Rioter Comments
: Burst Mages don't have the best Rune setup
I can agrea with this but I have a feeling this issue should be resolved with items, not with keystones. Both Summon Aery, Arcane Comet and Phase Rush are perfect keystones for most other categories. As far domination goes. Improving that tree would probally be the better solution. I have a feeling that "Taste of Blood" or "Ravenous Hunter" should be replaced with something else. Both provide selfhealing for doing something. > I would replace it with something thematicly we have in the Sorcery tree (Absolute Focus). But this time you just deal bonus damage when your health is higher than the enemy. So the mechanic that would be used is that they will try to get their health lower than theirs first before they all-in. I personally would replace "Taste of Blood" with this. I would be a nice way to introduce this. Assasins will have a great time now with Sudden Impact and this. Since "Sudden Impact" basicly is a assasin/skirmisher only keystone these days. I would be nice to have something that benefit mages more.
: Corki nerfs blow my mind if they go through given the ample feedback
: Add a feature to upgrade or disenchant multiple tokens
Add this point they should just let it do automaticly. When the event ends all remaining points are converted into essences. It should also be way more visible when you are no longer able to get more tokens for free in the event. This way you known how much you need to spend while also be able to you need to buy checks to collect enouge point for some type of reward. An alternative option would be that the point are stored hidden on your account and the are visible again when the same event or a similar event repeat itself. But that might give problems in the future so an conversion to essences would be more than fine.
: My main girl is Sona. And I wish I had the luxury of running Nullifying Orb into champs like Brand, but honestly, with the round of triple nerfs she just got smacked with, there's no way I could sacrifice Manaflow Band for one of the other spells. And having it nerfed too feels like beating a dead horse at this point. I used to run Ultimate Hat exclusively, but with the changes, it takes too much mana in the early game and I just don't have that luxury anymore. I'm honestly not sure what bonus mana regen you're talking about.
A bonus stat is all the state that are provided to the champion beside the basic stats. For example: * Sona has 11.5 – 18.3 basis mana regen (between level 1 till 18) * {{item:3114}} currently provides 50% bonus % mana regen. So Let's say on level 5 Sona has * 12.7 basis mana * 50% Bonus % mana => 6.35 * Total mana regen = 19.05 So that means Sona will get 6.35 bonus mana regen. So as far nerfing goes the {{item:3114}} nerf will be much bigger than the Manaflow Band nerf. The Manaflow Band is a nerf just for her early game between the levels 1-6. Currently Sona has the highest level 1 base mana regen in the entire game and even her max level base regen is still a median (what really doesn't matter because of the {{item:3114}} items.) Both nerfs will be big in the diverisity of enchanting supports. Since currently they are still all doing the same thing. Their is still little to no differents between {{champion:37}} & {{champion:267}} as far functionality goes. How I vision {{champion:37}} before the ardent meta was a support the functions as a teamfighting enchanter mainly build for bruisers & juggernauts where you basicly ram yourself into the enemy team as an unstoppable train to the nexus. By making {{item:3504}} one of her core items this all changed and that's where it when all downhill. You can't have a champion that has both a strong early, mid & lategame. That's called {{champion:157}} with a low skillcap and you all known how that worked out. I have a feeling the enchanter class start to get out of options and until other options recieve compensation they will always be a problem in the meta game.
: [Feedback] Manaflow Band Cooldown Increase Discussion
Dunno about the nerf. I actually like all 3 options for supports: * **Nullifying Orb:** Great against heavy magic damage casters like when against a {{champion:63}}, {{champion:89}} or {{champion:53}} support. Most people underestimate how powerfull it actually is against those type of foes. * **Manaflow Band:** It's just a great overal option. So I kinda understand the nerf a little bit when the use get's overshined by the situational options. * **The Ultimate Hat:** More high impact ultimates. It's nice for supports that tend to be very ult depended. It's feels like the lategame luxery option to me. Enchanters are actually kinda overloaded with bonus mana regen so it's not going to hurt that that much. It's a great nerf for their earlygame actually. They where never intended to be that strong like they are right now. This is one of the reasons why melee support can have a hard time right now.
