You can beat him in lane, but just like against say Riven, you have to be careful and attentive to not make a mistake these characters like to punish. His passive while in Bloodrage deals extreme damage too, especially in late game, top'd off by the innate synergy with BC (any adc in your team is happy if you just hit an opponent with something aswell). He's kiteable, but still remains a threat in every fight, which is actually good by design there. However he does bully way too much for how much comeback potential he brings from lvls 11+. Thats my greatest concern. It does not feel skillful if you don't need to pull out every trick you have learnt to beat a really good enemy (And in some cases not even bloodrage :/ ). An adjusted trading pattern depending on matchup makes it really easy to e.g. outrade your opponent by holding onto the use of your re-engage tools (ALL of Darius' basic abilities) and just kill him in the process because he has CD's. TL:DR Decimate's Damage is way too high and the bonus ad ratio on passive should be lowered to 120% (30% per tick) imo. That's becasue his laning phase is too strong regarding the comeback/powerspike he has with lvl 11. Do you think the latest reworks (Darius, Skarner, Ashe, Ryze, Sion etc. [excluding Morde, because he needs new quotes/VU on top of his changes which are not so well done anyway imo.]) had a positive effect on how to play or play against said champions and develop their identity in a better fashion than their previous kits/apperances?
: Can you tune Battle Regalia Poppy's color a bit, her color looks pale for some reason
I also tested that skin and I think it is too bright. If the skin doesn't look out of place (in terms of color, not thematically) on a spooky and dark map like Twisted Treeline after tuning, It could propably be considered perfect imo. I really like how her splashart bypasses the brightness of her color by the effect of the environment.
: > [{quoted}](name=Mecar,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=iELz2g6E,comment-id=00100000,timestamp=2015-11-25T15:42:46.511+0000) > > No she's a CC peel tank now, not the old hyper/anti-carry she used to be... So you're saying you don't want Poppy to have the same identity? Isn't that the same as saying screw this champion, we're deleting them and replacing them with another? Edit: You don't pay respect to people who played her before.
Same happend to Darius too (kinda, not **as** radical), but his new playstyle and basicly polished identity feel very good in-game and I dont actually miss his old lane-bully playstyle. When an old champion like Poppy or Sion gets reworked, Riot is focusing on her thematic identity, rather than her previous mechanics and playstyle. I'll surely miss oneshoting people and being impossible to take down. I agree that even though Riot does a really good job when it comes to reworks lately, the small playerbase of an unpopular champion like Poppy isn't well rewarded when it looses the feeling and playstyle associated with her. They surely try to use feedback (there was a threat to catch Poppys identity 1-2 years ago where Riot actually stated that the playstyle was too unhealthy and would get rid of those problems), but they can't make everyone happy. I however, love her new playstyle, and if you like Poppy as a character, even though she went from an Ambassador to ,well, a hero, I'm sure you'll find your joy playing her.
: Please make Scarlet Hammer's effects more red! Same for Noxus, make them more dark! etc!
I agree. It'd be really sad if the potential of those skins would be wasted. I dont know how hard it is to actually create diffrent vfx, but just like with Blacksmith Poppys ultimate vfx, it'd add a lot to the skins' quality there.
: at the moment i only read abilities. E is the same R to be tested W very interesting Q disappointig....i prefer the old hammer bang! Passive maybe help farm
Don't compare abilities when it comes to reworks. Whenever a champions' playstyle changes completely, you have to regard it's mechanics from the scratch, a completely new champion. This is what caused Darius' rework to go out the way it did (or at least that's what i think caused it), people continuing building full ad and loosing the majority of games to it, disregarding his new slow but sturdy playstyle, which started crushing solo-Q soon after, topped with the hotfix. If you were involved or read Statikks' thread regarding feedback for Darius' rework going live, you know what I'm refering to.
: Poppy Update Feedback Thread
First of all, I mained Poppy back in Season 2 on old Twisted Treeline. I played her recenty for the fun and her oneshot potential, but given her playstyle was kinda uninteresting (lack of quotes, mechanics, old design) and given her kit was unfair as heck, i wasn't saticfied with her. Now this long awaited thing plops up. And I had a blast discovering it. In every way, this rework is extremely well made, nearly perfect. Her identety as this heroicly* and strong fighter which a clear destiny is perfectly carried by her new design and quotes, and she finally learnt some jokes...kinda. Haven't tested gamplay yet (obv.), but it looks really nice. Clear teamfight goal, interesting laning phase and lots of counterplay when it comes to her mechanics (even tho her W could be really unfair against certain meele characters). I might update this the coming days by adding further comments. I really like the new design of her skins. Her plasharts are insanely well done, carring their very own impression of Poppy. And there's Lollipoppys Face. Glory to that splashart and it's maker. The minor aspects i don't like include Scarlet Hammer Poppys Mallet, as I really found its assymetrical style to be an essecial part of the skin. Like it first happend to Warmonger Sion, concider tweaking it in a minor way if there are more people who mention this. In addition, I'm missing the Smith's Maul (if that's the right term) associated with Blacksmith Poppy. It's head's design does not represent her theme that well imo. ~~I can't comment on the skins' unique vfx, cause I haven't seen any yet. Are there changes based on skins, or are all 750-Tier? Is there a massive lollipop hitting when the regarding skin ults?~~ Well, skin spotlights are up and...OMG SO GOOD! Lastly I want to ask: Is there a skin bundle coming up for a week like we got one for Sion? I'm a fan of the whole rework and owning 3 Poppy skins, I wanna catch them all.. up. (*Wait, this and her modesty call for a legendary, where she may be regarding herself as the Hero - she's the hero, put on a test, anyway, right?) This said I do enjoy your work here and utilizing the communitys thoughts and feedback. Keep it up! Sorry for any mistakes in language, I'm not gonna read this though again now, it's late in Germany. I'd enjoy your feedback on this (not just Riots, too), and have a nice day!
