: Kayle Gameplay Feedback + PBE changelogs
Played her a bunch in bots/training on PBE. I think I must agree with others who are complaining that her early game is a little too weak. CD/mana recovery on kills with E would probably be good enough, but along with that I'd also like the E projectile to move faster. Its speed seems to adjust with attack speed, so it's not as much a problem late game, but early game it just takes absolutely forever to reach the target, and that's when you actually need it for farming. Also, what can and can't crit on her kit seems a little inconsistent? It's strange (but a good thing for her build flexibility!) that the waves crit, but her E passive doesn't.
: As a Fizz player AND as a game designer, here's my perspective on Fizz's state and PBE changes
It sounds like you don't like OG Fizz. That's understandable, after all not every champion is for everyone. But it also means that you're not the intended audience for these Fizz changes. The Fizz changes are part of a wholesale takeback of everything that the assassin update screwed up. If you've followed along at all, the assassin update _did_ screw up Fizz, and they've finally gotten around to doing a "soft revert" in the way that they have for LeBlanc and Rengar. The problems that you point out with Fizz are problems that he's always had. And much like strengths, weaknesses are part of the character. That he's a strong supportive assassin is a _reason to take Fizz instead of some other assassin_. That he has no ranged poke is a defined weakness for his laning phase, which allows him to spend power budget elsewhere. It seems that the main criticism is that it's stepping back to the things that Riot said were bad about Fizz originally, but that is the whole point of these changes. Riot has changed their mind. As for pitches: * I think _AP_ bruiser Fizz should be allowed to be a thing. It's the TF/BotRK/Tank playstyle that's less awesome (though I would argue that it's not the abomination people claim it is: it's just that whenever Fizz is strong, people complain about him). However, AP bruiser Fizz wants to build a bit of hybrid damage, probably, and I think taking away his hybrid scaling on Q would be too much a punishment for those who want to build {{item:3146}}. * It sounds like you're suggesting that Q is now a ranged attack, instead of a dash? That would really break Fizz, both by ruining some of his distinctiveness and by limiting his mobility. You call out Fizz's mobility/slipperiness as the thing you like about him, so I doubt you'd appreciate this change if it did go in. * This just sounds really odd. Is it an attempt to prevent Fizz from buying AS? I'm not sure you described what you wanted to, since what you have described does not have a good stack-popping effect (when I think stack-popping, I think "Apply a bunch of stacks, then remove them all at once for massive damage"), nor does it have more clarity than Fizz's current ability (how does one tell how many stacks they have?). And, as a Fizz player, it would feel super awful to accidentally apply that passive to a minion or any target other than the one you want. And, since it has so much power, as someone playing against Fizz, you run into the Blitzcrank problem ("Oh, he has his passive up, I can't get near him because he's just going to jump on me and murder me"). * Having Fizz ult not stick does create interesting gameplay. However, I could see it feeling awful as a Fizz player, thinking that your ult should have stuck and having it not. Also, it creates a strange situation where the counterplay is "walk toward the melee assassin so that he can't ult you" * I don't think this channel would help anything. * I don't know what you mean here. His new W is an enhanced AA, followed by 6 seconds of enhanced AAs. If the first attack kills the target, the cooldown is reset (or set to 1 second), and you don't get the further enhanced attacks. I'm unsure how your idea is different. Did you mean "make it apply to _killing_ blow, too"? Out of curiosity, what games have you worked on? :O
: Comprehensive Bug List
Smite always goes on a 15-second cooldown, regardless of whether or not that's actually the cooldown of the next charge. This causes the icon to become "active", but clicking it or pressing the hotkey does nothing until another charge recharges.
