: I noticed that Evelynn's splash art on PBE is different, is she getting censored ? https://i.imgur.com/Y98iMVh.jpg
censored for KR version LoL ain't R-18 so they can't have females in lewd reveling outfits
: Hey Dreamitz! Alright, lets go down the list :D 1) I think the headgear really does add something to her while she's in game. It also helps with viewing her as Evelynn in all skins. They all seem to have something on their head like that. NOT saying that's a must, but it's a good similarity to have. 2) That's literally the reason we do it. It's suppose to be a utility and reward moment. If you get them low, you get that damage and you're out. You've assassinated your target and you're out. If you over committed and you can't kill them, you use it as an oh shit. (Eve isn't ahri!) 3) Can't leak about skins! 4) Thank you very much :) This is the animators first champion and he's amazing! Thank you very much for the post <3
1. but she looks much better and prettier without it. It would make this skin unique since she have different hairstyle compared to other skins and it's a shame to hide that hair with ugly crown at least add toggle option to hide it if you guys don't want to remove it.
: Evelynn Update - Questions, concerns and overall comments!
I will start with the skin question. Since you listened to community feedback/uproar regarding Tango Eve and fixed her game model (thank God I may buy it now tbh) then will you guys also remove Shadow Eve huge crown thing that community also hate and asks to be removed? Shadow Eve is my favorite skin so far and the idea of reworked Eve running around with huge crown/horn on top her head just gives me bad feelings. I saw her without the horns/crown on the SkinSpotlight video and I was super happy to see that change but then I realized she still have it on PBE :( https://i.imgur.com/JVVi7GI.jpg end of skin talk (I guess) 1. Is there any chance to add button that make Eve not change into her Demon Shade... **visually **of course. I love how she walks and runs in her human form and it would be awesome if we could still have option to make her run/walk like that even when she is invisible past6 2. When I was testing Eve few days ago with the Aery rune ... the Aery/pet disappeared after a while. Not sure if it's because of the invisibility mechanic, Eve ultimate that make her untargetable and dash far away or other bug. Unless it happens also for other champions so in this case it's the rune bug not Eve bug 3. The passive regeneration value also needs scaling or waaaaaaaaaaaaaay bigger values in mid/late game. I was having fun with full AP eve and her passive could even trigger when she was below 2k HP but you could barely see the regen since it's only 50hp. IDK maybe tank meta with Warmongs crippled my mind and every HP regen passive that don't regen health super fast is crappy for me. 4. Any chance she could also get tiny mana regen to her passive? Maybe not as good as old Eve one but still a little mana regen would be nice specially in games when you won't be able to get blue buff 5. Passive: Her invisibility should be available at lv 3 or 4 BUT enemies should be able detect her from way way bigger range until she hit lv 6. 6. Her Q needs a bit wider skillshot hitbox and it would be awesome if the skill prioritize champions over minions when eve don't have main target 7. W: Charm need to channel much faster. 2.5 second is way to long. 2 second would be a bit better or even make it scale with skill or character level: 3/2.5/2/1.5/1 second channel time 8. E: need way bigger casting range when she is in invisibility. I can barely see the difference in normal and empowered version of Whiplash since it's almost melee range spell so the "pull/dash" effect is barely visible. The range is so low that you can't do the W->E->Q combo without literally going melee mode. And good luck going melee mode as Eve in games where you play vs people with actual brain and game knowledge/skills 9. I guess it was mentioned few times ago but making her ult be 2 part would be better. 1st press of R would deal the AoE dmg in front of her and 2nd cast would make her teleport back.
: Thank you for your valuable feedback, Summoner. >:{ Slightly more sincerely: we're going to be launching this mode with only the Star Guardian champions available for play: We know they all work, and can have confidence they all function fairly healthily in this PvE mode. That said, we'll definitely keep an eye on the pool, and if the mode comes back outside the Star Guardian event in the future we'll talk about expanding or rotating the pool then!
one of the comments from reddit: > champs that should be available in this mode IMHO: > > * all SG champs > * Diana - thanks to her moon powers she is able to close void portals that appear near Mt.Targon. > * AoSol - I may be mistaken but overall Void and it's inhabitants are his huge enemies and even ancient Targonians used him to destroy huge Void Rift in past > * Taric - I think that also in his lore void monsters appeared here and there but dunno if he actually fights vs them just like Diana > * Kass - obvious reasons > * Nami - In the Guardian's Sea where she lives there are Void portals > * Freljord and Shurima champions since Void Portals also appear in those regions. IDK if all but for example champs aligned to Ashe&Seju tribes > * Zilean - Vel'Koz want's to "analyze" Zil to learn how to manipulate time > * Rengar - archenemy of Kha'Zix
: Adding Simple Recalls- Now on PBE!
Diana? her recall (and dance) animations for her basic skins are boring and plain as hell... btw I still remember how IronStylus once mentioned that he wanted to give Diana this dance https://www.youtube.com/watch?v=4Ge7rrpq3Iw source: https://www.reddit.com/r/leagueoflegends/comments/12alr9/why_isnt_dianas_dance/c6ts9de/
: PBE Bugs & Feedback Thread: Blood Moon Diana!
aaaaaayyyyyyyyyyyyyyyyyyy lmao at RIOT they are really going to release that skin despite it have lots of flaws and/or missing features and people pointed them in their feedback. they didn't even gave a flying f*** to fix her fluff ball on her shoulder to match her splash art BUT they decided to change her skin color because few SJW/feminists cried that she CAN'T HAVE skin with non pale skin color. I'm starting to think that buying this skin won't be a good idea if it's end in current state (unless they lower price). But for sure I will use her splash art as new background (props to artist that draw it. At least he deliver 10/10 work) Why do you guys even make those "skin feedback" threads when you ignore 90% of feedback?
: PBE Bugs & Feedback Thread: Blood Moon Diana!
sooo all that feedback you guys got was mostly ignored? the only change was the adding more colors to her sword and making her skin pale (that's why we can't have nice things for Diana)? there goes my hype for that skin :/ at least she got beautiful splash art
: Awesome to hear how excited you are for the skin, NiraBlade. <3 I'll pass along your feedback. I see where you're coming from about the noticeable color/contrast difference between splash and in-game. I don't think we will be putting a toggle on the mask, but I understand the desire. Hard to say whether mask or no mask is "better" for her design. :P
> [{quoted}](name=Riot Time Wizard,realm=PBE,application-id=cMKtzQHY,discussion-id=MGJmrmLH,comment-id=000c0002,timestamp=2017-01-24T23:27:17.943+0000) > > I don't think we will be putting a toggle on the mask still crossing fingers that you guys will do your awesome magic/make miracles and it will be a thing <3 the person that designed her hair should get box of best quality doughnuts (or other sweets) and other rewards! I love how it looks like messy Lion's mane. It give a lot of "energy/power" to her design. + for fan of good old Dragon Ball it's also bonus.... [Super Saiyan](https://www.youtube.com/watch?v=2cjbSgy3vSw) Diana :> -------------- btw I'm kinda curious. Did this fanart had some influence of Blood Moon Diana skin by any chance? https://i.imgur.com/UBJNaWq.jpg http://www.pixiv.net/member_illust.php?mode=medium&illust_id=53729361
: PBE Bugs & Feedback Thread: Blood Moon Diana!
two questions: 1. this skin is missing death animation or her body is suppose to insta disappear as soon she gets killed and we can see her ghost only for split second (usually it's visible longer)? I don't think that her body insta vanish on other skins, I need to test it later today 2. All-new SFX! (Unsettling, ghostly echoes.) = it related to sound of her skills or also her (and also Talon, Jhin, TF) voice is suppose to be modified to have echo and stuff?
