: Why split up duskblade's passive?
AD supports are coming to the rift, and they might be able to use umbral blade. It gives CDR, AD, lethality, plus the extra ward clearing. It is also fairly cheap for a support. I think Riot made that change with Senna in their minds (just like the AD support items), but other AD supports could also use it.
: Relic shield/Runesteel shoulderguard does not grant passive gold.
Using dummies, no recalls and starting proccing the active of the items when the first minion waves arrive, Relic shield takes 10-10.5 minutes to upgrade the quest (taking all possible cannon minions). Spellthief takes 6.5 minutes. The difference could be even worse if you take into account that you can proc Spellthief even before the 1st minion wave, and you do not need a nearby ally to do it. The current (live) relic shield's passive charges the quest, the new one does not. That is part of the difference.
: Relic shield/Runesteel shoulderguard does not grant passive gold.
The 2 gold/10 sec still does not charge the quest through Relic Shield and Shoulderguard. The other 2 support items charge the quest at 2 gold/10 sec. Is this intended? Item descriptions clearly state the 2 gold/10 sec, and that earning gold through these items is supposed to charge the quest.
Rioter Comments
Rioter Comments
: How would adaptive work before buying other items? At That time you wouldn’t have buyed ad or ap.
Yes, that is correct. All champions would get AD because at start they have only base AD and no base AP. The only way around it if they assign champion specific adaptive stats (i.e. the adaptive stats are not determined by the item you purchased, but the champion itself). This could affect only champions who carry a support item and also the adaptive runes of that champion.
: I agree with the part of starting to emerge AD champions like cait as supp, but desagree with the last part. support playrs need to have a little AP because we need that damage to: 1. help the adc killing on early game 2. help the team to defend the tower or nexus 3. to protect yourself, if you dont have any ap you will be a easy target to the ennemy team (sometimes doing just armor,magic resist and heal isnt enough) 4. help more the team if your adc isn't the best or is having a bad game, so you kinda become a midlaner with some supp itens. {{sticker:slayer-jinx-wink}} now… removing the 10% CR and the mana reg ,for me is a big mistake, i really feel the difference and is for the worst{{sticker:sg-soraka}}
The Spellthief line was originally introduced to give a choice for the mage enchanters between a little bit more power or sustain/utility start. The unwanted consequences of this was the appearance of power/poke mages in the support role (Brand, Velkoz, Xerath, Swain, Lux and even Zyra). Enchanters could still play against the power/poke mages choosing sustain/utility and supporting their ADCs from behind (especially if the ADC was less competent). This will not be possible in season 10, and I feel enchanter mages will be unplayable. They will not be able to trade efficiently with the power/poke mages and AD champions, and they can't play from behind efficiently either because they will not be able to complete their quests efficiently due to the difficulty to generate income. The Taragon line appears to be very inefficient compared to the Spellthief line. I just realized that procing the Spellthief line does not require nearby allied champions. I am not sure if that is a bug, but if it is true the pokers will get their quests completed much faster.
: Support Item Feedback (Preseason 10)
Eliminating sustain from the support items is a mistake in my opinion. The new support items encourage the fighting style over the true support style in the support play. Introducing AD support items will cause AD champions showing up as supports. If they have good long range poke or reasonable CC now they will be played in the support role. We might even see double ADC bot lanes. Caitlyn for one can insanely proc the Spectral Sickle with her long range and can upgrade it very quickly. Her traps also can provide reasonable lane control. The new AD support items were created for the upcoming new ADC support champion, but she will be just as much of an abomination in the support role as Pyke. With this Riot opened Pandora's box. Other non-support AD champions will also abuse the role. For a single champion's sake Riot is ruining the support play. Make no mistake, the new ADC support is not introduced for the true support players. She is introduced for auto-fill supports, who don't know how to play support. The same reason Riot introduced Pyke. In my opinion, support items should not have AP or AD, only sustain (Mana reg, health/health reg, CDR, movement speed). This however will not happen because Riot endorses the brainless fighting style.
: Thanks for letting me know. Based on your info I did more testing. 1. If you start the game with 100% minimap, it works correctly. 2. After starting the game with 100% minimap, you change it in game to 60% minimap. It still works correctly 3. Leave the game at 60% minimap, and start a new game with 60% minimap. The minimap does not work correctly. 4. Set the minimap back to 100% in game. The minimap again works correctly. So if you start the game with a minimap scale that is different from 100%, it will not work correctly. However, if you set it to 100% in game, then set it back to smaller size, it should work. Of course, in game I cannot set it higher than 100%, so I am still screwed.
OK here is the strange thing. I start the game with 600% minimap scale. Huge minimap, and of course minimap movement is incorrect. Then, I adjust the HUD scale (it does not matter how much), and the minimap starts working (even at 600% scale). However, I have to do this every time when I start a game. It appears that there is a strange interaction between the Minimap scale and the HUD scale.
