: Sejuani Feedback Thread
I'm kind of a Sej main, so I was awaiting this rework with a mix of anticipation and trepidation. I gave the latest version (with knockback on W) a try, and overall, it's pretty good. Here's some thoughts about what works: * The new W really helps sell the heavy cavalier fantasy. That you move around before landing the slam of W2 is interesting for both players, and makes it feel like you're riding someone down. The minion and monster knockback on the W1 coupled with the delayed power of W2 give the skill a lot of weight it lacks on live. * Though the new kit inarguably shifts a lot of power out of the ult, it's still reasonably satisfying to use, and the new delayed explosion is suitably flashy. It's also a lot clearer how it works as compared with the previous version — I really couldn't quite tell you what the explosion radius is on live. * The passive is gives clear windows of strength and offers a lot more readable power than her old one which was just boring almost-always-on stats. I do have some points of criticism, however. This list is longer, but it does not reflect overall dissatisfaction with the rework: * It feels pretty bad when a point-blank ult actually shortens the total amount of CC you provide over the course of an encounter. Would it be at all feasible to have the point-blank ult stun for the duration of her E freeze? * In early levels of jungling, it is extremely punishing to attack the wrong monster after using an E stun. The 400 damage of the frozen attack is a large amount of her damage to monsters, and she has only one second to get it off before that burst is put on a long cooldown. If she attacks the wrong one (say, after using Q), that can force her to back. * The new passive, while an improvement over the old one, still doesn't have too much gameplay. She takes half damage at the start of a fight, but ducking out to regain the shield seems counterproductive to her playstyle. I also wish it were made clearer that those amounts of armor and MR are tailored to provide 50% damage reduction. * Finding the target for E can be a chore. I understand why it's not an automatic stun, but it'd be nice if the skill either stunned everyone in range or just whoever is nearer the mouse without any need to mouse over them. * After a couple levels, Sejuani's jungle clearing seems very strong to the point where it might be too much of a strength for her. * The visuals for her warleader passive on allies are blue even on the otherwise-red Bear Cavalry Sejuani. The range of application also seems kinda small, though this might be to not have her tip off enemies when she approaches to gank.
: PBE Bugs & Feedback Thread: Dragonslayer Xin Zhao!
This seems really disappointing for a 1350. The sounds are okay, but the particles on his Q and W mostly blend together. No change is bad per se, but Xin Zhao just doesn't seem to have enough stuff to him to justify a 1350 skin. Stacking this up against the (admittedly really good) Zyra skin at the same price point is no contest — she has major visual differences, new animations, and overall feels much more different from the base than skin does. That said, the recall here is pretty good, and the chromas on release are a very nice touch, in part because the simplicity of this skin doesn't bind it too strongly to any one color scheme.
: New Render Code Path being tested on Kha'Zix/Gromp
> We've put a test on the PBE this patch that's running Kha'Zix and Gromp through our new rendering code. There should be NO visual differences between the two I have a bug report! I loaded into a game as Kha'Zix, and I totally wasn't a rotund, be-mushroomed giant toad. I was so disappointed at this glaring visual difference between Kha'Zix and Gromp; my fantasies were all dashed!
: PBE Bugs & Feedback Thread: Warring Kingdoms Vi!
Not bad, though I think I'll stick with Demon Vi. Will the W stack markers change at all? The plain red circles seem off-theme.
: PBE Bugs & Feedback Thread: Warring Kingdoms Azir!
I agree with Dreamitz. The model looks really nice (yay, realish feathers!), and the tune on summoning his tower is cool, but other than that, the smoke added to the particles isn't all that noticeable, and if there were other SFX changes, they didn't register. It's not bad, but it really doesn't seem worth 1350.
: This is a valid concern - however, over the years we've added a ton of camps and made other camps more prominent (Dragon). With the addition of plants - there was definitely a whack-a-mole feeling going on where you could never really finish with something before another thing respawned - leading to a continuous loop.
Plants do help, but they don't really feel so much like (even small) objectives. I don't want to use Blast Cone when it comes up; I want to use it when it gets a tactical advantage. Only the Honeyfruit works that way. Yeah, the plants stop the jungle from being barren, but they don't necessarily give the jungler things to do.