: Love the skin and the amazing art on that splash but i wanted to give some feedback into the direction you took the skin witch i believe to be in contention with Diana's thematic. Its just a small tweak but i believe it would do a lot toward keeping Diana as Diana and not Elise I feel like this skins clothing was influenced by bloodmoon Elise instead of something more appropriate like bloodmoon Kalista or Yasuo. Honestly i don't think its problematic ( you obviously had a different thematic in mind that just bloodmoon warrior like Yasuo) but i feel the skin would fit far better if her lower half were more covered up by a short cloth instead of leaving so much skin exposed around the crotch area. Diana should radiant beauty from her strength and movement rather than missing clothing . TLDR: Please consider adding a cloth or simply cover up the exposed skin around Diana's thighs to keep her more in line with her warrior aspects and less with someone like Elise's sexy clothing choices Added rough image [Dia](http://imgur.com/a/lVu2g)
don't start the same crap like people done with Heartseeker Quinn that made this skin look dumb now.... why those SJW/feminists people are so attached to Diana and always have to demand censoring and covering her. You must be fun on parties and I bet you avoid cosplay meetings and conventions. What year is this when people are afraid of view of female showing body here in there **SPECIALLY IN VIDEO GAME**... So Diana can't get attractive/alluring skin but 99% of every other female champion in this game can (even fully armored knight aka Leona that got beach skin)? what bs is this I ask?
: 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?
how about no? it looks good as it is. It may need some color tuning here and there (mask and that fluff on shoulder) but for sure it don't require censoring or covering her body parts... I though this community grown up from SJW/feminism almost every female champion in league get variety of skins. Starting flow reveling ones to classy, funny and badass and no one complains when their main female champ get reveling skin but when it comes to Diana then SJW/feminist/IronStylus followers crawl from under the rock and demand censoring every Diana skin. Lunar Goddess was censored and stick to this skin if you want "not reveling classy skin". Heck even Infernal Diana may fit your taste if you like badass armors
: Hello! First of all I'd like to thank the skins team for considering Diana for the Blood Moon line, and doing a great job with it! I love the design and can see it being cohesive with the other 3 skins, as well as the previous years' BM skins. Thanks for the good work! I do, however, believe that a few tweaks could be done to the skin: ● Right now, the [splash art's mask](https://1.bp.blogspot.com/-iy7-i4r2G_k/WIe2ZJsFsKI/AAAAAAAAco4/3Busi46UyPAuqVXc46V3nN443o04My-zQCLcB/s1600/Diana_Splash_11.jpg) is a bit different when compared to the in game mask. I know splash arts are not supposed to be 100% identical to the skins, but the in-game mask's horns resemble "fox ears" more than actual horns, as depicted in the splash art, if that makes any sense. What makes this difference seems to be the fact that the mask ends almost with the length of the horns, and lowering it a bit does the job. The mask also lacks human facial features, which could be added as a little detail. ● Diana's skintone also seems to be a little more saturated than she actually is in her base model. Though the difference is small, I believe giving her the original pale tone would translate better to the Blood Moon theme, as well as being more harmonious with her outfit's/hair colors. http://i.imgur.com/EDtmRjF.png I had some fun editing the preview picture to give a better idea of what I'm trying to convey. The horns now stick out a bit more, the mask has human features and her skin tone is paler to match the base skin. Again, thanks for the amazing job with this skin. I'll definitely be looking forward to it! ❤
regarding her skin tone remember that on splash art there is night so it's different light and that's why it looks like she have more pale skin. also skin =/= canon. Diana don't need to have pale skintone on every skin. Overall I hope that they give her new splash art for basic skin + tune up her skintone on her ingame model so she won't look like pale vampire/undead. She was rised by Solari. There is no chance she would avoid sun for like... 20 years and don't get her skin even a tiny bit tanned. She wasn't closed in basement and not allowed to see sun for whole life but she was living as every other Solari. Pure pale skin don't fit new Diana lore at all. Even in her lore there was no mention that her skin was changed to pale. Only her sable hair got turned to silver/white > I believe giving her the original pale tone would translate better to the Blood Moon theme does Akali and Elise also have pale skin on their BM skin? I don't recall.
: PBE Bugs & Feedback Thread: Blood Moon Diana!
splash art of this skin is pure masterpiece 10/10 in game model looks so nice (I saw only screens on ff@20 blog) but it would be great if there was option to toggle mask on/off (make it vanish in cool magical red particles or just swap on side/top of her head just like BM Akali wears it). I heard that [Katey said on her twitter](https://twitter.com/KateyAnthony/status/823996982364491776) that there is no such option but is there any chance you guys could add this before you release this amazing skin? since we can see her face on splash art it would be great to also be able to see her face in game.
: Yorick Update Feedback Thread
I will leave this here https://www.youtube.com/watch?v=cmZ8BslKv18 specially the part at 2:38 and 3:55 "Now it looks like Yorick is read to be repeat of Poppy. Yorick is being touted as being powerful pushing champion and his kit **really emphasizes that over everything else as his team fighting seems pretty poor**(...)" "(...) I'm kinda really confused as to why Riot went with this route though. **Pure pushing champions have proved of being extreme toxic to the game and incredibly unfun to the playerbase** (...)
: > [{quoted}](name=Lukinerx,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=0045000000000000,timestamp=2016-08-29T18:33:31.674+0000) > > he won&#x27;t be viable in jungle > > you waste waaaaaaaaaaaaay to much time to get ghouls because you have to wait for Q cooldown to last hit everything. Good luck doing that and then getting invaded by enemy jungler that got already 1-2 camps ahead of you I tried it when came up and has a very good clear pre-6 but he had a problem that after the today update will be gone. I am D2 main jung, #37 Skarner in the world, i think i know a few things about jung and is a waaaay better choice than top right now for him.
> [{quoted}](name=Artics,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=00450000000000000000,timestamp=2016-08-29T18:41:49.086+0000) > > I tried it when came up and has a very good clear pre-6 did you even bothered to last hit all the shit to get graves or just speed run and ignored making graves/ghouls at all? also what masteries&runes you used?
: > [{quoted}](name=Lukinerx,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=00450000,timestamp=2016-08-29T17:48:36.998+0000) > > There&#x27;s no real reason to pick Yorick at the moment other than for the funsies, when Illaoi, Mordekaiser and Malzahar does what he wants to do, but better. > > you should really bold that part... > > it&#x27;s sad how Yorick is suppose to be the minion master/necromancer and he even have taunt for Azir regarding &quot;corpse&quot; duel ... but in the end Illaoi, Zyra and Malz are better as spawning multiple units and creating havoc and Morde/Shaco/Annie are better with their single strong summons/pets -_- > > his is quite mediocre splitpusher since there are better ones that can even be played in different places than just top lane not to mention they have better team fight potential than new Yorick > > he can&#x27;t be played as tank since his only reliable CC can be avoided easily with mobility spells, fast attacking ADC/melee carries and champions with auto attack resets. it would be fixed with 1-2 second grounding effect but I guess RIOT thinks that 2-4 > > his sustain falls of mid/late game since his heal don&#x27;t scale with anything beside his current level. even small AD or HP scaling on his heal would help in in end game specially when trying to get close to enemy ADC that can crit you for millions or vs melee carries > > > tbh new Yorick feels like he have no real role in LoL not to mention that RIOT limited new Yorick JUST to TOP LANE ... he may end as some herp derp bronze V/normal champion but he will be totally ignored in higher elo/serious games not to mention competitive games Actually with today change he will only be viable at jung. At top sucks hard, they need to buff him a lot this week.
