: Visual and Sound Effect updates to Jarvan, Lee Sin, Veigar and Vi
Veigar one looks too much like Dark Star and I would like it if was changed to look a bit less so? Less purplish glowy stuff and more arcane cosmicy stuff? Jarvan one lacks a lot of OOMPH and feels almost comic-book POW'ish in effects. the New Ultimate also doesn't feel as visceral at all actually kinda hoping it doesnt ship in this current state. Lee Sin one is great though. Looks very nice and clean. Also if these three dont go over well I dont think you should abandon the project of FX updating like this completely. A lot of champs could really use stuff like this.
: Logging in to call you a dummy beacuse Brand DID receive a vfx update only a couple years ago
>only a couple years ago . >years whoops silly me haha
: Visual and Sound Effect updates to Jarvan, Lee Sin, Veigar and Vi
Some other things you guys could maybe look at in the future. {{champion:115}} special effects for when his passive applies on structures (mini-explosion's). When W executes a structure it should play a special explosion animation where it blows up from the inside out or something idk. Basically just try to make the Ziggs experience a bit more visceral. {{champion:55}} Shunpo effect should use the blue portals like in the Twist of Fate/New Dawn Cinematic. Its a lot more interesting than instant transmission. {{champion:19}} when enraged he should get his 1000 degree heat knife claws like in his cinematic. (can you just make the metal hand glow like chemtech trynd?) {{champion:51}} her default model base movement animations should all be swapped out for her new Pool Party movement animations. the lurched roadie run and the whole inspecting surroundings on halt is really nice. OH ALSO. she still shoots giant cogs instead of bullets for some reason... Could you just decolor Headhunter cait auto's and use those? Or maybe just have her shoot bullets that leave behind a streak of smoke? {{champion:63}} Needs new headfire and ability visuals. his fire effects are SERIOUSLY outdated. like season 2 7 years ago bad. I think the kit is fine but pray for anyone stuck using default and doesnt have access to zombie or boss Brand. {{champion:80}} might be a tall order but could you add a cool effect on executes? Something as satisfying as https://youtu.be/A0dUz8U6nDM . Im not sure WHAT it could be but some sort of really gutteral execute would be cool. {{champion:58}} {{champion:75}} the "Sandstorm" effects on base skins could use some retuning. Just looks like swirling specks of black dots/ big purple sigil on the ground. How hard would it be to rig up some actual Sandstorm looking effects? Like Risen Fiddlesticks ult ? {{champion:33}} needs much better clarity on tremors. Currently outside of the robo Rammus you can barely tell they're going off and its mostly audio cue. {{champion:119}} proccing a League of Draven cash-in over 150 gold should cause a Taunt Voice Line to play automatically. or the "Welcome to the League of Draven" line.
: PBE and RP
probably not very important but could you make name changes cost 1BP too?
: We've tested it and currently do not think tank builds are currently best on Akali. Ironically, being energy-based made it easier to keep Akali damage focused -- mana-based champs get linear benefit from time to live. Energy champs have their power frontloaded and so get sub-linear benefits from time to live. That said, I worry about everything.
speaking of builds how do view Lethality Akali over normal AP? I was trying it and it actually has very similar damage to normal full AP (a StormRazor makes it especially deadly). Question is though when should Akali be going Lethality over AP? {{champion:145}} {{champion:110}} for instance enjoys AP when the enemy team is full of high HP targets and {{champion:78}} can go lethality and play psuedo assassin. Alternatives builds are nothing new but usually they also yield alternative goals. whats the goal behind AD akali? If one build is superior numerically what reason would there be to do the other build (Assuming you are not up against a obvious hard counter like {{champion:33}} or {{champion:3}} ). Isn't this the same problem {{champion:55}} has? also unrelated feedback: R second cast only damages the very first target in its path. is this intentional? I kinda wish Nurse akali had actual surgical tools like a bonesaw and stuff. Currently her weapons are really meh which is sad considering this was your chance to play complete homage to Valentine from Skullgirls. Will the chroma's be available for IP when they hit live? They seem above and beyond the normal chroma's as they actually change the color of her passive.
