: Illaoi Feedback Thread
So after 3 games of her last night I can honestly say... I have no idea what the heck is ever going on... Allow me to explain. Since she is brand spankin new it was no surprise that the opposing team had an illaoi on it as well and usually with her being top. It might have been the fact that it was usually a lovecraftian nightmare of tentacles being everywhere which led to my general confusion as to what was happening but even when I faced her as someone else it still felt the same. I never knew where I was really getting hurt, was it from her or from the tentacles... I could never really tell. This was especially the case while under the effects of Test the Spirit and its debuff which I will get into more detail later in this post. To start off I love her concept and the tentacle passive and how it interacts with her. The tentacles are insanely strong which is cool but they are so inconsistent, sluggish, and confusing that it is hard to actually utilize them well. This might just be a case of her having a high skill floor but I do feel there is more to it than that. She is amazing if you can lure or fight in an area she has tentacles set up but if you come into a fight and there are none around you dont feel like you contribute much if at all. Her Q is ok, kinda basic in terms of what it does. biggest downfall is the cast time. I really wish it would leave a tentacle behind for a little while like her ult to help her kit function a little better in spur of the moment fights. W is pretty straight forward and solid. E... test of spirit. Awesome ability for illaoi but so punishing for the victim. the debuff is way to long. The killing tentacles to remove it is great but it needs to work differently. instead of having to kill 3 or let the debuff wear off, killing a tentacle should reduce a flat amount of the debuff. otherwise the ability is cool. her ult is just plain fun
: Add Champion death sounds when they are banned
: A bit of a visual bug
good catch sir. even the smallest of bugs are important! keep up your due diligence
: Refusing to play your secondary role
if they refuse to play the secondary role, you report them. they either shape up and stop acting like a pissant or get slapped with restrictions. It will be very simple to report and easy for riot to follow up on. You either obey a simple and easy to follow system or dont play.
: Why do the tier two Jungle items give lifesteal but not spellvamp?
it is actually very easy to explain. if they gave spell vamp you would heal off of using smite, which would be very substantial. this would become a balancing nightmare and likely result in many necessary nerfs on the items in response.
: @Riot "Please Consider." Ezreal Feels Lackluster Currently
to be honest... ezreal really wont need manamune/muramana anymore thanks to essence reavers rework. Take it out of the equation and insert last whisper item and rapid firecannon or statik shiv and you should have a far more satisfying experience. In fact you could get t force essence reaver new last whisper item boots iceborn gauntlet and malmortius for a more defensive build that gives a ton of versatility to ez whilst still giving him the cdr necessary to function. fact is he has a far more open build now than he used to and in all honesty is in a far better state than he has been for a very long time. With the current state of PBE that is.
: An evaluation of all of the new item changes
It is to early for critiques, things are just getting released. there are likely many more changes in the works.
: Yeah, I'm confused by Tris changes too. Her passive is pushing her towards the lategame fantasy and I feel like even with buffing her W it's still never going to be used as much more than an escape in most scenarios.
that is the point of the change, they want to see trist players take more chances and utilize more offensive styles instead of the very passive style she currently has
: Smaller 5.22 Marksmen Changes PBE Feedback Thread
god awful direction on vayne... her silver bolts are the entire problem... dont make them stronger.
: Can anyone theory craft with me how this effects AP kog'maw? with no bonus damage towards champs, but incredibly high execution damage... it was stated about equal power, but just maybe focused into new areas?
it really wont affect AP kog all that much. R poke will be less effective but when properly combo-ed with Q and E you will likely see a greater return. The changes to W as far as I can tell right now might open up an avenue to use nashors tooth to help make up for the changed ratio damage.