he won't be viable in jungle you waste waaaaaaaaaaaaay to much time (and in that time you get beaten by jungle monsters) to get ghouls because you have to wait for Q cooldown to last hit everything. Good luck doing that and then getting invaded by enemy jungler that got already 1-2 camps ahead of you just like Nasus jungle is bad because he have to last hit with Q to get stacks Jungle Yorick would be ok/viable IF graves spawned from monster even if you don't kill them with Q I already suggested such idea under RiotSolcrushed post. * small monsters (aka sidekicks) would leave 1 grave * big monsters (blue/red buff, big Krug, big Raptor, big Wolf, Gromp) 2 graves * scuttle crab 3 graves * dragon/baron/rift herald 4 graves for example with this you could start at Gromp. Gromp -> blue buff sidekick -> 3 graves -> summon ghouls that could help you beat blue buff. blue buff -> second blue buff sidekick -> another 3 graves -> summon new ghouls and go to wolf camp OR pull wolf camp a bit close to blue buff camp -> kill 1 small wolf and summon 4 ghouls instead and after clearing wolf camp you can either go for scuttle, gank or to red buff jungle (yours or enemy jungler)
: As a long time yorick play I feel as if I have pretty valid criticisms to offer about the Yorick rework. A) Yoricks ghouls, too much work for too little reward: These new ghouls Yorick has are useless plain and simple. You have little interaction with them, they die in one hit (seriously give the 35% ad and Hp scaling back) and they feel like they do 0 Dmg mid to late game. Even more so than old Yorick but at least his applied back cleaver. B) That cap: 4 minions? Really only 4? That's insulting tbh. Yorick is suppose to feel like this badass necromancer who summons an insane amount of ghouls to a fight. Old Yorick may have only had 4 in total but at least those were useful and it's not like I didn't want to Summon more. If you want Yorick to feel like "a necromancer who is actually cool" then increase that cap or just get rid of it. C) On the fly summons: Old Yorick had multiple abilities that could summon strong minions on the fly but now he has to wait forever to summon wet noodles. (And no I don't count his ulti as an on the fly summon tool Bc it's cd is fucking stupid) I feel as if Yoricks E should summon extra minions. Most champions that have minions now a days are on the fly summons and have way more usefulness but Yorick has to kill minions in order to summon his. D) Tyler1 AI: these new ghouls are the stupidest beings on the planet. They refuse to follow you and rush down lanes instead. The only time Yorick feels like how he should is when he is in the jungle, the undead commander and his infinite army of the dammed. Why can't the ghouls just function like that everywhere instead of being glorified less useful lane minions? This goes for the maiden as well because she is just as stupid as the ghouls. Final note) This new Yorick is cool I won't lie. But as an old Yorick play I feel as if the champion was defiled in this rework Because of how useless his ghouls are and how he can't be a lane bully anymore. I don't feel like old Yorick. I don't feel like a badass necromancer. Until changes are made to buff the minions and the AI is swapped to a constant follow and until his other abilties spawn ghouls I don't think this rework will be counted as a success in anyway shape or form. You let down the old Yorick community and you let down a huge chunk of the community who want a true badass necromancer.
> and you let down a huge chunk of the community who want a true badass necromancer. inba RIOT: "buy Necromancer Azir skin and git gud" ;_; funny how old Yorick felt more like minions master/necromancer than current one... that's even have "Shepherd" title but he can't control his herd at all
: Ok, two bugs, and few thoughts coming up; If you send Maiden to split and they kill a minion, Warlords Bloodlust vfx will sometime activate. Despite Ghouls/Maiden not applying Warlords. Your ghouls even when attacking enemy champions does not cause Yorick to draw tower aggro. I've played alot of the old Yorick, and while I agree his kit was outdated and anti-fun. I cannot agree with this massive nerf to his power level. This version of Yorick has two viable functions. Send Maiden on a Zz'rot/banner-ish split push. Or nuke objectives with Maiden. The rest of his kit, even with Maiden only being ok when dueling (just run to tower bruh), has far too little power for how situational it is. It requires even more set-up than Illaoi in order to function, but Illaoi straight up one shots minion waves/you/you and jungler/you and your team/your team and your family when things are in her favor. There's no real reason to pick Yorick at the moment other than for the funsies, when Illaoi, Mordekaiser and Malzahar does what he wants to do, but better. I'd rather this doesn't become a case of Skarner, Mordekaiser and previous Ryzes (words out these will be reworked again). So here it goes; His Ghouls are far too weak considering how little sticking potential and how fast the de-aggro. Either make them deal more damage, remove the silly 4 Ghoul cap or make them more tanky. If each Ghoul's next auto would reapply 1/4th of his Q and E damage, they would be dangerous and bursty. If each Ghoul get armor and magic resist (per level or a percentage of Yorick, whatever), they can become actual pushing threats when they de-aggro. His Q is overall weak. Darius has a slow on his 1.4 AD auto, Garen has a silence on his 1.4 AD auto, Yorick got nothing except a small heal. Choosing wether you attack a minion to get a grave, or champion to deal damage should feel more meaningful. This might be tied to his passive feeling so underwhelming, but I honestly don't feel much incentive to use my IQ on what I Q. I like his W, it has it's moments of hilarity. His E could use yet another small buff. Slow for more or increase duration and make decaying. His E is generally ok, because the rest of his kit needs more attention. His R is... I'm not sure. I like that Gunblade works with his ult, but I would honestly like to... Not build Gunblade to get healing from it. Also not applying any spell effects, 2 sec cd on Yoricks on-hit damage, becoming targeted and killed by towers so fast... I dunno, for 160-140 seconds of downtime after she dies, it feels pretty underwhelming. I guess his ult would be fine as is, but it feels pretty meh for having such a long cooldown. Especially early, if it had 140 sec cooldown at all ranks, that would feel better without scaling into Spammer of Command late game. I would personally like to see the "Yorick frontlines for his Waifu"-mechanic better supported by making him a little more durable in teamfights and duels. Otherwise, Deathfire Touch surprise damage from Yorick's ult would be fun, (but might want to disable Muramana as a special case). Also, if the Maiden is splitting by herself, it would be nice if she could drop tower aggro if melee minions/cannon minions/ghouls attack the turret. She'll still die before caster minions, but is smart enough to not suicide just as a huge wave is coming up, ready to support her push. Then again... I don't know, I don't balance stuff. But this is how I FEEL when playing Yorick. He feels unrewarding and underwhelming unless his opponents severely misplay. Illaoi and Darius the poster couple of juggernauts can both be played around, but through a flash, or a ghost or a tp, they can surprise enemies and lead to highly rewarding moments. Yorick just can't. He has too little combat sustain mid and late game, unless he builds SV, Gunblade and Death's Dance, he requires too much set-up to become strong, his early laning is too weak compared to how bad he scales as both duelist and teamfighter. Yorick is basically in the same spot as Mordekaiser, except Yorick has a small cage and doesn't need a kill to get a ghost, Yorick is more reliable. However, after 3 items, Mordekaiser is more tanky, heals more, deals more burst damage, deals more sustained damage and completely turn games around with a good ult. The trade-offs doesn't add up, Yorick is "ok" utility-wise as a strategic niche, but strategic niche aren't enough. He has good base stats, but nothing that makes him extra tanky. He has good damage, but no CC or mobility to apply said damage. He simply lacks power in my opinion, not necessarily straight up insane levels of damage, but very distinct and clear "I have the advantage, I will kill you if you underestimate me"-moments and means to set up said moments.
> The rest of his kit, even with Maiden only being ok when dueling (just run to tower bruh), has far too little power for how situational it is. It requires even more set-up than Illaoi in order to function, but Illaoi straight up one shots minion waves/you/you and jungler/you and your team/your team and your family when things are in her favor. There's no real reason to pick Yorick at the moment other than for the funsies, when Illaoi, Mordekaiser and Malzahar does what he wants to do, but better. you should really bold that part... it's sad how Yorick is suppose to be the minion master/necromancer and he even have taunt for Azir regarding "corpse" duel ... but in the end Illaoi, Zyra and Malz are better as spawning multiple units and creating havoc and Morde/Shaco/Annie are better with their single strong summons/pets -_- his is quite mediocre splitpusher since there are better ones that can even be played in different places than just top lane not to mention they have better team fight potential than new Yorick he can't be played as tank since his only reliable CC can be avoided easily with mobility spells, fast attacking ADC/melee carries and champions with auto attack resets. it would be fixed with 1-2 second grounding effect but I guess RIOT thinks that 2-4 his sustain falls of mid/late game since his heal don't scale with anything beside his current level. even small AD or HP scaling on his heal would help in in end game specially when trying to get close to enemy ADC that can crit you for millions or vs melee carries tbh new Yorick feels like he have no real role in LoL not to mention that RIOT limited new Yorick JUST to TOP LANE ... he may end as some herp derp bronze V/normal champion but he will be totally ignored in higher elo/serious games not to mention competitive games
: Yorick Update Feedback Thread
> Walkers and Maiden will now only 'push' a lane after they enter combat in that lane that's nice tiny QoL change for jungle Yorick but still I doubt that people will play him in jungle since generating graves in jungle is HUGE PAIN and struggle but I'm kinda curious. Will Maiden and Walker will stop pushing lane and start following Yorick again when there is no enemy minions on lane (aka combat ends)? or once they trigger their "must push, push push push" AI there is no returning back and **Yorick will end without his ultimate and walkers when he suddenly will have to change lane/go to baron or dragon/go to jungle/join team in other fight/recall**? ----- still crossing fingers for passive graves/walkers generation from passive or at least W + ability to control Maiden somehow + turrets focusing Maiden as last target
: One other tidbit about Yorick's maiden. Since its smart enough to wait for minions to get in front, of her, would it be too much to ask for her to leave turret aggro when SHE draws it and return if she wont have aggro?