: [PBE - Jungle Notes] Notes on updated Jungle for 6.22
It seems kind of odd that respawn times are so long. Won't this make being counterjungled way more punishing? I feel like there will be a lot more time where jungle is just empty or nearly so, which feels like it really kinda diminishes the maps' vibrancy.
: PBE Bugs & Feedback Thread: Karthus Lightsbane!
Karthus was my first main, and I've been eagerly awaiting some new piece of content for him since his excellent VU, and no, Fnatic Karthus didn't count. Unfortunately, I find this something of a let-down after the years. Though the particles are recolored to purple from the spectral blue, and have the runic wheels added to them, they still have the same warped spirits rushing through them. Since, outside the recall, the sounds are all the same, Karthus's skills really feel very similar to how they do on live. The recall is good, but the rest of the skin doesn't live up to its promise. Where are the orange notes in the particles? Where is the crackling magical energy? Karthus still feels like a death mage here, when he should be feeling closer to an evil Master Arcanist Ziggs. I understand, 975 skin, scope issues, etc. But as someone who's waited two and a half years for Karthus to finally have a skin that changes something beyond the model, I'm going to wait another year yet.
: This happens because when the attack for W1 is fired, it needs to have the correct attack speed. If we don't do that W1 will be very slow, and thus bugged. This is one of the reason why W will activate on attack being launched, not when it connects.
That makes sense. Would there be any way to have the skill go into some state of maybe activating that gets the increased attack speed on the possible autoattack, and fully activates if the autoattack actually happens, but stays off cooldown if it doesn't? Or would that require too major systemic revisions?
: Kled Bug Thread
If I have Violent Tendencies ready, and I cancel an autoattack, it still triggers, giving me a limited amount of time to make four strikes instead of three. I'm not sure if this happens every time, because I'm pretty bad at canceling autos, but it seemed very frequent. I would have expected Violent Tendencies to start on autoattack completion rather than start.
One very minor problem: the special particles Runaan's Hurricane uses for her flurry autoattacks are the base skin ones, not ones fitting the style of this skin.
ADC skin with blue particles, shifting model, and VO lines that incorporate a robotic assistant (whose name is probably some acronym)? Pulsefire Ez is rolling over in its grave! I'm looking forward to trying this one out. I don't really play much Ashe, but this looks nice.
: PBE Bugs & Feedback Thread: Program Lissandra!
This is a really, really gorgeous skin. I like just about every element of it, but if I had to pick some favorites, I'd probably have to go with the the way the eye darts around on her self-ult, and the pattern on the ground from her W. Out of curiosity, was Transistor an inspiration for the design here? With the exception of the color scheme, this looks a lot like some of the enemies in that game.
: When this drops on live, how much actual in game play time are we looking at to earn this skin?
By the calculations in my post, the average time is at least two years.
: Hextech Annie, crafting and gemstones
There's two components here to comment on, the skin and its mode of purchase. First, the skin. I think it's really good! The particles are distinctive and impressive, and feel vaguely like Ekko's, which are also really good. I particularly like the autoattack particle, with the slowly progressing chain. The shield is also really good. It's a good concept that fits well for a crafting-only skin. That said, I do have a few minor complaints. Though I understand it's vitally important that her stun ready particle be readable, I think it could look a little more distinctive than just a palette-swap of the base. Also, it's kind of unclear what's happening in the recall animation. The more interesting element of this is the mode of sale. And this, I'm not so positive on. It's a good idea, to be sure. But it's not really something that's all that achievable. To get some idea, I bought and opened 100 chests. Now, admittedly, these are promo chests, so it's quite possible the drop distribution for rare gems is different (it's certainly different in some ways — I got 24 permanent skins, including four legendaries!). But in the 100 chests, I pulled 5 rare gemstones. Let's assume that I got unlucky, and the drop rate is slightly lower for promo chests than for regular ones, and that the average is 1 gemstone every 10 chests. That means it would take an average of 100 chests to get enough to unlock Hextech Annie. If, every week, I unlock a chest (no mean feat, given the champion pool diversity this would require, and the hassle of getting the keys), that means it would take _almost two years_ to unlock Hextech Annie. If a player decided to just buy chests with RP until they had enough rare gems, we're probably talking well over $100. And this is with approximations skewed towards Hextech Annie being easier to acquire. Moreover, even once you get 10 chests, that's a huge price to pay for one skin. If you just opened those chests, you'd get... well, I don't know the drop distribution for non-promo chests, but somewhere north of three random skins worth of value. The trade-off, either way, feels bad. I like this idea, but the cost is incredibly high. Hextech Crafting is supposed to be more about mastery than about spending, but Hextech Annie is locked away from any player who doesn't invest heavily into the system, and hard to access even then. I urge you to rebalance the costs.