: URF - Queue idea.
This will work but riot will not do it for this season: You are splitting PvP into two groups what will result into more unballaced matchmaking. I wouldn't be suprised you will see matchups like a silver vs a master add some time periodes with a system like this. Riot did this for doom bots because it's not really an issue you have an challenger on your team in this mode. You known how unballanced normals can be sometimes right. Well, same issue.
: Mordekaiser is defined by three things ability wise. His ultimate, being able to convert damage in to defense via iron man, and having the highest damaging basic ability in the game Mace of Spades. I am more than willing at this point to give up the high point his ghost provides for a more satisfying kit across the board. He can still keep the ghost theme without having a direct copy of a champion and all the problems it brings. I prefer a heal/shield execute as it seems to be the most practical solution for a champion that wants to kill someone and then move onto the rest of enemy team constantly spreading damage. Keeping the ghost as is has only resulted in nerfs over the years or this new rendition of drastic unreliability throughout Morde's kit. As far as being a magical juggernaut goes i think the ability scaling revamp went very well. Mordekaiser actually builds AP better now than pre-rework Morde. The base AD buff alongside Streaks Rage gives him more AD than Old Morde ever built ( that's counting Bloodthirster Morde, Gunblade Morde, and Rage blade + Gunblade Morde builds of the past). Total AD scaling has let Morde build 0-1 AD items now instead of 1-3 AD items he always built in past seasons. While there was a small stint of him playing burst mage during the Deathfire Grasp era he has had many more years performing as a magic damage fighter. The current scaling and magic damage kit reflect that. Its the inability to act on that fantasy what I find frustrating.
The problem is that you kinda step away of the theme he was originally intended to with the juggernaut vision. I like to compair him with Darius/Garen in that regard: * Immobile * Some sort of reset or broken ability on his ult when he manages to get into range The issue with his current design is that his kit doesn't allow him to stick to his target because of the lack of cc or mobility he provides unlike Garen that has a ms buff and a silence and a darius that has a hard cc to pull a target. If we actually compair Garen with Darius, than Darius is way more competive viable because the tools darius can build like righteous glory are more suitable for him than Garen that is resourceless. In that case Garen is more forced into offensive tools like {{item:3142}} to have the same reliable engage. Morde can't utilize {{item:3800}} or {{item:3142}} very effectively. So he's forced into slowing tools like {{item:3146}} & {{item:3116}}. Both are no reliable way to engage and can only be used when they engage on him besides {{item:3152}}. Let's say we had an engage item similar to the design of clockworks that grant you an onetime ms buff active that links items like {{item:3800}}, {{item:3142}} & {{item:3152}} together. This could be a simple way to make him more viable again. Additional buff in his current design could be giving him 3th Mace of Spades attack an brief knockup to further boost him rewards when he manage to pull of a succesfull engage. This however would pull him back more into the battlemage theme but it might be worth it: {{item:3146}} {{item:3111}} {{item:3152}} {{item:3116}} {{item:3157}}
: Mordekaiser Feels Bad to Lane and to Jungle
Wasn't morde defined by his ultimate. I'm not sure it would be a good idea to remove it. The issue with morde is that pre-rework he was an mage. Than they tried to change him into a juggernaut. So now he's an mage that tries to be a juggernaut. Their are two rework solutions to this problem: * Change him back to an battlemage like he originally was * Change him to an actual magic damage juggernaut (thematicly it should still makes sence but everything besides his ultimate needs to be reworked compleetly again. What I would do however is that he gains increased movementspeed when moving towards targets that he ulted. Morde AD direction was just flat out stupid. He always worked better with the AP oriënted builds. He clearly is an juggernaut (hybrid battle mage) or battlemage (hybrid juggernaut). And a rework needs to refect that.
