: PBE Bugs & Feedback Thread: High Noon Thresh!
The only thing that I want to add about this skin is that this Thresh skin needs to have a better back animation. Mainly he needs to return to the fountain on a horse, maybe even a steel horse.
: Nexus Blitz PBE - Patch Notes and Feedback
Just played a game as MF {{champion:21}} using Gun Goddess Miss Fortune skin. Was unable to change in game skin due to there being no "fountain" so switch at 8/6/18 edit: As I's sure it has been reported but dark harvest has a bug with jung monsters dropping a lot of souls
: Nexus Blitz PBE - Patch Notes and Feedback
Only played one game so far as kindred {{champion:203}} . Kin's passive never marked anything in the enemy jungle. I know on SR first mark is on a scuttle and I don't know if they other camps where alive to be marked after the first mark is secured from a champ kill Edit 1: just got done playing a game as thresh {{champion:412}} . Went 3/1/22. Death was early in the game. Per the "on-fire" it triggers off assist but I never went on fire. Edit 2: Few more games in and I tried out Nasus {{champion:75}} . I don't know who's idea it was to make his q get 9 stacks per but it lead to (on low cs) 600+ stacks easy
: My thoughts exactly, if it is bugged, and I believe it is, then that's a huge reason her kit feels so weak at the moment.
My thoughts when I first was reading her abilities was it would be like Sivirs W and bounce to another creature or "hit" a 2nd time. Either case, Sivir's W only applies on hit affect to the first attack so it shouldn't stack things like Fervor or Rageblade. After playing and seeing that it applies DMG not when the auto hits but is delayed, and how {{item:3071}} work, the W should apply stacks on BC faster because it is physical DMG, and for that matter being hit by her passive should add stacks, but that is the wording on the item itself.
: Hi !! I was wondering if **Rakan** was suppose to be a **melee** or **range** auto attack champion ? I feel like his autos are melee but when i play him with **Relic Shield**, the **passive** doesn't work. Thanks <3
He is ranged, like Thresh, no projectile. Rakan is using his cape for a ranged auto
: Cant Play ARSR
I 2nd this. Tried 4+ times. [IMG](http://imgur.com/V7DcnIT)
Rioter Comments
: [Assassins] Talon feedback thread
I've only had the chance to play him once yesterday (10/18/16) before he was disabled but here are my thoughts on his new kit after reading other peoples thoughts as well. First on his Passive. It being only able to affect champions and epic monsters makes his laning phase more fun, enjoyable and interactive. I would like his passive to be able to be applied to at least large monsters as well, but I was thinking that it would help with his wave clear if it applied to minions as well but at a 25% damage or max of a flat amount based on level. Also another thing that might be added is a speed burst to self or slow to the target after the 3 stacks are applied to champions/epic monsters for a better potential sticking to a target or as a disengage mechanic. Or make the damage more (either base amount or slightly better bonus AD ratio) but be put on a 3-5 sec CD per champion His Q. I love the new Q. It feel nice to use either as a dash or even for the melee Crit. It is a way better AA reset than his old one. I can't remember if it applies on hit affect, but I want to say it does. The only thing I might change about it is maybe being able to target friendlies as a dash out of combat or even add in something like {{champion:39}} Irelia's Q where CD is reset on a minion kill that way you can use it as an in lane engage and still be able to get the bonus melee damage out of it. His W. In laning phase you need to max this for wave clear or else you cannot roam to get kills in other lanes. And most of it damage is on the back end of the W. There is nothing wrong with that even with its new delay, which makes for better counter play, but at the same time I just want something more out of it. Because it can apply 2 stacks of his passive, I want to be able to "pull" the blades back earlier (after a set delay) for less damage by being able to recast it, or even be able to leave it out there longer for more damage, which might help in the late game team fights. This or even put an ammo system into it with a set delay between casts. So start off with being able to hold 2 at 1 point and 3 at 3 point and 4 at 5 points. This will also allow talon more team fight potential. Now onto the new E. I love the new mobility this provides Talon. Things I don't like about it are it has no reason to put more points into it, making it a great one point wonder, and by the late game when you are finally maxing this skill the reduced CD per terrain has minimal effect. Things that would improve the functions of his E are; 1) Something like Bard's E, an indicator of the path he will take over the wall. 2) Some form of combat usefulness of the skill other than being able to position for a gank in early/mid game. - Something like if he E's over a short wall gain a speed boost. which can scale per rank in the skill. As well as if he goes over "bigger" walls (length wise) you are slowed. The length this applies to can be scaled per rank again. Have the terrain CD be scaled per level instead of rank 3) Its "parkour" so being able to use it to "hop" over minions should be a thing. I'm sure the code would be a nightmare but some sort of ammo system with a passive that lets you move through minions a set number of times or just make it a passive that allows you to move through minions at a %speed based of ranks in it that way talon can't get minion blocked. His R is mostly the same and I like how it is ATM. I'm not sure if the blades apply passive or not, but I believe they do, or at least should.
