: Can we please also have the skin feedback threads? Its early but there is a lot of feedback and conversation on Twitter. This gamemode seems to be extremely well made, I'm looking forward to it! I am just concerned about what > If you generate additional gold during an encounter (whether it be via items, masteries, runes, whatever) it will be taken out of you gold payment for the next round (So if you earn 50 gold, and should gain 150 gold, you’ll only be given 100 instead). means exactly?
Hm. Basically: Upon completion of a round, we give you some amount of gold. Let's say for this round it's 100. You have the pickpocket mastery set. As a result, you gain 15 gold over the course of the round. When you complete the round, we only give you 85 gold. As a result, in total you'll still have earned exactly 100 gold. Does that make any more sense? Sorry, not sure how to word that better, hahah.
: why can't i play master yi in this mode
Thank you for your valuable feedback, Summoner. >:{ Slightly more sincerely: we're going to be launching this mode with only the Star Guardian champions available for play: We know they all work, and can have confidence they all function fairly healthily in this PvE mode. That said, we'll definitely keep an eye on the pool, and if the mode comes back outside the Star Guardian event in the future we'll talk about expanding or rotating the pool then!
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: Just tried it earlier today, really like the Rengar ult demon mode, but is it camouflage or the other one? I've walked past a few people and they dont seem to be able to spot me (or they arent paying attention?). However I think the spirits are really hard to get early on and you said many defensive items were removed but decided to keep Zhonyas, are there any reasons to this? Also, the markings in mid lane could be changed to the [Blood Moon logo](https://am-a.akamaihd.net/image?f=http://news.cdn.leagueoflegends.com/public/images/articles/2016/february/BMAN/Article.Header.BloodMoon.MODIFIED_en_thumb.jpg)
It's invisibility, yeah :) You don't get revealed by proximity/ control wards, and it should override your champion's camouflage effects (Ex: Eve passive). If it's not, let me know!
: Game mode is very fun, but I would increase the amount of points required to win! Players need to enjoy this game mode to the fullest and I'm a big fan of tdm this game mode provides.
Glad you're enjoying it! I'm going to be nudging Game Length up a tad (350pts) and seeing where that settles, so should be on PBE with the next deploy. I think there's two separate feelings here: One is that the game length is just too short, and the other is that you don't get as far in your itemization as you'd like (Which are obviously related, but independently tunable if we want to). I (clearly :D) agree with the former: We do definitely want the game to be on the shorter side overall, but it's ending a tad fast right now, so going to nudge it and see where it settles. That said, we do like it on the shorter end. The item one we're being cautious on. I definitely agree that it feels good to hit that full build, but where we're ending your build normally is where assassins usually pick up a pure defensive item (GA, etc.) As the game goes longer, we already see time to kill drop (Pretty significantly, in some cases). I'm trying to make sure we don't end up in a game state where we hit "Consistently die instantly with no window for a response", as I think having those moments to respond, even if they are on the shorter side, are a lot of what makes the mode work.
: Will this game mode be in the rotating game mode queue?
> [{quoted}](name=Runawaydevil,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=WQrtbkT7,comment-id=0010,timestamp=2017-01-26T01:53:20.243+0000) > > Will this game mode be in the rotating game mode queue? It'll definitely be part of the queue on launch, and if it does well we plan to add it to the rotation going forward :)
: Could Quinn be added to the list? Most of us Quinn mains consider her to be an assassin primary and marksman secondary, so not having her in this list feels wrong and makes us feel a bit...underappreciated/ignored/misunderstood by Riot. We've been claiming our role as assassin/marksman since before the rework, and both us and Twitch are labeled as Marksmen/Assassins....
Quinn specifically is definitely one of the ones we want to experiment with more if the mode comes back. That said, we were fairly reluctant to include her at launch: Marksmen in general (Even one as aggressive/ non-traditional as Quinn) had a lot of baggage around the edges in the mode. Beyond that, we had some fairly consistently poor "Playing as" experiences: Her survivability tools are not really tuned for picking on most of the champions in this mode, and a lot of the laning phase/ team fight structure that she takes advantage of just flat out doesn't exist. There were also some "side-power" concerns: We're doing a lot of stuff to increase your ability to traverse the map, so Quinn being as good as she is at that meant she was less "She could be anywhere" and more "She is capable of reaching any location, so never be willing to risk roaming". In general, when selecting the entire pool, our main goal was hitting a group that serviced as many playstyles as possible, while still hitting the spread out, constant skirmish play of the mode. The champions we left out generally resulted in play that we were trying to avoid for this mode in particular, whether it be constant clumping, fights degenerating into "everyone is standing in this tiny circle", or their kit serving a role that just doesn't exist in this particular type of play.