: "but we drained some power and reliability from this spell to make room for power elsewhere" Umm where is the power? All I see are nerfs. Removing the 280 magic damage in order to give back 50% to 150% of AD physical damage while alive and near is pretty shitty. This means trap max early is no longer good but her Q and E still suck due to outrageously bad animations. These aren't quick skill shots like Ezreal Q or E, these things are slow and feel worse than a Taric or old Sion stun. You may get a bit more damage late game on traps but your traps used to do magic damage meaning they're less shit on by resistances, instead you're now entirely physical damage and you do less damage for most of the early game with traps. Why nerf Caitlyn when she already isn't played? Traps are the best spell she has with how bad Q animation is and yet their being nerfed to be the worst traps in the game, Shaco, Teemo, Nidalee, Maokai, and Zyra all have better traps. If this change actually goes through, Caitlyn will go from being the third best of the traps to be the absolute worst. I personally don't care if Q and E get nerfed into the ground, but please don't nerf the traps, they are the one good thing Caitlyn has going for her.
someone is salty that ap cait will no longer be a thing
: Quinn PBE Feedback Thread
I am finding this interesting. My only concerns are that her passive is still completely random and that her range is still going to hold her back, especially now that her blind is removed.
: A note about The Harrowing
: This is a tough issue to resolve. One of the damage sources has to come first. If magic comes first, Morde loses On Hit effects (primarily the ones you've noted above; an interesting exception is Sheen, which he actually saves for the next target). If physical comes first, Morde loses shield generation and OnSpellHit effects (like Rylai's, Spell Vamp).
is it not possible to have both damage types hit simultaneously?
: Should, yes.
so there are some downsides to the size increase... I know that was the case for cho but i never knew it happened to everything else. Might be something to note on in the patch notes.
: New Items - Sterak's Gage and Titanic Hydra
something i have wondered... does increased size effects like these actually grow hit boxes?
: Mordekaiser Change Summary & Feedback Thread
this is an extremely bold move that is being attempted... one that is not going to be ironed out properly in as little as one pbe patch pass. This one is going to need to take time on the PBE before it should be shipped to live or it is going to flop harder than a magicarp using splash... dont send out something you have to fix shortly after... make sure you get it as close to functional before you throw it to the wolves. So basically im saying... needs more work. but it will get pushed out next patch anyways because it is not like things have ever gone over poorly in the past right?
: Skarner PBE Changelist and Feedback Thread
Please for the love of all that is holy... DO NOT SHIP THIS TO LIVE NEXT PATCH!!! Work on this until you actually make it right and will work without a doubt. Otherwise you are just making yourself more work to do over again 4-6 months down the road. quit making these cycles and just sit down and work with the players until it is fricking right. Some of these changes are good, crystal slash ratios, shield shift, fracture change. Some are just awful... mainly being his new WTF passive he is getting. seriously, wtf? In an ideal world it might work... but things are never even close to ideal. this is going to flop harder than a magicarp using splash... Get it right then maybe send it to live (if that is even possible, I have my doubts). Sure your playtesters might be saying it could work but the real question is have enough of those testers been playing skarner for long periods of time? likelyhood is no. Back when the lee sin changes went to PBE both your playtesters and those on the PBE (and everywhere else) came back and said it wasnt lee sin anymore. that is because lee sin has always been a popular pick, people have played him and played against him countless times and understand him as a champion. The same can not be said for skarner. So before you get egg on your faces again, stop and read the responses. They are there and most of them are at arms. there has got to be a reason for that. rather than create a problem for yourselves you need to fix down the road work on it and fix it till it is actually good for once. it is going to take more than 1 pbe patch run for this to get ironed out. It might even take 3, just dont throw this out in the half assed state it is in now.
: Skarner PBE Changelist and Feedback Thread
I understand some of the changes, putting his live passive onto fracture, shifting his shield to a portion of his max health, and the ratio changes to crystal slash. I do not understand the god awful passive that has taken the place of crystal venom... all it does is make skarners jungle to risky to invade and make teams facing him coordinate differently... the chances of actually being in a spires buff range is so unlikely they become pointless... other than a few spots. I understand the attempt at empowering certain champions into niche roles... but this is just to niche. It is overkill.
: I wish it was, I liked the original LoL client so much more than the new one.
not gonna lie the original did have a lot of character to it. new one is kind of one dimensional.
