: I was asked to move this here: Hello Riot and fellow PBE-ers, My IGN (not on the PBE) is AD Ezreal. I've been thinking about Shaco's kit for roughly a year and a half now. I've had my hand in making 3 reworks for the champion, I've read literally 100s of comments from players about him, I've explored various ideas and reworks players have suggested for him, I've read most if not all of Riot's postings on the champion, etc. I've iterated and iterated on various ideas and I have always been curious to see what Riot would do when they finally got around to addressing him. I released my first rework ideas on Reddit 11 months ago and was fortunate enough to make it to the front page. And just two days ago, I released 2 more with a friend of mine (IGN: DrugsForRobots), and they also made it to the front page. [Proof 1.](https://www.reddit.com/r/leagueoflegends/comments/3qfx1v/a_17page_color_coded_shaco_rework_looking_for/) [Proof 2.](https://www.reddit.com/r/leagueoflegends/comments/57ulg2/50_man_hours_in_the_making_a_17page_color_coded/) I don't think making a rework necessarily means that I know anything about game design or balance, but I hope it at least shows that I have put in some thought regarding Shaco. Having spent so much time theorizing about how to perfectly address Shaco's issues in a faithful manner, I find it very interesting to see how Riot's solutions compare to my own. His new kit that just hit the PBE has a lot of things I never would have thought of for Shaco. But it also has several similarities with some of the changes I proposed, and more importantly, several ideas that I thought of and scrapped for various reasons. So I want to share my thoughts here, especially to explain why I changed my mind on certain things that actually appear in this new rework, and to offer my opinion on the kit as a whole. The New Kit and Comments: > #Passive: Backstab > Backstabs critically strike every few seconds for 120-200(ish?) bonus % AD damage (based on level). Each enemy has a separate cooldown. This is an interesting change. Shaco's previous passive had a major issue in that it was absurdly snowbally and forced Shaco into a feast-or-famine role. 20% bonus AD can be worth 0 gold, or it can be worth a fortune in gold value depending on how fed Shaco is. This is on top of the fact that his old Q also crit with an AD ratio.. Meaning your critical backstabs from his Q were multiplied to insane amounts of damage. There are two solutions to tame Shaco a bit: 1. Make Shaco's Q not deal critical damage 2. Make Shaco's passive not deal critical damage Riot opted for the former, while I opted for the latter. I kept Shaco's Q critical damage intact, but I made his passive deal flat damage / level. I figured this would lead to Shaco having much more predictable power (in terms of relative champion power level) for two reasons: tying the % modifier damage to his Q instead of his passive prevents him from making constant use of it (since it's tied to a cooldown), and because flat damage doesn't vary with gold per minute. I also chose the passive because it would give AP Shaco a boost to his Autos, since he can't make much use out of 20% bonus AD, and I wanted to use that as an opportunity to shift some power out of the ridiculously oppressive 100% AP Ratio on his E. I would love to hear from a Rioter why they chose to address the problem by removing the % from the Q instead of the Passive. As the new passive stands in the PBE, I think it's unnecessarily complicated (and it's sad that it removes E's interaction with it), but I also admit that I haven't had time to explore it. Overall I think this change is likely a buff to AP Shaco (who can't AA much anyway, so the CD doesn't mean much), and a nerf to AD Shaco. This is particularly true because of what may or may not be a bug: if Shaco builds Infinity Edge, his backstabs now deal less damage than crits: [Proof.](http://imgur.com/a/sl73N) > #Q: Deceive > Shaco goes invisible for 1.5-4.5s. His next attack in the next few seconds deals a percentage of his bonus AD (and now AP as well) and reduces the cooldown of deceive (Q) by 2.5s. Cooldown up to 14s from 11s. Mana cost reduced at early levels. This change is interesting to me because I considered two of these changes and reverted them in my theoretical reworks. At one point I had a cooldown reduction on his Q, but it was for getting a kill and it was more extreme (it might have even been a reset, which is ridiculous--it might have been fun but not good for the game overall). I am a fan of this new change (at least the concept of it, maybe not the numbers). The second aspect, the scaling invisibility, was something I included in my first rework. I think Riot and I both had the same goal with the change--tame Shaco's early game. But ultimately I ditched this change after hearing many players express dissatisfaction. Not only does a 1.5s duration completely change the feel of his Q for a majority of the game (no one scales Q first currently, AP or AD, which may or may not change), but it prevents his early game invade, significantly mitigates his ganks and counterjungling abilities, and messes up some of his stealth pathing (there were some notable bush to bush paths Shaco could take with exactly 3.5s