: IIRC from when OFA was last out (approx. 6 months ago), the issue is that the wolf mark was champion dependent. It was almost impossible to tell which champion the mark belonged to, meaning it was almost impossible for a Kindred to get stacks off of jungle camps.
yeah i remember that from last time, but it was still possible to get the stacks if you got yours. When there is only one camp marked and when selected showing its marked by all 5 kindreds, you should be able to get the stack. This was at least 3 times during my game and did not get any stacks. I cannot say for sure if the first one provided a stack because that camp was killed by a different kindred other than myself. Also the thing where none of the camps were being marked at all for the other 4 when i had 6 stacks is still an issue as of now.
: ‘One For All: SR’ game mode live on PBE for Rotating Game Mode queue testing.
Just got done playing a One for All as Kindred vs Shaco. Issue with kindred passive. Was unable to get stacks off Jungle monsters. it would spawn on them but after killing it i got no stacks. After I got 6 stacks the mark would only spawn on Baron and nowhere else for the others who all had less than 6 stacks.
: ‘Ultra Rapid Fire’ game mode live on PBE for Rotating Game Mode queue testing.
reporting that Lucian and Graves have no sounds while playing the game.
: ‘Hexakill: Twisted Treeline’ game mode live on PBE for Rotating Game Mode queue testing.
I have played only the one game so far, but I played as Kindred. First and only thing to report at this time is that you can only select 5 of the 6 champs as marks with their passive. {{champion:81}} {{champion:157}} {{champion:44}} {{champion:420}} {{champion:64}} where the first 5 but {{champion:29}} the 6th champ was unable to select.
: PBE Bugs & Feedback Thread: High Noon Jhin!
Assuming this is where you want feedback about Jhin, and high noon Jhin at that But one thing i noticed while playing Jhin was that after getting a kill with the (e) passive I assume is causing it, but I was unable to cast spells for a time. Also with his passive I built: {{item:3508}} {{item:3031}} {{item:3087}} {{item:3094}} Which brings Crit Chance to 100% and crit dmg to 200%. at level 18 with base increase I was getting 101% more AD, so with {{item:3072}} Sitting at 650+ AD crit every shot so 1300+ dmg per hit (before armor). So with everything said if you build 100% crit chance you are doing more that 250% dmg on a crit a normal champ does, because you are getting +100% before crit and then doubling that again so every shot is 400% base AD. That might be too over the top, because late game squishes 1 AA and a q and they are dead.
: New friend discovery feature on the way
A great idea for though who like and are willing to use FB. for myself it will be a feature I wont use for the simple fact that I do not have, will not have, and think most if not all forms of modern day social media (FB, twitter, instagram and all the other stuff) are a bad idea to have.