: Hey there Jyggalag, I want to thank you for bringing your opinion to light on the boards! Even the most scathing constructive feedback is incredibly useful to me and you have a tonne of great points in your post! I want to give you some further clarity on the vision slot changes and see if it helps ease your concerns. If not, then please let me know. Firstly, these changes were not made by the Riot Live balance team, so your feedback should be directed towards myself and the Core Gameplay team. Now, let's talk about some of your concerns: We are aware that there's a lot of flat damage accessible in the Runes system that's especially potent on ranged supports and other champions who can easily reapply the damage whenever the Rune comes off cooldown. However, these 2 changes to the vision slot shouldn't add much of this kind of damage to the early game. It's unlikely you'll get any damage from Zombie Ward at all in early laning phase, where flat damage Runes are consistently the most problematic. Players rarely start Oracle Lens rather than yellow Wards and Control Wards are an expensive risk to take at level 1, meaning you won't clear any enemy wards until after you pick up your scanner. So yes, there is a decent amount of flat magic damage attached to the Rune, but it's unlikely to have any impact on your early laning phase or even level 2-3 ganks. Ghost Poro however _does_ award stats (although not flat damage) from level 1, _if_ you are able to successfully enter the enemy's side of the map at level 1, place a Poro without being spotted and not have it discovered/cleared before you begin your first clear/wave. If you've managed to pull this off, with enemies watching out for invades etc, then you deserve the 3AD you'll get from it (plus the extra vision knowledge from the Poro, too). The most important thing to note here is that you can only choose 1 of the 3 Runes in the vision slot at a time, not all. As 3/4 of players in the vision slot are currently picking Eyeball Collector, the largest source of damage in the slot is already your games. We want players to feel better about picking one of the options with more vision tied to them which ultimately deal _less_ damage, not more. In fairness, more map awareness for your team or less vision for your opponents will likely affect your games far more than Eyeball Collection stats, but that's a discussion for another day! By the way, I actually think you have a great point about 'Runes should have zero stats/dmg and were all utility'. There's a universe where that could have been an awesome limitation to impose on the system, but we're not there for better or worse. I'm also not sure what you mean about the old Runes were beautiful because once they were solved, everyone took the same exact set-up. In all honesty that feels way less exciting and interesting to me than the current Runes landscape, but I respect your opinion nonetheless. I hope this post helps ease your concerns a little.
>As 3/4 of players in the vision slot are currently picking Eyeball Collector, the largest source of damage in the slot is already your games. We want players to feel better about picking one of the options with more vision tied to them which ultimately deal less damage, not more. but...why not just rework eyes to be something else then? Everyone picks eyes for the free damage so your solution instead of removing that free damage and placing a new effect (like maybe improved ward cap limit or maybe dewarding grants you bonus gold or maybe every X minutes you get a FREE pink ward in place of your normal ward) but rather than that you just toss more damage onto the other options to make people consider them? You dont think thats taking the easy way out? as someone who loves playing assassins and was ultra hype about runes reforged only to realize that for a entire nother year I would be a slave to Electrocute+as much penetration/AD and AP you have now idea how frustrating it was to see this. also I agree new system is MUCH better than old system and I want it to stay BUT I want like half of it to be removed. Anything that just nonsensically adds damage for the SAKE of having more damage. When fights are decided by who lands the first punch the game becomes FAR less enjoyable. I CANNOT enjoy the nuances of intricacies of champions kit if he just kills me in the same 0.5s that I saw him. Seriously.. Scorch,Cheap Shot,Aery,Electrocute,Comet,Overcharger,absolute. And then all the additional damage on other runes which already give a powerful effect and dont NEED the extra damage to be