: Kai'Sa Bug PBE Bug Thread
Bugs: __Living Weapon:__ Living Weapon does not take Attack Speed from runes (Precision bonus, Legend: Alacrity) into account. Having both at the start of the game starts you with 12%, and it shows none. Living Weapon DOES take Attack Speed from leveling into account. This seems like unintended behavior. This results in 30% bonus without buying any items. Similarly, adaptive damage from runes does not seem to be counted, but level-up AD does. This results in 17 bonus just from levels. __Void Seeker__ Using Quick Cast on this spell often seems to make it fire in a completely random direction if the mouse is moving quickly. I've had it fire 180* from my mouse for no apparent reason. __Supercharge__ ~~At low attack speeds (early in the game) it seems as if the speed buff ends before AAing is unlocked. This results in the player thinking that they can start attacking, but then being locked out of doing so. Clicking on a player during this time makes Kai'Sa stop moving, and cancels the AA command such that she does not begin AAing unless one clicks again. This same issue does not seem to happen with more attack speed/higher level Supercharge~~ __Edit__ Okay, no, I found what the problem is. Supercharge maintains her attack range. So when I use normal click-to-move and then click to attack the enemy champion, she pauses if she is within AA range. This pause _feels_ super bad. My recommendation would be to set her AA range to melee while she is in Supercharge's no-attack mode, so that she will move as close to an enemy as possible and then attack as soon as Supercharge is over. Otherwise I have to time my attack click perfectly, or use attack move specifically when I'm in E. Supercharge receives the cooldown decrease from each bolt of Runaan's Hurricane. __Killer Instinct__ When attempting to use the spell outside of its range, the range indicator appears to show how close you have to be. This is _good_. However, the range indicator shows a much larger area than the range (or the range is much lower than it is supposed to be). So clicking inside this range indicator still may not be close enough to do the teleport. Feedback: I'm fond of playing the champion, though I'd like to see some changes: Supercharge's movement speed and attack speed both end very abruptly. The movement speed is more of a feeling thing: I wish that during the attack portion, there were some small phage effect so that I could keep that speed going. Right now, the spell is too short to make a good chase, but it feels like a chase was the intention. The attack speed falling off suddenly makes last hitting right after the switch really hard. I've canceled a lot of autos at the tail end of the boost due to the attack speed changing on me. It needs a louder audio queue, like Tristana's attack speed boost, at least. Runaan's Hurricane is far too synergistic with her E. It feels like she's forced to go that item, meaning her build is forced to be built around it. Similarly, Muramana Q feels too synergistic.
: Some short context for the next week, no changes today. PBE branch cut for 8.3 just happened, so while we'll we will be continuing to iterate on Rengar internally, you won't be seeing the results of any of those changes until next week when 8.4 PBE comes out. Target ship date remains 8.4 Overall, with the current Q and R changes, we feel like we're coming very close to a Rengar we'd like to ship with a few notable things to still be worked on: ----Q - Ferocity gains and Tri-Q (Need to figure out if Tri-Q is okay, and if not, how to gate it. Also need to make a final decision on the way the new Q grants and consumes ferocity) ----Balance tuning (he still needs a good deal of it) ----Feel changes and bug fixes (it seems like there's still a lot of small wins to be had in order to make him feel better/smoother/more fun, please continue to give feedback) ----AP Rengar - as noted in the original post, a secondary goal of the rework was to validate off-builds for the character. While we still think Critgar and Tankgar may be maintainable, we are worried that meaningfully buffing AP Rango is dangerous. At the end of the day, his output remains very similar to lethality Rango (jump on guy and burst them), but, when effective, AP Rengar does it faster and with less counterplay. In the interest of complete transparency, it is highly likely that the next Rengar iteration you see will remove many of the buffs that I tried out to make AP Rengar more viable. That said, what I WON'T be doing is deliberately making AP Rengar worse than he is on live. Overall, a number of the changes we have planned will help AP Rengar even without explicit AP ratio adds (like the new Q's Lich Bane synergy). Thanks for all your support, keep the feedback coming, we're in the home-stretch here and there's still a lot that can be done to make the best Rengar possible.
Want to leave a positive comment lauding how great this revert experience has been. It's felt like you're listening even without bending over backwards to let players have their way. That's always been a hard ground for Riot to find: you either get super-buffed Skarner, or Phroxz0n comes on the Fizz subreddit to dictate that changes are going in and you're wrong for not liking them. On that subject, once Rengar is done, are the other ruined assassins (LeBlanc and Fizz) getting similar attention? Akali's getting a VGU, so it makes sense to hold off on her, but I'm really hopeful for these other two, and we've heard nothing about Fizz in particular.
: Rengar Changes Feedback Thread
One thing that seems odd with the Q revert: how it works with the stacks out of combat. With New Q, if you got out of combat with 3 stacks, you could cast Q to get the fourth stack and then cast empowered anything for the speed boost. Reverted Q grants the stack upon landing the attack, which means you have to use a longer cooldown to get this extra movement out of combat. I'd prefer to straight-up change Q to grant the stack on cast. And Empowered Q to grant the movement speed on cast. That encourages better play (can't Q->jump for instaburst and still get two stacks, need to space it jump->Q) and removes the wonkiness of not getting stacks as expected.