: Guys it's really simple. Just add this video as the background: A good trigger for everyone that didn't reach his goal this season {{sticker:vlad-salute}}
: OT: Riot-Rejected PBE Login Screen Patch 7.22
Guys it's really simple. Just add this video as the background: A good trigger for everyone that didn't reach his goal this season {{sticker:vlad-salute}}
Rioter Comments
: Suggestion: Copying runes from preset when creating new page to make some minor changes
Also is it still possible to import runespage locally similar to the itemsets? Something like a Json import could be intressting.
: Honor Wards: Unlock all lower-tier colors at higher levels, and add more leaf flairs to denote level
: > [{quoted}](name=CoolKnightST,realm=PBE,application-id=cMKtzQHY,discussion-id=Exw24TVs,comment-id=000a,timestamp=2017-10-30T13:00:25.462+0000) > > Still wondering why they simply make the skin free. Seriously the skins will have 1000 bugs upon release like that. Please allow me to clarify on this. The skin isn't new. The skin was tested around a year ago back when Warwick was reworked. Because of this alone, it won't have "1000 bugs on release." The *only* difference is the recall, which Riot easily could have (and probably have) tested internally. There are quite a few people who own the skin. If there was something horribly wrong with it, someone would have reported it by now.
So if we manage to find more than 10 bugs on it ones the price is reduced we can proof them wrong right.
: So Urfwick skin doesn't need testing?
Still wondering why they simply make the skin free. Seriously the skins will have 1000 bugs upon release like that.
: I hope we're revoking PBE access for players with who often AFK
I think normal afk's is more of a pbe issue. However ragequit's should be punished hard. It's very similar to unsportmanship behaviour.
: I don't think they changed anything, since i am still able to be logged in on both boards using the same browser. So it must be a problem on your end. Try deleting all cookies related to Then try to log in on live then pbe.
I reset the cookies very often. The reason why it still works add your end is because you still have seperate access keys. Now they changed it to one for some odd reason. Another possible reason could be after a few tabs the browser stores them differently but I'm unaware how many tabs you need to make that happen.
: But i do not understand. Currently when i go to, i am logged in with my main live account. When i visit, i am logged in with my pbe account. So i don't know how you can't use bots Edit: both on the same browser.
I used to be able to login in both boards but they changed something and I'm not longer able todo that. I could check in the cookies but that's basicly hacking. Their should be a legal way todo this.
Rioter Comments
: Because PBE are Live are completely separate, both in clients as in boards. You can be logged in on live and PBE at the same time, though. Be logged out, have two tabs (one PBE and one live), log in at the same time.
> [{quoted}](name=Amy Sery,realm=PBE,application-id=cMKtzQHY,discussion-id=B5awtM0t,comment-id=0000,timestamp=2017-10-29T11:24:19.826+0000) > > Because PBE are Live are completely separate, both in clients as in boards. You can be logged in on live and PBE at the same time, though. Be logged out, have two tabs (one PBE and one live), log in at the same time. This doesn't matter for the boards. It's very easy to program this. Also sitewise you can't login add the same time without using a different browser.
Rioter Comments
: New runes need balancing
The ap runes are not exactly weak. The entire sorcery tree is just one big utility boost. Their a lot of powerfull runes available but I agrea that the keystones feel a bit underwhelming. * The Ultimate Hat (cdr on your ultimate) * Absolute Focus (AP/AD when above 70% health) * Scorch (burn) Feels rather usefull. For damage we actually have the domination tree that is also utility focussed but than more on sustain and reliable damage. Ones people start to realise how broken the sustain from domination currently is their won't be any mages complaining anymore. It's basicly a tree full spellvamp.
: Riot have stated their stance on the walk animation here: Seems like the walk animation is here to stay.
> [{quoted}](name=PirateRob,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=hohunpwX,comment-id=0000,timestamp=2017-10-27T10:36:11.126+0000) > > Riot have stated their stance on the walk animation here: > > Seems like the walk animation is here to stay. I'm aware of this. Still additional particles can be added to make it feel less clunky.