of stealth). Again, I know a lot of this was intended, but I think it directly contradicts what I believe Shaco has become: the mosquito of the jungle. He's always nagging at your ear, surprisingly deadly, and impossible to catch. In my opinion this change is the single most drastic change in his new kit in terms of "feel". It may be too late, but I would encourage Riot to reconsider this change, maybe altering Shaco's early game in other ways. Personally, I think Shaco's early game is extremely unique, and for that reason alone it is worth preserving. In my kits I tried to instead compensate for his early game by mitigating his snowball potential (by doing things like removing the % bonus AD on his passive), and making it harder for him to delete the enemy carry in late game team fights (like making Shaco temporarily revealed if he walked through an enemy champion while stealthed). Overall I predict that this change will be a nerf to AD Shaco (worse early game, and the cooldown reduction requires at least 30% to be an improvement over the old kit--assuming you're not running away), and a small buff to AP Shaco (new AP Ratio + new stronger backstab + 40-45% CDR to make maximum use of the 2.5s CDR). Both will benefit from the lower mana cost, which was much needed in my opinion. > #W: Jack In The Box > Boxes can be placed while stealthed (but this briefly reveals Shaco), Boxes now last longer based on Shaco's AP, and gain health as Shaco levels. Boxes can no longer be placed on top of one another. (Boxes are placed more quickly as well maybe?) Out of all of the changes to Shaco's new kit, this one surprises me the most. Boxes are generally considered the single most broken part of Shaco's old kit, but are also an extremely difficult issue to solve faithfully. I was expecting Riot to nerf boxes, or to give them more counterplay, but instead they received 3 buffs, one of which I feel might have been overlooked. Firstly, boxes being placed while in stealth was something I considered by scrapped because I felt it would make his ganks too powerful since he could wait the entire arm duration of the box before revealing himself. I think making him appear briefly might compensate for this just fine, and I have no problem with that. Secondly, the box health change is a much needed buff to boxes, and gives Shaco significantly more teamfight and dueling potential, I'm very glad to see this change. In my reworks I opted for something more similar to Teemo shrooms, but I think both options have pros and cons. I am happy with this change overall. Thirdly, I'm fine with boxes not being able to be placed on top of each other now, but please make sure the bug has been fixed that required 2 boxes to be placed on top of each other to fully prevent enemies from using abilities. I remember seeing a video of Katarina jumping on top of Shaco and ulting. The box triggered but she kept attacking for a second and he died. He said that happens frequently and that you have to stack 2 boxes on top of each other to prevent that from happening. Both of my reworks have a link to a list of his bugs, btw. Fourthly, it seems like boxes are placed more quickly now, although I couldn't tell if it was just due to the fact that the PBE servers are in a different location than the regular servers or not. If this is true, I'm extremely pleased to see this change, as it is a great change for blocking skillshots more reliably! And finally, boxes gaining duration based on Shaco's AP is crazy. I actually love the idea of his boxes being used for warding. However, this is a huge buff for AP Shaco's late game as he will be able to have TONS of boxes out with CDR and the extra duration. My reworks addressed this in a sort of complicated way. I put a cap on the amount of boxes that could be out, had the duration scale with level (so it doesn't disproportionately favor AP Shaco), and had a rubber banding effect on the cooldown (the fewer boxes that were out, the shorter the cooldown) so Shaco could always have at least a few boxes out. (Continued Below--Click Show More)
Regarding counterplay, boxes really are a difficult problem. I never found a solution I was 100% content with (without being able to playtest them at least); a solution that keeps the feel of boxes the same but gives the opponent a chance to react. The best solutions my friend and I came up with were making boxes laugh only once when an enemy gets sort of kind of close to a box (meaning one is roughly nearby but you don't know where), making boxes faintly play music to the enemy when they are nearby (same thing but this one constantly reminds the player instead of being a one time thing), or having the boxes laugh first when being triggered, which silences any currently active abilities (functioning as a psuedo flee) before waiting a short time before actually popping out and fleeing enemies. The idea was that Shaco would still be protected like how he his old boxes worked, but then after that there would be a short window before the boxes were fully activated. Personally I'd like to hear the boxes play music still. I feel that adds some counterplay, [and it fits his theme very well](https://www.youtube.com/watch?v=PmnLRSHJSg8&ab_channel=LeagueofLegends). Overall I predict