Rioter Comments
: Kayn E bug
and of course, this bug made it to live. It's great to know riot doesn't pay any attention to bug reports on the PBE boards.
Rioter Comments
: Seems to be random then, I watched a replay from a week ago and didn't get that at all. Sorry in advance.
It's not random. It happens 100% of the time. I've confirmed it with 3 other people, and it's still present in the pbe build at the time of this post. I'm not sure why you're continuing to speculate instead of just confirming it yourself in less time than it took you to write your first reply. I'll assume you just didn't understand my first post. So if you need a simple, trivially easy example to reproduce, here you go: 1) go into a practice game with 1 bot, immediately rank E 2) before minions spawn and the bot leaves base, activate E, walk into terrain (gaining extended duration) 3) leave terrain 4) do literally anything, while watching the buff tick down 5) E will end after 1-2s (probably 1.5s, I have no way to check) no matter what you do despite additional time remaining on the buff. Just don't walk into another wall and it happens 100% of the time. It is literally impossible to be in combat at this point of the game, as there are no minions or monsters spawned.
: Sorry for the late reply; It's because you are either in combat, or you are engaging in combat (by doing abilities/basic attacks). It's stated on the bottom of the tooltip (in light grayish text, which can be hard to read for me sometimes). When I played him a week ago it seemed to be any form of combat (minions, monsters etc.) even though it's stated that its with enemy champions only (I don't know if they changed it by now). And I didn't get the problem you had ingame (I made sure I wasn't in combat) and could move trough multiple walls without problems. Edit: If I'm completely wrong please add a video of the problem you're having (thanks :D).
You're completely wrong, it ends even when you aren't in combat, as already discussed.
: It's listed in the tooltip just in case u missed it. Here's an example; https://1.bp.blogspot.com/-llf0n3uZzCs/WVLxeCwSwrI/AAAAAAABEOI/u85MS8ZsAZwXLpdBfjGIntoZWVE6wRHvwCEwYBhgL/s1600/kayne.jpg
What do you think that tooltip explains, exactly? Nowhere does it say "effect ends 1-2 seconds after leaving a wall"
: The problem is that at 500 AD he deals 120% of maximum hp with Q+R alone. No W, no auto attacks. And then he heals for 80% of that amount. Not to mention Q has a 3 second cooldown with CDR. The max hp scaling is definitely too high right now for the darkin version.
He isn't at 500 AD, he's at 400 (approximately +300 BONUS AD), which is a Q+R ~ 83% max hp. With that build, he has all of ~15 armor pen against a full build tank. You won't do anything close to 83% maximum hp damage to them. Even if you bring a bunch of pen in your runes/masteries they're looking at ~70% mitigation. That brings Q+R closer to 25% maximum HP damage. If the target is squishier, any full AD build is going to destroy them in a rotation regardless. Is it a bit overtuned? Probably. Is it completely out of line? Doesn't seem like it to me.
: > [{quoted}](name=NotSoEvilDead,realm=PBE,application-id=cMKtzQHY,discussion-id=Os2hs1jE,comment-id=0010,timestamp=2017-06-29T15:04:29.669+0000) > > The Shadow Assassin form looks entirely inconsistent with the other two forms Hmm, is that because the Base and Darkin form both incorporate some green/teal into the model and VFX? While the Shadow Assassin form goes with red?
It's both the colors and the model change. For the original kayn, there's a clear progression from base kayn --> shadow assassin, even though his coloring changes. In this skin, you start with something very similar to the normal kayn (minus a few color differences and different scythe/hair) and end up with something that looks like a completely different champion. It feels completely out of place aesthetically. Frankly, rather disappointing since the darkin form of the skin is very, very good.
: Darkin Kayn feels overloaded
You built all damage and did a bunch of damage, that hardly means the kit is overloaded. It could probably stand to lose a few % in the spell vamp passive, but otherwise it only looks overpowered because the assassin form doesn't give him enough tools to assassinate that well compared to riven/yasuo/etc
: [CLOSED] PBE Bugs & Feedback Thread: Soulhunter Kayn!