: While totally sweet - that means that Mid gets snowbally as hell. :P The losing champion wouldn't really have a good path into Deathcap and would be forced into a utility build - which would probably shrink the pool of mage champions down to hyperscaling utility champions.
and this is why having NLR upgrade from blasting wand is a good idea :P
: > I don't really see how this diversifies the possible builds for AP Itemization tbh. Imo those who built RoA will still buy it, and those who built Luden/Deathcap will still buy them too. I actually agree that we might need to go harder on this direction - but the reason I'm doing a light pass instead of something fairly heavy is that I really want to see if I like the overall direction on the game. There's some rough bits (the triple components) that I can't smooth with the time that I have (and there's a serious gap in AP/CDR without Mana) but I'd like to take this step by step. > (already can see Rylai being quite oppressive on Cho) His 'E' is an AoE spell isn't it? Eeeeugh. Well - I guess it's really no worse than Frozen Mallet.... I think? *hides*
rylai already is oppressive on cho, really wont make that big of a difference with these changes.
: I really dislike hybrid items personally. The more hybrid items that exist that are good - the weaker hybrid characters have to be innately in terms of their champion kits. Put it this way, if a hybrid item exists that is merely efficient - then it's not particularly attractive to hybrid characters compared to other AP items. So it has to be super efficient on the hybrid character compared to other options. However - once this happens, that means that the power spike from a single item that Hybrid characters you get can get crazily high - so then we nerf their ratios to compensate. The end result of this is that less items are viable on hybrid characters because they are now balanced around having two crazy efficient items in their inventory. That said - this is just the history of hybrid items. It could be that we're making both hybrid items and hybrid characters completely incorrectly.
> That said - this is just the history of hybrid items. It could be that we're making both hybrid items and hybrid characters completely incorrectly. I wouldn't say that you are making the items wrong, just the characters. Right now to many of the hybrid champs have abilities that scale with both stats and the rest only scaling with one. With that being the case you are better off building one stat over the other because one stat will typically outweigh the other as it is more efficient. The real key is to make the kit more varied. By that I mean having one ability scale well with AP, One scale well with AD, and the third scale with both or neither while being more about utility, then have the ult scale well with both. Jax is actually a decent example of a hybrid champ, the only issue is that his auto attack component ends up pushing him toward AD/on hit items. That style of kit awards players for building hybrid items while deterring them from focusing in on a single stat since only 2 skills will really benefit from doing that. it would also be important to make sure that one ability does not outweigh another to the point that only building one damage stat becomes most effective.
: Ekko Feedback Thread
There is really only one thing I feel needs a little more work done in terms of balance and function. His W stun/shield zone is to rewarding in that whether you stun someone or just go into it for a shield you come out with the advantage against lane opponents. It is to easy to use it as a mere i now have a shield and engage you with it which defeats how it is meant to be used. I would recommend reducing the shield's base amount by about a third and grant additional shield depending on the number of enemy champions that are stunned in the field. If you stun all 5 you would get more shield than you would now by id say about 125% of current values. Also have it so the initial without stun shield amount has a very low AP ratio, something like .3 but the bonus shield much higher at like .5. Changes like these would help reinforce the way Parallel Convergence is meant to be used as a strategic zoning and play making tool and less like a I feel like getting a shield and going ham even if I dont stun you ability.
: The whole character reminds me so much to wukong, with the Dash + extra AA range like a mixture of Wukong's E and Q, or the tricky mobility of his ult and wukong's W, both using clones In my case, it's his voice what bothers me the most... too childish for my taste :P
he is a kid... it is supposed to sound like that... would you want annie to sound like an old woman?
: That's a very good point, i never thought of that. I imagine they'll probably nerf that so recall cancels the shadow or something of the sort.
it was intended and was designed to allow this.
