: 1- it is intended that you can dash back to a dead target. It would be unfortunate if you E1 someone and your allies killed them, when you are expecting to use E2 on said target to escape. However, you are pointing out some potential clarity issue that I'll poke Harrow about. 2- it's complicated. We buffer all your inputs when you are dismounting, so that as soon as you land, Kled will fire that ability. Additional, it allows players on a higher ping to be less punished ( when compared to the suggested implementation) - locking everything out. We currently happy with that trade off. 3- is totally a critical bug we need to fix. It is a symptom of the "Kled isn't dying bug" > What was the decision behind his W not being an active? tldr, it takes away a lot of the gameplay and decision around the ability, and would require us to shave away the power of the ability given the agency and control Kled would have. > Is there any consideration into him receiving courage from clearing jungle camps or is that off the table? As far as I know, No. Be brave, get angry. Ask yourself, "What would Kled do?". Go fight big scary things that would encourage Skaarl to come back. Dismounted Kled is rewarded for taking very risky and aggressive actions to remount, fighting a large monster is not that. -Exgeniar (QA on Kled) ps. I still don't know why his account is still tempname... T_T
: Let me start by saying I find Kled to be incredibly fun. I think once people understand his kit and play style he will be within the ball park of a balanced state. That being said here are a few issues I've had with him that made him feel a bit wonky: 1. This is probably a bug but I've noticed when you joust an enemy and get the reset before the enemy dies you can still use it to dash back towards the dead body. I found this a little confusing sometimes because the indicator goes away if the target dies and found myself unintentionally jousting away on accident. 2. Another issue I have is using abilities as he dismounts often results in an unintentional pistol blast. I'm not certain if this is due to the higher ping I tend to have on the PBE server or not. I know most champions that have a transform mechanic have a very brief cooldown period before they use an ability to prevent this and think Kled would feel better with that same mechanic for his Q. 3. When unmounted it seems like his max unmounted health indicator sometimes jumps around sporadically and needs to be smoothed out and be more clear. When it comes to his abilities I think his ult and passive are the most fun part of his kit and feel good other than the buggy things with the passive that I'm sure will be smoothed out before release. That being said I just have a couple of questions. What was the decision behind his W not being an active? Is there any consideration into him receiving courage from clearing jungle camps or is that off the table?
Also after playing him more I really enjoy the feel of his mounted Q, especially when comboed with his W. I've also come to enjoy the knockback on his unmounted Q as it does give a means to escape (often over walls) when you're in over your head. It also feels good as a poke and disengage when laning for courage. It is also usefull when chaing for hoping over flashable walls or evev just dashing closer to them. Lastly, when chasing you don't want to fire it at the enemy unless you need that last bit of courage for an ult or if they are low enough for it to kill. All this ads a cool dynamic to his unmounted play style that is far more interesting than the all I can do is just run at the enemy and hope I don't die style I was initially expecting.
: Kled Gameplay Feedback Thread
I think clearing jungle camps should give courage. I'm thinking maybe just killing 3 or 4 large monsters should be enough and possibly give the same amount for small monsters as minions (so maybe like 2 or 3 camps and a skutler) to mount up without being over powered. I don't think he should generate on-hit for normal jungle camps as that would give him way too much sustain.
: Kled should be able to jungle..
I think clearing camps should give him courage. I don't think he should gain it on hit like he does for towers, epics, and champions but if clearing around 3 camps gave him enough courage it would be plenty balanced.
: Well to be honest I already see the fact that he regains skaarl so often in teamfights being an issue, cause he's unkillable at times. Wouldn't be surprised if they limited how often he can regain skaarl
When he regains skaarl there is a 30 sec cooldown for him to gain any courage. In otherwords if you regain skaarl once and get bursted down to just kled you won't be seeing him again for at least 30 secs.
: Kled Bug Thread
Not sure what the cause of this is but Kled occasionally doesn't take damage while unmounted. It happened to me once during a heated battle so I was uncertain but then in another game while I was diving a turret I took 2 turret shots and lost no health. I also didn't gain any health from regen as my health just stayed static. I'm unsure if I was at max unmounted health or not as the indicator is still bugged as well (they could be related). It also seems this invincibility only lasts a couple seconds. Hope this gives you some insight!