: 1/23 patch notes Q - Q bonus attack speed on swing:: 15% >>> 30% (this means the Q will "cast" faster) Q animation speed has been adjusted to better match when the damage comes out R - Base Damage:: 150/250/350 >>> 100/175/250 Enemy champions revealed by Thrill of the Hunt (by being closest to Rengar) stay revealed for the spell's duration (even if another enemy moves closer) Explanations: --A number of Rengar players were observing that the Q felt sluggish, so tweaking it a bit to make it feel snappier. Tell me what you think --R damage was straight too high if you compare it to the damage numbers he got from the old crit so we're taking the base down a bit, may need to also hit the ratio going into the future. --Vision changes are trying a way to give Rango MORE vision on the ult without giving him complete information unless he works for it. Hopefully it will improve his ability to feel like a hunter while still allowing for the possibility of errors due to incomplete scouting. This specific change is highly experimental and may be iterated away from. We're currently looking into getting a few of his missing sounds back, I just need to create the hookups (more complicated than you'd think). More tweaks to come over the next week, thanks for all the feedback.
Dang, that vision change is the best. Thanks for that!
: Honor Season 2018 on PBE!
It seems odd that people who were Level 5 honor last season get fewer rewards from this reset (can't get the orbs from checkpoints 1, 2, and 3). Are honorable players going to receive these orbs, or something else to make up for it?
: Preseason Healthbar Update, Cycle 2
A bug I've noticed is that minion healthbars will stop updating, remaining static (at full health) until those minions die. I don't know if this is due to leaving and reconnecting to the game.
: We are aware and investigating, thanks. Can you tell me, which game mode were you in?
: [issue on Tuesday, 11/7] High ping spikes, practice tool disabled, slow game starts
Games are entirely unplayable with >1000 ms ping for everyone on the team.
Rioter Comments
Rioter Comments
Rioter Comments
: Good ideas. The passive change to stealth especially, means that stealing camps with smite won't reveal you. But I don't think implementing all of it would be healthy for her opponents with the current numbers. If you favor stealth (R and passive changes), making E longer ranged for example would probably be too much. Well, that's a what the balance team is here for. I'd be curious to know what the devs think about those ideas, since they should probably have thought about similar designs.
I agree with you on the possibility that applying *all* of these might make Evelynn too reliable for the amount of damage that she puts out late game. But honestly, as a player of current Evelynn, I'd prefer to have the reliability and feel changes described here even if it means giving up some of the ratio on Q (where she's getting almost all of her late-game damage ATM). Live Evelynn is a very early-game oriented champion, after all.
: Evelynn Update - Questions, concerns and overall comments!
One other thing: her attack sounds are really unpleasant. Is that intentional from the visuals/sound team? Even if it is, I don't like it, though I like everything else about her sound design and most everything about her visuals.
: Playing a lot of Evelynn in the Practice Tool right now, trying to get a feel for her relative to other champions: Passive: * I'm actually okay with her passive coming online mostly at level 6. However, I wish that it were more useful in jungle: the way that it's designed now, it feels like it's far more useful for lane Eve than jungle Eve. * My recommendation here would be to add a caveat to the passive: Killing a monster immediately activates the Passive. This increases her ability to use Empowered E and allows her to heal between camps easier. * ~~Also, she needs her HP regen ungutted. If the healing portion here is the reason for that, it almost doesn't feel like a fair trade, since Evelynn is guaranteed to always be low health.~~ Q: * The way in which the damage is split between the projectile and the next three attacks against the target of the projectile is needlessly complicated. My recommendation for Hate Spike is to remove the extra damage portion, and add it onto the projectile burst damage. It makes it stronger poke, but I don't think that's a bad thing for her current balance state. * Evelynn's mana pool isn't going far enough without Blue buff for regen, really hurting her pathing options and her laning ability. Q is the main way she's using her mana, so I recommend lowering the cost early in the game. * new stats would look like: > Mana cost (35/45/55/65/75) Lasher Damage: (55/90/125/160/195) (+60%AP) Hate Spike Damage: (25/30/35/40/45) (+45%AP) > **Edit** After playing quite a few more games on Eve, I'm not feeling those numbers anymore. Right now, she has incredible late-game burst on whoever she lands the Lasher on, and I think that's eating more of her power than it should. To make room for the other changes suggested, I'd recommend Mana cost (35/45/55/65/75) Lasher Damage: (55/90/125/160/195) (+55%AP) Hate Spike Damage: (25/30/35/40/45) (+40%AP) W: * I'm really missing the movement speed on old Evelynn. It feels bad to mark an enemy and have them run away from me, especially before I can start using my stealth. And Evelynn's ganks feel pretty weak right now. My recommendation for all of this is to add Movement Speed toward the Marked target to W. E: * Evelynn does not have the power to engage, at all. She's slow, she's kitable, she has no mobility, and she's fragile and melee. In lane, this combination won't work out at all. She needs to be able to get onto people if they don't respect her W and stick around for a fight. * My recommendation is to grant Empowered a larger range, equal to her detection radius. R: * I'm actually okay with the way that the teleport works. It makes R more risky and therefore have more room for power. * The one thing I'd really like to see is **the teleport should place Evelynn in stealth**. Visually, she's already going into demon form when she ults, and gameplay wise, it would make R a better escape tool and give Evelynn a chance to go back in if combined with the extra range on Empowered E. Overall, I think that **Eve is under delivering in the current build**. I haven't gotten to test her damage versus champions or in teamfights much, so I can't speak to her later-game balance, but that's what I'm seeing so far. Implementing all of these changes would: Make her jungle clear more healthy (better use of her passive). Make her jungle clear faster (more damage on Hate Spike, more uses of Empowered E). Make her ganks more powerful, especially before 6 (movement speed and range on Empowered E so that she can get to the target). Give Evelynn more capability in lane, both in farming/waveclearing with Q and with engaging with Empowered E. Make her more slippery in teamfights (restealth after R, range on Empowered E). **Edit** Reduce her late-game damage to give her more power budget to *reach* that late game.