: PBE Bugs & Feedback Thread: Blood Moon Kennen!
I'm a little disappointed that the sound effects are the exact same as for the base skin. The particles are kind of lightning-y, but especially the W and R really look like they should have a different sound. As a bit of a clarity issue, on base Kennen, after the full lightning component of his E finishes (which looks really nice on this skin, good job!), he retains the enhanced armor and MR for a brief while, which is visible as blue electricity crackling over him. I didn't see any similar effect here, which could throw people off.
: [This](http://boards.pbe.leagueoflegends.com/en/c/general-pbe-feedback/EYekhTA6-all-you-need-to-know-to-about-linking-your-pbe-account-to-your-main-account) should help ya.
Ah, thank you. Not sure what was going wrong before, but it's all working now.
: Hi Zielmann - I can help answer those questions, but I guess the heart of it is that if you have a PBE account associated with your LIVE account, it'll give us an option to provide benefits to both accounts, if the opportunity presents itself. To your questions: * The linked account is a complete different login * The credentials will be chosen by you during the approval process, so it's up to you to determine the new PBE account login * It does not automatically have the same summoner name as your LIVE * Yes, you'll have to use something different if the current PBE and LIVE are already the same Remember that this is completely optional; however, you're essentially opting out of any future PBE/LIVE interactions. Hope that answers your questions.
I think I've verified both PBE and live, and I'm pretty sure they're on the same email. I'm trying to reapply for a new account, but it seems like the PBE application site is down. What should I do? Have I done the other steps correctly? Thank you for your help.
: Champion Mastery - Level 6 & 7
Okay, I like the IP-purchasable champion chests, and I like the idea of having the chests be themed. The latter especially is a really good idea that could really help with making events even cooler. But I'm not a fan of the mastery levels plan. I mean, what's the point? Yeah, you still have to earn the mastery points, but I'll still have just as many mastery points in Bard if my mastery emote is red or purple (?). All this would show is that I had spare champion shards. It's not any extra accomplishment, it just feels like a kinda pointless extra gate on the mastery levels. They're mastery levels, not mastery and spare champ shard levels. Plus, I do have every champion, but I only have a few up to level 5, and only one with the amount of mastery points to probably unlock mastery levels 6 and 7. It's one of the nice things about owning every champion — I can jump around the roster. I suspect my situation isn't uncommon. While this does offer a way to sink lots of spare champion shards, it would offer extremely little utility after the first few.
: Jhin Gameplay & Feel Feedback!
I really like how he plays overall, but one point of frustration was when a target's mark for Deadly Flourish wears off as the skill is charging. Since it makes such a huge difference whether the enemy struck is marked or not, would it be possible to make it so that the marks can't fall off during W's cast time?
: > [{quoted}](name=Chrysippus,realm=PBE,application-id=cMKtzQHY,discussion-id=mgMe9s5k,comment-id=000600000000,timestamp=2015-12-20T15:54:30.587+0000) > > Not necessarily. See here: http://na.leagueoflegends.com/en/news/store/sales/were-changing-discounts > > The relevant clause (just below the table in the "Introducing the early sale!" section) reads "Bringing all of our skins onto the same early sale schedule means there will no longer be a launch sale for 1350s and Ultimates starting in the new year". Since legacy skins aren't in the shop 4-6 months after their release, it's not apparent to me when they'd be eligible for an early sale, and I'd appreciate it if we could get some clarity on the issue. Wow. That's the first I'm reading of this and it leaves me with a really bitter taste. Clearly the PROJECT skin "promotion" was simply testing how receptive we'd be to paying full price on release for 1350 tier content and nothing more. Lol@"we want to offer collectible content." Previously I'd go out of my way to buy skins on release that I liked but wasn't necessarily dying to have solely because of the launch sales. Now? I'm probably going to just skip them altogether on principle. This excessive corporate greed is a real turn-off.
