Rioter Comments
: Kayn's name in chat should change to Rhaast if you pick Darkin form.
Ye and "Shadow Assassin" should be named to Shadow Kayn
Rioter Comments
: The Darkin form power wise is fine, has OKAY sustain, but into a half tank DPS Yasuo i got smashed full build plus pots. So i think is in a good spot, good into tanks and mages, poor into sustain and DPS as well as countered by hard CC. The shadow assassin form does feel very weak damage wise. I think this is due to several things. Kayn's shadow assassin Q and R have very poor base damages and scalings, what i would do is increase the base damage slightly but give them good scalings, and OR increase Q scalings and make the R an execute on missing health. Second i think the items Kayn builds synergise to his darkin form more than his shadow form, i think if lethality and less DPS/Health synergised better with his shadow form then it would allow him to build more flexibly. Finally i think if his passive was extended to 5 seconds in his shadow form, or the increased the bonus damage, would give him more of a window to burst people down, He is extremely kitable and thus the extra two seconds on his passive would give him more leeway to do good burst. if i was going to change just one thing though, its the R damage in shadow form, really needs increased AD scalings, like hyper, and base damage. Even in the one or two games i played vs bots to warm up, I'm level 18 full build. they are level 11 bare two/three items and my ult tickles them.
> [{quoted}](name=nogginthenog,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=pF0uPBlA,comment-id=0001,timestamp=2017-06-28T18:06:20.579+0000) > > The Darkin form power wise is fine, has OKAY sustain, but into a half tank DPS Yasuo i got smashed full build plus pots. So i think is in a good spot, good into tanks and mages, poor into sustain and DPS as well as countered by hard CC. The shadow assassin form does feel very weak damage wise. I think this is due to several things. Kayn's shadow assassin Q and R have very poor base damages and scalings, what i would do is increase the base damage slightly but give them good scalings, and OR increase Q scalings and make the R an execute on missing health. > > Second i think the items Kayn builds synergise to his darkin form more than his shadow form, i think if lethality and less DPS/Health synergised better with his shadow form then it would allow him to build more flexibly. > > Finally i think if his passive was extended to 5 seconds in his shadow form, or the increased the bonus damage, would give him more of a window to burst people down, He is extremely kitable and thus the extra two seconds on his passive would give him more leeway to do good burst. > > if i was going to change just one thing though, its the R damage in shadow form, really needs increased AD scalings, like hyper, and base damage. Even in the one or two games i played vs bots to warm up, I'm level 18 full build. they are level 11 bare two/three items and my ult tickles them. Yea I was playing Kayn and by late game I would pretty much get smashed by everyone who built even a tiny bit of health. A support zyra with liandry's and rylai was able to 1v1 me :(
: A Discussion on the Power of Kayn from Early-game to Mid-game
I think hes a bit too strong at the moment. Red form never dies and blue form one shots everyone so I dont think he needs any buffs maybe some slight nerfs tbh
Rioter Comments
: Kayn death animation
Shadow Assassin form overcame and killed Rhaast, so it makes perfect sense why the scythe doenst blink when its dead
: Kayn/Rhaast Feedback
Ye, it should really be called Rhaast as well as the "Shadow Assassin" should be named Shadow Kayn
: Kayn, NEEDS CHANGES STAT
I totally agree, I feel like the name Shadow Assassin is just so general and has no personality. Shadow Kayn would be way better
: This new champ is absolutely awesome. Buuuuut...... the new skin just feels so empty. It needs something more :/ {{sticker:slayer-jinx-unamused}}
> [{quoted}](name=NaimPBE,realm=PBE,application-id=cMKtzQHY,discussion-id=Os2hs1jE,comment-id=000c,timestamp=2017-06-28T04:03:31.056+0000) > > This new champ is absolutely awesome. Buuuuut...... the new skin just feels so empty. It needs something more :/ > {{sticker:slayer-jinx-unamused}} ye base skin is wayyyy better
: Ahh, I see. Is there a reason they do this?
> [{quoted}](name=brytah,realm=PBE,application-id=cMKtzQHY,discussion-id=dAQpcLc8,comment-id=00000000,timestamp=2017-06-28T01:51:18.282+0000) > > Ahh, I see. Is there a reason they do this? Think they just want to test the ban system
: Riot please..
yup made a post about this as well
: No blind pick? This makes it much harder to test Kayn.
