: PBE Bugs and Feedback Thread: Stats on PBE!
i want to hi5 everyone who had a part in this {{champion:33}}
: Heads up on new Order and Chaos themed content
Hey Ponts! Now that the Order and Chaos themed Legendary VS missions, crafting, and content is all up on the PBE - would you mind sharing the current PASS LINE missions, requirements, and rewards? I see each quest line for Chaos and Order - "master" and "novice" - has 3 missions each but they vary slightly between Order and Chaos. Also, is the ward exclusive to the bundles?
: Glad you're enjoying it! I'm going to be nudging Game Length up a tad (350pts) and seeing where that settles, so should be on PBE with the next deploy. I think there's two separate feelings here: One is that the game length is just too short, and the other is that you don't get as far in your itemization as you'd like (Which are obviously related, but independently tunable if we want to). I (clearly :D) agree with the former: We do definitely want the game to be on the shorter side overall, but it's ending a tad fast right now, so going to nudge it and see where it settles. That said, we do like it on the shorter end. The item one we're being cautious on. I definitely agree that it feels good to hit that full build, but where we're ending your build normally is where assassins usually pick up a pure defensive item (GA, etc.) As the game goes longer, we already see time to kill drop (Pretty significantly, in some cases). I'm trying to make sure we don't end up in a game state where we hit "Consistently die instantly with no window for a response", as I think having those moments to respond, even if they are on the shorter side, are a lot of what makes the mode work.
Is this point change on PBE as of 1/27? Mode is disabled so can't check! I noticed tool til for Demon Herald noted it was down to 25 points from 30 though !
: [6.13 Planned] Adjustments to Secondary Systems [Part 1 - Experience Changes]
Are these on the PBE already (current build is 6/15 update)?
: Jinx Rocket AS changes in testing
teemo bless u for da context
: > [{quoted}](name=Nixtarma,realm=PBE,application-id=AYQh7p7O,discussion-id=iaN2g4gz,comment-id=,timestamp=2016-01-13T22:46:32.897+0000) > > I just bought a bunch of chests and keys (about ten). These were my thoughts: > > 1. They seemed to be strongly biased towards skins. I got one champion shard, and the rest were skin shards (with two ward skin shards). > > 2. Of the skins, two were legendaries. This seems like too much. > > 3. I got the Season Three Championchip ward. Was legacy content intended to be here? > > Finally, I would really like it if there was a mass open button. It got repetitive. > > > EDIT: After opening some more chests and keys: > > 4. I got a rare gem. For the price of one chest + one key, I got... one chest + one key. Do they always drop that? Is there any benefit to getting these at all, or do they just waste my time? > > 5. The right side of the scree is empty more often than not when I am using it. This makes the whole interface seem kind of empty. > > > Thanks, > -Nixtarma 1, 2 - the loot tables are definitely something we're iterating on. 10 is a pretty small sample though, i'd expect to see more champion shards. 3 - yes, legacy content is intended. Do you think that ward is good or not? 4 - you should have got a rare gem PLUS a shard, so it should have been pretty good value. If people are getting JUST a rare gem then that's a bug, let us know. 5 - Agree, we're looking at how to make that balance of the screen feel better when there isn't a crafter on screen
Hey Mirross, anyway y'all could post a number break down of what content takes how many essence in addition to the shards? Example - Bard is a 975 RP champion and takes 675 essence to complete. His shard DE for 322
: PBE Content Being Removed for Loot System Testing
Any way you could enable the legacy content (as it would be wiped off existing accounts) in the PBE store? I've accrued a number over the years that come in hand when champion updates or skin update go out and I'd hate to just lose them all without a way to get them back.
: We're still going to be releasing content during holiday periods, we're just not bundling it in the same way.
Alright so 5.20 included One for All. 5.21 (current PBE) includes Bio updates for Shadow Isles Champions + the 3 new non-legacy skins (zombie type event rather than spooky Shadow Isles skins like 2014) I know you probably can't share anything we haven't already seen but how does this change from the traditional sort of roll out? Was One for All intended to be "bundled" into the Harrowing (as you mention it into the post) but went out a patch earlier than the rest? I'd assume this also might make more sense as we go along. Either way, decoupling time from stuff like Shadow Isles or the spooky scary story from only being around Halloween seems reasonable - easy to do an event or push the storyline without having to confine it to a certain time of the year.