good(Predator,Aftershock,Waterwalking,Free AD from Conq and dmg Press the Attack proc) Some Runes I really like. Like how Transcedence opens up tons of new ways to build or how Font opens up Ardents/Chalice as viable options on tanky supports or even something as crazy as Rylais support singed (which I totally have a webm of btw ) Nullifying Orb + Hexdrinker rush antimage Corki mid? freaking sweet! that kinda stuff is AWESOME! You actually feel like this system is impacting your gameplay in a meaningful way and I LOVE getting to theorycraft and just go full Mel/Vorthos with the system. THAT is what I felt like runes reforged shoulda been about. Press the Attack, Wits End,Abyssal Mask Warwick teaming up with Demolish Mordekaiser to make magic happen. but you know what? I dont get to enjoy that kinda stuff without effectively handicapping myself because the runes that just make your character outright STRONGER with no drawbacks are just way too strong to pass up Every other game its the same thing.... Electrocute Sudden Impact Eye Collection every.single.game. on almost every single assassin. How many fighters now are a slave to Conqueror because 30+ AD is just too damn good? how many ADC are slave to PtA even when its so obvious Lethal Tempo is alluring as hell for most of them? and yet after so many months of this I have YET to hear any news from Riot about changes until now that was..... and Imagine my excitement when I hear Work is finally getting done to this domination slot and then the ensuring sanity eclipse when I see by far the BIGGEST conceptual design problem with the tree(and runes in general) is not only getting ignored but amplified! also as a side note I hate to be a "nuh-uh!" guy but 3 damage is actually bigger than you think especially considering itll scale with levels and will quickly go from 3 to 6 in the span of a few minutes. Its the difference between being able to last hit under tower or not being able to (Ever played Twisted Fate or Sona solo lane?). I personally dont think early stats like that are anything to scoff at but I get it ( on a side note I already have this plan of just at the start of the game gunning it to the enemy side and hiding it in the base brush near the transparent quick-leave gates to enjoy my bonus for the rest of the early game). anyways thanks for reading my rant post. I know balance is subjective and you guys have a hard enough time as is especially with all the conflicting desires and ideals but I really just want you to see things my way and hopefully open your eyes to a problem that might have previously been unseen. I really.. REALLY R E A L L Y do not like the idea of putting anymore damage into runes than there already is even if that damage might be placebo (everyone took Eye collection so now you can take eye collection without taking eye collection!). oh yeah.If poro gives the same stats as eyes anyways doesn't that mean you are eventually gonna have to rework eyes ANYWAYS? 20 AD SOMETIMES(and a ward) vs 20 AD ALL THE TIME is pretty lame decision to make and not thought provoking at all. I feel one of these runes is just outright gonna decommission the other because they both give the same thing except one is a greed driven gamble and if you know anything about competitive gaming people NEVER go for gambles over assured when they want to win.
: The window is infinite (but you lose the damage bonus if you die).
Just wanted to let you know that these changes are absolutley HORRENDOUS and I loathe the direction you are going in. we dont need more damage in the runes we need LESS damage in the rune system. We have gotten to the point players dont want to take anything without damage on it so your solution is to add small amounts of damage to every other Rune just so players with fathom the thought of choosing it? Its like...Because Flat adaptive damage and raw stats have the system by such a stranglehold you say "screw it lets just put damage on EVERYthing so then EVERYTHING can be viable :))))" (lets just cave in give the brainlet masses what they want MORE DAMAGE! how could this possibly go wrong! URF is the FUTURE!) Do you seriously not understand how BADLY that shit is gonna backfire on you in the future? This free damage garbage is everything wrong with the Rune system If you removed all damage from the system and LITERALLY just made people choose between utility effects it would become 20X more interesting. The beauty of old runes was that they all nullified each other basically and made balancing a sinch (who WASNT gonna go 15 flat AD and 3 AS quints and MR blues/Armor Yellow). Imagine if you will a world where every assassin isn't running goddamn ELECTROCUTE. Imagine if you will a world where Scorch and Aery dont inflate early poke so damn badly on every poke champ. IMAGINE IF YOU WILL a WORLD that had ACTUAL VIABLE ALTERNATIVE CHOICES AND NOT THE ILLUSION OF IT. Now we are literally facing a point where {{champion:35}} to suddenly gain a literal{{item:1038}} of AD because he stepped into that River TriBrush with Ghost Poro,Absolute Focus and Waterwalking.