: I know that, but, I mean, I want a little bit more depth on why they're nerfing Karma's shield so heavily
because they want to gut her for no reason to force ppl to use her as support
: I agree with everything, except this line: > It would also redefine karma as an all arounder champion that could play whatever spot she wanted It would do the opposite, removing her ability to be anything except a support who has some damage and stupid level shields. Basically a worse Lulu or Sona. And even if other changes would happen to further change her, you are right, there is no reason to change her. I don´t see a single reason why she needs to be semi-reworked.
it would give her the potential to be an all arounder. the only thing she cant do right now is jungle (she can actually adc, she isnt used to her full potential but it makes for some very interesting experiences, just not something i would recommend) The reasons they are even doing this is because a certain group of people still are not happy with the way the karma rework turned out and have not shut up about it. She is also not being used as a support as much as **Riot wants** so they feel they should just ruin her even further to get what they want. Am i using rather heated words, you bet. If these sorts of changes had been made 2 years ago when they should have been I wouldn't have batted an eyelash and gone about my daily business without saying a thing. But this... after 2 years and a few threads talking about W being able to target monsters... is just disgusting. It makes me sick to my stomach and gives me a headache. I generally have stood behind Riot with all the various changes they have made recently and have understood them even when they were done to my favorite champions. This time it is just wrong... these changes do not need polishing... they need to be scrapped.
: Looks like some of the stuff in our cross map consistency pass went out a bit early. Don't expect the Twisted Treeline/Dominion/Tutorial stuff to go out in 5.10. We're currently aiming for 5.11
whys are things like this thread being made by regular pbe community members and not by Riot? It would make testing a million times easier and be far more accurate if Riot were to make them...
: My thoughts about the PBE Karma Changes
This is well said. I agree with a lot of what is said but have some other points that I want to make. While many are my opinion I still feel they are extremely valid and changes of this magnitude are grossly unnecessary in order to please the naive few. First of all these changes feel like a terrible response to a recent thread made about karma and being able to target jungle monsters with W. As a Karma main I knew the idea was ridiculous because it would completely break her and put her into a way to over powered state, and because if it were ever done she would have to get gutted and redone to allow it... oh look whats getting proposed now, just that... These changes are against the core values that have been stated previously in dev blogs and are removing her current identity and niche in the game. It would also redefine karma as an all arounder champion that could play whatever spot she wanted to which is a terrible idea... It will just lead to more balance issues down the line. It is also extremely important to reiterate something that is being forgotten... Her mantra shield damage was the only part of her original kit identity, other than mantra itself, that was kept and now you are proposing to remove that... WTF? I do not understand this reasoning at all. Why is allowing her the remote ability to jungle even important... She has clear, understandable, and **established** play styles in mid top and support. Why throw that away after 2 years in her current iteration? If this had been done ages ago in response to the old karma lovers desire for a heal to allies be included in her kit, That would have been fine. It is two years later though... She has an entire new fan and playerbase... You really want to do this again and piss everyone off another time? Not to mention the fact that she is not even in a bad place right now. If this is also an attempt to shove her back into being a support, which she still is even if it doesnt happen very often in higher ranks and the pro scene right now, it is misguided and in poor taste. This crusade to keep support champs only playing support needs to **stop**. Riot as a company has stated that they do not want to force an established meta but every time you do this to a champion played in other roles than originally planned you do just that, enforce the meta.
: There are still sticky threads, they just aren't all shown from the main page. Check out each board in turn; there's quite a few threads pinned.
it would appear that I have been looking in the wrong places... good to know they are still there. thank you! :)
: Let's talk about PBE Boards!
Not to call out Riot but They really need to step up here and make stickied threads for content they needs tested. They used to do this but as time went on they became less and less. Now they don't seem to happen at all. They have also stopped making a PBE megathread that lists all the current changes that need testing as well. I am not entirely sure why these stopped getting created, they frequently listed the known bugs for various skins or other things getting tested which lessened the number of redundant threads getting created.
: I agree with you buuuuut, I'd like to see a change of the marker for his ult. It currently has the same as his classic skin ( http://4.bp.blogspot.com/-xknekgakKmI/VSSrwS2uKjI/AAAAAAAAnwA/IHLk0aULJeQ/s1600/ziggsr12.jpg ) but i think for this price tier and because the skin has the potencial to be more awesome it needs a special marker (; Maybe a pentagram like this: http://bit.ly/1DWzzSJ http://bit.ly/1DATeFN I think a blue or violet colour would be really awesome.
