: Teleport to a tower (tested with the 1st top tower) is POSSIBLE on the minimap before the barrier is lifted. The Summenor Spell is on cooldown but you are still inside the barrier.
Havn't tested this myself, but if this is legit: The easy way to fix this would be to put all summoner spells on cool down until the barrier is raised; kinda like how they are for the trinkets.
: Maybe they could make it so it scales with the HUD size, like the spell bar, so it isn´t so big and distracting.
This would be a HUD customization question. Do you want minimap in the left, or right? Do you want timmers on be only on scoreboard (tab), or always on. I see no issue in having it both ways. I just don't want the top part of the screen littered with numbers that might not concern me *right now*. But maybe someone doesn't mind. The question now is, does this make gameplay fair? Does HUD customization affect gameplay essentials? That is a difficult question.
: IDK if this just happens to me, or if it is even a bug, but in the updated SR it just shows up when i press tab. I think it would be so much more less awkward and easy to acsess if it were in the normal HUD.
I think it should only be seen when scoreboard is up, prevent unnecessary timer distractions during team fights etc.
: PBE Bugs & Feedback: Jungle Timers!
Lets face it, a lot of "hardcore" junglers have phone apps or background computer apps that tell them when buffs are up, this addition to league gets rid of that 2nd guy and provides more balance against what some could call cheating. Let's put it in perspective: You're Red (Purple) team, you have 4 members pushing 2nd bot lane turret against 2 on blue but you notice in one minute your red buff is up. Your top lanner is at 2nd top turret defending against 2 blue. Blue has 1 member MIA. Are you really going to disengage from bot lane to get your red buff all the way across the map? What Riot values are is that the game shouldn't be heavily based on knowing when things spawn, it should be based on team decisions, and gameplay [Clarity](http://na.leagueoflegends.com/en/news/game-updates/features/lol-design-values-depth-clarity). -- -- Now, my comments in regards to the "jungletimers.jpg" attachment: 1. I would like to point out that the timer at the top doesn't appear to be centered. But it might just be the imbalance of HUD. * ~~You stated that it appears "on the scoreboard (default TAB)" but in the picture you don't need to bring up the scoreboard to see the timers. With the original idea, it would look way better by, clearing up screen space and prevent the distraction of potentially 6 ticking clocks on the top of the screen during team fights. However, it would require a check of the scoreboard, but I see nothing wrong with that endeavor.~~ (should update the attachment to newer version) * Perhaps attaching the timers to the scoreboard would levitate the strangeness of the top part of the HUD. ~~(sorry if this exists already as I have yet to see it on PBE, the servers are currently unavailable)~~ *Just noticed it was online, and got a taste of it. Strikethrough used because some info is still relevant as to why timers should exist. -- -- **For Great **{{summoner:13}} -- -- ~~without timers:~~ http://i.imgur.com/FGZuyEf.png ~~with timers:~~ http://i.imgur.com/1Kz5CCW.jpg ~~**Note: Sorry about the bots, blurriness, change of champs, etc. Just trying to convey the jungle timer idea.*~~
: +PBE clinet suddenly cannot pop-up. Is that only me?
Nope, not just you, I am having the same issue. PBE Patcher is being shy.
: It is an interesting item concept and you're right, it has a cost issue for early and midgame. It was also mentioned that it is horrid endgame and that is practically a B.F. Sword with no item to build it up into something late game which mean this is a dead-end midgame item with excessive cost. Essence Reaver is a good unique item passive and I would like to see it stay in the game for a AD ability spammer. • RECIPE: Vampiric Scepter (800 gold) +**Forbidden Idol (700 gold) + 600 gold = 2100 Total Gold Cost** **• Attack Damage: 20** • Life Steal: 10% • Cooldown Reduction: 10% • UNIQUE Passive: You gain 2 to 8% of the damage dealt by basic attacks as Mana. Mana gain increases based on how much Mana you are missing. *I believe this build and item stats gives the item a good early game presence will allowing the builder to choose life or Mana sustain before going for the bigger buy. The low damage is there to offset the better utility of the item over a B.F. sword rush. *Sugested Build into **ITEM NAME**:* (Mana Mace?) *• RECIPE: Essence Reaver (2100 gold) + Pickaxe (875 gold)+ 525 gold = 3500 Total* **• Attack Damage: 60** • Life Steal: 10% • Cooldown Reduction: 10% • UNIQUE Passive: You gain 2 to 8% of the damage dealt by basic attacks as Mana. Mana gain increases based on how much Mana you are missing. *• UNIQUE passive: You gain 25% of your missing Mana when you kill an enemy champion. (10% on assist.)* *This item could scale into late game by allowing for a poke or ability based AD champion to continue to use abilities and be rewarded for hitting them however this heavy Mana and Life Steal sustain combo in this item is offset by 20 less AD as a late game item. The Mana Regen is removed from Forbidden Idol to add the unique passive. You can also allow for a little snowball potential by giving the upgraded item a new passive that could help Mana hungry champs more. I was originally thinking of combining the suggested Essence Reaver (2100 gold) with B.F. Sword (1550 gold) But that combined cost was too high and then considering adding another 500 more gold on top of it, it would be over 4000 gold. Perhaps removing Forbidden Idol for just the Faerie Charm. Making it 80 AD, lacking CDR, and around 3800 gold might be an idea making Essence Reaver around 1600 gold or so. Just throwing around ideas. **TL;DR:** Reduce cost for early game utility vs damage early, 2100 or less gold {{item:1053}} + {{item:3114}} = Essence Reaver instead with 20 AD Essence Reaver + {{item:1037}} or {{item:1038}} = New item, basically Essence Reaver with 60 or 80 AD respectively and Mana on kill as a unique passive.