(24+18+20=62 AD FOR FREEEEEEEeeeeEEEE ) Do you not realize how BADLY you are skewing champion balance by just tacking on damage here and damage there on every single rune? Do you not realize how you are inadvertantly making certain tree's all that more mandatory ? (Domination secondary on every single champ here we come! Goodbye forever Inspiration! Any rune that doesnt amp my dmg can suck it haHAA) was having to buff resolve tree to the point of obnoxiousness and damn near in-lane kill pressure immunity not a wake up call? Do you not understand that when characters kill or get killed within a span of a second IT BECOMES THAT MUCH HARDER TO APPRECIATE THE NUANCES OF THE CHAMPION KITS?! yeah no I HATE these changes so much and it re-affirms my belief that the Riot balance team is not spending enough time playing their own game. How do you look at how Assassins are just rolling soloQ and come to the conclusion that the tree that live and die by should get MORE damage added? my disappointment is so immeasurable not because you made a slight mistake here but a the fact that these changes even left the drawing board period as if enough people nodded and approved barfing more damage into the rune system was the BEST thing for League of Legends. now if you excuse me im gonna go use my skull to put a hole in my wall out of impotent rage and frustration. I HATE THIS NEW RUNESYSTEM SO MUCH ARGSHJSDFHGFSD( not conceptually but purely by how its being handled since its inception and how absolutely AWFUL and unenjoyable half of the runes are) I feel like Ren Hoek on a really bad day right now https://i.imgur.com/7t9SGbw.jpg <--- AHAHDADSHHHHHHH
: [CLOSED] PBE Bugs & Feedback Thread: Death Sworn Katarina!
this skin needs to be 520 I would love to just crack down and write up a paragraph after paragraph of how pissed and disappointing in this years skin choices AND designs but I wont. Just going to suggest that you adjust the price to reflect the actual amount of work,thought, passion and effort you put into them (or however much your beancounters allowed you too).
Rioter Comments
: Runes Reforged PBE Bugs & Feedback Thread
Press the Attack: Too overpowered right now especially on characters with access to True Damage based off ratio's. I feel like this rune trivializes tanks to a degree and would prefer that it have a max cap of around 100 extra AD/AP or so. in the RESOLVE tree I feel that Iron Skin and Mirror Shell are COMPLETELY outclassed by Conditioning. Them having % modifiers kinda contradicts the "early power vs late power" trade off you are supposed to be going for. for Mirror Shell and Iron Skin highly recommend you replace the 5% armor/MR increase with a higher flat number (such as 10 or 15) to emphasize early aggression . Arcane Comet feels pretty mediocre powerwise compared to the other keystones. I think this needs a slight ratio pump because in the lategame the damage does not feel impactful for its 8s CD. Alternatively you could give the comets "Charges" and make 1 Comet shoot for each unique ability you hit the opponent with. Transcendence is an INCREDIBLY powerful rune compared to its competitors (you only need an extra 20% CDR to outpace Absolute Focus AP) this rune really needs to be moved down or up a tier OR the other runes near it need to be buffed. Transcendence allowing for wacky item builds capitalizing on the gold efficiency is some amazing hidden power. You could either buff the other runes OR go about making cooldown on items such as {{item:3157}} {{item:3102}} {{item:3071}} UNIQUE . If you are looking to buff the other runes though then consider making Alacrit give a boots worth of Ms at level 18 so we can go all Cassiopea tier with lategames. consider give Absolute focus a 3 or 5% adaptive bonus OR buffing the ap portion of it. I also really am enjoying the changes to Sudden Impact and eyeballs. I thought come preseason I wouldnt be able to pull off "FULL LETHALITY" meme builds but this is great. you guys managed to find a way to keep them in the game while also appropriately gating them! hugs and kisses to whoever came up with this solution.