: 'One For All: SR' featured game mode coming soon to the PBE
DO ALL MORDEKAISERS GET A DRAGON WHEN THEY KILL IT
: 'One For All: SR' featured game mode coming soon to the PBE
DO ALL MORDEKAISERS GET A DRAGON WHEN THEY KILL IT
: > I'm just concerned about how this will actually play out for some of the very niche junglers who depend on leashing mobs back and forth with DoTs (Brand) to avoid damage or for champions with movement abilities (Quinn) that may be put into an awkward or even unplayable position because of these changes. Part of the reason we can't really support these characters in the current Jungle is that most of the edge-cases that allow them to Jungle rely on almost bug like interactions (that can change at a moment's notice.. when we fix bugs.) In the short term, this might make some junglers impossible but these rules at least apply a more uniform set of rules that all Junglers can be tuned around. I also work in like, a 6 month time lag from you guys - so most of the things I do incur short term costs because I'm also planning around for how future content will affect them. > From what I can see in the pictures, it looks like the entire camp hinges off the large monster in the camp, which is also a bit alarming for the occasional Alistar jungle game where I'll use Headbutt to throw the large Krug or large wolf over a wall to reduce the damage taken while I kill the smaller minions in the camp slowly; is this going to affect these types of things, or am I just worrying for nothing and the rules are staying relatively the same? I'm only displaying it on the large monsters right now as this is an ad-hoc visual solution (bars on every monster was really reeeaaaallly noisy) Depending on how much we like this solution and the effects on the game - we'll figure out some kind of better display system. Each monster has their own individual frustration - so you don't need to worry about the Alistar case.
heyo. the preview images in the post still don't seem to be working, any chance to fix 'em?
: Dead Man's Plate heading to Summoner's Rift on the PBE
Just to clarify, will this have the same stats and all as the BMB version?
: Mordekaiser Change Summary & Feedback Thread
Question - is Q's current AD ratio .23 total AD? Also I noticed R's ghost duration is now 45/60/75 from 30 seconds, is this intended? I see it is not in the changelog.
: Hi! Yeah, we've been keeping an eye on Fiora's balance, and we suspect she might be a_ little_ weak. Accordingly, over the past few days we made the following changes, aside from the base HP nerf: Basic attack cast time 0.25 >>> 0.2 Attack Speed / Level 3 >>> 3.2 Passive healing 15+5.9/lvl >>> 20+5/lvl E slow 25/35/45/55/65 >>> 40/45/50/55/60 Those first two changes should make proc'ing vitals with basic attacks a lot easier. It's always going to be tough since the target is moving while you attack, but compressing the time it takes for Fiora to attack by bumping up the attack frame and giving her more attack speed should help quite a lot. We've also observed that though she can compete in most lanes, she has a particularly bad mid game lull when teams start grouping. So, we're moving around some numbers to give her power when she needs it most.
: You are now able to toggle between Bilgewater music and Updated SRU music!
by the way it is worded here I'm going to assume we won't be able to keep the bilgewater music after the event :C ?
: Ward selection in champ select
VIdeo preview - https://www.youtube.com/watch?v=VOoJOi_J5j0&feature=youtu.be Screen shot attached below
: Currently, the AD ratio goes from 2.8-4.5 with level. That means at level 18, with 100 bonus AD, Fiora's passive will deal an additional 4.5% of the targets HP, for a total of 7.5%. The heal simply scales up at a flat rate. It's technically 5.9, so that at it goes from an even 20 base to 120 at max level. This exact number might change as we tune her :D
Thanks! One more question - W's tooltip notes the CD is 21/20/18/17/15 - is it this or is there some strange stuff going on with tooltip display and it is actually 21/19.5/18/16.5/15
: Fiora Feedback Thread
Hey Stashu - if I may, what are the current values on Fiora's passive? I noticed the heal and the ad ratio scale up with level
: Thanks for the feedback. LMK if your views change as you get more comfortable with the new layout.
Lots of changes seem to still be floating thread with it - any word if the HUD update is slated for 5.14 or if it will return for more testing next pbe cycle? :D
: Miss Fortune feedback thread!
Any word on Struts increased scaling based on level? Haven't noticed anything on the PBE yet (7/13 update) From the champion update post: "[New] Strut now has increased scaling based on level, and only falls off when Miss Fortune takes direct, non-periodic damage."
: Hey guys, Due to a bug, we will be disabling the map for a few hours after the new deploy. We are working on a fix (should be simple!) and we are planning to reactivate it later today hopefully. Sorry :<
: Nice catch, turns out he was doing the bonus damage from Three Talon Strike to himself and shredding his own armor with the Cleaver :p. Should be fixed for the next build.