I just tried Muramana with Essence Reaver as it is currently, ridiculous combo. I justified the loss in Mana Regen due to the unique passive, and the potential to counter play the item by being semi more aggressive. You can't get Mana back without a basic attack. There are some other items that lose passive but not stats. The one I can think of is {{item:3093}} into {{item:3123}} a unique passive change. I just tried Muramana with Essence Reaver as it is currently, ridiculous combo. {{champion:81}} Essence Reaver Rush >{{item:3004}} >{{item:3078}} > {{item:3035}} >{{item:3031}} >{{item:3072}} It really seams unfair to do a 2k Q+AA combo. And can practically leave after with an E and the rage from TriF. Tried this in a custom, don't know how viable a build it would be in a player match.
: [Essence Reaver] [Feedback]
yeah, pretty much the build I sugjested [here](http://community.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/xiGnhbhm-essence-reaver-feedback-please-dont-release-this-item-with-this-recipe) in another Essence Reaver Feedback post. Although a little more damage the overall cost would make it viable for early and scale just okay into late. Little more expensive than {{item:3004}} but can build into something that costs around the same as {{item:3072}} with a little less damage and Life Steal but that Mana utility could give you an advantage. There is also the possibility of using both Muramana and Essence Reaver to negate the Mana loss of {{item:3042}} active (basically becomes a passive now) it'll give you a nice chunk of damage.
: [Essence Reaver] [Feedback] Please don't release this item with this recipe!
It is an interesting item concept and you're right, it has a cost issue for early and midgame. It was also mentioned that it is horrid endgame and that is practically a B.F. Sword with no item to build it up into something late game which mean this is a dead-end midgame item with excessive cost. Essence Reaver is a good unique item passive and I would like to see it stay in the game for a AD ability spammer. • RECIPE: Vampiric Scepter (800 gold) +**Forbidden Idol (700 gold) + 600 gold = 2100 Total Gold Cost** **• Attack Damage: 20** • Life Steal: 10% • Cooldown Reduction: 10% • UNIQUE Passive: You gain 2 to 8% of the damage dealt by basic attacks as Mana. Mana gain increases based on how much Mana you are missing. *I believe this build and item stats gives the item a good early game presence will allowing the builder to choose life or Mana sustain before going for the bigger buy. The low damage is there to offset the better utility of the item over a B.F. sword rush. *Sugested Build into **ITEM NAME**:* (Mana Mace?) *• RECIPE: Essence Reaver (2100 gold) + Pickaxe (875 gold)+ 525 gold = 3500 Total* **• Attack Damage: 60** • Life Steal: 10% • Cooldown Reduction: 10% • UNIQUE Passive: You gain 2 to 8% of the damage dealt by basic attacks as Mana. Mana gain increases based on how much Mana you are missing. *• UNIQUE passive: You gain 25% of your missing Mana when you kill an enemy champion. (10% on assist.)* *This item could scale into late game by allowing for a poke or ability based AD champion to continue to use abilities and be rewarded for hitting them however this heavy Mana and Life Steal sustain combo in this item is offset by 20 less AD as a late game item. The Mana Regen is removed from Forbidden Idol to add the unique passive. You can also allow for a little snowball potential by giving the upgraded item a new passive that could help Mana hungry champs more. I was originally thinking of combining the suggested Essence Reaver (2100 gold) with B.F. Sword (1550 gold) But that combined cost was too high and then considering adding another 500 more gold on top of it, it would be over 4000 gold. Perhaps removing Forbidden Idol for just the Faerie Charm. Making it 80 AD, lacking CDR, and around 3800 gold might be an idea making Essence Reaver around 1600 gold or so. Just throwing around ideas. **TL;DR:** Reduce cost for early game utility vs damage early, 2100 or less gold {{item:1053}} + {{item:3114}} = Essence Reaver instead with 20 AD Essence Reaver + {{item:1037}} or {{item:1038}} = New item, basically Essence Reaver with 60 or 80 AD respectively and Mana on kill as a unique passive.

MicFoley

Level 30 (PBE)
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