: Evelynn Update - Questions, concerns and overall comments!
i think the E range when stealthed needs to be MUCH higher. Right now it feels absolutely clunky to use and I feel almost browbeat into building Movement speed just make sure I can close the gap in time. the way Q works is kinda just weird. I personally think the hatespike should auto-cast on the nearest target. I HATE absolutely LOATHE that for some reason you guys thought the Q-breaking aspect needed to stay. More APM doesn't always correlate to more fun or skill. I absolutely hate abilities like this that perpetually take up think-space . Its part of the main Reason I didnt play old Urgot or Karthus. I think R should place Evelynn back in camo It just makes a lot of sense thematically and helps serve as the "disengage" tool. thats more or less all of my beefs with current Eve. I really like her direction but I just think that at the moment her Q and E skills are clunky and misdirecting . R could be better tl;dr Q HATE SPIKE-** Make hatespike auto cast Prioritizing which ever target was tagged with the initial skillshot Q**. I think people who enjoyed "Q spamming" was just a case of Stockholm Syndrome. Its not actually all that meaningful or fun . this skill becomes increasingly clunky to play around as your CDR technically also reduces your re-casting window. Everything about this skill screams overly complicated and "trying to make old Eve players happy at the cost of kit fluidity" E- **Longer cast range WHILE camouflaged it should be around the same range as her stealth maybe just a tad bit under** R- **make this ability re-stealth OR have it re-stealth on SUCCESSFUL executes.**
: I'm tilting.
WOW FINALLY this is actually great. as a Riven main seeing work finally be done to Riots black sheep/elephant in the room is fantastic. HOWEVER Riven still needs further work and modernization to be more inline with the design philosophes of current champions I think you guys need to find a way to make Riven earn her ult some way. Part of the reason Riven can be overbearing at times is because her R is practically double damage AND an execute all in one for absolutely no cost (seeing as even the animation can be canceled lol). Riven should have to earn it or there should at least be room for enemies to play around it. whats the point of WINDOWs of POWER if the opponent can activate his window anytime he so wishes? kinda sorta stops being a window of sort atleast one that the opponent can play around/interact with Bring back the ol Experimental Edge rework and fine-tune it or something. I wouldn't mind if Riven kept her obnoxious lane bully/hyper mobility patterns so long as her Ultimate is finally knocked down a few notches. I think Rivens ultimate and how it operates is the ultimate catalyst to her insane snowballing she is infamous for.
: > [{quoted}](name=hanabichan,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=x4tgmm0s,comment-id=0013,timestamp=2016-10-19T00:47:25.331+0000) > > This sounds amazing and I cant wait to see what Faker can do with it. Legit the fact that Faker plays LB so much was very hard to put out of my thoughts... I have to think of what's best for players and the game at large, but the notion that, should he disapprove, an unkillable demon king might emerge gracefully from the earth and kill me with his mind... difficult to ignore xD
hey Faux. Currently if You dont have vision of LeBlanc you cant see her warp pad-silhouette which leads to some really confusing tricks where she seems to just vanish into thin air once she enters the FOW via Distort-R/ distort+flash. was this intentional?Or is this a glitch? I dont think this is the case on live correct?I was under the impression that the Silhouettes would always show
: [Assassins] LeBlanc Feedback Thread
I think she needs some small number buffs on the AP scaling of her Ult versions. I find it EXCEPTIONALLY hard to 100-0 someone if not fed due to increase in MR items .
Rioter Comments
: Part of the benefit of this change is that Zed's decision making becomes less binary. Choosing the correct ult target should feel more contentious. Do you go for the VIP target whose death wins your team the fight? Or the juiciest target that greedily increases your ability to win future fights? Is it just awesome when they are one and the same? Like Jhin, hehe. There are a few reasons why Zed doesn't just keep updating stats for free. A main one is that opponents need some agency over influencing this mechanic throughout the game for it to be more fair. Just because you died once to Zed and bought an item doesn't mean he should become automatically more powerful without having to work for more. Hopefully it becomes more obvious to opponents on how to play around Zed's habits and effectively defeat him in a game by peeling for fat AD targets he might go out of his way to single out. There can be punishing feels created when you have a hard decision to make, but I think the change pays that cost to accentuate a Zed's ability to recognize when a Death Mark kill on a not so obvious target translates into a victory on their screen. In terms of actual stats when compared to live Zed, this mechanic is almost always a strict upgrade to pre level 14/15 Zed since he ranked his W last and didn't benefit too much from the bonus attack damage until after getting 2/3 ranks of W. So if you feel punished for having to kill an AP dude before level 14/15, know that you are getting more AD than you would have previously (in some cases way more!) Go for that big snowball finish :D!
was there any undocumented base stat changes / ratio changes to compensate for the early loss of 5-10% B AD btw?