: I loved the idea, but... It definitely doesn't look like Nidalee. {{champion:76}} Wasn't she supposed to be black? In every new skins she gains, she becomes more and more white. Black people are so poorly represented at LoL - there are a lot of white characters, but only three of them is black (Lucian, Karma and Nidalee [at least she was supposed to be]) -, and it makes me really uncomfortable because for example, if I wanted to cosplay her and my skin were a little darker than hers, people would not accept, they would make racist comments. But if a white girl did it, everything would be okay. By making her skin whiter, you are taking away one of the characters that black people can cosplay without being judged. Look at the 3D model of her classical skin and look at the model of Head hunter skin. Her skin is clearly whiter. Why are you doing this? I just wanted to know if there is a reason, or if, I don't know, is just a sad coincidence? ps: sry for the bad english, i'm not a native-speaker
First off, Lucian is the only actual black champion in League. Karma is India making her brown. I see Nidalee as Amazonian and I don't know what color that would make them but I assume them as brown. Now as for the rest of the Champs in league there are skins that make them black like Black Alistar (which is an old skin I've seen being sold online for $1000) And there are so many fan arts out there of each champ that I'm sure you can find one to cos-play off of with your ebony/dark skin you stated you have.
: Well I was just confused because they don't normally put out a unfinished splash art so. Lol
I was surprised by it the first time I played it. Was expecting either to look like the original splash w/ name like it was in champ selection or that black place holder splash rito likes to use.
: Just some sound feedback. Her minigun sounds more like a jackhammer hitting a sidewalk than a bunch of firecrackers going off. Would love for this to be altered somewhat.
I agree... the only time that its alright for it to sound like a jackhammer is when attacking a structure like the turrets, inhibs and nexus... and even then I want the sound to be fixed/altered to be better. Love the idea of Pow-pow aa to be mini firecrackers, but rito plz fix the sound{{item:3070}} {{item:3070}}
: http://status.pbe.leagueoflegends.com/#pbe The servers are down for maintenance
link says game is online now...
: Yes it is. You can check the status of it using this link: http://status.pbe.leagueoflegends.com/?en_US#pbe
Servers are up... some comments in other threads points to other users are on... connection failed... no response from the servers...
: pretty sure that's what already happens.
R: Fate’s Call Kalista repositions her bound ally next to her, making them untargetable and disabling their spells. During Fate’s Call, Kalista’s Soul-Bound gains a new ability, ***which allows the Soul-Bound to dash in a target direction***, knocking up enemies they strike this is from the reveal... i bolded and italicized the important part...
: This thread isn't about the icons too? Because i'm sure a lot of people have things to say about those atrocities.
but i want to talk about ward skins here... i guess i'll say something about the icons.... and that is all i have to say.
: First
first to reply... but seriously... <3s to you
: You can never get enough isolated testing. Ever. Even if you think you don't need it.
Even when the SR VU goes live there will still be problems. that just the nature of the beast. but over all I love the new SR (even though i've only been playing LoL for 1.5-2 years so i do not have the closest relationship with the old... In with the new i say!) (I do not intend this comment to be taken as negative. was just stating that with all the testing, you never know whats going to go wrong when it goes live until it is live. yes testing reduces a lot of issues that are found, but not all issues can be found before it goes live)
: Well youre confused now think of how people are confused when they will be playing new jungle items in s4 jungle? How is that good for gameplay, fun , clarity or logic? Those items are broken for s4 jungle. This is bad decision. revert changes as whole with items or dont do it at all. Just limit que to only normal or ranked and ppl will play only 1 que. More testers. better quality of tests. I have 200 ping if i will have que waiting time below 2 minutes i can play all day and give feedback. look how much i wrote just from few custom games and 2 normals. There is more ppl like me and more better than me. Let them help you. edited cause few typos. English is not my main language
And i quote: >So here's what you can expect: On some days you'll be able to play the updated Summoner's Rift with most of what the live environment currently has (although the 2015 preseason champion stat changes will remain (but not items)). On other days, you'll be able to play on the updated Summoner's Rift along with all of our major 2015 preseason experimental changes, including the updated turrets, jungle changes, dragon changes, and more. Some days will be just the SR updated map as though it were season 4. and some days will have all the new jungle stuff and *more*. And its ok, there are some people who have English as their first language and still can't be understood.
: Will Dragon eventually solo an entire team if the stacks count reach even higher? I'm so curious.