: Kled Gameplay Feedback Thread
Let me start by saying I find Kled to be incredibly fun. I think once people understand his kit and play style he will be within the ball park of a balanced state. That being said here are a few issues I've had with him that made him feel a bit wonky: 1. This is probably a bug but I've noticed when you joust an enemy and get the reset before the enemy dies you can still use it to dash back towards the dead body. I found this a little confusing sometimes because the indicator goes away if the target dies and found myself unintentionally jousting away on accident. 2. Another issue I have is using abilities as he dismounts often results in an unintentional pistol blast. I'm not certain if this is due to the higher ping I tend to have on the PBE server or not. I know most champions that have a transform mechanic have a very brief cooldown period before they use an ability to prevent this and think Kled would feel better with that same mechanic for his Q. 3. When unmounted it seems like his max unmounted health indicator sometimes jumps around sporadically and needs to be smoothed out and be more clear. When it comes to his abilities I think his ult and passive are the most fun part of his kit and feel good other than the buggy things with the passive that I'm sure will be smoothed out before release. That being said I just have a couple of questions. What was the decision behind his W not being an active? Is there any consideration into him receiving courage from clearing jungle camps or is that off the table?
: It seems the rest of the community is buzzing about how amazing the rework is because it's something new for the sake of something new :/. Well, at least mostly. Any opinions that anyone wants to put here instead of the place where they'll be downvoted into oblivion?
I had my fun with the rework. Now I'm Bored with her... Something that never happened with old Poppy. Oh god now I miss Poopy so much! :.(
: The Q&A didn't really share the same topics though, since it was a lot more about creative design and whatsnot.
I actually recently posted in the Q&A about this issue but haven't gotten a response. I don't think they are still responding to that thread after 12/3.
: Hey there! This is a pretty cool kit! But I just can't shake the feeling that... it's not Poppy. My gut feeling, not having played this new Poppy, is that you've decided to focus on things that weren't part of Poppy in the first place. When I think Poppy, I think of a hypercarry, who rushes through the enemy team to destroy a high-priority target. Her early game is awful, but if you give her enough time, she'll eventually put the whole team on her back and go on to victory. Poppy was all about the inevitable doom of facing Late-Game Poppy. It was all about keeping a stern face, not feeding too badly, and not making stupid mistakes. "Knowing that in 60 minutes, you will one-shot the whole enemy team, it fills you with DETERMINATION." That was Poppy. Now she's a support? Now, instead of killing people, she knocks them far far away? Instead of putting the team on her back and destroying all the things, she just stands in the back and makes sure that the ADC doesn't die? Now, consider, this is only based off of the reveal and what S@20 has datamined so far. I don't know her scalings, though the reveal does say that she eventually has to switch to tank, which suggests that her base damages are going to be it all for her. I do know that she no longer gets free defenses, instead just having more cost-effective defensive stats. I see how her ult can lead to big plays, but I don't see how the new kit is Poppy, instead of, I don't know, George, the Hammer Holder. So, maybe you can enlighten me so that I can come at this from the right angle. At the moment, I don't feel like the rework is a success, because I don't think that it fulfills Poppy's fantasy. Perhaps you guys were just thinking of a different fantasy than I was, so: What is the fantasy that y'all are trying to fulfill with this Poppy rework? Thanks! I look forward to your response and eventually getting to try her out.
I feel like the ult would be cool on a new champion but it isn't Poppy.
: Poppy Update Feedback Thread
I feel like most Poppy mains (who are the majority affected by this rework) were looking forward to the rework and many like myself may feel a bit let down. Here's the feedback I've been seeing most commonly from other Poppy players: 1. Her personality got flipped on its head. She use to be a stern serious character who was very literal and now she seems to have this "Ditsy blonde stereotype" (This is the most common description I've seen). Frankly it makes her lose her identity and some people even feel a bit offended by the change. I'm sure this wasn't Riots intention but I worry that in full release it may be portrayed as an degrading of the "Strong female character" role model. *An idea for a fix could be to give her a sarcastic sense of humor about the amount of heroes on the battle field or about her small stature and maybe bring back the "I don't know any jokes" line to enhance this. 2. Her in game identity has also been greatly diminished. Right now it seems if you build her tanky she doesn't do enough damage and and is just a minor inconvenience in team fights. If you build damage her scaling is not on par with other champions and gets very little benefit from either of her passives. Of course she no longer has a late game carry potential. I'll tackle her abilities one by one. Passive: Where the buckler lands is too random and it's not fun having to deal with its placement. Poppy stops to attack at the range of the buckler instead of throwing it mid pursuit. Since there is little control of when you get the shield it becomes much less meaningful to a fight. *Possible fixes: Always give her the shield (Maybe more like 7% or maybe give it some ap scaling as well max hp) but only