One thing I can't complain about: her damage with a full build. She not only shreds squishies, but she can take down Elder really quickly all alone with her great DPS. She'll still have a hard time actually getting to targets, given her 2.5-second telegraph, high visibility range, and low mobility, but once there she's doing her assassination job decently. I don't think that excuses her early game and bad laning, though. Plenty of champions can become that strong late game without being so crippled early. I still stand by these suggestions! ^.^ Would be wonderful to hear from you about them, Ranger, just so that we know if changes of this scope are willing to be considered. I'm guessing, since you avoided responding to this, that they're probably not.
: I have to disagree with the 'worse than' (insert champion here) Having a hard CC is something very spicy and crippling to enemies. She doesn't have to have stealth to make a gank happen. Yes, her ganks are much different than her current skill set on live but that is something we wanted to avoid. There isn't much people can do about it. I also do not know what you mean by lack of usability. All of her stuff is usable. Can you please reword that, I do want to understand :)
I'm curious what the internal opinion on her power level is. Most people looking at her on the reddit consider her weaker than before, having given up early damage and stealth for the hard CC. Do you think that we're just not playing her/looking at her in the right way, or is the current version perhaps weak, balance wise? Also curious about your thoughts on how mana hungry she is, both in the jungle where she can spam Q, but also in lane where she has no access to Blue buff. Is this, combined with her loss of early ganks, an attempt to make her more a late-game champion with a weak early game?
: Evelynn Update - Questions, concerns and overall comments!
Playing a lot of Evelynn in the Practice Tool right now, trying to get a feel for her relative to other champions: Passive: * I'm actually okay with her passive coming online mostly at level 6. However, I wish that it were more useful in jungle: the way that it's designed now, it feels like it's far more useful for lane Eve than jungle Eve. * My recommendation here would be to add a caveat to the passive: Killing a monster immediately activates the Passive. This increases her ability to use Empowered E and allows her to heal between camps easier. * ~~Also, she needs her HP regen ungutted. If the healing portion here is the reason for that, it almost doesn't feel like a fair trade, since Evelynn is guaranteed to always be low health.~~ Q: * The way in which the damage is split between the projectile and the next three attacks against the target of the projectile is needlessly complicated. My recommendation for Hate Spike is to remove the extra damage portion, and add it onto the projectile burst damage. It makes it stronger poke, but I don't think that's a bad thing for her current balance state. * Evelynn's mana pool isn't going far enough without Blue buff for regen, really hurting her pathing options and her laning ability. Q is the main way she's using her mana, so I recommend lowering the cost early in the game. * new stats would look like: > Mana cost (35/45/55/65/75) Lasher Damage: (55/90/125/160/195) (+60%AP) Hate Spike Damage: (25/30/35/40/45) (+45%AP) > **Edit** After playing quite a few more games on Eve, I'm not feeling those numbers anymore. Right now, she has incredible late-game burst on whoever she lands the Lasher on, and I think that's eating more of her power than it should. To make room for the other changes suggested, I'd recommend Mana cost (35/45/55/65/75) Lasher Damage: (55/90/125/160/195) (+55%AP) Hate Spike Damage: (25/30/35/40/45) (+40%AP) W: * I'm really missing the movement speed on old Evelynn. It feels bad to mark an enemy and have them run away from me, especially before I can start using my stealth. And Evelynn's ganks feel pretty weak right now. My recommendation for all of this is to add Movement Speed toward the Marked target to W. E: * Evelynn does not have the power to engage, at all. She's slow, she's kitable, she has no mobility, and she's fragile and melee. In lane, this combination won't work out at all. She needs to be able to get onto people if they don't respect her W and stick around for a fight. * My recommendation is to grant Empowered a larger range, equal to her detection radius. R: * I'm actually okay with the way that the teleport works. It makes R more risky and therefore have more room for power. * The one thing I'd really like to see is **the teleport should place Evelynn in stealth**. Visually, she's already going into demon form when she ults, and gameplay wise, it would make R a better escape tool and give Evelynn a chance to go back in if combined with the extra range on Empowered E. Overall, I think that **Eve is under delivering in the current build**. I haven't gotten to test her damage versus champions or in teamfights much, so I can't speak to her later-game balance, but that's what I'm seeing so far. Implementing all of these changes would: Make her jungle clear more healthy (better use of her passive). Make her jungle clear faster (more damage on Hate Spike, more uses of Empowered E). Make her ganks more powerful, especially before 6 (movement speed and range on Empowered E so that she can get to the target). Give Evelynn more capability in lane, both in farming/waveclearing with Q and with engaging with Empowered E. Make her more slippery in teamfights (restealth after R, range on Empowered E). **Edit** Reduce her late-game damage to give her more power budget to *reach* that late game.