: Overload damage should only be 60/95/130/165/200 from 65/95/125/155/185 Also, there's another change in that couldn't be caught with scraping and isn't in tooltips, but Ryze's targeted spells (W and E) no longer cancel active movement/attack commands.
Alright, thanks for the tip on the W and E. In the 6/11 Build I'm seeing Ryze's damagae as 60//100/140/180/220, I'll keep an eye out for updates in the next patch. [Screen shot of damage scaling as of 6/11 PBE]
: Thanks for the thoughtful post, Teridax. I have been trying a few different iterations on changing stuff up for Ryze this patch, but I do feel like none of the ones we've sent to PBE so far have been quite right. The one we're sending today should (I hope) be a bit better, and closer to the Ryze that's on Live, just more fair. Feel free to let me know what you think of today's changes when they come out. Thanks again!
Hey! Does this changelist seem about right for the 6/11 update? Arcane Mastery (Passive) stack duration lowered to 10 seconds from 12 seconds Arcane Mastery (Passive) supercharged duration down to 2.5 seconds increasing to 3/3.5/4/4.5/5 seconds based on Q's rank from 6 seconds Arcane Mastery (Passive) tooltip no longer mentions spells cooled down to a minimum of .25 Overload (Q) damage increased to 60/100/140/180/220 from 65/95/125/155/185 Overload (Q) mana cost changed to 40 at all rank from 30/35/40/45/50 Overload (Q) new passive effect " "Arcane Mastery's supercharged duration is increased to 3/3.5/4/4.5/5 seconds" Overload (Q) line width increased to 55 from 50 Rune Prison (W) damage changed to 80/100/120/140/160 from 65/95/125/155/185 Rune Prison (W) root duration changed to 1/1.125/1.25/1.375/1.5 seconds at all ranks from .75/1/1.25/1.5/1.75
: Found something spooky on PBE
It will also trigger a laugh if you stand in the river and do an emote laugh! https://www.youtube.com/watch?v=vbGnFTYt60c
: [PBE Feedback] "New Missile System" - Rewriting Skillshots
: Cross Map Consistency Pass
Where is the new tower on TT going to be? Just near the middle?
: Hey everyone, Thanks for the feedback so far. Taking it all in and delivering things that come up often to the relevant contributors. **Bug Fix** Thought I'd first let you in on a major bug we're trying to clear up. Currently the after-image on his ult is not working as intended. Whether or not you can see it on the enemy team is kind of up to random chance at the moment, sometimes it's visible, sometimes it isn't, sometimes it looks correct, and sometimes it looks like an exact copy of Ekko! Intended functionality for enemy team vision of the clone is as follows: If you can see Ekko, you can see the clone. The clone disappears if you can't see Ekko. The clone looks like a team-colored version of the one Ekko sees, not a fully textured copy of him. We're working to get it there so bear with us. **W delay** Second, a note on the W's 3-second delay. Frankly, it's very much intended. It's a predictive skill that you should be thinking about using BEFORE you fight, not something you should be using to react to the Vi who just jumped on your face out of nowhere. This feeds in to the goal of giving Ekko numerous things to feel "smart" about. Is it skillful to split second spell-shield a Vi ult right as she hits you? Sure. It's SMART to predict that Vi's going to ult you in 3 seconds and detonate a giant shield and stun on her face right when she's about to get her punch on. It may feel unreliable at times but my hope is that these failures make the success case feel all that much sweeter. **Why AP?** So Ekko to me thematically does not feel all that out of place in the AP space as he's a kid who isn't really all the physically strong but instead is leveraging the hextech powers of his Zero-Drive to move through and influence the timeline as well as damage opponents. Mechanically AP scaling is important on Ekko because it helps us regulate his maximum damage potential (no crazy AD basic attacks to worry about) which in turn allows us to give him crazier stuff in terms of mobility and CC. The power of Ekko's slows, hastes, stuns, and movement is only okay because the amount of benefit he gets out of standing there wacking an opponent affected by them is capped by his spells and AP ratios. Also helps to regulate things like tower pushing and vamp, which tend to get pretty crazy on chars like Zed and Talon. They kill you, heal up off the wave, take your tower, and then gank bot. For as powerful as Leblanc is at least she doesn't wreck your towers or remove all the damage you did to her before she died (and yes Ekko's R does that but it's on a CD). Are AD assassins bad to make? No, not necessarily, they just gain access to a whole new set of powerful things that I felt should not be as strong on Ekko.. **Changelist** Putting in a few nerfs for Ekko that should be out sometime tomorrow. After watching a number of PBE games we feel that Ekko tends to get pretty trainy (runs you down and beats you to do death with basics) especially when ahead. Additionally, his tower taking is pretty crazy. To combat this we're reducing the bases and scaling on his basic attack and hitting the AP ratio on the W passive. Hopefully this should make it a bit harder for Ekko to snowball and make him a bit less oppressive when doing so. **Stats** Reduced base attack speed to .644 from .658 Reduced AS/lvl to 3% from 3.5% Reduced AD/lvl to 3 from 3.5 P Q **W** On-hit AP ratio reduced to 1% missing health per 45 AP from 1% per 35 R Thanks again for all the feedback, will keep reading it and responding when I can.