> [{quoted}](name=lm Here to Help,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=0033,timestamp=2016-08-26T17:30:03.512+0000) > > One other tidbit about Yorick&#x27;s maiden. Since its smart enough to wait for minions to get in front, of her, would it be too much to ask for her to leave turret aggro when SHE draws it and return if she wont have aggro? then she would spend most of the time going back and back in. Every time minion die she would have to go back to lose agro and then go back. She needs to be focused last by turret
: Note that I will be making edits to the original post as we go. Please check out the top of the post for changelists!
so I guess the changes aren't on PBE yet? Q cooldown is still the same and Maiden is still as derpy as she was... also the changes to Maiden are nice small step but it's still not what people would like to see I'd say. > Maiden will now only advance in a lane if Yorick or lane minions are in front of her how Maiden (and HER ghouls) will react when * there will be lane minions in front of her + * Yorick will be behind her OR Yorick will be in front of her but at certain point he will go to jungle/to river (suddenly team fight started near baron/dragon and he wants to join but together with maiden and ghouls)? will she (and her ghouls) follow him or just say "lol cya later fatso, me and my pets are staying on lane. Beside I want enemy turret to kill me" my suggestion I came up recently: option A. allow player to control Maiden (and her ghouls) just like Annie/Morde/Shaco can do with their summons option B. when Maiden is summoned, pressing R will change/swap her AI modes: * defender (basic) mode: She and her ghouls will follow Yorick all the time and attack enemy champions and minions (BUT NOT JUNGLE MONSTERS unless Yorick attack them) in certain radius near Yorick + Maiden will always prioritize Yorick target. If Yorick recalls then Maiden and her ghouls will try to return to Yorick * split push mode: Maiden and her ghouls will stick to lane and push it even if Yorick goes to jungle, river or recall to base. Ofc Maiden and ghouls will be able to chase enemy champions to river/jungle if they will be marked with E. also please make towers focus Maiden as last target or at least make Maiden move away from turret range when she is attack by it. It's so disappointing to see Maiden dies in seconds when there is no cannon minions that would soak few tower hits ------ > Q cd lowered to 7~5 from 8~6 it still would be nice to get some Q coldown indicator when Awakening is available. also why does Q bonus damage&heal don't work on towers? If Yorick role is suppose to be splitpusher then it should work on buildings to... splitpush faster (well duh) ----- do you guys plan to give Yorick some form of passive graves generation just like Zyra flowers/Iillaoi tentacles? it would really help jungle yorick and overall for Yorick during&before teamfights when his ultimate is on cooldown and there are no enemy minions around to last hit (**implying that your ADC will let you last hit something in mid/late game lmao**) OR Give W ability passive that spawn graves when wall is created. 2/2/3/3/4 graves based on W rank. It would allow Yorick to spawn ghouls in urge situation when he wasn't able to/can't anymore casually last hit minions. Like during sudden team fights specially near objectives or when getting ganked/tower dived during lane phase + Make jungle monster spawn graves after death and maybe also make ghouls made from jungle graves stick to Yorick all time instead of suddenly rushing lane when he go across jungle (from wolf camp->raptor camp and vice versa) * small monsters (aka sidekicks) would leave 1 grave * big monsters (blue/red buff, big Krug, big Raptor, big Wolf, Gromp) 2 graves * scuttle crab 3 graves * dragon/baron/rift herald 4 graves.
: The lack of control over the mist walkers is really bugging me. Yorick may be a shepherd, but shepherds have to have control over their flocks, lest they lose their charges and their jobs. At this point, Yorick should just be called the "Abuser of Souls," since he doesn't get much use out of them. Another thing, he certainly isn't going to be useful in a team fight. Also, if the live team decides that split pushing is not something they want to support, Yorick will become **completely** useless (even more so than on live since he can't transition to Jungle or Support). Maybe minions could be programmed to stick to Yorick and attack what he does instead of running off towards parts unknown... I mean, and I said this earlier, what good is a minion mage if they can't control their minions? I might has well be playing Malzahar or Annie for all the good these minions are going to do. And why should Yorick's Q cost more and be weaker than Nasus?
> [{quoted}](name=TerraRising PBE,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=002c,timestamp=2016-08-26T03:42:33.083+0000) > > The lack of control over the mist walkers is really bugging me. > > Yorick may be a shepherd, but shepherds have to have control over their flocks, lest they lose their charges and their jobs. totally nailed it > [{quoted}](name=TerraRising PBE,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=002c,timestamp=2016-08-26T03:42:33.083+0000) > > Another thing, he certainly isn&#x27;t going to be useful in a team fight. Also, if the live team decides that split pushing is not something they want to support, Yorick will become **completely** useless (even more so than on live since he can&#x27;t transition to Jungle or Support). > > Maybe minions could be programmed to stick to Yorick and attack what he does instead of running off towards parts unknown... > > I mean, and I said this earlier, what good is a minion mage if they can&#x27;t control their minions? I might has well be playing Malzahar or Annie for all the good these minions are going to do. that's the problem with new Yorick Old could be played in multiple roles (like jungler or support) and he had no problems with transitioning from solo to teamfights and vice versa.... RIOT FORCED new Yorick players to ONLY top lane and ONLY splitpusher that can't leave lane because he will lose his ghouls and maiden since he have no control over them... he can be hardly called a shepherd
: Hello RiotSolcrushed, logged in to leave some of my impressions on this. I would like to start by saying that I really like the general direction in which you took the champion update, both gameplay and design-wise. It's given Yorick a really characteristic niche to fill, making him feel distinct both as a juggernaut and a minion mancer. However, it is very clear that a lot of people feel you didn't translate the minion mancer part from design to gameplay properly. I think that the incentives and restrictions you set up for him to be played as a splitpusher are the main culprits, and result in him being very unfun to play when a match forces you to group and shuts you away from the most fun part of your kit, the walkers (no other splitpushers suffers from this. If a Shaco has to teamfight, he still has his clone, his invisibility, his traps, etc, even if they are less effective). I was about to write a needlessly long description but instead I will try to keep it short in the form of bullet points. * Ghoul spawning should be more consistent and a more integral part of his kit. They may have their own independent AI, but if a fight breaks out, Yorick should always have a certain amount of ghouls to fight with, not just handle things with his shovel and mist. Therefore, Yorick should be able to generate graves in situations where there aren't many minions/he is away from lane (jungle fights, roaming to gank or defend a tower, when your team is AoE clearing before you can Q) so he is not forced away from the most fun part of his kit. This should come at a steeper price so Q farming minions remains the best option. ---------------------------------------------------------------------------------------------------------- SUGGESTION: Modify Last Rites so it allows Yorick a more readily available but expensive way of generating ghouls. Off the top of my head, you could add a third part to his Q (Lets call it Profane as a placeholder). Q2 - Profane (Available while Last Rites is activated, until it goes on CD): Yorick expends extra mana to dig the ground in search of a corpse, creating a grave. If Profane is used while there are 4 graves already, it will do nothing and refund the mana, putting Last Rites on cooldown. This covers Yorick's needs while allowing some negative tradeoffs. It lets you generate graves on demand, but at the cost of extra mana expenditure and your very useful Q going on cooldown without dealing damage. This makes minion farming still the better choice by a lot, while letting you set up an area to fight in just like other minion mancers can (Illaoi, Zyra, etc), even in the jungle or if the enemy wipes your ghouls. It ALSO allows you to quickly put Q on cooldown to cast Awakening. And speaking of Awaken, the problem this generates if that just with 2/3 graves you could quickly QQQ to get those 3/4 minions out, so some balancing is due there (unless losing Last Rites' damage output is enough). ---------------------------------------------------------------------------------------------------------- * Ghouls should allow for more interaction. Aside from E's "herding" mechanic (which I actually like a lot), all of the ghoul-centric mechanics revolve around spawning them rather than nudging them to act the way you want. This is probably the BIGGEST FLAW when translating from design