that this change will be a minor buff to AD Shaco and a major buff to AP (and support) Shaco. > #E: Two-Shiv Poison > Now deals 3-8% of the opponents missing health, but no longer works with backstab EDIT: Lower base damage, 90% AP Ratio, 85% of Shaco's TOTAL AD Again, it's interesting how similar some of our ideas were. In my first Shaco rework, I had Shaco's boxes mark enemy champions, and his E passive was going to consume the mark for % damage. Ultimately I scrapped this because it was overly complicated and didn't make much sense to me. Riot's tackling of the issue makes more sense than mine, and appears to be meant as a replacement for backstab no longer functioning with it. I will admit that I am a bit worried about this move though, because I felt that AP Shaco's E was already far too powerful for something on such a low cooldown (100% AP on an 8 sec cooldown PRE CDR). Personally I would have liked to have seen more power shifted into a passive that benefits both AP and AD Shaco (like the flat bonus on backstab that I mentioned) and lower scaling on this move. Overall I think this change will be a buff to both AP and AD Shaco, although there are some scenarios in which it will be weaker (when you could have gotten a backstab and the enemy is at full hp). EDIT: Looks like it's now a 90% AP Ratio (I guess this changed after the first update? Because I could have sworn it was 100% at first. Maybe I'm crazy..) and the base damage is significantly reduced. Now it seems like a much needed AP nerf and roughly the same for AD Shaco when compared to his old kit, but that's without doing the math. Obviously for low health targets it will be a better move in general. I'm definitely okay with this. > #R: Hallucinate > Shaco's clone now drops 3 mini boxes (in an illuminati formation) upon exploding. These boxes trigger at the same time to flee and attack enemies. Shaco can now control his clone with R. First of all, I LOVE being able to control the clone with R. I've been hoping for this change for a while. My only suggestion is to make R + click control only the clone no matter what. Right now clicking an enemy causes Shaco to move as well as his clone which kind of ruins the point of separating the clone's movements. The ult change is a little weird from a thematic standpoint, but I see its teamfighting potential. I don't really like how it rewards him regardless of whether he dies or not though.. I'd like to see him rewarded for fooling the enemy into attacking the wrong one, instead of being rewarded either way. I'll admit my Shaco ult ideas were a little weird too though. My second rework had cool lore related to Kindred. It ended with him splitting himself in two (into Shaco the man and Shaco the demon) like Kindred. But then he stabbed his double in the back so he would always be alone (sort of as a foil to Kindred). So in my rework I had it to where Shaco could attack his own clone to make it explode faster. It nerfed the base damage but gave him % missing HP bonus damage if the clone died before him (rewarding him for fooling the enemy into attacking the wrong one). One QoL change I would like to see is making Shaco's leash radius visible, and for it to disappear in a puff of smoke when it returns to Shaco. Shaco's clone is a little different than other clones, in that it is often used to bait or fool the enemy into thinking it's real. Seeing the range would be extremely helpful, and making it disappear as if it were Shaco using Q would have tons of outplay potential! Overall this change is beneficial to both AD and AP Shaco, especially in teamfights. Because of the box AP ratio and the AP Ratio on the explosion, I would say it's overall a larger buff to AP Shaco. ------------------------------------------------------------------------------------ #Summary: It has been really interesting comparing 5 different Shaco kits (3 theoretical reworks, his live kit, and his PBE kit). I've learned a lot about game design, league of legends, and met new friends through thinking about this Champion. This post will probably be the end of me thinking about the champion theoretically, but I'm glad I spent the time I did on it, even if it was all for "nothing". Shaco's new kit seems pretty faithful to who Shaco is from a gameplay standpoint, and I'm overall pretty happy with how this turned out (with a few caveats). Although I think there are some better solutions to the issues Riot was attempting to address, I'm glad to see we agreed for the most part on what those issues are (although it seems I place more weight on boxes being an issue and Riot places more weight on early ganks being an issue). My hope is that Riot will see this and consider having a more in depth look at a few of the changes, because I think that would really improve the champion overall, especially for those who really enjoy him--those who have spent hundreds to thousands of hours playing Shaco. The things I would most request Riot to consider are (in no particular order): -Switching the % damage off of his passive and back into his Q. For reasons explained above (in the passive section), I think this is a much more elegant solution to the problem. -Consider reverting the stealth duration changes on his Q (or at least buffing