thanks for taking the TIME to give us an update. {{champion:17}}
: Always straight to the point Mr. Moobeat. If testing goes well, we'll be starting the roll-out to all servers starting with EU and NA.
: [5/7/2015] Starting a new beta test for the Instant Feedback System
Is this system planned for a 5.9 live test/release?
: Please Revert the Daggers on Wild Card Shaco
C&P a response I left on reddit: The highlighted blade on the dagger is likely to give it some umphf from normal or far camera distance, which you will normally be at for a game. With the up close comparisons, it's easy to tell what changed and the removal of the red curves. If those same comparison shots were from normal game distance, you'd see it go from a completely red dagger to now having a clear sharp edge.
: Request: Screenshots of Jungle Stats
I'm not seeing the buff pop up in customs - is this something only for normal games?
: They're probably disabling it tonight while I try to get a fix in for tomorrow. Sorry guys. :P
YOU TRICKED US WITH YOUR DELICIOUS ITEM TESTING. Any comments on the "Mana item", "Mana Gem", and "Luden's Echo" strings added in today's update :)
: DJ Sona Icons not appearing in Summoner icon list
You can get them on the PBE by "buying the skin" but if you had purchased it earlier you can not obtain them except by refunding and repurchasing.
: [Mordekaiser Rework] - Bugs
None of the tooltip changes seem to be functioning in-game this build - to confirm, go into a game, skill Q, and use it. You'll notice it still takes the original amount of HP and goes on an 8 second cooldown.
: DJ Sona profile icons not delivered
they were just added in the 2/4 update
: PBE Bugs & Feedback Thread: Heartseeker Varus!
The shop reads that Heartseeker Varus is 975, instead of 1350 RP as listed in the post. Can you confirm 1350 is the correct price :)?
: PBE Bugs & Feedback Thread: Warring Kingdoms Nidalee
Hi flan! In the 1/16 PBE update, WK Nidalee's unique Hunt vfx were swapped out for the base vfx. Could you share why they were changed?
: PBE Bugs & Feedback Thread: Firecracker Ward!
I really like the stylized smoke when it is put down!
: 'Nemesis Draft' featured game mode coming soon to the PBE
: I tried on TT, and it wouldn't let me buy raptor cloak. If I tried to buy Zz'Rot then it'd buy and immediately undo. Raptor cloak is listed as unavailable on TT, HA, and Crystal Scar, but it still shows up in the shop (on TT at least), it just won't do anything when you double click on it.
Out of curiosity, could you see the new splash arts in your client? Any of the skin arts for Rek'Sai, Thresh, Malz, Elise, or Sejuani?
: Preseason back on PBE
Any chance for up to date "rough notes" like we got during the initial push? Noticing a few changes to jungle items, a new "mini essence reaver item", so far
: PBE Bugs & Feedback Thread: Reaper Soraka
: Sion Login Screen Bugs & Feedback
{{champion:14}} {{champion:14}} DRINK THEIR BLOOD {{champion:14}} {{champion:14}}
: Hexakill: Twisted Treeline Bug / Feedback Report Thread
: Notice me senpai Moobeat [> ♥.♥]>
: Ongoing: Mass Texture Rebalancing!
LOOKS LIKE I'LL JUST CANCEL MY DINNER PLANS FOR TOMORROW NIGHT
: He is available now. The other question, is are all of his skins going to be 1 IP?
Thanks! Had to relog to get it to work!
: Central Feedback Thread for Viktor Gameplay Update
Will Viktor be enabled for testing in today's ( September 10th ) update?
: MAC issues should now be resolved. Happy Testing~ Kowari {{champion:37}}
Is there an ETA for when the Summoner's Rift update will be available again?
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Moobeat3

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