: Can we get some insight into what constitutes S- and above rank? Is it different per role of Dynamic Que, flat across the board, different for each champion etc? I ask because there have been times when I am unclear as to why myself or someone else in game didn't get an S- or better. Especially those playing support.
Every champion has a unique standard. The grades are based on assorted averages that constitute performance (kills, deaths, assists, ward placement, ward kills, etc.).
: So we are making champion mastery a matter of luck instead of skill or perseverance. I'm sure people will love that. Take away the players' agency and replace it with a lottery. Quality stuff.
No luck involved. You don't have to sit around waiting to get the shard for your champion to move on. You are not at all gated by RNG. If you don't have the shard, buy the random ones. You're guaranteed to get shards worth enough essence for the mastery tier unlock by the third shard.
: This pack has a "sweet" theme, so I don't think silver has any chance of happening.
And there you have the problem with specific themes for chroma packs. It limits creativity. Lucian has an amazing chroma pack because it's not themed. Riot got to just do three colors that look good and put them together without worrying about what colors "went together."
: Make the Q do Ukelele sounds, I'd love you forever.
: I think the blue Cait and blueish Morg are way too similar to their default colors. I think the yellow and gold Zac Chromas are way too close to each other also, especially considering we are still being forced to buy all of them even if we only want one. I still think it's ludicrous we can't buy them individually. Counting this newest batch I would have purchased 5 chromas if they were sold individually. As it stands I have not purchased a single pack, and will never purchase one. Other than what I mentioned the other ones look great.
I'm with you on a lot of this. I don't mind having to pay for the pack, but the three skins in the pack need to look different from one another. The Fizz, Lucian, and Blitzcrank packs are good examples of this. You may not like the look of everything, but at least you're getting three very distinct recolors. With this Zac pack, you might as well toss a coin on yellow or orange, because they're so damn close to each other.
: Chroma Packs Slingshot onto PBE
This is an incredibly disappointing crop of chromas. Two of the Zac chromas, and two of the Darius chromas look very similar to each other. Caitlyn's blue chroma looks very similar to her base skin. The black Zac chroma looked amazing and fit the theme as Liquorice Zac. I don't see any reason why it needed to be removed in favor of what is essentially a lighter version of one of the other chromas in the pack.
Rioter Comments
: PBE Bugs & Feedback Thread: Pool Party Mundo
Obvious: Ukulele sounds missing from recall. Recall uses the default cleaver hit sound. Opinion: Could use a new E particle. The red lines look really weird on this skin.
: is it up for testing yet? Because all of the new skins say "Unavailable" for me. :/
I was able to buy and test it. It appeared to temporarily say unavailable, but updated the second time I clicked unlock in the store.
: Its cool that you're trying to balance this spell but I still think this summoner spell is a terrible addition to ARAM. Warmogs+BT additions would have already toned down the Poke champs in ARAM. This spell has made the gamemode quite a bit less enjoyable for me. 3K+ ARAMs played
I'm fully with you on this. I have right around 1000 ARAMs played on my main account, and I immediately stopped enjoying them when Mark/Dash was added. Tanks (even immobile tanks) were perfectly fine. Yes, it took them longer to become effective, but giving them free tools to make their game better only shifted the "these champs are shit to play" stigma to ADCs and squishy APCs.
: Vel'Koz changes on PBE
I'm not a fan of these changes at all. > When making Vel'Koz, one of the most important things that had to be true about Vel'Koz is that he fulfills the role of a terrifying laser face melter. On his release, I'd say it's fair to say he felt that way, but his ult often felt like there was something lacking if you actually built the primary mage offensive stat - Ability Power. Vel'Koz already is a massive damage threat in the late game with a CDR+Mpen build. When playing Vel'Koz I've never felt that his ultimate is underpowered. The only instances where it does not do enough damage are instances where I, the player, do not land it properly. Vel'Koz isn't going unplayed because his ultimate does small damage; he's not seeing play because immobile glass canon mages are out of favor. Turning him into *even more* of a glass canon doesn't solve that. Additionally, forcing Vel'Koz players to either stack AP or have a lower damage ultimate means that his early game is going to be even worse. If I want to get kills, I need my ultimate to do heavy damage. Now I need 333 AP at level 16 in order to reach that same level of damage. Even if I'm sitting on {{item:3174}} {{item:3020}} {{item:3157}} {{item:3135}} that's still 83 AP short of equaling the base damage before the change. I don't know what I'm supposed to build now. I need the CDR to clear waves. I need some form of defensive stats to not get blown up instantly. If I stack raw AP, I can put down damage with the ult, but the rest of my spells will be up infrequently because I don't have CDR. What this does is force me into either not having a particularly great ult (CDR heavy build), or my build putting me in a situation where my ult is all I have going for me.
: Heimerdingers back animation is bugged and doesnt show anything first then shows his dingr after a short time but no tht rocket. Repro steps pick heimer press b to go back
I'm having the opposite problem. For me the DINGR was showing up with the rocket as soon as the animation starts, then the arm and rocket disappear about a second or two into it. Either way, the animation is definitely buggy as I didn't get it to work right once.


Level 30 (PBE)
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