the early game stealth duration a little). I know it was done for a reason, but for better or for worse in terms of game health, I think this is the #1 biggest change to the feel of Shaco out of everything new. I do legitimately think that this ability will feel less fun to most players for this reason, _especially_ because of how significantly it will change his unique early game strategies. EDIT: Oh, I just read that it was in fact Riot's intention for Q to be leveled first. Not sure how I feel about that.. But I'll remain open minded. EDIT 2: Even still, I do wish the early duration could be a little bit higher.. -Making Shaco's clone die with him (even if it deals reduced damage on explosion when this happens). Not having any control at all over the clone when you're dead is frustrating and feels awkward, especially when it just stands there aimlessly. -AP Shaco is going to be able to place tons of boxes late game. Consider putting a cap on the amount he can have out at once. -Let Shaco see his clone leash radius, and make the clone disappear in a puff of smoke when he goes past max range. In terms of power, I'm understandably not at all sure where Shaco will be after this. Especially given all of the other PBE changes. Like any champion who has a minor rework, I imagine it will take some time for the community to relearn how to play him. Especially since people who play Shaco typically play A LOT of Shaco. It may take a while for them to get out of old habits. It will also be very interesting to see how his player retention rate changes. Will more people take him up? Will his devoted fan base stay loyal? I might be wrong, because it's so early on, but I think these changes ultimately benefit AP Shaco more than AD Shaco. If AP Shaco can delete carries late game with Q > Passive > E, I think that there is a chance that AP Shaco will become the standard due to superior warding, superior burst, more synergy with CDR items (which he will benefit more from than before), and more AP ratios than before. If this is the case, the reaction from the community may not be positive. Anyway, if you made it to this point, thanks for reading! And if you're a Rioter, especially one who worked on this Shaco rework, I would LOVE to have a chat about goals and the thought processes you had when you came up with this new kit. I'm sure I would learn a lot about design and alternate perspectives on Shaco, which is something I'm obviously very interested in, lol. Thanks everyone!
: [Assassins] - Mini Updates Discussion
I was asked to move this here: Hello Riot and fellow PBE-ers, My IGN (not on the PBE) is AD Ezreal. I've been thinking about Shaco's kit for roughly a year and a half now. I've had my hand in making 3 reworks for the champion, I've read literally 100s of comments from players about him, I've explored various ideas and reworks players have suggested for him, I've read most if not all of Riot's postings on the champion, etc. I've iterated and iterated on various ideas and I have always been curious to see what Riot would do when they finally got around to addressing him. I released my first rework ideas on Reddit 11 months ago and was fortunate enough to make it to the front page. And just two days ago, I released 2 more with a friend of mine (IGN: DrugsForRobots), and they also made it to the front page. [Proof 1.](https://www.reddit.com/r/leagueoflegends/comments/3qfx1v/a_17page_color_coded_shaco_rework_looking_for/) [Proof 2.](https://www.reddit.com/r/leagueoflegends/comments/57ulg2/50_man_hours_in_the_making_a_17page_color_coded/) I don't think making a rework necessarily means that I know anything about game design or balance, but I hope it at least shows that I have put in some thought regarding Shaco. Having spent so much time theorizing about how to perfectly address Shaco's issues in a faithful manner, I find it very interesting to see how Riot's solutions compare to my own. His new kit that just hit the PBE has a lot of things I never would have thought of for Shaco. But it also has several similarities with some of the changes I proposed, and more importantly, several ideas that I thought of and scrapped for various reasons. So I want to share my thoughts here, especially to explain why I changed my mind on certain things that actually appear in this new rework, and to offer my opinion on the kit as a whole. The New Kit and Comments: > #Passive: Backstab > Backstabs critically strike every few seconds for 120-200(ish?) bonus % AD damage (based on level). Each enemy has a separate cooldown. This is an interesting change. Shaco's previous passive had a major issue in that it was absurdly snowbally and forced Shaco into a feast-or-famine role. 20% bonus AD can be worth 0 gold, or it can be worth a fortune in gold value depending on how fed Shaco is. This is on top of the fact that his old Q also crit with an AD ratio.. Meaning your critical backstabs from his Q were multiplied to insane amounts of damage. There are two solutions to tame Shaco a bit: 1. Make Shaco's Q not deal critical damage 2. Make Shaco's passive not deal critical damage Riot opted for the former, while I opted for the latter. I kept Shaco's Q critical damage intact, but I made his passive deal flat damage / level. I