to gameplay. The idea is to make Yorick's player feel like a shepherd, and the current kit feels more like it first requires you to work hard to BUY the sheep, only to give you no tools to herd them around (tl;dr E is not enough). * New Yorick is a more streamlined juggernaut, and that's fine on its own. Building to just shovel people on the face to death should still be possible with heavy AD investmemt. Rather, building more utility/power into your minions should be a TRADEOFF of this. ---------------------------------------------------------------------------------------------------------- SUGGESTION: Yorick already has a fancy AP ratio on his E, has strong magical abilities *coughnecromancercough* and his old design had an AP build too. Put it to use, adding a ghoul-related utility component to Dark Procession, preferably that scales differently from the standard juggernaut build so it forces you to choose (To be fair, since I've seen him used as a support, the added utility would probably give him more viability there, so it depends if you guys are cool with that). For example, W - Dark Procession: Yorick summons a circular wall of spirits around the target area after a brief delay, forming impassible terrain for the next 4 seconds. Allies can walk through the barrier without impediment. **Casting Dark Procession a second time will cause the closest Ghoul to leap at it, sacrificing itself and the terrain to give allied champions inside it [a certain bonus that scales with AP (shield? damage? ???)]. DOES NOT AFFECT YORICK HIMSELF** A fun little extra interaction, necromancers often combine A+B to create something even nastier. Dark Procession is often used to peel for your allies, sometimes even casting it on top of them to prevent enemies from getting close. Seeing as its utility varies a lot because it can be destroyed relatively easy or jumped out of, a combo like this would give it some usefulness even in this kind of situations while allowing for counterplay and mastery. Because the skill can be destroyed fast and you need a ghoul to both be active AND get to the procession before it is destroyed, placement of it would be critical. E - Mourning Mist: **Extra effect** Allied champions within its area of effect are marked for X seconds. Nearby ghouls will leap between the marked ally and any nearby enemies to protect it until the mark expires. If an enemy is also marked by Mourning Mist, ghouls will prioritize attacking the enemy. A bit of extra herding power to the herding ability. Shouldn't last too long so they don't protect allies forever, but enough to let you get an ally out of a pinch if needed. The fact that you can't ENTIRELY control the effect if you hit both allies and enemies adds up well with not having precise control on the ghouls, and the fact that due to its targetting Yorick cannot affect himself means he can't use it as a self-peel if he mispositions. ---------------------------------------------------------------------------------------------------------- * Maiden needs better tradeoffs for being left alone in a lane. So far, Maiden has way too many synergies with Yorick when they are both pushing together, to the point where it makes no sense to just send her to another lane, where she will surely die to turret without really getting much out of it. Instead it's better for her to stay with you, where she can be more protected, push further, provide you a steady stream of minions (which make landing E an absolute monster) and gives you that sweet %max health bonus damage. ---------------------------------------------------------------------------------------------------------- SUGGESTION: None so far. I really don't know how to balance this at the moment, but the point is clear; Yorick and Maiden together are REALLY strong and Maiden alone is awfully weak by comparison. Why would you ever send her off to push waves and die to tower when she can help you 1v1 people and take towers more consitently, or let you be instantly ready for teamfights? ---------------------------------------------------------------------------------------------------------- As a closing remark, I wanna point out that most high ELO player recordings I've seen seem to reinforce my points. No one just sends Maiden off on its own to push. They save it until a fight breaks out so they can have walkers on demand and maximize their damage.
> They save it until a fight breaks out so they can have walkers on demand and maximize their damage. I wonder why... oh right because Yorick have no option yo insta summon ghouls himself... while Zyra/Illaoi generates their "minions" over time and Zyra can also use W to make more plants in short time while Illaoi can change 5 vs 5 teamfight in huge tentacle hentai fiesta with perfect E+R on whole enemy team Yorick needs to at least have 2 ghouls near him all the time or spawn graves in short ammount of time... It could be part of his passive that gets stronger at certain levels. For example: from level 1-4 he generates 1 grave near him (for example range of 300 units?) every 10 seconds, from level 5-8 he generates 1 grave every 6 seconds, from level 9-12 he generates 2 graves every 6 seconds, from level 13-15 he generates 2 graves every 4 seconds, from level 16-18 he generates 3 graves every 3 seconds. ofc numbers can be tuned up/down to make it more reasonable **OR maybe using W (Dark Procession) would spawn "X" graves. ** So your combo without available ultimate would be W->Q->Q->E->Q ------ Also Maiden needs improved AI and Yorick should be able to command her to follow him when he says so ----- quick guide how to "outplay" new Yorick during lane phase/fight that take place on lane.... Yorick spawns Ghouls/Summon Maiden and starts attacking you step 1. Stop fighting Yorick and quickly move toward river/jungle. Use flash/ghost/mobility spell if needed to avoid unnecessary damage from his zombie petting zoo + reducing chance that Yorick will hit you with his E ability so his zoo won't chase you step 2. Yorick follows you but his ghouls and/or Maiden ditch him and casually push lane like brainless minions step 3. GG EZ now Yorick deals much much less damage and you can win fight vs him. Bonus points for making Yorick player tilt/rage quit because his main damage "tools" decided to screw him up
: The new yorick is not too broken its perfect because without his graves he can easily get killed but this new rework adapts to the meta. Good Job Riot
> [{quoted}](name=PBEKressadin,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LHJqRO3e,comment-id=0022,timestamp=2016-08-24T19:59:35.854+0000) > > but this new rework adapts to the meta. what meta? splitpush meta xD ? splitpush and be useless beside that Sorry but after watching few streamers or youtube recordings I didn't heard good thing about new Yorick. Minions are retarded and you have no control over them specially over Maiden, he can't jungle effectively compared to old Yorick (it takes to much time to set up ghouls in jungle and you just lose health while trying to kite and wait for Q CD not to mention you get exp slower this way), his sustain (flat healing with no scaling is super bad), is crappy compared to old Yorick, he can't use ghouls in early game because this equals pushing lane all the time and opening yourself for constant ganks BUT if you don't use ghouls during trades with enemy top laner you will lose since without ghouls Yorick don't deal solid damage, he have no team fights presence outside lanes since he can't fast generate ghouls in river/jungle (that's why he need passive that creates ghouls/graves over time next to him)... wait no, he have no team fight presence overall since he can't prepare graves before teamfight (and enemies won't even wait for this). He can teamfight only when he have his ult available since it's his only source of ghouls after lane phase... but if you used ult to split push other lane then you will be useless in teamfight. Just image Yorick trying to help his team during fight for baron/elder drag... but his ult is on cd/is used on other lane and he can't call Maiden to his side .... please no. old Yorick could be played on top (lots of builds), jungle and even as support + he was strong in team fights and his ult could easily make your team have huge advantage when you use it on your feed adc = 2 adc = gg new Yorick feels odd and meh... you are forced to play only as top laner with new Yorick. Support Yorick is dead and jungle is unfun because of no ability to generate ghouls passivly and ghouls/maiden ditching you as soon as you enter of the lanes, specially mid lane. No offense but if you want splitpusher in your team there is lots of other better champions (Nasus, Trynd, Jax, GP, etc) that can also do more in team fights than new Yorick. Heck even Nasus is better than Yorick and he is better in late game ... late game Nasus with tons of stacks can destroy turrets in seconds (while building pure tank with only trinity force) and he can rekt your base if you leave him alone for a while. In teamfight he can cripple your adc and then one shot it or just other squishy target without problem. Yorick don't have burst and his only strong CC (W) can be easily avoided by mobility spells or even flash (and probably ghost too) or just destroyed by ADC with lots of attack speed or champion with AA resets. In era with champs like Zed, LB, Fizz, Tahm, Thresh, Riven, etc his W is useless vs meta/fotm champions... please even hextech protobelt is counter for his W so you can forget about trapping enemy non-mobile mage and hoping that your team will burst it.