I can see where you are coming from but you are not considering the clarity issues that would arise if you also changed the "incoming ally/enemy damage" indicator. if you change it to much it would create an unwanted pause for players to try and figure out what is about to happen, resulting in misplays that riot would rather not cause. On another note... Pentagrams really are not a good representation of the arcane so wouldnt fit well into the arcanist fantasy. An arcanist is about learning about the arcane through scientific methods and approaches that favor formula over incantation, meditation, and ritual. They seek to find ways to mass produce or perfect the easiest, or most precise, or most efficient way to manufacture and reproduce a particular reaction. You might say that the Arcanist is the engineer of the magic world which is why it fits ziggs so well. The could possibly add a large rune to the center of the "incoming" circle indicator I suppose but I would worry that the rune theme would start to feel overdone if they did.
: > [{quoted}](name=Coldmanj,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=fbmJ6U3v,comment-id=000000010000,timestamp=2015-04-10T20:08:45.461+0000) > > i was just explaining why it only seemed to jump twice during the spell. Didnt mean to confuse you into thinking it only hit 2 additional enemies. Ah. I thought it did. The particles should still be more clear though. xD
honestly I dont think the animation is what needs to be clearer, its the sound effects that need to be louder. thats what i think at least
: (Ryze) How are we supposed to build him now?
The fact ryze could build frozen heart and still wreck face has been a big point of contention for quite a while now. I believe they intentionally directed him away from building FH for this very reason by reducing some of the mana scaling on his abilities while increasing their AP scaling as well as giving him 30% cdr built into his kit. He was becoming to tanky while still dealing hyper carry amounts of damage which wasn't all that fair or balanced.
Rioter Comments
Rioter Comments
: Zed Q shows an arrow after shadow (w) is gone.
this isnt zed specific actually. It occurs with azir's sand soldiers and his Q as well.
Rioter Comments
: > [{quoted}](name=Coldmanj,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=fbmJ6U3v,comment-id=0000,timestamp=2015-04-10T03:32:56.556+0000) > > Just to give you some obvious context you are not recognizing in your review here. > > His Q now has significantly greater range than before which is a pretty huge change, which is going to result in reduced damage. on another note, typically you start W at lvl 1 on ryze so there is also that factor. > > His E no longer has 5 bounces, not sure where you were getting the idea it had 5 but it is now a 3 step spell. 1st step) initial damage to original target, 2nd step) branch out and damage nearby enemies 3rd and final step) return to original target for additional damage. It does not go any further than that. > > I also imagine the brief wait period between spells during his passive could be intentional. you are able to unleash a continuous stream of spells at an extremely early level which no other champion is even capable of. if it was a seamless stream... there would be nothing fair if it was a seamless stream. > > I also believe they want to push players away from his current live build path. I get the feeling they dont want ryze players building frozen heart any more so I think that is one of the big reasons for the reduced mana scaling and increased ability power scaling. After reading up, his E is in fact supposed to travel to a maximum of 4 total enemies, not just 2.
and it actually does have the potential to jump to 5 targets, it is able to jump to ryze if he is close enough to the primary target.
: > [{quoted}](name=Coldmanj,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=fbmJ6U3v,comment-id=0000,timestamp=2015-04-10T03:32:56.556+0000) > > Just to give you some obvious context you are not recognizing in your review here. > > His Q now has significantly greater range than before which is a pretty huge change, which is going to result in reduced damage. on another note, typically you start W at lvl 1 on ryze so there is also that factor. > > His E no longer has 5 bounces, not sure where you were getting the idea it had 5 but it is now a 3 step spell. 1st step) initial damage to original target, 2nd step) branch out and damage nearby enemies 3rd and final step) return to original target for additional damage. It does not go any further than that. > > I also imagine the brief wait period between spells during his passive could be intentional. you are able to unleash a continuous stream of spells at an extremely early level which no other champion is even capable of. if it was a seamless stream... there would be nothing fair if it was a seamless stream. > > I also believe they want to push players away from his current live build path. I get the feeling they dont want ryze players building frozen heart any more so I think that is one of the big reasons for the reduced mana scaling and increased ability power scaling. After reading up, his E is in fact supposed to travel to a maximum of 4 total enemies, not just 2.
i was just explaining why it only seemed to jump twice during the spell. Didnt mean to confuse you into thinking it only hit 2 additional enemies.