I mean, I don't know if the PROJECT thing was really about that. I think it was a mistake, and I opposed it because I think having the launch sales be sacrosanct is important, but I don't believe it was really conceived with this change in mind.
: its 975 for a few days like every 1350..
Not necessarily. See here: http://na.leagueoflegends.com/en/news/store/sales/were-changing-discounts The relevant clause (just below the table in the "Introducing the early sale!" section) reads "Bringing all of our skins onto the same early sale schedule means there will no longer be a launch sale for 1350s and Ultimates starting in the new year". Since legacy skins aren't in the shop 4-6 months after their release, it's not apparent to me when they'd be eligible for an early sale, and I'd appreciate it if we could get some clarity on the issue.
: PBE Bugs & Feedback Thread: Lunar Wraith Caitlyn!
For this and the Morgana skin, what will be the deal with a release sale? For 1350 Legacy skins, it's previously been the case that the only time they go on sale outside of bundles has been the 975 release sale. Under the new skin pricing system though, this doesn't seem like it would happen any more. Have you all settled on what the plan will be? Regarding the Caitlyn skin, it's pretty good. Feels very distinctive with the living gun, and nicely complex particles for the skills. I do wish the gun had more complex animations for the ult; I like how it splits apart on Headhunter Cait, and it would be cool if it could do something similar here. The color scheme is really awesome. I'm not sure if I'll get this one — I already have Headhunter Cait, and don't play ADCs much — but this is quite well executed.
: Snowdown Preview
The custom sales feature looks interesting. I am a little concerned about how it will go about finding these customized sales. For instance, I play a lot of Zyra. I don't own the Wildfire Zyra skin, not because I haven't found it on sale, but because I just don't like the skin very much. Will this system look at my account, see all the Zyra games played, and go and offer me a deal on a piece of content I haven't been interested in the last few times it's been on sale half-off?
: PBE Bugs & Feedback Thread: Snow Day Bard!
Hi, I'm a Bard main who was very excited to hear this skin's announcement. Now that I've had chance to see it in action and (briefly) try it out for myself, my feelings have — forgive me — cooled. Let me be clear, there's a *lot* this skin does very right: * The Caretaker's Shrines are simply wonderful. I had envisioned a few different ways of doing the shrines (presents opening, something or another emerging from a chimney), but nothing this perfect. It feels seasonal and original, and the execution, in models and sounds, may be enough to get me to buy this skin alone. * The altered sound effects on his skills are generally good. Wintery and impactful. * Penguin meeps are cute, and their sounds on appearing are suitable replacements for ~ootay~ and the like of meeps. * Particles are pretty without disrupting readability. As a side note, I don't really mind the ult looking mostly unchanged. It would be great if it could be a snowstorm, but I understand that stasis is an important effect that needs to have a certain visual read for clarity. * The animation changes subtly support a different take on Bard, with the (still apparently incomplete, but eh) skating animation for Bard and penguin movements for the meeps. * Magical journey changes champs into penguins! In fact, every change this skin makes is great! My problem is that it feels like half of an incredible skin. I think Snow Day Bard is an excellent concept, but it's a very high scope one. This is understandable, because Bard is one of the most complex champions in the game in terms of models, animations, and especially sounds. Through making him skate, he's no longer a balloon — so why is his death animation still him deflating? Why doesn't his soundtrack override on collecting chimes play seasonal tunes (possibly rendered in Bard's usual instrumentation)? Surely there's some solution to the problem of finding a more wintery particle for his ultimate's stasis that doesn't disrupt the visual invariants? I suspect the reason these changes aren't in there isn't that you guys didn't think of these, or don't think they would enhance the skin. Instead it feels like there wasn't the time or resources to implement them. Allow me to compare Snow Day Bard to another recent skin, Zombie Nunu. I prefer Zombie Nunu because it's coherent. The recall is kinda weak, but the run animations are good, the ult animation looks great, his particles and sounds are quite cool, and the new voiceover really ties it all together well. Zombie Nunu changes nearly every element of the base champion, but if I had to guess, I'd say it actually required less work than Snow Day Bard did. But probably because Bard is so *big*, all that effort isn't enough to reach the scope the concept demands. What's there is great. But it's not enough. I like a fully realized but less ambitious concept more than a partially realized but more ambitious one, and so that's why I find this skin so frustrating. All these wonderful things just draw attention to the final touches that just aren't there. Please, delay this skin. Make it hit the scope you aimed at. Raise the price if you have to, but make it complete.