The Shadow Assassin form looks entirely inconsistent with the other two forms
: Kayn Bug Reports
Didn't see this thread until I made a post, but here's a kayn E bug: "If Kayn uses his E, enters terrain (giving him the extended duration), and then leaves the wall, the effect will end after 1-2 seconds regardless of remaining duration. This happens consistently, so it seems intentional. But I don't see it listed on any of the tooltips or accompanying champion information. This seems like an unnecessary limit since attacking or entering combat already cancel the wall walk." While we're on the E, it would be much more natural/readable/organic if you were quickly displaced out of the wall when the effect ended. At present, you're teleported out of the wall and it's incredibly jarring. https://boards.pbe.leagueoflegends.com/en/c/bugs/AoEJ1lZ4-kayn-e-bug
: Blue Kayn Needs Something More
This is a great idea for a buff. That form just isn't good enough at present.
Rioter Comments
: PBE Bugs & Feedback Thread: Pulsefire Caitlyn!
The Pulsefire version of Caitlyn isn't making a whole lot of sense to me. The futuristic/mega man aesthetic of PFE is very, very cool thematically. In comparison, PFC seems very confused thematically. Futuristic gun/energy particles contrasting against a decidedly un-scifi character model. While the particles seem quite good, the whole skin seems very dissonant. Can you guys elaborate on what you think the Pulsefire line is? Because it seems like Headhunter fills out essentially the same thematic for Caitlyn (and does a much better job doing so)
: Fizz's Passive was quite the conundrum. I agree that it's pretty stale, but it's a big factor in how he's able to function in mid lane vs. ranged opponents. We tried a variety of alternatives but it was constantly noticeable how easy it was to bully Fizz out of lane without the basic attack damage reduction. A couple of iterations were certainly interesting, however to make them actually noticeable power would have to be pulled out of the rest of the kit to justify it's addition. For example one iteration played up his ghosting effect further, giving him a boost of movement speed when he passed through units (thematically he was kicking off of them). It was fun to weave around minions to get to the target, but giving him too much Movement Speed would require further lengthening of his Q and E cooldowns (something no Fizz player wants). Basically it came down to prioritizing the aspects of the kit that Fizz players already enjoy. A more powerful passive would pull something from his other abilities. In a bigger rework such a change would be easier to support, but in these smaller updates we prefer not to move too far away from what player's enjoy about the live version of a character.
"Basically it came down to prioritizing the aspects of the kit that Fizz players already enjoy." What exactly do you think Fizz players like about a more micro-intense W and a worse version of the ult? Genuinely confused, because the changes do exactly the opposite of what you describe.
: [Assassins] - Mini Updates Discussion
That twitch Q change seems debilitating and pretty terrible. Not large enough of a buff on his W to make him worth playing when you've gutted his escape (which could already be easily countered by pink wards or good prediction). Really, REALLY bad change
: They couldn't give him exposed brains/bones and other decay because of China. So they compensated by giving him new spell effects. It's a fair compromise IMO.
Those concerns have already been discussed by other users at length in this thread http://boards.na.leagueoflegends.com/en/c/story-art/MpTmhLiB-zombie-ryze-is-awful But even if they hadn't, he isn't a zombie in any way. He looks like a soulstealer skin. Changing the entire identity/aesthetic of a skin is completely unacceptable unless they're going to offer refunds that don't rely on refund tokens.
: Speaking of SKT Skins... it's time for an update!
If only you took the feedback about Zombie Ryze this seriously....
: What was changed on him? Or link so I can see what you're referring too, as I haven't see anything of him in the past patch for pbe. EDIT: Never mind, yeah that's a huge nerf cutting his bonus damage output by half; while cutting his shield's effectiveness by half too. Side note, tired of seeing sona gutted while soraka hasn't been changed for ages; seriously who thought soraka wasn't annoying enough to deal with, before her rework.
I found the changes on http://www.surrenderat20.net/2016/06/615-pbe-update.html But apparently the real changes are here: https://twitter.com/RiotGypsy/status/743192150343507968 and are slightly different from what surrenderat20 reported. Namely, the s@20 change list omitted that auto attacks apply the new passive, which is less of a nerf than I originally thought. Pre-6 is lightly buffed, post-6 is rather nerfed (huge damage nerf to W via passive change, sizable damage loss through ramping passive).
Rioter Comments
: Thresh main here. I love the concept and the general execution. VO is top notch. The purple/fuscia black hole and hook coloring clashes with the general blue hue of thresh/thresh's face though. Are there any plans to make the skin's colors a bit... more cohesive? Only other concern is the ult looks really wonky and doesn't seem to fit.