Or how about killing dragon gives us a "dragon Augment point" that can be used to: 1. increase AD by 1-3% per point used in slot 2. increase AP by 1% per point used in slot 3. Gain 5% CDR per point used in slot 4. Gain 3-5% bonus health per point used in slot 5. Gain 1-5% health/mana regen per point used. so something like this you can keep reaping rewards for killing the dragon after the 5th dragon kill (which would be a loooooooooong game) and allow champ specific increases... This I assume would be hard to code for and might not even be all that good of an idea, but i thought i would share it. And i was just spit balling the ideas 1-5... I'm sure better minds might provide some better option... like getting #3 probly wouldn't help in the long run of the game and might never be selected. also 1 & 2 could be a flat increase say roughly 10-20 per point (probly 15 ad or 10 ap) but the flat increase is good for early but doesn't scale that well into the late game...
: Dragonslayer stacks are currently capped at 5 as that's when the bonuses stop... but.. tempting. :D
So if the game last long enough and you team get's a 6th dragon, other than prevention the other team to get the dragon bonus... should they then get global gold? Also with the first stalk the 5 hp/mana per 5sec... where is the love for energy champs({{champion:84}} {{champion:64}} {{champion:238}} and others i'm sure i'm forgetting)? and if the champ is a non mana/energy champ ({{champion:266}} {{champion:36}} {{champion:86}} {{champion:157}} and others i'm sure i'm forgetting) should they get a better health regen then instead?
: At first i was like yeah! I'm going to try new jung items. then in game i was like where are the new jung items?! after 20 mins and i got spirit of the elder lizard i found them. they do not have an icon yet so that's what through for a loop. i don't remember seeing the new camp yet. do they spawn at the 20 min mark? Edit 1: Just got done w/ a quick bots game to try out the Poacher's ~~blade~~ knife. Quick smite was not giving the kill buffs that the camps give. everything else was working just fine, the reduced CD and extra gold when smiting in enemy jung was working. just wanted to let you know. (it wasn't working w/ the slayer enchantment. plus its tool tips when showing as the buff was stating something like "unable able to find tool tips") Edit 2: I'm not sure about the other "enchantments" but I do not know if enchantment is the right term. as when they were described in the jung change forum they would be like the enchantments for the boots. as for the enchantment i saw that you need to build stinger to get it. that seems more like a recipe being stinger+any upgraded machete. I can understand the reason its an enchantment because they all get the same effect. Edit 3: >General 1. Jungle Difficulty and Rewards have been increased 2. Red and Blue buff timers moved to 2:30 I'd say 1 is a yeah so far... just shy of lvl 2 by 30 xp after starting red/blue buff... also I red 2 as they shouldn't spawn until 2:30 but still spawn at 1:55? And i just got done testing the Ranger's Trailblazer. reporting that it was working just fine. And i noticed that w/ smite and the smite you get from this one over the smite spell it has the dmg overlay on how much it will do, but I did not see that when I used the Poacher's knife. Also with the: >Murkwolf (Wolf Camp) 1. Grants Wolf Sentry - A ghostly wolf patrols that quardrant of the jungle for a moderate time. If an enemy champion enters that quadrant of the jungle, it'll run at them and alert you to his position. I noticed that when you get the wolf he just runs to the gap to get to blue buff, Large Wraith and wolves and just sits there, no *patrols of that quardrant of the jungle*. (I am only playing bots right now just to test the items so I don't not know if this has anything to do with it.)
EDITED: ~~This is just a thought so far but with what I've seen at the higher level games the mid laner tends to takes the Small wraith camp every so often so I could see mid laners taking smite instead of ignite. Ignite, if I'm wrong let me know, does about 410 true dame when all is said and done at lvl 18. So if getting:~~ >Stalker's Blade 1. After killing 3 monsters, you can smite ~~Teemo~~ enemy champions, dealing a small amount of true damage and reducing their movement speed by 50% for 2 seconds. ~~depending on what the *small amount of true damage* is (haven't used it yet and don't know the %) but even if it was 15-20% at lvl 18 that 150-200 true dmg (which would be ~1/3-1/2 the dme ignite does) w/ the 2 sec slow and the team having 2 smites on a team for smite battles on objective controls like drag/baron. It is just a thought and I'm sure someone in riot has thought this as well.~~ ~~And what the *killing 3 monsters* means. is it just 3 in total so clearing the small wraith camp once due to there being 4 monsters there, or 3 large monsters so needing to clear 3 camps?~~ the dmg didn't seem that bad but its get 3 large monsters and then you can smite a champ once, then you need to get 3 more large monsters... not good thig for a mid laner w/ current mechanics i am thinking now.