Rioter Comments
Rioter Comments
: Very Low Obnoxious Music
Yep, came looking to find someone else with the same problem. It continues to play regardless if the window is in focus, even if it's minimized, which seems like a big nono.
Rioter Comments
: Gotcha, thanks! Lux's Elementalist skin - her joke I believe, one of the cycles it says "oh damnit." And I am pretty sure she uses the same word for one of her new VO lines - just as an FYI.
Oh, head it again. Line happens on any jungle camp, apparently: "Wonderful, more little s***s" Thanks for the Lux heads up. Means it would be even more useful to have something like this!
: Out of curiosity, what lines do the new champs say you are referring to? I know of the other two, and depending on your opinion of what is profanity, Lux has some too I believe.
Ah, I haven't listened to Lux's new VO, so I don't know there. Upon killing scuttler, sometimes Xayah says something along the lines of: "Just what we needed, another little s*****" One of Rakan's lines is something along the lines of: "D***** I look good." That's what I've run into just playing them in bot matches so far.
: I understand where you are coming from. However, you have to remember that the majority of LOLs audience are mature and I feel like the content that RIot makes are designed for this audience. So I suggest that you turn down the Voice volume in the Sound settings or just keep your sisters out of your room. Just my opinion.
Yeah I expect that to be the response. But I still hope that Riot will humor those of us who enjoy the gameplay of League, like to listen to the voice acting, but prefer not to listen to profanity. Not saying that I want champions not to have profanity in their lines: for those who like that, that's totally cool. I wouldn't want to take that away from anyone. But I would like to be able to play new champions without constantly glancing over my shoulder, hoping that no one with sensitive ears has come by. And hey, even I myself am not a fan of profanity, so I'd prefer to have a toggle for such lines even without my sisters being in the picture ;)
Rioter Comments
: > [{quoted}](name=FancyKiddo,realm=PBE,application-id=cMKtzQHY,discussion-id=MGJmrmLH,comment-id=0005,timestamp=2017-01-24T21:24:40.430+0000) > > I'm curious why a character that was specifically designed to shrug off the cleavage/almost naked tropes (by IronStylus, who loved throwing armor on the ladies) has cleavage in all of her skins. For this line, you even gave TF a gigantic armored paldron! Would it be too much (I'm guessing it would be, but eh) to get some chest and upper-leg armor on this skin? Nooo don't ruin it. Heartseeker Quinn was changed too (although THAT one was understandable) to be more modest. I'm a girl and even I don't want that stuff. This skin is gorgeous and I really hope they don't change it because people want more ARMOR. She doesn't have ONE sexy skin. Let it gooooooooooooo
Well I, as whatever gender I am, _do_ want more armor! And yes, the skin is gorgeous. It's not even distasteful in the amount of skin that it shows. But, it doesn't fit Diana's visual concepts and designs, which specifically covered up everything except for her face. And that's been missing on all of her skins so far (not really sure where you're getting the "she doesn't have ONE sexy skin" thing. If you're counting this as sexy, then all of her other skins probably fit that bill, too). It would be as if Miss Fortune had no skins with cleavage. Or Garen had no skins with a shirt on. Or Taric had no skins with his glorious chest poking through. These are part of the character's design that should be changed sometimes (maybe), but which really ought to be respected in most of them, or at least SOME of them. And just because it's a change to reduce the amount of cleavage shown, it's not because I hate cleavage or want to shame people or anything of that sort. It's just that (like Heartseeker Quinn) it doesn't make sense for the character. Believe me, I'd raise just as much of a fuss if they changed all of MF's skins to hide her cleavage.
: PBE Bugs & Feedback Thread: Blood Moon Diana!