: Give us some suggestion on how we could make this more obvious. Right now we play a countdown sound, change the lock-in button appearance, and show a warning message. In the future we're also going to have a big orange background in the bottom part of the champion grid behind. We know this is going to be a change for players and we want to make it as obvious as possible that you need to lock-in without going completely overboard.
Might it be a good idea to go completely overboard initially and then scale subtly back as players who are used to the old champ select gradually adjust?
: [PBE - 5.22] Adjustments to Killstreak Bounty Rules and Bounty Displays
What is the system like for people on a death streak? Is it the same as before, or does it have some of the only partial reset element? Are there any visual indicators to make the lower-priority nature more visible? Would that even be a good idea for behavioral reasons?
: > [{quoted}](name=Shinyjumanjiman,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=K7Eg4dBQ,comment-id=0034,timestamp=2015-10-29T23:09:45.785+0000) > > Will Headhunter caitlyn be receiving a different "headshot" indicator? We decided against a unique indicator for Headhunter, on the grounds that 1) it was more of a UI element than a particle, 2) some opponents had trouble identifying the indicator as related to Caitlyn and a skin specific one might confuse them even further. That said, it was a close call, since it would be super-cool to have a thematically fitting "in my sights" UI element for Headhunter Caitlyn.
Might it be possible to have a self-only different indicator? So it looks the same to the enemy team to reduce confusion, but the Headhunter Caitlyn player themselves gets the satisfaction of a more complete aesthetic?
: Caitlyn Gameplay Update Feedback Megathread
I had a chance to see this on PBE. Looks nice! I'm curious if you expect her to remain bot lane or to maybe migrate towards mid. One minor quibble: with her Headhunter skin, the range indicator for her free headshot on landing net or trap uses the same Piltover-themed visual as it does for her base skin. Will this be modified to better match the skin's theme?
: Graves Gameplay Update Feedback
Well, this is really weird. I'm not sure how great he'll work in the bot lane carry role, seeing as it seems like he can't help with tower sieging any more. I'm also a little concerned that he could be oppressive as a sololaner in top lane, though I guess standing in the minion wave may help reduce that. It's extremely novel, and really does a good job filling the shotgun-wielder fantasy. I must say, I'm looking forward to seeing how this plays out.
: PBE Bugs & Feedback Thread: Demon Vi!
For some reason, the game bugsplatted the first time I tried to start a game with Demon Vi on multiple occasions. Also, I wasn't seeing her wings and tail, not in the Q, R, or recall.
: They'll all get their own spawns. Chimes that aren't yours should appear kinda inactive.
Phooey, I was thinking that a coordinated 5 Bard team funneling 10 chimes a minute onto one Bard would be hilarious and nearly unstoppable. Was this tried and found too strong?
: But it is still going on sale for 975... there's literally nothing wrong with this. For players who want to the loading screen and are willing to pay full price, sweet cool here ya go. For everyone else who does not have the money to cough up, it's going to be on sale the following week for 975. Sweet cool, everyone is happy
Well, every skin does go on sale eventually. But with 1350s, I believe it was explicitly said that they would be on sale at release. I'm not really comfortable with any exceptions to that policy, because I know exceptions have a way of ballooning over time, even if Riot doesn't mean that now. Even setting that aside, this still feels somewhat sketchy. Stuff like the standard release sales for 1350 and ultimate skins feels like Riot is doing something nice for the people in the community who like the skin and want to get it immediately. This doesn't feel the same way. This seems like Riot is getting something out of the people have extra RP to spend. If I were a Zed main, eagerly awaiting the release of this awesome new skin, it would feel really bad to wait a whole week after the skin were available and I was seeing it in game. I would feel pressured to shell out the full 1350 RP rather than wait, and not in a good way. If I did buy it before the week was up, I'd feel bad the next week when it was on sale, and if I waited until it was on sale, I'd feel bad in my games as Zed or with someone else on PROJECT: Zed, and bad in the future whenever I see someone with the border I don't have. **Because the choice was there, both alternatives feel worse.** I expect this will work, in that a lot of people will buy the skins in the First Strike timing. But it will burn some player goodwill, and it sets a dark precedent. There are ways to make this feel fair, though. As I said, you could include the icon with the First Strike purchase. Alternatively, you could make the skins available on sale from the start, and additionally available as bundles or something that include the border (and maybe the icon if you feel like being really nice!). Best of all would be just having the sale and the borders on from the start. I honestly think that would probably sell best, and make people very happy.