figured this would lead to Shaco having much more predictable power (in terms of relative champion power level) for two reasons: tying the % modifier damage to his Q instead of his passive prevents him from making constant use of it (since it's tied to a cooldown), and because flat damage doesn't vary with gold per minute. I also chose the passive because it would give AP Shaco a boost to his Autos, since he can't make much use out of 20% bonus AD, and I wanted to use that as an opportunity to shift some power out of the ridiculously oppressive 100% AP Ratio on his E. I would love to hear from a Rioter why they chose to address the problem by removing the % from the Q instead of the Passive. As the new passive stands in the PBE, I think it's unnecessarily complicated (and it's sad that it removes E's interaction with it), but I also admit that I haven't had time to explore it. Overall I think this change is likely a buff to AP Shaco (who can't AA much anyway, so the CD doesn't mean much), and a nerf to AD Shaco. This is particularly true because of what may or may not be a bug: if Shaco builds Infinity Edge, his backstabs now deal less damage than crits: [Proof.](http://imgur.com/a/sl73N) > #Q: Deceive > Shaco goes invisible for 1.5-4.5s. His next attack in the next few seconds deals a percentage of his bonus AD (and now AP as well) and reduces the cooldown of deceive (Q) by 2.5s. Cooldown up to 14s from 11s. Mana cost reduced at early levels. This change is interesting to me because I considered two of these changes and reverted them in my theoretical reworks. At one point I had a cooldown reduction on his Q, but it was for getting a kill and it was more extreme (it might have even been a reset, which is ridiculous--it might have been fun but not good for the game overall). I am a fan of this new change (at least the concept of it, maybe not the numbers). The second aspect, the scaling invisibility, was something I included in my first rework. I think Riot and I both had the same goal with the change--tame Shaco's early game. But ultimately I ditched this change after hearing many players express dissatisfaction. Not only does a 1.5s duration completely change the feel of his Q for a majority of the game (no one scales Q first currently, AP or AD, which may or may not change), but it prevents his early game invade, significantly mitigates his ganks and counterjungling abilities, and messes up some of his stealth pathing (there were some notable bush to bush paths Shaco could take with exactly 3.5s of stealth). Again, I know a lot of this was intended, but I think it directly contradicts what I believe Shaco has become: the mosquito of the jungle. He's always nagging at your ear, surprisingly deadly, and impossible to catch. In my opinion this change is the single most drastic change in his new kit in terms of "feel". It may be too late, but I would encourage Riot to reconsider this change, maybe altering Shaco's early game in other ways. Personally, I think Shaco's early game is extremely unique, and for that reason alone it is worth preserving. In my kits I tried to instead compensate for his early game by mitigating his snowball potential (by doing things like removing the % bonus AD on his passive), and making it harder for him to delete the enemy carry in late game team fights (like making Shaco temporarily revealed if he walked through an enemy champion while stealthed). Overall I predict that this change will be a nerf to AD Shaco (worse early game, and the cooldown reduction requires at least 30% to be an improvement over the old kit--assuming you're not running away), and a small buff to AP Shaco (new AP Ratio + new stronger backstab + 40-45% CDR to make maximum use of the 2.5s CDR). Both will benefit from the lower mana cost, which was much needed in my opinion. > #W: Jack In The Box > Boxes can be placed while stealthed (but this briefly reveals Shaco), Boxes now last longer based on Shaco's AP, and gain health as Shaco levels. Boxes can no longer be placed on top of one another. (Boxes are placed more quickly as well maybe?) Out of all of the changes to Shaco's new kit, this one surprises me the most. Boxes are generally considered the single most broken part of Shaco's old kit, but are also an extremely difficult issue to solve faithfully. I was expecting Riot to nerf boxes, or to give them more counterplay, but instead they received 3 buffs, one of which I feel might have been overlooked. Firstly, boxes being placed while in stealth was something I considered by scrapped because I felt it would make his ganks too powerful since he could wait the entire arm duration of the box before revealing himself. I think making him appear briefly might compensate for this just fine, and I have no problem with that. Secondly, the box health change is a much needed buff to boxes, and gives Shaco significantly more teamfight and dueling potential, I'm very glad to see this change. In my reworks I opted for something more similar to Teemo shrooms, but I think both options have pros and cons. I am happy with this change overall. Thirdly, I'm fine with boxes not being able to be placed on top of each other now, but please make sure the bug has been fixed that required 2 boxes to be placed