Rioter Comments
: We're looking at what options we have available in terms of testing some other configurations that will still hit on our goals without making the champ select experience worse for you folks. No promises that we'll change anything, but give us a day or two to investigate and then one of us will follow up again here! **Edit:** We're going to be testing an experimental configuration of Draft Pick on PBE to help alleviate this pain. Try it out when it launches and give us feedback. :)
It's rather easy actually. Blind pick with role selection. To promote the transition you do the following: * Add role selection to advanced bots as well * Make an real tutorial that explanes the roles that's it actually
: [Gameplay feedback] About Last Whisper
It was never intended that marksmen started armor pen runes in the first place so it will be more than ok. Marksmen where already to strong in the midgame.
: Completely agree on your post, but while they're at it they should change Zhonya's. It hurts to build -seekers is just so inefficient for most mages, it leaves them out of mana very fast (I know you can't just add mana to it, champions like Katarina would suffer greatly), gives no cdr and is overall just not something you ever want to get on your first back. Compared to it's counterpart -hexdrinker- it's very weak. When Zhonya's is finished it has a really nice active -but in Zhonya vs Maw lanes the person with Maw will win. The shield and added mr allows them to live through any burst thrown at them- and after that they are able to retaliate freely. It's cooldown isn't low enough to be able to abuse it either (you need ults to capitalize on it being on cd). I don't think that's fair. If they removed the armor from Zhonya's and introduced a new ap armor item that would be awesome -just keep an eye on how Zed is doing. {{sticker:sg-ahri-2}}
No, Zhonya's suppose to be a lategame defensive item. Basicly the mr counterpart of {{item:3102}}. It was never intended to be an item that you rush in the first place. It's just happend. Also {{item:3191}} is fine early game. You can survive a lot of zeds by rushing it and just finish it later. Now with clockworks you even have the alternative to build it when your behind. You can't really compair it with {{item:3156}} because it does different things and the powerspikes need to work that way.
: Morellonomicon
I agrea to be honnest. Grievious Wounds suppose to be something situational. Yet it's build from a core item. Currently we have few directions where suppose to be getting with mages: * {{item:3027}} * ({{item:3001}}) * {{item:3003}} * {{item:3030}} * {{item:3100}} * {{item:3165}} Yet why does it feel like we currently only have 3 options: * {{item:3027}} + {{item:3003}} * {{item:3001}} * {{item:3165}} Clearly their in a big issue with how mana itematisation works right now. None of them actually grants you a direction to be honnest. Often you will just take the item that is the strongest on that path and if they al suck you just don't take any. That's how you do it these days and that's just so wrong. To me ap champions should be ballanced arround this: * {{item:3010}} for tanky AP -> {{item:3027}}, {{item:3001}}, {{item:3030}} * {{item:3802}} for squishy AP -> {{item:3165}} * {{item:3070}} for scaling AP -> {{item:3003}} This means it's about god dam time that {{item:3802}} recieves it's options.
: What the fuck is this movement speed at the start of the game
Seems intressting actually. Maybe we can finally have invades back again.
: Zyra's Q range should be increased
I do believe the transformation range has increased with the rework. So it should be relative the same. I did notice that their is a delay sometimes what makes some plants not transforms when they suppose to be in the transformation range.
: @Riot !! New Blitzcrank skins
Why not remove the legs from the white one. It would make more sence honnestly.
: Leona still needs base stat compensation
I think this could be a great chance to make her a lane bully again. Buff out her trading power so she has a reason to be picked again.
: Blind pick was a mistake please revert it
I don't think they need to remove blind pick from the game. The only thing they need todo is adding role selection so your role is already determed when you enter champ select. The only place where this shouldn't be active are starting bots. Try it out riot, it would make a massive differents.