: What happened to Nocturne?
Sorta bundling a few responses into a single comment here :) A lot of the champion pool curation was about trying to push the mode towards the "high mobility / Short time to kill" side of the spectrum, and those two champions (As well as the others people have asked about like Wukong/ Irelia) ended up feeling or playing a bit too far off that mark. That said, the pool is definitely something we could look into potentially expanding if the mode comes back later and it ends up feeling too restrictive. For Nocturne/ Yi specifically: Nocturne's ultimate definitely felt "Assassiny" and was appropriate for the mode, but once he got into fights he ended up having to be much more on the tanky side of things and ended up feeling rather odd. There were also just some unfortunate experiences: Because we mess with ult CDs the way we do, the "Darkness" spam was genuinely irritating to play against, and his E felt pretty terrible (for him, not for opponents) in a mode with as much mobility as there is. Master Yi actually had a similar problem oddly enough: As you might've noticed, there isn't really any hard CC. Because of how squishy he is as well, he ended up actually playing as "Meditate tank yi", which was fairly unsatisfying on both ends.
: Are exhaust and defensive items going to be in this game mode? I could see that ruining diversity/ fun.
> We’ve removed a… not insignificant… number of items from the shop (Basically, if it’s mostly defensive, you probably can’t buy it) ^^ Exhaust will be available: While testing it actually felt appropriate (Basically changed time to kill from "You die, and then they cast spells" to "2 seconds"). If we're off and it's doing unhealthy things to the mode that's definitely something we could change though.
: For the invisibility aspect of the "Power of the Demon" buff, does Rengar get a leap from this? And also since its invisibility and not camoflauge (like his ult), can he walk close to enemies without being seen?
Yes to the latter, no to the former :) You can stand right next to them as much as you want, but rengar's leap is very specific to "Bushes/ Ultimate active", so we chose to just leave him with normal engages. That said, if you want flying kitty, you can definitely either cast his ultimate while the buff is active, or sneak into a bush THEN pounce on 'em.
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: Doom Bots - Tear should be Fast Charged + other suggestions/feedback
Good call on the quick charge. It should be in with next deploy. I think we fixed the Malzahar issue a bit ago, but yeah >.> that was... unfortunate. Hahah. Edit: Uh... crud >.> prolly spoke too soon here :) Unfortunately, we actually need to do a bit of work to enable the quick-charge items in this mode. Probably won't be able to get it in on time for this iteration, but you're definitely right that they make a lot of sense, and I'll at the very least try and get them in for next time.
: Just had a game with the new rules. Initial thoughts: 1) Tanks are WAY too powerful in this revised mode, thanks to armor and magic pen being almost worthless. Even if a team manages to kill Ascended Xerath [AX], all an opposing tank has to do is survive long enough for someone on their team to take the relic, if not themselves if they have an AOE damage ability (Sunfire Cape and Abyssal Rod, for instance). My one game involved the opponents having a Braum, Mundo, Singed, Amumu and Malphite and just doing whatever they wanted to us. 2) Removing the ability to snipe removes those memorable climax moments (had a game in the first run of Ascension where I sniped the final Xerath to win). I'm also concerned about this line... > * I’m generally fairly happy with this change in all cases. Unless I’m missing something, would probably keep this in regardless of how the Xerath change feels. I mean, why give a chance to give feedback if you've made up your mind that this is where you want this mode to go?
Perhaps overly aggressive phrasing? The intent was less "Entirely unwilling to change this", and more "We have much more confidence in the impact of this change being positive, and it's not really linked to the larger changes above". It's also less directional of a change overall. Re: 2: Your example should actually work as previous: Whoever last hits Xerath still gets the points from the kill, it's just the buff that's up for grabs. Overall those are the two things we were worried about going in however, so... yeah :/ It's a bit tricky, as we're trying to find a happy medium between "It feels awesome to steal Xerath" (Which it does), and "It's too easy for some champions to steal Xerath, so people don't bother fighting it"
: AFAIK on Live, dead champions can Ascend (if they last hit Xerath). Will dead champions still be able to Ascend if their corpses are in the ring?
They would not be able to, no. It should still hit zombies however (Assuming they can get into the ring).
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