: Initializing PROJECT First Strike & PROJECT Sync
I'm not sure I'm comfortable with this. You all have said that 1350 RP skins will always be discounted to 975 on release, and this seems to go against that. I get that there's the borders for the loading splashes, but that feels like something where the value can't really be compared to precedent. Do we want that to be worth 375 RP? I think this would be okay if they also came with the corresponding summoner icon, but as it stands, this feels like it's moving skin pricing in a direction I don't think I like.
: PBE Bugs & Feedback Thread: PROJECT: Yi
Later in the game, when I was in Highlander, Yi wouldn't use his alternate VO lines, and when I used his emotes, they came out with the non-Highlander voice processing. I really like the Highlander VO lines, and hope this can get fixed.
: PBE Bugs & Feedback Thread: PROJECT: Leona!
Found a minor glitch. When Leona basic attacks, there's a cool flurry of PROJECT-y particles on-hit. But if the attack kills its target, that doesn't appear.
: It looks like some old lines may have found their way in - I'll double check if this is intentional.
There's something similar with Underworld Wukong. He says "If you don't fight, you can't make friends!" and "Stop giving me bananas", the former of which actually feels like it really fits the skin quite well and would be a shame to lose. Since all these skins have voice processing, could it be that the processing is applied en-masse to all the champion's VO lines, and some that were manually cut for the base VO sneak in?
: PBE Bugs & Feedback Thread: PROJECT: Yi
Generally pretty good. I do wish that his really nice initial spawn animation were also his respawn animation. Also, I found a bug. If you're facing a Yi on the other team, and you use your taunt, you hear both PROJECT: Yi's taunt and regular Yi's taunt.
: PBE Bugs & Feedback Thread: PROJECT: Minions
So this will only be active for patch 5.17? If it plays well, is there a chance we could see it come back longer-term? If so, might something analogous happen with the Pool Party minions?
: Nah, I'd rather just have a working champ that's been solo since release to still have the option to solo.
Pick two, then, for a solo laner: * No mobility * No CC * Viable Note that for duo-laners, this isn't a factor. Most ADCs have terrible CC, and many have bad mobility. Look at MF, look at Draven. The champions that fit the profile Mordekaiser is laboring to all supplement their weaknesses with a support. And I think Riot's doing the right thing — or at least the interesting thing — in trying to add Mordekaiser to that number.
: Skarner PBE Changelist and Feedback Thread
I feel like the spires seem very obviously not part of the map. The capture areas are cut off by walls, which just looks kinda bad. They're mechanically interesting, but I hope they get some visual tweaks. Also, Guardian of the Sands Skarner has a cool and thematic raised spire, but the default inactive spire, which I sure hope gets changed.
: W change feels really bad imo. The worst thing about his change, if he's alone he's literally half a champ.
Think of him like Kalista. The Shadow Isles are really big on teamwork and friendship, it seems.
: Mordekaiser Change Summary & Feedback Thread
Interesting update. Gave it a quick spin, and he certainly does feel different. A few things that felt strange, though: * For unclear reasons, at the start of the game, I was able to cast W on the allied tower. Later on, I no longer could; possibly I lost the capability when I cast on an ally for the first time. * It feels kinda bad that you can't cast ult while you have a dragon ghost following you. On the other hand, you have a dragon ghost, so eh. * If you have a champion ghost nearby, and you kill a minion with Targon's, you get twice the gold — once for you, and once for the ghost. Actually, that may be the case on live too. I don't know.
: PBE Bugs & Feedback Thread: Cottontail Fizz!
Generally pretty good, but his joke still has him finding and eating a fish. Granted, he is saying "Fish fish fish!", but it's still very off-theme.