I'm curious why a character that was specifically designed to shrug off the cleavage/almost naked tropes (by IronStylus, who loved throwing armor on the ladies) has cleavage in all of her skins. For this line, you even gave TF a gigantic armored paldron! Would it be too much (I'm guessing it would be, but eh) to get some chest and upper-leg armor on this skin?
: Just gonna repeat a couple things and add a few myself: Transitioning AS passive is really clunky. Could we make the buff have fall off instead? Just over the course of 1-2 autos. Might need to do some tweaking but it would feel much much smoother instead of SlashSlashSlashSlash......Slash.......Slash.......Slash....... Abilities not Queuing up autos answered has been mentioned, just putting it out there again. W passive red causes a lot of visual clutter, often looks like abilities coming over walls (Think forsaken Jayce Q) as well as makes it hard to distinguish team colour at a glance. Had many an enemy come in on fights that I either didn't see until they were on top of me or I mistook as a Teamate because of all teh Red colouring them. (Hurts regardless of team, making blue look like red so you don't know whether they are blue or red at a glance.) W passive tracks can look a bit strange when enemies are pathing through the jg, lines clipping walls, pointing in both directions at sharp corners etc. W active shouldn't stop movement commands. Not sure if this was only happening when no enemies were near or not. W active feels a bit strange when there are no enemies nearby. Not sure what could be done with this, maybe make it ease out of the animation more smoothly? Could we get his ult range to change colour slightly? There have been times near fights where I can't tell where the line is because it is too faint and blends in with W passive. Maybe Rengar Passive colour or a darker Red? Mentioned some gripes about the recall in a different comment here so I wont mention that. Not sure if it needs changes but some of WW's animations feel very long for LoL animations. A held Q spends a lot of time dashing through them/animation time after you are already behind them. Makes you feel like you have to use tiamat to cancel the animation just for that ability. A missed ult also has a long animation after you land. - As I said not sure if they need changes, just don't seem normal for LoL abilities which generally let you react as soon as the main animation finishes. Other than that good job on a lot of things. He looks really good and through the transition clunkiness he plays super interestingly without being overly complicated. I especially love the dance. (If anyone knows the name of it let me know, I know I have seen it before.) I really like the new look along with the pointy ears.
> [{quoted}](name=Fondling Gems,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=rpetZmtK,comment-id=001e,timestamp=2017-01-11T05:26:29.255+0000) > (If anyone knows the name of it let me know, I know I have seen it before.) https://youtu.be/sOnqjkJTMaA?t=8m35s
: Hey! A few things: 1) The rework, and everything about it, FEELS GREAT (story/art/VO/gameplay). I've never been much of a WW player myself, but the rework is slotting him into a spot that I really love. 2) I really like the music/sound effects for blood hunting. But, there are a few things that are small niggles: 1) He should start attacking his ulted target once his ult ends. unless something else is buffered. I've done a lot of standing around after an ult before going "Oh! I'm just standing around!" This is worse in big teamfights where you get CC'd off of the enemy with a silence or something, and simply don't notice. 2) Q's cast time with high AS feels wonky/slow, like there's too much out animation after damage gets dealt. For someone that hits AS cap automatically, this feels kinda bad. 3) Building on-hit items is hard. I want to be able to put a Wits End or Ruined on him, but I feel like the AS is a wasted stat since it doesn't really synergize with his W passive. It ends up pretty much only being a tiamat item on him. This is contrary to like, Volibear, who AS/on-hit items feel great on even though he doesn't synergize with them as well. 4) WW feels REALLY STRONG right now. Like, diver mobility with juggernaut damage and sustain and tank CC, all rolled into one. He feels like he needs a little something shaved off somewhere. That's all for now!
5) Bug probably: Killing someone with your ultimate leaves you still channeling, unable to do anything until the animation would end. 6) Bug probably: Blood trail feels really finnicky. Sometimes I'm running away from all the enemies, and I get a movespeed buff. Sometimes I run toward an alone enemy, and suddenly move like Sanic toward him as if he had 20% HP. And sometimes, I'm all alone following a trail, and WW just can't make up his mind whether he should be casually walking along or if he should be running like his tail's on fire. Just all around, it feels inconsistent and random. 7) I figured out where I recognize his playstyle from! He feels a lot like old Poppy! Which is great for me, cuz I loved that.