: Darius PBE Changelist and Feedback
Hi! I've been playing Darius frequently since his release and i have to say that I'm pretty well surprised by this gameplay update. I found the old Darius to be in quite good shape in teamfights actually, at least if you got a team comp with some engage (e.g. Zac, Gragas). I solved his defensive problems with randuins(ad-dps) and Malmortius(burst), building damage and LS(which was extremly good on Darius already due to the insane W dmg and high AS in the later lvls). However, new Darius' power in team fights is way more innate now (and fits his concept better, too), due to the insanity of Bloodrage. The gameplay update also touches his laning power, as we see more counterplay for Decimate. His laning power also fades with the removal of the AS-slow on his W. But there are some aspects I'm not completely satisfied with, so let's get in detail there: General Lower AS: Not sure about this, but I guess it makes Darius be less dominant in trades, which is quite good. Higher Range: This is interesting. It pairs well with the new mechanics of Decimate and gives some trading potential back to him. Decimate Windup: This is great. It's not about playing midgames with the enemy Darius anymore when trying to dodge his Q. There is a build-in reaction time now. But I have to say: currently it feels very unresponsive. A 0.25-0.5 sec delay would be more apropiate imo (As mentioned in a comment above, he's not Sion, he is faster and more precise). Just don't put it back to instant-cast for the later levels, as this would make a bloodrage-ing Darius insane in bigger fights. Crippling Strike This is one ability Darius was not too iconic for. I'm not quite happy with the changes here. Tooltip: "140% dmg" leeds to some misunderstanding. Mechanically, the W makes the attack deal X% bonus dmg, therefore it does not scale with crit and similar modifiers. Please polish this up, so it reads "40% bonus dmg". (Same goes with IE btw: As of my knowledge, IE gives 25% bonus crit dmg, this is not too well reflected in its tooltip :/ ) THE SLOW: 1. Duration vs slow amount: Darius already lacks reliable CC, and cutting the duration in half does not do any good imo. The slow however is insane and often goes down to the minimum MS cap. And i dislike that. My thoughts would involve either going to 2 sec or at least 1.5 sec with the duration for a medium slow, or making the slow DECAY AFTER the first second until 2 sec since the strike have passed. 2. Crippling their attack: I found the AS-slow to fit into Darius' concept extremely well, as he cripples his opponent not only to stop his escape, but also cripple the odds of defending himself against the butcher's attacks. This utility is what Darius lacks when he gets behind after his rework, but was too dominant in lane before: How do we solve this problem? Making the AS-slow extremely low on early W's level (0%/7.5%/15%/22.5%/30%), but potent in the later stages of the game. It also helps directing his leveling order: putting points into E after maxing Q if you are ahead, and leveling up W if you are behind after laning phase. Cooldown: Whenever low CD on some abilities and CDR come together, things can get messy, so a longer slow needs to have a higher CD (eg. 8/7.5/7/6.5/6)sec. Apprehend Hooking Kha'Zix: Darius E' always had some issues, and I have played with this latest bug since he was made able to occur again in preseason, fixing another bug as of my knowledge. Problem was, that enemys were concidered to be "caught" when they were in Apprehend's range on cast, ignoring their further movement. This made Apprehend's effective range HIGHER WHEN CHASING. I was about to create a thread for this originally so instead I'm just gonna leave this here: My idea was to mark the range of the edge on the ground and stopping enemies trying to escape by running or dashing through his axe, like the new effect on Veigar's Event Horizon, while any blinks will be uneffected. This would also mean that escaping Apprehend has to be laterally with dashes, making that kind of unique. ~~Sudden Dea~~ Noxian Guillotine Use their fear: This is a thematically fitting effect. More gimmicky than useful for the first part, but it can save you from minion damage after a close fight in lane. Base Damage: Comensation for the Bloodrage on the first part. it also makes fast executions a little harder, and that's good, too. I'm satisfied with those changes :) Hemorrhage Suffering is...physical?: I see a big problem with this change, namely: Black Cleaver I know that this was concidered back when Darius was designed. It went live as a magic DoT because back then armor was even more overpowered than today ([found it again here](http://www.surrenderat20.net/2012/12/dariuss-future-preseason-balance-and.html) ) Problem is now: Having a physical DoT means Black Cleaver will be insane, just for Darius. Besides the "perfect" stats for him, he gains more MS than before, even more when he cleans up with Dunks, and on top of that, he shreds the armor tanks are stacking against him for his team. I really hope thats not what you want, even though i haven't really tested it by myself yet. Bloodrage: This new mechanic is insane and, as mentioned above, totally fits his concept, beeing the relentless Death Machine Noxus has, leading armies and taking out soldiers, one after another. We'll see how it works out, my experience with it is pretty limited currently. Numbers might have to be tuned, but it looks quite good atm. The new Darius loves larger skirmishes, having no problem of finishing a Dunk-Chain he already started. Thats it for me now, i apologize for the length of this comment and errors of language :S I hope I leave at least something to think about here. I appreciate how you integrate the communitys thoughts into your work. Keep up with your amazing job! :)


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