: 10/24 PBE Thread - Current State of PBE & My Learnings
Now toxicity is a big problem on the PBE. How about testing out some new report features? Some ideas: * Chat & Ping Mute data is stored in the system. This gives no indication if that muted player shows any toxic behavior. Their are plenty of people that just mute all before the game starts. However for most of us their is a reason why we mute players. I have seen many games I forgot to report someone because we just mute his as add the start of the game. So if a player has an unusual high mutes for the games he played this are players that should be flagged for further investigation. Not directly to ban him. The system should just take more time to check how many times this guy is reported. * A cool idea would be something like a replay system to a player that is muted many times by his teammates like: "We noticed an unusual high chat mutes." or something like that. * Give an indication on the report afk option if the leaver buster detected the afk. What often happens is that players report someone that is probally already detected by the system. In that case a report can only be used to add additional information to the case. So something like a recoloring on the option could show if the system has detected it. * Change the report system: I would like to see a change to the available report options: * **Unsportmanship:** This section will include: * **Negative Attitude:** * **Verbal Abuse:** * **Intentional Feeding:** * **Leaving the Game/AFK:** * **Hate speech:** * **Inappropriate Name:** * **Cheating:** Changing this up to 4 main report options would clear things up a lot. Generally players click on must report options if unsportmanship does apear and often their is no reason to explane each option individually. Than again if it's needed you don't have room for it. So why not split it so you get something like this in json: > case1 = { > reportedFor: ["Unsportmanship", "HateSpeech"], > description: "toxic player ....." > descriptionNA: "", > descriptionVA: "", > descriptionIF: "", > descriptionAFK: "", > leaverBusterDetected: true, > playerFlagged: false, > unusualMutes: true, > multiplayReports: true, > premadeReports: false, > reporterHonorLv: 5, > honorLv: 2 > } * Report time stamps: Something that could be intressting is that players are able to post timestamps allong with a popup menu to indicate lines where toxic behaviour apeared. Timestamps can also be used to make reporting intentional feeding easyier. You can become the system with the replay system so the teams that are on the case can find and punish cases a lot easyier. * Report rank: Players that are consistently reporting players correctly could gain a hidden rank (bit like mmr but for reporting) that would make their reports stronger for the system. * Honnor rewards: Additional rewards could be intressting. Something I was thinking about is a open replay site where players are able to give feedback on other people games. The requirement to comment on those cases would be level 3 honnor.
: Spellthief's Edge Doesn't Feel Like a Fair Item
I do find it strange that {{item:2301}} still cost as much as {{item:3092}} despite the cdr been implemented on {{item:3098}}. Compair to the {{item:3301}} line the combine cost of {{item:2302}} is only 250 gold and the total cost is 1900 gold. That's a 300 gold differential what is a lot... Well it's still better than {{item:2303}} I guess that has a total cost of 2300 gold. What should happen is this: * {{item:2302}} combine cost need to be increased to 350 so the total cost becomes 2000 gold. * {{item:2301}} combine cost need to be reduced to 350 so the total cost becomes 2000 gold. * {{item:2303}} combine cost need to be reduced to 550 so the total cost becomes 2200 gold so it becomes equal in price with {{item:3401}}. That would make things a lot more fair.
: Actually I don't think it is the's even more strict...I have read from multiple people on the forums that the punishments on the PBE are actually MORE severe than they are on live servers because they don't want people to feel like it's just an extra account and they do not care whether it gets banned or not.
: Do a sweep of players on PBE
Just perma every PBE account that has a confirmed toxicity report. The margin should be way higher than on the normal server.
: Number of toxic players has increased a lot
: [Loot] Champion capsules revealing their content before being opened
Wait does this information doesn't get generated upon opening it. Holy shit than you would theoreticly be able to tell what's inside your boxes where you currently don't have keys for ... . Wouldn't this mean if you recieve boxes and new skins come out you won't be able to get a chance on those new skins since the loot reward is already generated.
: So... About Ardent Censer nerf (18/10)
I don't get why it has to scale with level. Just let it scale with mana regen like the {{item:3107}}
: It will at least be over the weekend that the store is off. To be honest, we haven't been able to figure out what's going on with the ping spikes. We know folks outside of NA will experience lag, but this seems much different. We're still looking into it. Sorry!