: Lao Fu's Ryze Megathread
Just to give you some obvious context you are not recognizing in your review here. His Q now has significantly greater range than before which is a pretty huge change, which is going to result in reduced damage. on another note, typically you start W at lvl 1 on ryze so there is also that factor. His E no longer has 5 bounces, not sure where you were getting the idea it had 5 but it is now a 3 step spell. 1st step) initial damage to original target, 2nd step) branch out and damage nearby enemies 3rd and final step) return to original target for additional damage. It does not go any further than that. I also imagine the brief wait period between spells during his passive could be intentional. you are able to unleash a continuous stream of spells at an extremely early level which no other champion is even capable of. if it was a seamless stream... there would be nothing fair if it was a seamless stream. I also believe they want to push players away from his current live build path. I get the feeling they dont want ryze players building frozen heart any more so I think that is one of the big reasons for the reduced mana scaling and increased ability power scaling.
: Introducing chroma packs!
I love the idea, but I am not sold on the implementation. recolors for classic and skins great, 590 for each individual pack... not so much. I can see 590 for the classic chroma pack, you are paying for entirely new content that was first potentially gained for free. Skin chroma packs are a different story though, you already bought/won RP that you chose to use on a skin of whatever price. Having to shell out 590 RP to pick up some different coloration seems like overkill. 375 per skin chroma pack feels way more reasonable to me. Or perhaps have it vary depending on the price tier of the skin.
: Thanks for Bard Buff!
It will help a little bit... but I dont think enough. He lacks any sort of oomph at all when it comes to damage. He might have a pretty versatile kit but feeling completely helpless when you are alone really sucks. His passive damage really needs a boost as you collect chimes. I really like bard, but dont like that I cant seem to do anything past my status effects, speed boosts, and extremely minor heal in the late game.
: New Accounts are extremely bugged
you have to play 1 game before your account is credited with its IP and RP
: Alright, now that I got my hands on her it is time for some major feedback, most of which is not so good. I am going to go down the line in terms of abilities as that seems most productive. I love the way she looks though! Not sure why you chose to make it Female though... I always kind of thought of all the void champs as asexual personally, it added a little extra fun to their existence. Passive: Fury of the Xer’Sai The regeneration is abysmal. it is useless early game when it is needed most and pointless late game because of how little it gives. This passive has amazing potential when it comes to her fighting capabilities, her lack of mitigation abilities could be greatly made up for by being able to regenerate by burrowing in a fight. It is not like she has an incredible amount of damage in her kit so a push to her survivability really would be a great way to go and she isn't getting this health for free and without tradeoff. she loses a great deal of damage on her furious bite if she has no fury. Q: Queen’s Wrath/Prey Seeker (what is she a queen of? and who or what are her subjects if she is?) -Queen's Wrath is a really cool and fun ability, the damage dealt to surrounding enemies is kinda crappy though. It would feel a lot better if it dealt 50% of the damage dealt to the primary target to the surrounding targets. I realize the ability is pretty much meant to generate fury but its not like she does a crazy amount of damage to begin with so every little bit helps. -Prey Seeker on the other hand is... what is the point of this ability exactly? I get that it reveals enemies it hits and has insane range but its travel speed kind of makes that pointless. It scales with ability power for no apparent reason and there is no reason rek'sai players would even get ability power outside of baron and dragon, she doesnt really benefit from triforce which would be the only item you might even consider buying that would have ability power on it, not to mention the fact it has a .5 scaling... this ability just makes no sense. If it were to scale with AD but remain magic damage then I could see it working as it is but otherwise it needs some kind of slow, or a ridiculously fast missile speed to utilize its incredible range effectively, or a heck of a lot more base damage like 325+ at max rank. W: Burrow/Unburrow -Burrow is burrow, only thing that would really help this ability make more sense would be to have Rek'Sai take reduced damage while burrowed. The greater part of her body is technically underground, so unless all her vital organ are in her dorsal