: Gangplank Feedback Thread
Well done with the rework. GP feels so much smoother and better to play. The new VO is good, the animations are great, and Powder Keg is a cool ability that fits GP well. The splash art is one of the best in the game, and whoever decided to depict a quiet, calm moment for GP deserves major commendation! It does such a good job at capturing the character, while still coming off as way more menacing than the typical action-filled splash art. There are a few bugs I found, however, and things that could be executed a bit better: * It's way too easy to place multiple kegs right on top of one another, since they have no cooldown. This confers no advantage, and wastes valuable charges. Could there be a small internal cooldown, or a minimum distance you're allowed to place barrels? * Autoattacking a keg consumes Stattik Shiv proc and I believe also Spellblade proc, even on attacks that do not cause the keg to go off. While I understand why it does that, it still is really frustrating to have those effects lost early. Could they not trigger on attacks that don't detonate the kegs? * For unclear and possibly GP-unrelated reasons, after upgrading my cannon barrage with the increased rate of fire, and the one monster cannonball, I was unable to upgrade it to raise morale, despite having well enough Silver Serpents. * I feel like having his passive scale so well on his bonus AD pushes him too much into AD Critplank. I feel like the passive should be more useful as a source of sustained damage for a tankier build of GP, who right now doesn't seem to have too much of a point. * Chaining barrels didn't feel particularly rewarding, though that's likely just inexperience on my part. Perhaps if the damage increased as it propagated through the chain? Overall though, despite these problems, the rework seems very good. I definitely prefer it to the Tristana rework, and I think it does a good job giving GP some more depth, both of character (feels an obligation to be a terror) and of gameplay.
: @Xyph, Hybrid Itemization Question
Could it theoretically be possible to make a champion that has good AP *utility* scalings, and decent AD damage scalings (and possibly a passive that lets them exchange items in the shop at a better rate), with the idea that they can shift between damage and utility builds depending on how the game progresses? This certainly wouldn't be a hybrid champion per se, but it would be a conscious effort to make a champion with distinct AP and AD builds.
: PBE Bugs & Feedback Thread: Butcher’s Bridge ARAM
Really nice job with the music. I haven't played the map yet, but I'm listening to the soundtrack on S@20, and it's really great. Really fits the theme.
: Tahm Kench, The River King
Interesting job with Tahm Kench. I only tried him out in a custom game, so I can't speak to certain things with him, but I generally liked what I saw. Besides the flash thing, I didn't notice any bugs. A few things that worked particularly well: * His voiceover really sells the demon of gluttony aspect, especially the lines that sound like something out of a sermon until you listen to what he's actually saying. *"All creation is born famished and starving."*, *"We all gourmandize from time to time."*, and quite a few more. * Devour feels really impactful in all three uses, and it's great that the cooldown shrinks to where it's more than a once-a-fight deal. * Like all recent champs, his animations are great. * Thick Skin poses interesting gameplay decisions for both you and your opponent, and does a good job fitting the themes of the champion. You don't want to let any of the durability go to waste, so you hold off activating the shield until the last second — at which point you get CCed, and pay the price for your gluttony. * It's really, really powerful, though, especially with Spirit Visage. If you have the opportunity to regenerate, you effectively double your effective health, and in a fight, if you can time the shield right, you again can get up to a doubling of your health. * Abyssal Voyage offers unique team synergies, and will no doubt lead to some memorable plays. * Being able to grab minions and monsters with your tongue in a QW combo is a nifty skill interaction, and opens up some interesting possibilities for annoying the enemy jungler, even with the inability to grab buff camps. And a few things that I think could have been done better: * In crowded fights, particularly near minion waves, it can be difficult to grab exactly the target you want with Devour. I'm not sure how you could make the process work better, though. * His ult feels really clunky right now. The fact that you pick your destination and then don't depart until the ally hops in can lead to really unfortunate scenarios if an ally dawdles too long. I wish it were possible to adjust the target location while you're waiting for the ally; the travel delay is already long enough. It's also not obvious if the travel time depends on the distance. I'd assume not, but I don't know. * It's very unclear when the enemy gets vision of Abyssal Voyage's destination, and what warning they get. With TF ult and Panth ult, there's clearer indicators of what the enemy knows. I do hope that the enemy doesn't