I would suggest looking into Telenet. If their is internet lag they are always involved {{sticker:sg-ahri-2}}
: Manaflow Band very strong.
Maybe it's not a bad idea to make the rune that strong. It's a rune after all. It could be a way to remove or change {{item:3070}} from the game. I actually had an idea to change it to something similar as Stopwatch:
: Fixing Janna for those who play her as a mage.
Back in the day enchanter supports caused a lot of trouble in solo lanes: {{champion:117}} {{champion:40}} {{champion:44}} where the typical examples for that. Just a season ago {{champion:117}} was one of the most problematic flex picks in whole league of legends and just a season before that she recieved nerfs patch to patch just to keep her in check for the solo lanes. I believe it's been since season 2 that janna mid was a problem but hey. I'm 100% sure riot doesn't want to go back to those days. It's not partically that Janna shouldn't be played in other lanes as support. The issue is that she will get nerfed to ballance her out in the solo lanes while gutting her for her support role. I believe you should talk to {{champion:117}} that poor thing will have a story to tell. So no, direct buff to make her viable in a role is the worst thing that you can suggest. If it happens naturally like {{champion:81}} jungle or {{champion:21}} support than I don't have a problem with it. But it should happen like this and not by force.
: > [{quoted}](name=CoolKnightST,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=MxNfmrfg,comment-id=000100000000,timestamp=2017-10-14T14:25:40.566+0000) > > So far I remember only {{champion:69}} & {{champion:27}} currently have the ground status. > > I thought {{champion:163}} had it as well but when I checked the description it was a knockback that reacts on dashes. That one from {{champion:78}} is a knocked down that reacts on dashes. > > The main differents is that ground als works on blinks while the one of Tal & Pop only works for dashes. poppy w stops dashes. so is a movement impairing effect. it should made to work if it doesnt already.
Coding wise it doesnt's really do that right now. Currently it just aplies hard cc if the target interacts with it. It's very similar to how Azir wall used to work. And how is this going to interact anyway. On the activation of poppy's W the target itself isn't really effected. The only thing what it does is making an impassable immaterial cage. So basicly poppy is creating an object that follows him: So unless they code that an debuff is aplied when a target is inside poppy W. It would be impossible to link this to an impairing effect. This said tho, not sure if this alway works that way. Since hard-cc is aplied if the collision apears it should trigger the runes that work like that. For tal is about the same. The main differents is that she is creating multiplay objects and that the object doesn't follow her unlike poppy does.
: purchase defect
Restart client, I already reported the bug. You will have one after that but it won't refund dubbles.
: > [{quoted}](name=CoolKnightST,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=MxNfmrfg,comment-id=0001,timestamp=2017-10-14T13:19:44.449+0000) > > Question goes the cc state "Ground" work as an Movement Impaired effect yet? Else this should probally be added under this category as well. good point. youre thinking of poppy?
So far I remember only {{champion:69}} & {{champion:27}} currently have the ground status. I thought {{champion:163}} had it as well but when I checked the description it was a knockback that reacts on dashes. That one from {{champion:78}} is a knocked down that reacts on dashes. The main differents is that ground als works on blinks while the one of Tal & Pop only works for dashes.
: [Runes Feedback] Runes that dont work on Garen but should (and why).
Question goes the cc state "Ground" work as an Movement Impaired effect yet? Else this should probally be added under this category as well.
Rioter Comments
: Braum/Tank support Feedback
I agrea with the relic buffs. I don't get why they still try to keep the values so low. We need clarity: * {{item:3302}}: Melee attacks execute minions below 50% of their maximum health * {{item:3097}}: Melee attacks execute minions below 60% of their maximum health or when the minion is below 290 - 425 (based on time) of his maximum health. This would provide a lot more clarity. Relic would simply allow you to execute the minion when he's below the 50% of it's health while the targo version does the same thing for 60%. The additional bonus for targo is that you are able to oneshot range minions that have a health range of 290 - 425 (unless they are buffed by baron).
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