Coloring is improved with the newest PBE update, but still lacking. You guys are using too wide a range of colors on this skin, imo. It's also a bit of a let down that the teaser shows such a cool model for Thresh's face, but none of the same colors or model details are seen in game. Seems like a wasted opportunity. I'd buy the skin if it resembled the teaser, but it doesn't match up well at all. Beyond that, the ult is still just really goofy. Completely takes away from the rest of the aesthetic.
: PBE Bugs & Feedback Thread: Dark Star Thresh!
Thresh main here. I love the concept and the general execution. VO is top notch. The purple/fuscia black hole and hook coloring clashes with the general blue hue of thresh/thresh's face though. Are there any plans to make the skin's colors a bit... more cohesive? Only other concern is the ult looks really wonky and doesn't seem to fit.
: PBE Bugs & Feedback Thread: Super Galaxy Fizz!
Really good skin, kudos. Out of the 3 new super galaxy skins, I feel like this is the only one that hits the mark and/or explores the super galaxy theme well. I'm not sure what sort of filter you'd be able to cook up, but as someone else said, a voice filter would go a long way here imo
: I was hoping that if Shyv ever got a metal theme skin, it would be Mecha, Full Metal, or Battlecast. Black Metal Dragon feels so much cooler. Not a fan but I'm getting more of a "Neon Strike" Vibe than Super Galaxy.
You said it better than I could have, probably. Shyv and kindred don't have any of the super galaxy aesthetic. The neon colors just don't make sense for super galaxy skins, imo.
: PBE Bugs & Feedback Thread: Super Galaxy Kindred!
Wolf looks alright. Lamb looks.... how to put this delicately... awful. Not sure where the skins team stands on Super Galaxy skins, but this doesn't fit the bill. It looks like you ripped off neon strike vi and tried to cram lamb into the suit. Which is a shame, because the vfx seem to be pretty nice. Compared to fizz, which I'd say explores the theme pretty well, this skin completely misses the mark.
: Open a crate that you can only get ONCE per season per champion (which also can only be dropped once and a while anyway) and get a champ shard I can pick up in the store now for IP instead. That doesn't sound like a particularly good idea. Who would buy crates with money when there's a good chance you'll get something you could've bought with what I assume will be a reasonably small amount of IP? I'm already mad I have a bunch of champ shards I paid money for when I have a ton of IP laying around due to owning all the champions.
Bingo. This actually makes champ shards worse than they already are. Which is saying a lot, since the value-to-cost ratio of champ shards is so low as to be nearly nonexistent
: Testing Champ Mastery Levels 6 and 7
Here's what I told you last time. Seems to be perfectly applicable to your design decisions months later: This "system" is complete and utter garbage. The fact that no rioter is in here actually discussing the changes doesn't bode well. This suggests to me that the changes will be pushed through regardless of massive negative feedback simply because you want to add a new resource sink into the game. That's pretty gross on it's face, but becomes particularly disheartening when you do so under the pretense of giving players "more features," when really you're tacking on a pointless resource sink onto an otherwise-fine system. If you want players to feel like shards give players a "step towards something players care about," then you should actually do some work to implement things players care about. Not arbitrarily locking certain levels of champion "mastery" behind arbitrary and pointless resource grinding. What a slap in the face. If this is where hextech crafting is going, just don't release it.
: Testing Champ Mastery Levels 6 and 7
As we told you last time, and you chose to ignore: forcing crafting into unlocking mastery is an awful idea. It's no longer a mastery system. It's a hextech crafting system. No one wants this. By all means, keep going the way you're going. But don't be surprised when none of the players on live like it either. Jeez, what an awful system.
: MYMU - Cassiopeia Discussion
Fixed casting range on W is a non-starter for me. Really, REALLY bad decision there.
: Champion Mastery - Level 6 & 7
This "system" is complete and utter garbage. The fact that no rioter is in here actually discussing the changes doesn't bode well. This suggests to me that the changes will be pushed through regardless of massive negative feedback simply because you want to add a new resource sink into the game. That's pretty gross on it's face, but becomes particularly disheartening when you do so under the pretense of giving players "more features," when really you're tacking on a pointless resource sink onto an otherwise-fine system. If you want players to feel like shards give players a "step towards something players care about," then you should actually do some work to implement things players care about. Not arbitrarily locking certain levels of champion "mastery" behind arbitrary and pointless resource grinding. What a slap in the face. If this is where hextech crafting is going, just don't release it.