: Yorick Update Feedback Thread
My suggestion for Yorick 2.0: 1) Give him Zyra/Illlaoi treatment. Make him summon 1 grave (or 2 passive ghouls) every 10(lv 1)/7(lv 7)/4(lv 13)/2(lv 16) seconds. Passive ghouls would stay near Yorick unless he attacks minion/monster/enemy champion/turret/Teemo (or he feeds Poro... ghouls can be jelous yo) then their AI triggers to standard ghoul and they rush towards enemy Nexus and attack every enemy in their way, specially prioritize Teemo, Lulu and Lux and Graves (get it? since his name based on grave. ba dum tss) Old Yorick don't have problems with making his "buddies" during fight since his abilities have low CD so he can just QWER button smash if someone jumps on him or suddenly team fight starts BUT new Yorick requires those graves around OR ultimate ready to be able to summon ghouls. During lane phase this isn't issue since he can easily last hit minions with Q and generate graves or even make his passive generate graves from nearby dead minions (every 12/8/4th dead unit) BUT it's getting way more problematic: * in jungle when you jungle as Yorick * in jungle when you roam and you meat enemy champion and decide to show him how cool shovel is... by smacking it in his/her/it face * near baron/dragon pits * in team fights when there are no dead minions around... just like it was said already: "Yorick can't really play outside of his lane, his walkers will die, then never appear again and you will be condamned to spam Q, Q, Q, Q. Yorick W is cool, but outside of that, he can't do anything." 2) I also suggest changing his passive from "Every 12 / 8 / 4th **enemy **unit that die near Yorick will raise a grave, and all **enemy **champions that die near him leave a grave." to "Every 12 / 8 / 4th unit **(allied or enemy)** that die near Yorick will raise a grave, and all champions that die near him leave a grave." dead bodies are dead bodies. He shouldn't be picky when it comes to picking bodies to summon his ghouls. You killed my allies? Let me help them take revenge. I would laugh me ass of if allied Yorick uses my champion's dead body to make ghoul that then would kill someone else (specially the one who killed me) or destroy tower. New Yorick don't get any benefits from having his ghouls around. He don't get any bonus armor or smth compared to old Yorick "Yorick deals 5% more damage with his basic attacks and reduces incoming damage by 5% for every ghoul or revenant he has active, stacking up to 4 times for a maximum 20% modifier". that's quite disappointing 3) ghouls need better health scaling or more base health. They are to squishy... waaaaaaaaaaaay to squishy. Or more armor/mr if better HP scaling/flat health is not an option 4) His graves shouldn't disappear when he moves away. It removes the aspect of preparing battle field for incoming team fights or just jungling... 5) Last Rites pick one or more: - lower mana cost to 20 or even 15 for first 3 levels of Q. This is main Yorick damage tool when he have no ghouls around. Not to mention it's his grave generating tool, spell that summons ghouls and also it's his sustain spell (RIP Omen of Famine amazing sustain that was making Yorick so durable during team fights or even during lane phase) - make his heal scale with AD or bonus Health/max Health.... small flat health is nice during first few levels but then it's just joke. Even the double effect when his below 50% won't help him when he will duel with someone or even during team fight. - add additional % to his heal. flat value based on lv + 5% of his missing/max health - add some cooldown tooltip for Q when Awakening is ready to cast to know when Last Rites will be again usable. 6) Dark Procession aka Mini Cataclysm (J4 ult) this will make tilt every champion without mobility and will make every Yorick tilt/cry/rage quit when used on champions with blinks/dashes/jumps/etc two suggestions: - add "grounding" debuff. You guys created new form of CC and gave it for Cassiopeia but then you forgot about it. Yorick W is nice opportunity to bring back that new CC. Now every champion will have to break that wall no matter if they have mobility spells or not. No more hippy hoppy like wild rabbits - change Wall Health: 2 / 2 / 3 / 3 / 4 to 2 / 3 / 3 / 4 / 5... it's not that I want to enemy Jhin cry in agony while reloading.... but I want it :> but for real. 4 health is nothing when it's used versus enemy with bunch of attack speed (carry junglers, adc, AD carry mid/top laners, etc). In late game this spell should be key to win team fights. 7) Mourning Mist - give is small AD or Health based ratio. - make it work on structures. aka mark towers to force ghouls/maiden to attack it OR - Yorick gains lifesteal when attacking market target - ghouls heals when attacking market target OR goes into frenzy (additional 20% attack speed) ALSO dunno if it's possible but please make it as "remote control" spell. When casted on ground (not hitting enemy) then nearby ghouls and maiden will go to that place instead of mindlessly pushing nearby lane. It will help jungle Yorick since when you try to move from wolf camp to raptor camp (and vice versa) then ghouls and maiden ditch you, go Tyler1 mode and rush mid :^) not to mention it will help Yorick use his minions to deal with dragon/baron after teamfight 8) Eulogy of the Isles - give Maiden 50% resistance to AoE spells - make Maiden heal Yorick for 10% of damage dealt OR give Yorick damage reduction while she is alive OR instead Yorick make his ghouls be stronger near Maiden - allow Maiden to be controlled like Tibbers/Shaco clone so you can "drag" her into jungle/river from lane. After 5 seconds of not giving her any move order she would trigger her **"MUST PUSH LANE, BEEP BOOP TYLER1 SENPAI TAUGHT ME THIS!"** AI unless she is in jungle together with Yorick - make Maiden regen her health when she isn't attacked. Like after 10 second when she was last time attacked she slowly regenerates her health OR just give her spellvamp/lifesteal - increase her range OR make towers focus her last.... she is instantly focused by tower when there is no cannon minion or ghouls... and She dies super fast ... it's pointless to use her as split push tool if you can't even save her from turret by moving her away just like you can do with other summoned units like Tibbers, Shaco clones, Morde ghost, etc and most important thing.... lower cooldown of that spell or make it go slowly down when she is alive. Instead of 1 tick per second it could be 1 tick per 4 seconds while is alive and when she dies then cooldown would go down in normal way (1 tick per second). Or if Maiden is alive for more than 20 seconds then cooldown would be cut by half when she dies odd bug? 1. I made ghouls made from enemy champions (one of them was Graves) 2. ghouls, me and minion wave attacked turret and one of ghouls destroyed it 3. It showed that ENEMY Graves destroyed ENEMY TURRET instead of me/Yorick destroyed ENEMY TURRET
: i didn't test enough to say if the damage of the ultimate is good or too bad but overall i like the new passive and W Just a small improvement to the W plase: voidlings spawn where the cursor is and not close to Malzahar. Not huge cast range.Maybe 450-500?
> [{quoted}](name=Mirfak,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=zecNwqGQ,comment-id=003d,timestamp=2016-04-20T08:34:58.091+0000) > > i didn&#x27;t test enough to say if the damage of the ultimate is good or too bad but overall i like the new passive and W > > Just a small improvement to the W plase: voidlings spawn where the cursor is and not close to Malzahar. Not huge cast range.Maybe 450-500? imho: Voidlings should spawn next to Malz if there is no champion under effect of E or R but if enemy champion is under effect of E or R then every new voidling should spawn at max range in the direction to that "marked" champion. The fact that they have to walk to enemy wastes their very short life time
: Syndra deserved a texture update as well.