on top of each other to fully prevent enemies from using abilities. I remember seeing a video of Katarina jumping on top of Shaco and ulting. The box triggered but she kept attacking for a second and he died. He said that happens frequently and that you have to stack 2 boxes on top of each other to prevent that from happening. Both of my reworks have a link to a list of his bugs, btw. Fourthly, it seems like boxes are placed more quickly now, although I couldn't tell if it was just due to the fact that the PBE servers are in a different location than the regular servers or not. If this is true, I'm extremely pleased to see this change, as it is a great change for blocking skillshots more reliably! And finally, boxes gaining duration based on Shaco's AP is crazy. I actually love the idea of his boxes being used for warding. However, this is a huge buff for AP Shaco's late game as he will be able to have TONS of boxes out with CDR and the extra duration. My reworks addressed this in a sort of complicated way. I put a cap on the amount of boxes that could be out, had the duration scale with level (so it doesn't disproportionately favor AP Shaco), and had a rubber banding effect on the cooldown (the fewer boxes that were out, the shorter the cooldown) so Shaco could always have at least a few boxes out. (Continued Below--Click Show More)
: > [{quoted}](name=Cant Remorse,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=auEY7jEU,comment-id=0004,timestamp=2016-10-18T21:11:15.203+0000) > > Wish that rumor on shaco getting an ap scaling on q was true. Oh well {{champion:35}} But with this amount of small changes, does this mean hes gonna receive a full VGU? It wasn't a rumor and it is in fact true ^^ The full list of Shaco changes was hard to fit into the summary post at the beginning. List of changes from memory: all spells that had variable timing (Q,W,R) now have consistent timing, lots of bugs fixed across the kit, R AI improvements (should only matter if Shaco isn't issuing orders himself), his passive took the mini-crit stuff from Q and has a per-unit cooldown that can be reduced by cooldown reduction, Q has bonus flat damage that is multiplied by the P mini-crit and has an AP ratio, Q stealth duration scales with rank 1.5-4.5, Q cooldown nerfed a bit but hitting something with the damage portion refunds 2 seconds of it, W can be placed while stealth but briefly reveals Shaco when he does, W has a small AP ratio on total (not triggered) duration, W Health scales with Shaco level, E has % missing health damage and TAD scaling and is no longer good to rank first (that's Q's job now), E monster attack speed slow removed, R drops a triangle of mini-boxes that do less dmg/fear, trigger together, and share health.
Thanks! I made a post with some (ok a lot) of feedback here. I've spent a ton of time analyzing this champion, I've read through 100s of comments about him, and have even had my hand in 3 separate theoretical reworks. I would greatly appreciate it if you could find the time to read it and give me some of your thoughts: ~~http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/YQAoxEbr-new-shaco-first-impressions-breakdown-of-his-changes-and-in-depth-insights-into-the-champion-riot~~ I would love to hear what ideas went into deciding what to do with Shaco! :) EDIT: Just kidding, I was asked to post it here. Link: http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/auEY7jEU-assassins-mini-updates-discussion?comment=0034
Rioter Comments
: [Assassins] - Mini Updates Discussion
Can I have a brief (respectful) discussion with a Rioter about Shaco? I was the guy who got to the front page of Reddit with a Shaco rework yesterday (and 11 months ago as well with a different one). I've spent over a year thinking about this champion and I have some suggestions, and some concerns. I'm just seeking clarification is all. And I've already found a pretty significant bug (at least I hope it's a bug)!
: Champion Mastery - Level 6 & 7
What is the point in this? Why not just raise the cap to 7 on all champions? The only thing I can think of is so that players will have to choose which to buy so that they will be less likely to get champions, meaning they will be more likely to spend RP on champions. However, if level 6 and 7 unlock really cool stuff like an icon for 6 of your champ and an exclusive chroma for 7, I retract my above statement. But I sincerely doubt this will happen.
Rioter Comments
: @RiotRepertoir, the Quinn thread is pretty crowded, and I think I have some valuable feedback.
I agree with everything here, I believe (at least everything I remember reading). Three things especially: 1. Get rid of the stupid R animation and make it just Valor. I don't know of anyone who likes the way it looks in the PBE, but I know of plenty who dislike it. 2. Get rid of the channel, or make it way shorter (.5 secs max). It feels awkward and clunky. It should feel fun. There is a mana cost, and a cooldown timer, so this shouldn't be an issue. But I will gladly trade a slightly longer cooldown out of R to get rid of the front loaded channel time. 3. Keep Quinn's assassin ADC playstyle. It's more interesting, more unique, and more fun.

Falmagaar

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