: Warwick Update Feedback Thread
Hey! A few things: 1) The rework, and everything about it, FEELS GREAT (story/art/VO/gameplay). I've never been much of a WW player myself, but the rework is slotting him into a spot that I really love. 2) I really like the music/sound effects for blood hunting. But, there are a few things that are small niggles: 1) He should start attacking his ulted target once his ult ends. unless something else is buffered. I've done a lot of standing around after an ult before going "Oh! I'm just standing around!" This is worse in big teamfights where you get CC'd off of the enemy with a silence or something, and simply don't notice. 2) Q's cast time with high AS feels wonky/slow, like there's too much out animation after damage gets dealt. For someone that hits AS cap automatically, this feels kinda bad. 3) Building on-hit items is hard. I want to be able to put a Wits End or Ruined on him, but I feel like the AS is a wasted stat since it doesn't really synergize with his W passive. It ends up pretty much only being a tiamat item on him. This is contrary to like, Volibear, who AS/on-hit items feel great on even though he doesn't synergize with them as well. 4) WW feels REALLY STRONG right now. Like, diver mobility with juggernaut damage and sustain and tank CC, all rolled into one. He feels like he needs a little something shaved off somewhere. That's all for now!
: Thanks for the feedback! The focus on the new W's gameplay revolves around what choices the Fizz player and their opponent makes as the DOT charges up their active damage. As Fizz, you can still weave in a couple of extra auto attacks for basic damage and bait out an attack with your E. Or you can dance around the creeps before you dive back in. Ideally the mastery should stem from learning what pattern will be the most effective based upon your lane opponent, who's ahead or behind, where both team's junglers are positioned, etc. I'll keep an eye on whether his auto attacks might need some love without access to his live W though.
I've played the rework a few times vs bots, and I'd just like to weigh in saying that I'd like to see some more power moved back to Fizz's between-cooldowns damage. Fizz for me was never about dodging in and out of combat. He was about dodging while staying in combat. You smartly choose a target, bait out their big abilities and CC with E, and then hit W to smack em in the face for a few seconds until they die. New W seems to change that pattern. It seems as if you want Fizz to Q for W passive, E just to buy time, land, W now that it's been 2 seconds, and disengage without any of his mobility spells until all of his cooldowns are back up. I think that this is going to end up making him less fun to play as and against, as it reduces the amount of time that he wants to remain engaged with enemies. Now, that's coming from someone who plays Fizz jungle/bruisery. I'm unsure how well assassin Fizz was one-shotting enemies with his previous W: if he was, then new W definitely extends his engagement period. But for anyone who was having to commit to a fight more than that, I feel that new W is a bit disappointing in lack of sustained damage.
: [Assassins] Rengar Feedback Thread
Just given it a turn in a bot game, and I'm a bit worried about Rengar's jungle clear now. The heal on W is a lot less consistent now. Q AoE might make up for that, though, not really sure yet. Also, what's with Rengar and Talon Q becoming spells instead of AAs? I really like the feel of them both as spells, but I see a lot of Death's Dancers in my future, as their two main damage abilities won't work with normal life steal anymore :(
: All you need to know to about linking your PBE account to your live account... again!
Hey, I've tried many times to get this account verified, but it's not working. I have the email address set properly, but when I click the Verify your email "Resend" button, I don't get an email. I also didn't get this warning email, though I'm pretty sure that it applies to me.
: Taliyah feedback thread
As she stands now, I think Taliyah is really cool. But I feel like I'm being punished for picking her. I think that she needs something in return for being so hard to play. [Already made a post explaining WHY I came to this conclusion, so here's that for further reading. ](http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/8UHlMbeG-taliyah-feedback)
Rioter Comments
: W has its energy cost reduced by 5 btw
Yeah I didn't see that when I checked, but that's what S@20 is saying!
: OH MY GOODNESS SHE FEELS SO (close to) PERFECT. I don't even care about her balance state right now, she just feels so goooooood. This is what Cass should feel like! There is one thing I'd like to know about. Did you guys explore the idea of W stopping on champion hit, like it does on wall? That would give Cass more reliability on the spell, and I think that Cass is going to need that extra little bit. She is already super hit-or-miss on her ult, and most of her damage and survivability relies solely on her Q ATM.
Okay, having played her some more in something other than a custom: E now has a bunch of the problems that old E had in inconsistency vs poisoned targets. Remember how you guys had to change old E to still reset on enemies that were poisoned when E was launched, but not when E landed? That's a big problem here now, too, because that's not included in the E->poison interactions now from what I can tell. This is made especially bad by a few things: Q CD doesn't line up with poison duration, so it's easy to end up landing some unpoisoned Es when you think you really aught to be landing poison ones W poison now ends AS SOON as an enemy steps out of the poison area. It's easy for enemies to move out of the area, getting non-poison E instead of poison E. E itself is super lame when the enemy isn't poisoned. I'd like to see this fixed by doing the same stuff for this poison interaction as E had with its old poison interaction before, IE the poison effect checks not only when the attack lands, but also when it's fired. Q does feel a bit clunkier and a bit harder to land than before. Seeing as W is no longer a go-to EZ poison like it used to be, it's now super hard to get a good combo going for E. Last hitting with E is HARD. I'm trying to stack tear here, but it feels like my E is doing less damage on unpoisoned targets than minion AAs. It seems like a noob trap of sorts to have the mana refund at all if it's going to be this hard to actually use it. I feel slow. This was especially noticeable come 20 minutes in when I had Homeguard, but still felt pretty slow. Feels like her passive could use a buff.