get to see as soon as you choose your target; that seems like that makes the dawdling ally scenario even more punishing. * I'll second that Devour shouldn't spit out an enemy champion killed by it when the duration runs out. In fact, it would be great if the move slow expired with the victim. That last may be the case; I'm not sure. I really wish he had a VO hook for that event. * Tongue Lash stunning enemies Tahm Kench has acquired a taste for really doesn't work. To get the third stack, he's usually either in melee range or has just hit them with a Tongue Lash. In the latter case, Tongue Lash is now on cooldown, so any third stack bonus will have to wait for the ability to come off cooldown, if the stacks are even still there. In the former case, it feels way more natural to just consume them right away, even though I know that's probably not optimal — after all, consuming people is what Tahm Kench wants to do, right? I don't think a champion's optimal play should clash like that with what fits their fantasy. I guess the third stack could also be applied by a minion spit, but that's a kind of narrow case. It just doesn't feel right. * Tongue Lash feels pretty underwhelming in general. It's decent range, okay damage, and important to his kit, but I just don't feel the inclination to level it. * Tahm Kench's damage turns on kind of abruptly at level 6. It feels kinda weird for such a large power spike to be so invisible, especially since his ult's flashy and visible component isn't for combat. * I really wish the teaser hadn't felt like it was pointing at a really cool mechanic that didn't appear in his kit. *"I can make you a fine bargain… but you gotta be willing to pay the price."* , *"there's all sorts of things out there, preying on the wishes of desperate people"*, the notion that he needed the gambler to let him in — these all point at some sort of demonic bargain element, some aid purchased at a price far too dear. This is a super evocative idea, and the League listserv at my company spent all Thursday afternoon coming up with ways to make a corrupted deal work in a game like League. It's a hard problem, and I'm not sure if there is a solution. But my problem is that that mechanic has nothing to do with his kit. I like Tahm Kench's design, I like his kit. But the teaser promised a different cool thing, so I'm disappointed that Tahm Kench isn't that, even though what he is is good in its own right. This isn't a complaint about the champion — if a foul bargain doesn't work in League, so be it — but I think the buildup campaign could have been done better. I'm definitely looking forward to giving the southern catfish demon a spin on the rift. I like different supports, and the added bonus of him working in a solo lane sounds great too. He feels like Rek'Sai or Braum — a clean design where the kit flows naturally from the concept and mechanical hook. Good job!
: PBE Bugs & Feedback Thread: Pool Party Rek'Sai!
I like a lot of things about the skin, but it feels unfinished in certain ways. Her joke animation looks fine, but it still has the noise of her clicking her missing rear legs together. Her taunt really feels like it shouldn't be ripping up a chunk of earth on such a thoroughly water-themed skin, and it and her laugh look weird without the hind legs. The sound effects on all her skills are incredible (seriously, great job), but feel a touch mismatched with her unmodified VO sounds. There's a bit of tonal mismatch between the scary sounds of her Q activating and reaching max fury and the goofiness of the life vest and jetski, but I think I'm okay with that. The tunnel inflatable pools are adorable. Overall, good job. I'm not sure if I'll get it, but it's a good and unexpected implementation of the Shark'sai concept.
: Yo Chrysippus! VO is something that actually takes quite a lot of time with scheduling recording with the original voice actor, processing, and translations for our other 16ish regions, which each region handles independently. While this idea is really cool and fits the skin, adding a new line(s) is simply not a possibility at this point in development. :<
As I figured; VOs are hard. Might it be possible, in the skin ideation phase when a champion is first being designed, to make note of some cool ideas that don't seem like they'd be appropriate for a release skin, and add to the champion's VO script a few extra lines that fit the most promising of the skin ideas but wouldn't be on their main VO, and could be added in should the matching skin be realized? This would be much easier than trying to add new lines after the fact, since as you say there's all sorts of hassles you need to go through every time you want to do any VO work. Of course, most of these extra lines would lie fallow, but the costs for that don't seem too high, and being able to add a topical line or two to a nice skin's VO would really enhance its appeal. This may not be feasible: it's possible brainstorming skin ideas for an upcoming champion happens after their VO script is locked in, or it may be that the skins champions end up with are rarely the ones anticipated prior to their release. I don't know, but it's a thought.
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