fin (which would be a major evolutionary blunder) it doesn't make a whole lot of sense that she takes full damage. It is also rather confusing to have displacement spells work on her while she is burrowed. If displacement spells forced her to unburrow then I can understand them working and doing that would add an extra element of counterplay to her, otherwise she should technically be immune to them. -Unburrow, I like that it not only knocks people up but also deals damage. A nice touch to what would otherwise feel like a somewhat useless spell. E: Furious Bite/Tunnel -Furious Bite has way to long of a cooldown. A cooldown reduction if furious bite kills its target would really help her jungle and team fight ability, especially since CDR on items do not reduce its cooldown (possibly a bug?) -Tunnel is a really interesting and fun ability. I like how they work, its just that they are way to easy to destroy. it should take a certain investment to remove a tunnel especially when her ult requires them. I realize making them indestructible is not an option, especially when you can have 8 on the map at a time. If it meant reducing the number of tunnels to something like 4 in order to make them strong enough to last it would be worth it I think. R: Void Rush The concept of this ability is awesome... that is about it. It has way to long of a cooldown when it has such a restrictive usability. I realize it has the potential for global transportation/teleportation but with how easy clearing tunnels is, it renders it pretty useless. If tunnels were incredibly tough and take a long time investment to get rid of this would be great. About the only other feedback I have is the way she looks while burrowed. With part of her head protruding from the ground still it doesn't make much sense why her vision is reduced while burrowed. There is also one bug I have noticed but I am not entirely sure how to reproduce it. there have been a few times that I have witnessed Queen's wrath reset after its first or second attack. I first thought it might be if you attack canceled but it became clear you are not allowed to while it is active. the only other thing I could think of is that if the attack on the primary target doesn't complete and deal damage once the animation has started it might be trying to refund that particular attack but ends up resetting the effect entirely instead. It sounds kind of unlikely but I know I have had this happen 4 times in a single game and yet not happen once in others. It just happens so randomly I cannot figure out what is triggering it. It has happened both while attacking monsters and minions.
So i would like to make a slight change on how I feel about the way she looks. I lover her model but dislike the color choices that were made. She looks way to much like skarner... the purple needs to be changed to a different color. even if it were given a heavier red tone to it it would be a lot better than the way she is currently. the void champions have become stale in their color palette. The first 2 look vastly different while the last 3 are the same in their palette... it is kind of disappointing. Why would you use the same colors as skarner anyway... talk about blurring models, both are scorpion like creatures, they should have had vastly different color schemes.
: Okay, I've had a chance to play her. Here's some thoughts and observations. * Some abilities are invisible while underground, even when they actually affect you. I was occasionally stunned by a Veigar Event Horizon without even seeing the particle. * Her voiceover is a touch grating in game ("SHAY!"), but generally works, especially while underground. * If you try to ult to a tunnel, but the ult gets canceled, the spinning stones animations remain at the destination tunnel indefinitely! * Being underground really does feel a bit worse than it should. With the constrained vision, the soothing croaking noises, and mellower ability set, it feels like it should be a place of safety. But going underground in a fight usually just makes things worse. There's no safety there, and usually no combat advantage to be gained. This just doesn't feel great. * Leveling her W feels really underwhelming. Perhaps if it lowered the cooldown on knocking up a foe with Unburrow? That would also give her more incentive to dip below ground in fights. * Why does rage drain away outside of combat? Right now, I feel like I'm just getting punished for forgetting to burrow between jungle camps. * Tunnels feel good, and I'm very glad you can dive into them without having to burrow first. * It would be really great if she had a burrowed recall and homeguard animation. * The particles and sounds on her are really, really good. She does look much more void-like than Kha, Cho, or Kog.
i kind of think she looks a little to much like skarner atm... a different color scheme would help here. changing the purple tones to more of a red tone would separate the 2 more.