refresh it when she picks up the buckler. Also make buckler mechanics smoother. Q: Mechanically it is well done. It could have a bit bigger radius around poppy herself to make the E Q combo easier to hit without having to jerk your cursor around. The Devastating Blow should be Devastating! It's old name was more interesting than "hammer shock" and it just plain doesn't do enough damage for being Poppy's main dps tool. Most Poppy players are completely okay with having not a lot of meaningful damage from her other abilities as long as her Q is Devastating! *Possible fixes: Increase the ad scaling. Increasing the max health damage plus maybe return some ap scaling is an option too (since she previously had strong hybrid damage options). W Passive: Makes you feel like you are forced to build tank which completely contradicts her old identity. Before you receive damage reduction without building full tank and that was an integral part to Poppy's Identity. Even though her old passive was definitely way too strong some form of flat damage reduction should still be the way to go. It needs to feel meaningful! *Possible fixes: Add a % damage reduction buff that increases proportionally to the % health that she is missing (Like a 1:2 ratio, ex. 30% damage reduction at 60% health missing and 25% reduction at 50% missing) could also start weaker but scale with ability rank. W Active: Mechanically is very cool. The damage being her only ap scaling seems a bit weird and meaningless (since it is completely avoidable and useless against dashless champions). *Possible fixes: Get rid of the damage and focus on improving the passive E: Good old Poppy. Not much to say here. The ad scaling makes sense. Ult: Its a cool idea that would be better implemented on a new champion but does not fit Poppy's identity. The big issue here is that since this ult lacks meaningful damage (which is fine as I mentioned earlier) but also makes the enemies untargetable means it has almost no offensive utilization and in fact when just used as a knock up often does more harm than good. Since it has to be channeled and can be interrupted its weak for mid battle interrupt. If used at the beginning of a team fight the opposing team can just kit back a bit to reunite with the knocked back allies. The only consistently feasible use of it is when you are being chased. But Wait... you shouldn't care if you are being chased you're Poppy! You can handle it. Even with the way her kit currently is it doesn't seem to synergies real well. *Possible fixes: Listen to the Poppy players! My thoughts are that sending them towards the enemy fountain is the largest issue. I think if instead you send them directly behind Poppy (and probably decrease the max range or increase channel time) plus Allow the enemy to bounce off the edge of the map and allied fountain for obvious reasons and be targetable by allies. I think this would allow better synergy with her kit (W and E can't get past me) while also keeping the ability to save teammates such as your adc when an enemy squeaks past poppy you can send them back behind enemy lines. This is what I personally would think could be an even cooler ult if balanced correctly. 3. Splash arts are beautiful but the Character models could reflect them a little better. Not the biggest issue but could use some tweaks here and there. It has been creeping some people out. Thanks for reading all of this! I don't mean to speak for everyone but much of this feedback was influenced by what I have seen and heard from other Poppy mains so... POPPY LOVERS UNITE!
: Another Poppy main chiming in. I'd really like to hear some feedback from the team on the thought process to some of these changes. I mean that from an unloaded standpoint, i'm just curious on the rationale to some of the design choices in terms of kit. the new visuals, excellent start and with some tweaking it should be perfect. I like the new design. the kit. I know there was a back and forth between full fighter and tanky champ. I was very much hoping for a more burst or at least riven styled champ, not sure how i feel about being shoehorned into this much of a tank. I think someone mentioned earlier, since many of her players saw her as a carry, maybe she could have slid into a Morekaiser style role. not a fan of the passive. the mechanic to it doesn't feel right and doesn't particularly work well in general. that said if it's definitely not going anywhere maybe swap the pick up for a dmg boost or something that feels more rewarding, or refresh the toss. to be honest when i first read it i thought the pickup would refresh the toss similar to Olaf's Q The Q when combo'd with the wall slam is fine, feels like old poppy and the burst was there (at least in my build). that said if this was her new farm tool, it's difficult to farm with. I mention this because her farm used to be kept bad to slow the roll to hypercarry. now it seems like she can't be a hypercarry but her farm tools are still mediocre. W - ok concept but only did a few bot matches to say for sure e - at least something is familiar. R - i'll be honest, i think this one missed the mark. for a champ that is supposed to be in your face and charge into battle, the knockback is out of place on this champ. (I feel like this almost would fit Illaoi better using the tentacles to throw away a champ) maybe up the damage and just do a knock up instead of knock away? I feel like the bulk of poppy players put her in the melee carry group with jax, trynd, yas and the like. I think a juggernaut is an ok direction for her, however i think her damage should be brought up to at least allow the option of playing her successfully as a carry in the spirit of her old style while remaining healthier to the game. seeing her in this state is a bit sad, not that the new kit is awful, but either her damage needs to scale or the numbers need adjusted so she doesn't just play like a tank.