: Rough Notes [PBE - 10/09/2014]
At first i was like yeah! I'm going to try new jung items. then in game i was like where are the new jung items?! after 20 mins and i got spirit of the elder lizard i found them. they do not have an icon yet so that's what through for a loop. i don't remember seeing the new camp yet. do they spawn at the 20 min mark? Edit 1: Just got done w/ a quick bots game to try out the Poacher's ~~blade~~ knife. Quick smite was not giving the kill buffs that the camps give. everything else was working just fine, the reduced CD and extra gold when smiting in enemy jung was working. just wanted to let you know. (it wasn't working w/ the slayer enchantment. plus its tool tips when showing as the buff was stating something like "unable able to find tool tips") Edit 2: I'm not sure about the other "enchantments" but I do not know if enchantment is the right term. as when they were described in the jung change forum they would be like the enchantments for the boots. as for the enchantment i saw that you need to build stinger to get it. that seems more like a recipe being stinger+any upgraded machete. I can understand the reason its an enchantment because they all get the same effect. Edit 3: >General 1. Jungle Difficulty and Rewards have been increased 2. Red and Blue buff timers moved to 2:30 I'd say 1 is a yeah so far... just shy of lvl 2 by 30 xp after starting red/blue buff... also I red 2 as they shouldn't spawn until 2:30 but still spawn at 1:55? And i just got done testing the Ranger's Trailblazer. reporting that it was working just fine. And i noticed that w/ smite and the smite you get from this one over the smite spell it has the dmg overlay on how much it will do, but I did not see that when I used the Poacher's knife. Also with the: >Murkwolf (Wolf Camp) 1. Grants Wolf Sentry - A ghostly wolf patrols that quardrant of the jungle for a moderate time. If an enemy champion enters that quadrant of the jungle, it'll run at them and alert you to his position. I noticed that when you get the wolf he just runs to the gap to get to blue buff, Large Wraith and wolves and just sits there, no *patrols of that quardrant of the jungle*. (I am only playing bots right now just to test the items so I don't not know if this has anything to do with it.)
: Preseason 2015: Experimental objective and item changes
I posted this in a different forum because they were talking about the summoner spells and possible changes and the likelyhood of them getting some love not any time soon due to the coast/time/benefits wouldn't pan out in comparison to other changes that need to happen. I just wanted to repost this idea for more exposure and to get more feed back. A possible new summoner or a replacement/rework for {{summoner:6}} : > Seeing how people have been weighing in on this topic, an idea, and i mean *idea*, because it will probably be hard to balance or justify, the name "ghost" shouts to me invisibility/ethereal-ness. > > So my idea is maybe a 1-3 sec invisibility/stealth (attacking/using an ability breaks), the ability to move through creeps (avoid collision like {{item:3046}}) and a possible MS boost. It has the possibility to be used w/ current champs that have stealth and for champs to don't. so the ones w/ stealth can have a longer than normal stealth if used right to either engage or disengage from a fight. it could be used instead of flash for the champs w/out stealth to position for a gank or run from one as well (even though i do understand that riot wants to expand the jungle role to not be gank specific junglers).