: [TEMP] Rek'Sai Feedback + Known Issues Temporary Post
Alright, now that I got my hands on her it is time for some major feedback, most of which is not so good. I am going to go down the line in terms of abilities as that seems most productive. I love the way she looks though! Not sure why you chose to make it Female though... I always kind of thought of all the void champs as asexual personally, it added a little extra fun to their existence. Passive: Fury of the Xer’Sai The regeneration is abysmal. it is useless early game when it is needed most and pointless late game because of how little it gives. This passive has amazing potential when it comes to her fighting capabilities, her lack of mitigation abilities could be greatly made up for by being able to regenerate by burrowing in a fight. It is not like she has an incredible amount of damage in her kit so a push to her survivability really would be a great way to go and she isn't getting this health for free and without tradeoff. she loses a great deal of damage on her furious bite if she has no fury. Q: Queen’s Wrath/Prey Seeker (what is she a queen of? and who or what are her subjects if she is?) -Queen's Wrath is a really cool and fun ability, the damage dealt to surrounding enemies is kinda crappy though. It would feel a lot better if it dealt 50% of the damage dealt to the primary target to the surrounding targets. I realize the ability is pretty much meant to generate fury but its not like she does a crazy amount of damage to begin with so every little bit helps. -Prey Seeker on the other hand is... what is the point of this ability exactly? I get that it reveals enemies it hits and has insane range but its travel speed kind of makes that pointless. It scales with ability power for no apparent reason and there is no reason rek'sai players would even get ability power outside of baron and dragon, she doesnt really benefit from triforce which would be the only item you might even consider buying that would have ability power on it, not to mention the fact it has a .5 scaling... this ability just makes no sense. If it were to scale with AD but remain magic damage then I could see it working as it is but otherwise it needs some kind of slow, or a ridiculously fast missile speed to utilize its incredible range effectively, or a heck of a lot more base damage like 325+ at max rank. W: Burrow/Unburrow -Burrow is burrow, only thing that would really help this ability make more sense would be to have Rek'Sai take reduced damage while burrowed. The greater part of her body is technically underground, so unless all her vital organ are in her dorsal fin (which would be a major evolutionary blunder) it doesn't make a whole lot of sense that she takes full damage. It is also rather confusing to have displacement spells work on her while she is burrowed. If displacement spells forced her to unburrow then I can understand them working and doing that would add an extra element of counterplay to her, otherwise she should technically be immune to them. -Unburrow, I like that it not only knocks people up but also deals damage. A nice touch to what would otherwise feel like a somewhat useless spell. E: Furious Bite/Tunnel -Furious Bite has way to long of a cooldown. A cooldown reduction if furious bite kills its target would really help her jungle and team fight ability, especially since CDR on items do not reduce its cooldown (possibly a bug?) -Tunnel is a really interesting and fun ability. I like how they work, its just that they are way to easy to destroy. it should take a certain investment to remove a tunnel especially when her ult requires them. I realize making them indestructible is not an option, especially when you can have 8 on the map at a time. If it meant reducing the number of tunnels to something like 4 in order to make them strong enough to last it would be worth it I think. R: Void Rush The concept of this ability is awesome... that is about it. It has way to long of a cooldown when it has such a restrictive usability. I realize it has the potential for global transportation/teleportation but with how easy clearing tunnels is, it renders it pretty useless. If tunnels were incredibly tough and take a long time investment to get rid of this would be great. About the only other feedback I have is the way she looks while burrowed. With part of her head protruding from the ground still it doesn't make much sense why her vision is reduced while burrowed. There is also one bug I have noticed but I am not entirely sure how to reproduce it. there have been a few times that I have witnessed Queen's wrath reset after its first or second attack. I first thought it might be if you attack canceled but it became clear you are not allowed to while it is active. the only other thing I could think of is that if the attack on the primary target doesn't complete and deal damage once the animation has started it might be trying to refund that particular attack but ends up resetting the effect entirely instead. It sounds kind of unlikely but I know I have had this happen 4 times in a single game and yet not happen once in others. It just happens so randomly I cannot figure out what is triggering it. It has happened both while attacking monsters and minions.
: I refer you to this thread. http://boards.pbe.leagueoflegends.com/en/c/air-client-new-features-feedback/piFX0vix-team-builder-update AKA team builder only time on pbe.
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Coldmanj

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