Theyve done this before in the past, but ye I made a post on this as well
: [CLOSED] PBE Bugs & Feedback Thread: Soulhunter Kayn!
Champion Feedback: Cant play champ because everyone bans it in draft{{sticker:slayer-pantheon-thumbs}}
Rioter Comments
Rioter Comments
: Hey, ya'll! Sorry for our lack of responses in this thread. Doesn't mean that we weren't taking in all this feedback though! Unfortunately, with how complexly tied his animations, model, VFX, and SFX are to each other due to his evolution, we weren't able to make too many adjustments, while also handling all the bugs on him. Here are some quick points on some of the feedback we got from multiple sources. * We were able to up the spikiness and readability on his Evolved W, since that was a gameplay concern. Unfortunately, it also took a while to figure out a clean and effective way to accomplish this due to Kha'Zix's complexity. * Adding in processed VO lines is pretty much a no-go when a skin reaches PBE unless we want to completely remove the skin from the patch and push it off to a later date because VO processing requires a full re-Localization of the VO lines across all regions, which there's unfortunately just not enough time for. We honestly should have accounted for this during development by understanding that you all would've liked similar Dark Star processing to Thresh as opposed to Varus who had no processing. * The difference between splash art and model is something that you can trace back to many skins because the purposes of splash art and in-game model are similar but ultimately have different goals. The model must support gameplay, readability, and clarity on top of aesthetics, whereas splash art strives to depict a version of the skin where we can show off the character in higher detail and accentuate the fantasy behind the skin, particularly through specific story moments for the character. The variances between model on Summoner's Rift vs. the Dark Star Kha'Zix you see about to devour some sad planets in space are attributed to the different colorization, story, and lighting in those two different settings. * We understand that some thought that he looked too similar to Mecha instead of Dark Star, but we wanted to push the boundaries of what a Dark Star could look like with Orianna and Kha'Zix and felt this particular version of Dark Star Kha'Zix was stronger than the other concepts we had. We tried to alleviate the Mecha look by adjusting the polygonal/geometric look of his claws and wings by giving them a starry/galactic scrolling texture overlay; however, it ended up looking too similar to Void instead of Dark Star, so we reverted the changes. This was a good learning experience to vet the thematic cohesion of the model better during earlier stages.
Well thats unfortunate, oh well, we always have mecha :)
Rioter Comments
: The glaring issues with Zac's rework
Really hate the new walking animation, old one was so much better
: PBE Bugs & Feedback Thread: Dark Star Kha'Zix!
Many people are saying this looks too robotic and I think I know why: 1. The glowing mark on his head stands out too much, it would be much better if it was a subtle detail like[ thresh's mark](http://imgur.com/a/ue7k3) 2. The gray parts look too metallic so maybe a recoloring of those bits would make it look less robotic Also another thing is the splash art looks, hands down amazing while the in game skin looks like its lacking something Maybe make the claws a bit more like the splash art? From the looks of this in game picture the claws dont have a bottom part [(heres what I mean)](http://imgur.com/a/Niz0U) and are also a different shape in general, the in game has really sharp edges angles while the splash has really smooth claws (personally I like the smooth claws more) TL;DR You guys should try to make the ingame skin looks as much as possible as the splash art Edit: Just noticed this but the head in game is attached while in splash its floating like other dark star skins, hope that gets fixed ^^
: Hmm, he lacks the ambient particle effects other skins in this line have, maybe he could be trailing cosmic dust/"planet blood" from his claws? Also, evolved R looks really really similar to unevolved R
Having cosmic dust trailing his claws would actually look really nice
: lol if half the V slash did magic and the other half would do physical that would be cool. so if you have good aim you could chose what damage type to hit them with, if only.
Riot doesnt like difficult mechanics like this one so something like that will most likely never happen :(
: 7.5 cycle - Aatrox changes coming to the PBE
Can we please see some sort of change to his passive that helps him in the jungle? I really like jungle aatrox and it would be sad if his passive was just useless while Im farming camps. Maybe have the cool down of the passive refresh when attack large monsters?
Rioter Comments

Lunk

Level 30 (PBE)
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