: > [{quoted}](name=Macsek,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=fPFP0Oy4,comment-id=0001,timestamp=2018-11-14T07:36:05.592+0000) > > OK, I did some research on this, and this happens when the mini map scale is set to higher than 100%. This cannot be set higher within the client, but it can be done in the PersistentSettings.json and in the game.cfg files (with the MinimapScale parameter). In the past, this upscaling did not cause any problems, the mimimap was working even if it was set to a higher size. Right now, it appears that Riot redesigned the mini map (due to the new turret pictures that indicate turret plating), and the upscaling did not keep the mini map functionality. For example, if you set the mini map size to 200% (a value of 2 for MinimapScale in the files indicated above), the mini map will be bigger, but when you click on it, it will act as if it has a 100% size and you will go to a different place. In other words, the size of the mini map and the click coordinates are no longer synchronized above 100% mini map size. The upscaling is still functional on the live servers, but no longer on the PBE servers. It would be nice if Riot could restore the synchronization with mini map upscaling, because I personally prefer to use a higher than 100% mini map in the game. I am not sure if thats true because my mini map is small but still I experience the same thing as you.
Thanks for letting me know. Based on your info I did more testing. 1. If you start the game with 100% minimap, it works correctly. 2. After starting the game with 100% minimap, you change it in game to 60% minimap. It still works correctly 3. Leave the game at 60% minimap, and start a new game with 60% minimap. The minimap does not work correctly. 4. Set the minimap back to 100% in game. The minimap again works correctly. So if you start the game with a minimap scale that is different from 100%, it will not work correctly. However, if you set it to 100% in game, then set it back to smaller size, it should work. Of course, in game I cannot set it higher than 100%, so I am still screwed.
: Mini map bug (I guess).
OK, I did some research on this, and this happens when the mini map scale is set to higher than 100%. This cannot be set higher within the client, but it can be done in the PersistentSettings.json and in the game.cfg files (with the MinimapScale parameter). In the past, this upscaling did not cause any problems, the mimimap was working even if it was set to a higher size. Right now, it appears that Riot redesigned the mini map (due to the new turret pictures that indicate turret plating), and the upscaling did not keep the mini map functionality. For example, if you set the mini map size to 200% (a value of 2 for MinimapScale in the files indicated above), the mini map will be bigger, but when you click on it, it will act as if it has a 100% size and you will go to a different place. In other words, the size of the mini map and the click coordinates are no longer synchronized above 100% mini map size. The upscaling is still functional on the live servers, but no longer on the PBE servers. It would be nice if Riot could restore the synchronization with mini map upscaling, because I personally prefer to use a higher than 100% mini map in the game.
: BE/RP problems
All champions are free to play on PBE. New stuff (skins, emotes) is usually available for 1 BE. I guess, you could play some Coop vs AI games to get some BE. Rune pages though are quite expensive, but you should get 2 free(?) just like on a regular account.
: Mini map bug (I guess).
Yes, it's the same for me. Right clicking on the mini map moves the champion in a different place. Casting redemption on the mini map also lands it in a different place. Also the resolution of the mini map seems lower. It appears that the mini map coordinates are messed up. This started after Monday's update. It worked fine on Sunday.
: Why keep adding more damage and lowering defense?
Remember that some of these stats were part of the system in season 8. The scaling health was provided if you chose the Resolve tree. Damage (adaptive) was also provided as extra in that system. However, the 20 damage is way more than that adaptive damage was. They should make the player choose between 10 AP or 10 AD (just like in the old rune system). I was never a fan of that adaptive damage. Bone plating should stay. The new Shield Bash is plain idiotic, just more damage to the shielded champion, but only limited number of champions will use it. They practically replaced a defensive stat with an offensive stat. If bone plating stays, the armor/MR changes are kept and only 10 AP OR 10 AD are given, that should be better. 10% CDR at level 18 is not worth it. By the way, as we speak all rune changes are reverted on PBE.
: It sounds like you're saying this with your own opinion. I can understand where you're coming from, but you DO realize they were just testing it out on PBE? You're saying you're gonna hate them for not bringing back a simple test. Yes some may agree to want this back while others don't.. But you really should just calm down because you never know. They might bring it back.
You are right, the PBE changes are not final. However, I think Riot wants to turn league into more fighting and less strategy, and this move would support that. This would align with their long term plan. They want to model LOL as a professional sport. They franchised the league with a shared revenue structure. In other professional sports, broadcasting rights are significant part of the shared revenue, and I believe their next logical step in franchising is to sell broadcasting rights. A brainless fighting game that finishes within 30 min will attract more interest from broadcasters (see CS:GO) than a strategic game that lasts longer. They are walking on thin ice, though. Strategy makes this game stand out among the others, and drastic changes might lead to the loss of the player base and eventually their franchise. They have to make sure that they don't alienate their base. The loss of vision on a jungle item is not a drastic change (although I do like junglers having a vision item), in earlier seasons there was none. However, if they continue diminish strategy in the game in favor of brainless fighting, that could be detrimental.
: BE from PROJECT tokens
Finally, someone said it! Riot listen to this guy!
Rioter Comments
: RP Amount Doesn't Adjust
I had the same issue with RP not adjusting after purchase. When i opened the chests, some contained BE, but it was not added to my BE, These issues were resolved when I signed out, then signed in again.

Macsek

Level 30 (PBE)
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