: PBE Bugs & Feedback Thread: Dark Star Orianna!
A lot of good points have already been brought up which surmise my opinions pretty well (such as the simplicity of the texture work on the legs). I'd just like to add that the hair-tentacle things lack visual depth as well. I feel that they could (A. be loosened up to be more like hair or tendrils or (B. be made more mechanical, to better identify her with classic Orianna. I like the idea of using those old mechanical astronomical clocks as inspiration, which comes through a little bit with the ball but could certainly be brought out more/made more detailed and vibrant. Perhaps a bit more clockwork for the Lady of Clockwork?
Rioter Comments
: My thoughts on Dauntless Ahri~
I agree that her hair needs work. The color doesn't stand out that much. I like the blue-red color of the effects; I think charm should fit in with that as well.
: Shen visual bug
I saw the same blue effect on J4's ult. This seems to happen when the game fails to properly load a texture.
: I, too, have had this happen. Played a custom with the new Ahri skin just a few minutes ago and the scuttlecrab was black on one side. Didn't think to screenshot it, though.
It is best to film/screenshot bugs whenever possible. It's much easier for the developers to see exactly what you mean when visuals are present.
: Changes to the Summoner Spells code
I'm not sure how much of this is me missing my target or a bug, but ignite has been behaving irregularly for me. Sometimes it works but sometimes I click on an enemy and all I get is the targeting reticule mouse rather than the effect activating. I have smartcast turned on.
Rioter Comments
: Yeah most of my complaints are more geared towards things I personally dislike about the changes but are mostly opinion. Really the biggest thing to me is her E. Having that final send-off hit/catch up slow is really central to her champion design. No other champion can do what her E does; i.e. a ranged mark detonation. Right now it's too weak to be effective as an ability, especially early. The change to E makes it an afterthought instead of an integral part of her combos.
After playing the new Sejuani for a while, I don't mind he E change quite as much as I did at first. Still, it is harder to jungle at the start since the early damage is so low.
: PBE Bugs & Feedback Thread: Poro Rider Sejuani!
It seems that the people posting here have almost unanimously agreed that Sejuani's outfit is sub-par. I worry that riot doesn't want to alter the skin that much to get it in time for Christmas. Honestly I'd rather wait for a few alterations that make the skin better. Again, I love the idea, but it needs some TLC.
: PBE Bugs & Feedback Thread: Poro Rider Sejuani!
I like the skin idea and it's fun to play, but it needs work. * Sejuani needs to be more visually interesting and distinct from the Poro. She looks more or less the same as she does on the Bear Cavalry skin, just recolored. * The Poro's shoulder fur forms odd triangles that look far too rigid and not very fur-like. * The skin textures seem really low-resolution, particularly on the flail and on the Poro's eyes. I would like to see new particle effects for her abilities. I also don't really like that the flail is a Poro snack, but that's personal opinion.
: I'm just gonna lay out a few points from what i read in your reply. * If you are building ap sejuan, maxing e is still the way to go in my opinion. Maybe split between w and e, but e gives you the most reliable damage. * try start gromp, makes my jungle route really easy * also don't use arctic assault or permafrost(unless you're building pure ap) too much * The buffs to her base mana in the recent patch definitely help a lot and NOT using arctic assault saves a ton of mana. ( don't need to anymore because % health was moved to FLAIL) thanks for the reply :)
Yeah most of my complaints are more geared towards things I personally dislike about the changes but are mostly opinion. Really the biggest thing to me is her E. Having that final send-off hit/catch up slow is really central to her champion design. No other champion can do what her E does; i.e. a ranged mark detonation. Right now it's too weak to be effective as an ability, especially early. The change to E makes it an afterthought instead of an integral part of her combos.
: Can't chase anymore with sejuani
The slow on E s well as the damage are definitely too weak now. Sejuani relies on her chase and combo; taking that away just makes her an inferior meatsack.
: [feedback] Sejuani changes :)
I agree with this for the most part. I definitely feel like the new E does basically no damage, especially against enemy tanks. I wouldn't mind decreased damage on it if the slow got more powerful to compensate, but it was drastically reduced as well. Looking back at the rework video for Sejuani, her E was intended to be a finisher on enemies who were low but out of range of everything else. As of now, a player has no reason to level it up past 1 point until the very end. Her new W is great though. With it Sejuani can really hit like a truck. Sejuani is definitely too squishy early on, especially when jungling. after playing for a bit, i found it difficult to even clear both main buffs at the start (partially due to smite having a much longer [60 second] cooldown this patch). right now, Sejuani can't really do much until she hits level 6, which takes forever with her abysmal early jungle clear. I also feel that her mana costs need to be adjusted. Her Q is a bit too expensive, especially with the huge base damage reduction. Late-game Sejuani is very powerful; she's one of the strongest tanks in the game near the end. However her early game is really rough. If you lose one of your main jungle camps to an enemy jungler, you'll be playing catch-up the whole game. Something small, like increased base armor, would help a lot. To me Sejuani should feel like a truck/tank that runs over enemies and keeps going. Her power relies on diving right into the enemy team and rampaging around while they try to recover. In this light her Q seems to have been nerfed a bit too hard. I agree with trying to move damage to W, but Q needs to be strong enough to engage properly. Without the Q it is hard to pile onto an enemy laner in a gank fast enough to bring them down. W's damage is largely DoT, which can be avoided fairly easily. For changes that are supposed to be a buff, it feels a lot more like a nerf.
: Azir Bug Report Thread
Here's a bug I found, not sure if anyone else noticed it, but tower bases which Azir has "resurrected" appear to grant vision indefinitely after the tower disintegrates. After further investigation I discovered that it only displays the "lit up" effect on the ground but vision isn't actually granted. The game is displaying a bright area but enemy minions and champions cannot be seen within it. I was in a custom game with the old map at the time; need to check if it appears in the updated summoner's rift as well.
: [BOTS] Updated Bots Feedback Thread
One AI problem I noticed was when an ally of mine was playing Karthus and they killed him, causing him to enter into his passive state. They just stood in his AOE field trying to kill him again. Leona even used her ult on his invulnerable body. The bots need to be able to identify when Karthus dies and run away. Bug reproduction: Play as Karthus, die to bots. Our Karthus was in their base at the time, if it matters. There were no other human players nearby to draw aggro, just Karthus and his passive.

DrBacon

Level 30 (PBE)
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