: MYMU - Cassiopeia Discussion
OH MY GOODNESS SHE FEELS SO (close to) PERFECT. I don't even care about her balance state right now, she just feels so goooooood. This is what Cass should feel like! There is one thing I'd like to know about. Did you guys explore the idea of W stopping on champion hit, like it does on wall? That would give Cass more reliability on the spell, and I think that Cass is going to need that extra little bit. She is already super hit-or-miss on her ult, and most of her damage and survivability relies solely on her Q ATM.
: [MID YEAR MAGE UPDATE] Where are Kennen and Viktor?
Looks like Viktor has no changes. SAME AS IT EVER WAS. https://www.youtube.com/watch?v=98AJUj-qxHI
: [MID YEAR MAGE UPDATE] Where are Kennen and Viktor?
OH WAIT KENNEN HAS BEEN CHANGED: Passive: Mark duration 6.25->6 seconds Target gets reduced stun: 7 -> 6 seconds Q: Energy cost down by 5 W: No changes E: No longer mentions half damage to minions or being unable to AA, but no gameplay changes New R: Strikes all nearby enemies every .5 seconds. Each successive strike deals 25% less damage.
Rioter Comments
: MYMU - Vel'koz Discussion
Oh, so he's not losing his knockup? THANK GOODNESS!
: PBE Bugs & Feedback Thread: Infernal Diana!
If I remember correctly, a 520 RP skin has new textures, 750 has a new model, 975 has new effects, 1350 has new voiceover effects. Doesn't this skin fit the qualifications for 975, not 1350 RP?
: The Cassiopeia Rework is Not Right
The intended implementation is that E has a static 1-second cooldown. Combine this with the W changes, which seem to suggest that she's going to be able to place down multiple clouds at a time, and it makes new Cassiopeia extremely slippery. E's interaction with poisons is now just an increase in damage. This makes Cass muchc more consistent and safe to play, because as a targeted ability, and without the punishment of a long cooldown if your enemy is not poisoned, Cass can not start fights with E. Once you have a Rylais, the full single-target slow from E is going to open them up to poison application, letting you either escape with the MS burst from Q, or burst them down with more Es.
Rioter Comments
: Global Splash Update Incoming!
There are two splashes that I hugely object to in this batch: The new Irelia https://1.bp.blogspot.com/-TRHPMtiflRM/VvWrbTyy2fI/AAAAAAAAMpI/LiGV7Mc5iOY7XizoOIT8su-ECmNHinzNA/s1600/Irelia_Splash_0.jpg And the new Cowgirl Miss Fortune https://3.bp.blogspot.com/-LEYsBSlLwa0/VvWrdQvgNNI/AAAAAAAAMp4/MUX9OzNkq44Nl2VgA360vgfVI6nFQqiAg/s1600/MissFortune_Splash_1.jpg This is not because I'm a fan of the old splashes (they both show their age rather horribly), but because these two splashes are so low quality that I think swapping to them, even in the interim, is going to be a bad idea. The problem is, if the current art is replaced with these, the expectation becomes that they won't receive proper redone splashes, and we'll be stuck with these pieces for as long as we've been stuck with the originals. The Irelia piece is obviously done by an artist who understands how to shade metal, but does not understand how to shade skin. All of the shadows on the skin are a very desaturated grey, stealing all semblance of life from Irelia. And her face, it seems as if she lost a duel to the pain, causing every babe to weep at her passing, every player to cry out "Dear God, what is that THING?" Please no, just please no. The Miss Fortune piece suffers from the same shading issue (see how grey they are?), and while the face is better, it's still somewhat freakish. Thanks! I don't play Irelia nor Miss Fortune, but I do care about the visual integrity of my play experience, and I would rather not see either of these splashes when I have to play with or against these champions/skins.
Rioter Comments
: [Loot System] Unlocked item stays in loot
Alright, got around to logging on on a second PC. The item still appears in my loot inventory. However, though I still have the icons, it is now unlockable, and when I checked, I saw that the champion page said that I didn't own DJ Sona (could buy it for 1 IP). I used the unlock again, and received the same popups/errors as before. Edit: And I can use the skin in game.
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FancyKiddo

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