have you even seen Diana model? it's atrocious... she don't have even pale skin ... she have gray or some odd dirty white color like some kind of undead
: MYMU - Malzahar Discussion
New Malz ult and QSS interaction: first of let's start with comparison of his new and old ult Nether Grasp 100 Mana 120 sec Cooldown Malzahar suppresses a target champion for 2.5 seconds and creates a zone of negative energy around it that deals 6/8/10% (+0.01%) of nearby enemies max Health as magic damage per second for 5 seconds. VS OLD Nether Grasp 100 mana COOLDOWN: 120 / 100 / 80 Active: Malzahar Airborne icon knocks down the target enemy champion and channels for up to 2.5 seconds, Suppression icon suppressing them and dealing them magic damage every half second while the channel holds. 「 Magic Damage Per Half Second: 50 / 80 / 110 (+ 26% AP) 」 New ult is clearly lacking burst dmg that current on live server offers. It's good vs tanks and champions that scale lots of HP BUT you aren't fighting such champions on mid UNLESS RIOT wants Malz to become top laner (immobile mage vs tanks with bunch of CC or bruisers and junglers with gap closers?). Not to mention that you need tremendous amount of AP to make it stronger compared to old ult ------ Now the QSS part In live server QSS saves you from suppression BUT you still take damage from his ult unless you CC Malz/kill him or run away from range of his ult. It's fair for both malz and his target. and now let's look at his new ult. His "lazor" don't deal damage anymore but the zone that he creates. QSS completely makes his ultimate garbage since after you use it you just make 2 steps from zone and you are safe from his dmg... 1 item shouldn't make champion ultimate useless. RIOT even made QSS not work vs Zed/Fiora ults so why those Malz have to be completly countered by this item? this needs to be addressed ASAP suggestions: 1) give the null zone gigantic slow (70%?) and make size of null zone bigger every second.After you use QSS you will still take damage from his ult since you won't be able to run away from it fast unless you burn flash or use mobility spell 2) give the null zone slow (30~40%), grounding debuff (look Cass W ability) and make size of null zone bigger every second. If you decide to get QSS then after you use it you will still take damage from his ult since you won't be able to run away from it very fast or use some dash/blink ability unless you burn flash 3) bring back the flat damage to his ultimate attached to his "lazor". QSS will save you from suppression, allow you to move away from Null Zone and ran away/try to kill Malz but you will still take damage from his ultimate
Rioter Comments
: Dark Valkyrie Diana's Q looks to bright imo. It doesn't really fit the skin's theme... Also, if Diana is picked in LCS, the player is more likely to pull out the new Infernal Diana :^) I'd like it if you guys tone down a little the white in her Q!
> [{quoted}](name=Bugsplat XD,realm=PBE,application-id=cMKtzQHY,discussion-id=E4EwxQFc,comment-id=0003,timestamp=2016-04-19T18:01:57.978+0000) > > Also, if Diana is picked in LCS, the player is more likely to pull out the new Infernal Diana :^) so enemies may think that he picked WIldifre Zyra? mind games? tip top kek
: [Update] VFX Clarity Changes on Skins
MFW Dark Valkyrie Diana with that small change may be even better skin than (forever WIP) Infernal Diana now if Dark Valk had special SFX on spells and something special of passive or E ... DUDE it would be badass!
: > 6.8 is set to include the new Infernal Diana skin, which was created in celebration of TEAM FIRE's victory at the 2015 All-Star event! http://www.surrenderat20.net/p/current-pbe-balance-changes.html#newskins Sad day boys. :(
super sad :( RIOT or just RiotKateyKhaos is trying to fools and "calm down" us by implying that they maybe will look on that skin later but let's be honest there is 0% that RIOT would modify/change skin that was already bought by people... they never done such thing unless you count Dark Valkyrie "nerf" and her headdress removal
: She literally said "I want to say next patch." And if i were you, i wouldnt trust lolwiki for this kind of things. You should rely more on websites like surrenderat20.net So, for inf diana, its _maybe_ next patch.
she said "I want to say next patch." at 4/13 but then at 4/14 she said: "Looks like Galetta did have her team discuss your initial feedback. It's Thursday, which means additional changes won't be made and the skin is in the process of getting ready to be shipped." ... don't whiteknight RIOT please... stop defending them
: Ok now im fucking sad. Looks like we are stuck with ugly looking fire hair and weird skirt movements Edit : im on her twitter rn, i dont see anything like "infernal diana inc in patch 6.8". You got any link?
check her replies to the post with Diana splashart. Someone asked there when this skin will be in game and she said "next patch". Even on lolwiki it's mentioned it will be in patch 6.8
: I haven't seen anywhere that the skin was going live next patch. I know that is what happens most of the time, but not everytime.
KateyKhaos on her twitter said it's going to be released in the incoming patch... >.> sigh
: I honestly don't think it's SKT skin's team fault... the only "fault" here is from who designed the skin in the first place, because he/she/them could have done a better quality product in the first place. I can't blame Riot for deciding to don't change it though ( even if I am very sad about it ), Riot can't work for glory, everything they do must be a worth investment, if the money you gain from x people buying the skin after the changes (who are not buying it as it is ) doesn't cover the cost of basically re-making it ( many critics were so massive the amount of work needed to satisfy them would be quite big ) they simply can't do it, and we can't do nothing about it. Also, fire theme is very general and there will be always players ( even the future ones) that will buy it ( so, even if they don't manage to please the majority of intended customers right now, the chances of gain the intended profit in the long run are very high; instead SKT line is directed to SKT fans in season 5, so the customer number is overall very smaller in the long period, and if you don't manage to please the actual audience it is very likely you won't gain a profit from these, and time passing just will make things worse. The only thing us, as customers, could do about it is universally agree the product lacks quality and so show we wouldn't buy it, but this would have needed an agreement in our community that just couldn't be done, again because the part of community "targeted" for skin feedback is immensely more high then SKT's , and the theme can be interpreted in many different ways ( I expected a "drown in flames" burning warrior, you expected a normal-looking girl who can manipulate fire at her please, others expected a hell-theme with dark colors reminding to nasus, others just thought at some fire reminders and cool particles, and infact they are happy with this version..), SKT theme can have shades, sure ( for example I didn't like headphones, and another users disagreed strongly with me, saying they are a component in team's skins ), but the most important things we were asking for were overall the same, and noone could be displeased by them ( I honestly don't NEED a Ryze tumbling or eating broccoli, but if it is made I cannot disagree with it, as it strongly reminds of Faker )... Basically our own condition screwed us I guess, just shame to original creation team on this one. Let's hope they took at least the negative feedback on quality to don't make the same mistakes in future works.
> [{quoted}](name=IFedTheZed,realm=PBE,application-id=cMKtzQHY,discussion-id=clpMWqyp,comment-id=000100000000,timestamp=2016-04-17T15:01:00.712+0000) > > Let&#x27;s hope they took at least the negative feedback on quality to don&#x27;t make the same mistakes in future works. ofc they won't do any mistakes when they will do x-th Ahri/Sona/Syndra/Vi/Leona/Jinx/etc skin... and after 2-3 years when they decide to "bless us" (cough cough) with another Diana skin they again will make something odd/rushed/messed up and won't give a damn about Diana players opinion
: Sadly it seems the majority of players didn't see at all the problems this skin is carrying. On NA boards every thread/comment on how ugly it is right now is mostly getting downotes, Riot can't finance work if there isn't an economical return, it seems there are not many players that would buy the skin JUST AFTER it get some adjustments, so their profit will just decrease by making it better. I don't understand if everyone is blind, or maybe it's really that we were expecting too much and became too incline to criticism.. or maybe the hype was just so hig people will buy it no matter what just for the subject without looking at quality..
> [{quoted}](name=IFedTheZed,realm=PBE,application-id=cMKtzQHY,discussion-id=clpMWqyp,comment-id=0001,timestamp=2016-04-17T11:39:11.659+0000) > >** I don&#x27;t understand if everyone is blind,** or maybe it&#x27;s really that we were expecting too much and became too incline to criticism.. **or maybe the hype was just so hig people will buy it no matter what just for the subject without looking at quality..** It's the blindness/syndrome of "after 3 years we could even accept Diana covered in mud, wearing stinky paper bags. etc and pay 2k RP" of gray mass/mindless people/kids that started playing her recently is the major problem. When majority of customers have 0 standards/demands to new contend then why RIOT should even bother? Look at SKT skins. Everyone were aware that e-sport skins are usually low quality but still after uproar of SKT fanboys and mostly Faker response RIOT **INSTANTLY** decided to scrap all skins and make new ones. They probably will even have all this stuff that people asked like Ryze eating broccoli or doing tumble, etc. I won't be even surprised if **REWORK OF SKT SKINS IS THE MAJOR REASON WHY DIANA DIDN'T GOT TOUCHED/FIXED/CHANGED OR EVEN DELAYED** And now look at Diana. RIOT received GIGANTIC detailed feedback and they just ignored it. They treat Diana dedicated players/mains as trash/air and ignore everything we say. The same story happened 3 years ago with Lunar Goddess Diana and here we go again. 2 and half year of waiting for nothing... not only RIOT is showing middle finger to us by not making Blood Moon Diana, Eclipse Diana (one of the first fan made ideas that became popular) or other popular fan ideas but now they just throw in our face disgusting, rushed copy of Wildfire Zyra, ignore our feedback and wants us to pay 1350 RP for it... 2012 - 2016 - RIOT still trolls Diana mains/dedicated fans. Nothing changed.