  Rioter Comments
: An update on Championship Riven
You really shouldn't make the updated texture obtainable for non vintage owners. I really dont mind it coming back but id like more unique compensation outside of a loading screen/border (who even looks at that anyways? im pretty sure 99% of people just tab out as soon as the game starts loading then tab back in when they hear the ambient background sounds going). when i heard we would be getting bonus textures I was super glad but hearing that EVERYONE will have said textures now just makes me sad.
: MYMU - Malzahar Discussion
Did all of Malzahars skin get updated?
: Smaller 5.22 Marksmen Changes PBE Feedback Thread
my 2 cents on the changes {{champion:22}} Feels decent.Not as strong as some of the other carries but the new items really shine on her especially Ruanaans! Flurry has such a great uptime! {{champion:119}} More or less feels the exact same. Not really sure if this was supposed to be nerf or something.Dray-Dray really enjoys these big ticket AD items though. Personally I love yommus+ Trinity+ER. You dont have to worry about dropping axes and going OOM anymore and Axes are on a 5 second CD. {{champion:81}} feels REALLY GREAT now that ez inst cornholed into building that crappy blue build . crit Ezreal is finally a thing and Ez feels VERY strong right now. Being able to cap 40% CDR with just Er and Trinity is a godsend and it really opens up build paths. {{champion:222}} more or less feels the same. only during the laning phase did i really feel the fishbones attack speed nerf. the attack speed gains on the passive isnt really noticable until you get 2 or more stacks at a time. jinx really benifits from the new runaans and Rapidfire cannon. I thought with these changes jinx's quintisential hypercarry role was going to be taken over but she still feels very solid. {{champion:429}} Feels the same as well. I tried hitting 2.5 attack speed but did not really notice a difference in hop speed. Kalista also gets to build crit now so this is a buff to her I think. {{champion:18}} I am trying to wrap my head around these changes. you want her to be a midgame carry who carries with her skills (W+E+R) and not her autos. but instead of simply adding AD ratios you increase the base damage of one skill by 160? people will still not use these skills to go deep against enemys.160 added damage(80+80) is pretty meh damage and not worth the risk.Tristana more or less will continue being played how she is being played currently on live. the E nerf was expected and this should decrease her early game power but these changes will not affect her playstyle at all people will still be much to scared to jump in. The risk vs reward is not entincing enough. {{champion:29}} Feels alot better than before but still a bit lackluster compared to other carries.the added stealth after a kill passive is very nice but hardly comes into play because if your being attacked it takes 6 seconds to stealth anyway.the added crit to his ult is VERY nice I actually feel powerful going head to head with other carries but I fear this move might be to strong if you get ahead( getting a early IE while the other carry is underlevel'd will lead to you 3 shotting them). have you guys ever considered moving the auto crits to "people with 5 stacks of deadly venom"? {{champion:67}} more or less feels the exact same as before. Im loving being able to viably go trinity vayne now!And I think with these changes we will see people start picking up IE or Yommus first. Bork has become meh and all you really need is a Dominiks regards. {{champion:6}} early game the ult change feels like a nerf but as you buy survivability and scale it up it starts to feel alot better. by the way have you guys ever considered giving Urgot a melee range auto attack similar to Thresh?
: Unplayable! It changes with game time, but reloading takes a bit over 2 seconds early in the game. To answer your question. If you right click someone when you have no ammo, you just stand there (unless they leave your AA range, in which case you chase them). This is similar to how your champion works whenever their basic attack is on cooldown.
So does this mean Attack speed is useless on graves? and CDR is a MUST?
: [Rengar] - 1000+ Movement-Speed Rocket Kitty
https://www.youtube.com/watch?v=HBDwrxSa8Fw&feature=youtu.be heres proof of what op was talking about

Eachtar

Level 33 (PBE)
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