I completely agree with this. Also as a former Poppy main I think her ult is very disappointing and something needs to be changed with it mechanically. Maybe it should have a larger AoE and root the first person hit and knock away the rest? I don't know but there should be a thread dedicated to ideas on this. Other than that there are some big balancing issues to tackle with her right now. It seems like if you build her as just a tank her damage lacks and she can just be ignored in team fights but if you build more damage on her you lose the benefit of both her passives tank scaling. I'm really happy she has received a rework but I believe she still has a long ways to go.
: A Poppy Mains Feedback
I miss maining poppy! I totally agree with this post for the most part. I don't mind the duration on her W but I completely agree that the damage is weird and the passive scaling is not good if she received a total damage reduction under a certain threshold it would feel more like poppy and maybe have it scale with ability level. The ult is just not good. Needs to be different mechanically. Maybe have it knock back until they hit an obstruction? Making it do a ton of damage would insure anyone hit either dies or does not return to the fight so even that is an option. Honestly how it is now I wouldn't mind any changes because its so weak mechanically. Her Q was always the big hammer hit and does seem really weak. Mechanically its well made but the damage just isn't there. This is especially an issue since it has always been her only meaningful damage and still seems like it after the rework. I'm okay with her other abilities not doing much damage if her Q keeps this role.
: Illaoi Feedback Thread
One Thing to add is to kill of the souls when her target dies before the soul does. This gets confusing in teamfights and people often end up attacking souls of dead people. Also Thematically I don't think Illaoi is someone who would kill a person's body then start beating up their soul for no reason. It seems kind of cruel and unusual. {{sticker:zombie-nunu-tears}}
: I think she is a very well made champ but her E is something kind of weird to play with. om not sure if its better to use it as a poke or to keep them in the area or if it should be remade into her ult and her E be something different?
If she uses her E and you just run out of range you really take very little damage and since the tentacles are slow and telegraph themselves just dodge them and kill them to remove the debuff. Also her E isn't the fastest spell in the world and can be minion blocked so really just try to avoid getting hit with it in the first place but if you do follow this advice and you're golden!
: **Overall Impression** Illaoi is a funny champ to play with clear pros and cons (well many will only see the damage and demand nerfs _Rito pls_) Her passiv with the tentacles brings a new element into the rift. The spawing of tentacles brings some "healthy" randomness to her kit (can't build up a wall of tentacles when she arrives at the party) Her Q is nice tool for safe farming, dealing damage and provides enough sustain to compete with all the ranged, self-healing, energy based or ressourceless top laner. But can still be countered because of the rather long casting animation that immobilises her. The W is her allround ability hat makes use of her other abilities and still needs good positioning and awareness of her surroundings. If you want to go full glass canon on her then you will love this skill If you do it right the E will allow you to use her full potential but a good positioning will give you trouble to land a hit with it or erases the damage multiplier The R can be really strong if you hit multiple enemies but the lack of a gap closer, slow or speed up will make it hard for you to get as many tentacles as possible from it. Overall she can do much damage if you can connect as many of her abilities as possible but her lack of mobility (gap closer/cc/escape) makes her also vulnerable. She is a good choice if your Team needs a good Off-Tank and allready has some decent cc. Your jungler should also bring some stun or slow with him/her to make ganks viable. Some sort of slow on her tentacles or W would help her since she really lack of escape (so it is all or nothing :D) but I'm pretty happy how she is right now.
I completely agree with this but another con is that you can see her tentacles in the fog of war. This means you pretty much always have a sense of where she is just by seeing where tentacles are active or spawning. The lack of engage potential on her also means all she really brings to a team fight is her insane damage potential which is justified by all her cons. Overall she isn't overpowered if you understand her mechanics. She is a really fun and different champ.
Rioter Comments
: Please stop making Caitlyn say "Boom, headshot," after every headshot
Maybe just have her say it whenever she gets a kill with a head shot.
: You just shut her down early. I don't understand why people don't see early EXTREMELY obvious counter play. When I see kindred in ranked I just pick either gragas or lee and I obliterate them early. It's really too easy...
I agree, much like Nasus, if she goes unchecked early she will usually hyper-carry mid-late but if you set her behind it becomes very risky to go for stacks.
: Runes
I'm in the same boat lol I have 18 of some runes and can't get more now
: Mordekaiser Change Summary & Feedback Thread
I Like the new Morde changes. It really sets him apart from other champs and with certain lane partners he's pretty OP. Also he's way more interesting to play and actually really fun right now! I hope this works its way through all the hate comments! :D
: Please Stop Abusing The Lux And Nami Bug
got killed by lux spam, immediately went to forums.{{item:3023}}

FullOnGritz

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