: > Indeed. I actually think Heal best represents meaningful play decision making for a summoner spell aside from Teleport and Flash which I have talked to at great lengths. > I honestly believe that it is one of the best and most well received change of this entire season. Having been the one that designed the new Heal - I can assure you that the backlash against it is very **very** real and something that I've had to fight against to keep a multitude of times. You can like or praise it all you want - the hate against it is very real and something that I've had to fight multiple battles over to keep it the way it is. A lot of people haaaated this while a lot of people liked it. Having read almost all the feedback on Heal, Heal remains incredibly polarizing. The people who like it, do enjoy it. The people who hate it find it abominable that they have to deal with it. > That couldn't be more wrong. There are 10 champions currently in the game with a stealth mechanic. Only one of them has a stealth that is a blink, that is Shaco's Deceive. You are technically correct about this on all accounts listed if you ignore the fact that many of these characters have incredibly strong repositioning abilities: The stealth either happens after a blink that takes you out of reach (Kha'zix, Rengar, Wukong) or irrelevant to true Sight (Evelynn's Stealth breaks by proximity). The question here isn't whether or not having a move speed boost and an Oracle's wouldn't be useful - but whether or not the pattern of using the skill is clear and makes sense as a package. What's the most coherent use of this ability? To be a ward sweeper - not a highly desirable outcome of a summoner spell - nor particularly desirable in granting more vision denial. What's the other most coherent use of the ability as described? Either MS to reach characters that you ultimately can't - or MS to detect characters who.. remain completely stationary during their stealth and then disallow their ability to run away after they've been detected? That said, let's say that Ghost and True Sight is a perfectly fine counter to all existing Stealth champions. That still doesn't make it a good summoner spell - it makes it a Hard Counter in which a subset of champions don't exist when it's picked. Again, I'm not concerned about the direction he mentioned - I believe that the specifics of the spell effects he's described highlight the ease of making dangerous mistakes on this path. You can certainly design a swiss army knife skill that does 7 things - ultimately, that just makes it incredibly easy to mess up and end up with a case where whenever you use the skill, you're wasting some part of it. This leads to an unsatisfying and fairly non-intuitive skill as a whole - when it comes to balancing the skill... > And for nerfs/buffs you can reduce/increase the area of true sight, the movement speed bonus, the duration of either effect, or the overall cooldown. However, what bothers me the most about your argument is that you said, It's not the fact that you can't nerf or buff the skill. It's that fact that regardless of what you buff or nerf - you lose. When a skill does such disparate things, the people who want ghost would want the MS to be strong and prefer the vision to be nerfed. The people who want true sight would want the true sight to be strong and the MS to be nerfed. There is no good call on skills whose intended functions are orthogonal to each other as both sides have completely valid arguments that the other should be nerfed. Again, I'm not discounting the pattern or direction that's laid out. Having walked it and designed under it - I'm pointing out that there are serious hazards and dangers that this kind of design makes incredibly easy to do. Every summoner spell change we've done last season has tried to push summoner spells in this direction. Every single time we've done it - the mistakes and ripple effects of it are massively damaging.
I agree that overall it is very hard to make a spell, have be balanced, have be viable to use. With the current meta is typically top having: {{summoner:12}} {{summoner:4}} Middle depending on champ seems to be {{summoner:4}} {{summoner:14}} or {{summoner:4}} {{summoner:7}} And bottom is {{summoner:4}} {{summoner:7}} on adc and {{summoner:4}} {{summoner:3}} on support. Lastly we all know jungle is {{summoner:4}} {{summoner:11}} . Seeing how people have been weighing in on this topic, an idea, and i mean *idea*, because it will probably be hard to balance or justify, the name "ghost" shouts to me invisibility/ethereal-ness. So my idea is maybe a 1-3 sec invisibility/stealth (attacking/using an ability breaks), the ability to move through creeps (avoid collision like {{item:3046}}) and a possible MS boost. It has the possibility to be used w/ current champs that have stealth and for champs to don't. so the ones w/ stealth can have a longer than normal stealth if used right to either engage or disengage from a fight. it could be used instead of flash for the champs w/out stealth to position for a gank or run from one as well (even though i do understand that riot wants to expand the jungle role to not be gank specific junglers). I am not claiming i know anything, but i just wanted to share my thoughts on this topic.
: PBE Bugs & Feedback Thread: Reaper Soraka
I like the new model, new effects are AWESOME! I do like the voice. Just a thought for a future Soraka skin; Starcall (Porocall), new spell effect that has a poro fall from the sky instead of the star.

ChronoRift

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