: I -REALLY- don't like this idea. I really don't like it. Champion mastery to me is champion mastery. Emphasis on mastery. It shows how much I've played a champion, how well I know it. I have over 250k on Quinn and I feel that I know her in's and out's extremely well. I have 80k on Vayne and Nami and I feel I know them pretty well. I like the idea of champion mastery and champion mastery points. But this just leaves a sour taste in my mouth just reading about it. I don't care about the rewards that champion mastery may have to offer, I care about it from an achievement point of view and a progression point of view. Unlocking additional mastery levels with hextech will never give me any sort of a sense of achievement, nor will it give me a sense of progression - my overall skill with the champion has not magically doubled because I decided to unlock this mastery level. Any special rewards you have planned for champion mastery, just stick them into hextech. Give it a champion mastery requirement to unlock and it's the exact same thing in the end, just without the terrible feeling that I would get. Finally reaching level 7 mastery so that I can unlock the champion icon with the shard I've saved up for it would feel a lot better than piecing together shards so that I get level 7. Champion mastery is an addition that I thought was really cool, but if this comes to pass I don't think I'll enjoy it anywhere near as much. **The time where individual champion mastery tiers no longer reflect skill and dedication to a champion is the time where I can no longer view it as champion "mastery".**
Agreed on all counts. Thanks for taking the time to articulate my issues with this system.
: Yo Eva, I'm glad you like the skin and I can see you're argument for the Legendary level a gentle/sweet Maokai would have been so cute! Also, thanks for reporting that spam bug we'll look into it!
Not going to address the common complaints of issues with VO and sound effects for skills? Or even concerns regarding 1350 vs 975 skins?
: I can't help but smile everytime i see this skin. It is definitely a high quality/good skin. One thing though, why does it cost 1350 RP and not 975RP? The support site has the Skin Tiers listed and the only difference (atleast that's the only difference i can see) between the 975RP and 1350RP is, that the latter sometimes has processed voice overs. It's outdated anyways, i highly recommend it to be updated or else it just seems too inconsistent and the decision of the prize dependent on the mood. The line between these two skin tiers is so thin, wouldn't surprise me if it's decided by a coin flip.I know the pricing is still Subject to change, but it usually doesn't. But as i said Meowkai is a really nice skin, looking at it brings me joy.
I suspect its mostly about perceived demand for the skin. A lot of the recent launch skins for champs have been 1350 while falling into the 975 guidelines, as you pointed out (jhin, kindred)
: PBE Bugs & Feedback Thread: Ashen Lord Aurelion Sol!
Nice skin, no real remarks on it at present... But, post release, if you ever release a Trogdor skin for him, I'd pay you 3250 RP for it in a heartbeat. Just change the body/face coloring to green, give him some beefy arms and a Strongbad-singalong-inspired voiceover and I'll be there
: PBE Bugs & Feedback Thread: Meowkai!
The visuals are great, but the lack of any accompanying VO/filter leads to a really weird, incohesive skin
: So if I understand this correctly, her ult is changing to be like using a mount in Heroes of the Storm? That is, an ability purely for getting from place to place quickly with little in-combat use.
That was exactly where my mind went. Good call. Haha...
: Nope. If you basic attack from Tag Team, it will fire the basic attack, fire a Skystrike, and cancel Tag Team.
: As someone that really liked her before she seems pretty boring now. Her ult essentially now reads, "You move faster while on Valor and tickle enemy champions on dismount." You really didn't add in anything else to account for how lame her ult now is. I'm gonna wait to try it out to see if it does anything for her viability. I think it is safe to say she'll be considerably less fun to play, regardless of how viable she now may be. Really wish you went more in the direction of Jayce/Elise with her.
Yeah, these changes leave Quinn feeling pretty... hollow. Sub-par AA range + generic skillshot Q + tickle ult (lol) --> :(
: Quinn PBE Feedback Thread
So Q was changed from a kit-defining skill with an interesting mechanic (blind) to one of the most generic skillshots in the game? Without major compensation elsewhere? Ut oh. Poor Quinn.

NotSoEvilDead

Level 30 (PBE)
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