: Did i missed something? Where did someone from riot say they wont change the skin? They didnt say anything since the release of it on the PBE. On NA boards, Riot KateyKhaos said that she's "gone ahead and passed this along to the team who is working on her, and they're in the process of discussing feedback and deciding if/what changes should be made." Since that, nothing has happened YET. So calm ur tits please. I'll let you yell at them if the skin is released on live servers as it is right now. Upon the release, calm the fuck down. I've seen you around alot complaining again and again and its kinda getting on my nerves now, and probably on the skin team's nerves too. I repeat, no one from riot didnt annouced anything YET. Relax. Go wank. Edit : if i missed something, please tell me
* during those 2 weeks they didn't touched that skin at all (fuck all feedback we need money and after all we are reworking SKT skins). Lots of previous skins at least had some contrast changes and stuff... Diana got nothing/0/jack poop/null/void/... * this week they already release her (ugly) splashart (copy paste of Katarina splash) so it implies that this skin is ready * "Looks like Galetta did have her team discuss your initial feedback. It's Thursday, which means additional changes won't be made and the skin is in the process of getting ready to be shipped." A response from KateyKhaos regarding the feedback given on the skin on my original forum post and that response was 4/14, or Thursday like it says. - [by Lunar Avatar from the PBE feedback thread ](http://boards.pbe.leagueoflegends.com/en/c/general-pbe-feedback/2Wgf1zxK-pbe-bugs-feedback-thread-infernal-diana?comment=0022) we are royally fucked up hard :( ---- it's kinda sad and depressing since history is repeating. There was exactly the same situation with Lunar Goddess Skin. Lots of people gave RIOT tons of feedback, critique and suggestion how to make that skin better. Even few ARTISTS came to boards and shared their ideas (on drawn pictures) how to improve that skin: different clothes color, less puffy sleeves, different position of those hair loops (lying on back of her head instead of top so she don't look like Mickey Mouse), etc... And what RIOT done? IGNORED EVERYTHING... to make it even more "trolololololol" they censored Diana clevage by adding additional layer of clothes/metallic ornament on cleavage area >.> "thanks" IronStylus
Rioter Comments
: > Looks like Galetta did have her team discuss your initial feedback. It's Thursday, which means additional changes won't be made and the skin is in the process of getting ready to be shipped. A response from KateyKhaos regarding the feedback given on the skin on my original forum post and that response was 4/14, or Thursday like it says. Although disappointed no changes were made the skin, I still do appreciate a new skin for Diana.
> which means additional changes won't be made and the skin is in the process of getting ready to be shipped. nice "fuck you guys" from RIOT not cool RIOT, not cool... you threat your customers (in this case Diana players) like shit and don't care about our opinion/feedback/critique despite first asking for it -\_-
Rioter Comments
: Infernal Diana Loading Slice suggestion.
nah don't change angle of that thing... the less her ugly **yellow/orange** face is zoomed the better >.>
: Yeah... I just played a custom, nothing changed... I hope that at least they will make her hair look better. Like, look at the orbs of her shield, or at the orbs of Aurelion Sol's passive..
the price of this skin is a joke at this point if nothing will be changed/fixed/improved nice middle finger toward us from RIOT... first DV headdress, then scraping Diana cool/sexy skin after teasing us for months, later censoring Lunar Goddess (and overall giving her those ugly hairloops and puffy sleeves) and now this bad joke called Infernal Diana aka Wildifre Zyra 2.0
: PBE Bugs & Feedback Thread: Infernal Diana!
ayyyy lmao so not only they went easy/lazy mode and **remade Wildfire Zyra into Diana skin** but also for her splash art they **used pose/idea from other champions splash art** http://i.imgur.com/XUB6VtZ.jpg http://i.imgur.com/mPMJmVL.jpg http://i.imgur.com/zFDhSOz.jpg the "gotta go fast/dashing in viewer face" ... I'm pretty sure that there is probably even more splasharts looking like that. I think that even one of Sivir splasharts looks similar so uhh... 3 years waiting for Diana skin for something that's not even oryginal and creative? just overusing old Zyra skin model/design, recoloring parts of basic skin outfit and now even splashart? ALSO IGNORING OUR FEEDBACK? RIOT how does you didn't removed Diana from LoL if you don't like that champion and don't want to even create good skins for her as often as for other champions (Ahri, Sona, Vi, Syndra, Draven, etc) **"special Diana skin voted by community"** - yeah right. BUT HEY SKT skins will be reworked and even Azir will get SKT skin. ---- yup I'm tilted and salty over what RIOT delivered and done regarding to this skin... we get 0 info from RIOTers despite we gave so much feedback. RIOT forgot about this skin and all Diana players that waited years for skin
: The skin isnt out yet buddy, calm down pls
with the release of her splashart the last hope of delaying and reworking/changing this skin just died. there are only 2 more days in this week and RIOT will release that skin next week with next patch probably. Nothing will be changed because they don't care (unless few contrast/saturation changes that are few minute work on color sliders). They are focusing on SKT skins and ignore Diana skin and all feedback. nice to know what RIOT thinks about Diana and Diana players overall...
: I think that what is the most noticeable on the splash is her hair. The change from her hair turning into fire looks really great, but in game... it is disgusting. Also on her splash her hair are as long as they should be, but once again, in game... the fire part of her hair is pretty fucking short. As a result, she looks like she has short hair which doesnt look good.. I dont understand. The fire on the tails of Foxfire Ahri looks great. Diana's hair could be something similar... We can barely see the fire coming out of her hair, in game. Still, let's see if there's any update on the skin in today's PBE update.
her face looks also 10000x better on splashart. pupils (although yellow colored eyeballs ... what's wrong with this fetish with making her fullbody yellow?), brows, eyesmarks, lips, nose are visible ... while on game model... http://i.imgur.com/PrBMaSR.jpg ---- but still I will be forever salty, angry and sad that they haven't changed her skin color -_- she looks so ugly with yellow skin. God damn I would probably commission bunch of artists for some nice/cute fanart of Foxfire Ahri and Infernal Diana if Diana had normal human skin :( RIOT plz
: PBE Bugs & Feedback Thread: Infernal Diana!
aaaaaaaaaand there goes all our feedback... RIOT just ignored us totally https://3.bp.blogspot.com/-yJC9nZngQd0/Vw6QDW313-I/AAAAAAAA50w/W9gR0Cg8sO8-lspME2sVk-GLcHl8CyjWACLcB/s1600/Diana_Splash_3.jpg if they are already adding her splashart on PBE we can't forget that they will delay that skin and work on it even more RIP human skin ... they are sticking to the ugly Wildfire Zyra clone/big blob of yellow -_-
: Good job, you collected like every found problems and reunited them. I hope comment's authors will upvote and maybe comment so the thread arrives to be seen..
thanks. Sadly I made huge mistake by creating this thread during weekend so it wend quite deep on thread lists + RIOTers from skin team don't work so they now may miss it :( hope that you are right and with a bit of comments and/or upvotes it will bump on top
: PBE Bugs & Feedback Thread: Infernal Diana!
I made new thread where I gathered all feedback/critique people made so far in this thread. Although I goofed and made it during weekend so it went a bit deep on thread lists so it may be missed by lot of people and RIOTers :/ maybe I should copy-paste it here ... dunno http://boards.pbe.leagueoflegends.com/en/c/general-pbe-feedback/otpPX3Io-skt-skins-will-be-reworkedremade-but-riot-wont-even-touch-diana-skin-after-getting-feedback
: > big mass of yellow color That was me... except it wasn't "mass", it was literally "MESS" :p "messed mass" would be the most appropriate description of her right now xDD. I totally agree with you, but maybe we should open a thread about it and not invade SKT's one..
http://boards.pbe.leagueoflegends.com/en/c/general-pbe-feedback/otpPX3Io-skt-skins-will-be-reworkedremade-but-riot-wont-even-touch-diana-skin-after-getting-feedback
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Lukinerx

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