: Ahh, this game mode is great, props Riot for making it! Should pre-fix this by saying I'm not a good player, but been coding/game designing for 7+ years, so take my words with a grain of salt. **TL;DR** Great fun overall, sometimes devolves immediately into a fiesta though due to bot and toplane being really close and junglers having nothing else to do. Events and rewards are great, definitely not enough of them. Winning side feels like it gets shafted by some events. **General Feedback:** Often botlane and toplane visit each other for tea immediately after a wave or two. There seems to be no reason to stay in your lane as people switch around freely. Not sure if this is intended or not, but just an observation. Makes it interesting and fun, but kinda feels like aram where it's hard/impossible to farm. I think if you wanted to seperate the two lanes a bit more, you could extend the walls a bit to make the river gap shorter, thus more dangerous to enter, since you need to walk further to go through. Jungle is interesting, seems some camps can still be solo'd. Feels like there's nothing safe to do after you clear your camps though. If you go for red, and enemy joins you, in which case it's optimal to wait for them to start taking it (but then optimally you both wait and nothing happens). if they go for blue instead, you're screwed, since then there's 3-4 people vs your 1-2 in midlane, so they can clear blue quick and come gank the hell out of you while you take red. So realistically, going for blue is best, but then you have a 6-8 man fiesta midlane. Now I know the fiesta are intentional, but it feels a bit odd that you only have 1 good option. Warning: this paragraph is loaded with salt. The bush behind blue buff is awful, I like almost everything about this gamemode. But that bush behind blue buff. I cannot fathom why it was put there or how it got past internal tests. It's like those river sections in midlane on SR, 2 walls and a bush wall, it's like a horrible death zone. Maybe it's intended, but it feels like a huge point of control. The two walls on either side make the bush hard to get from lane without putting yourself at risk. Maybe we weren't using enough wards, but, I just really dislike that bush. especially since an important objective is in front of it. On the note of bushes, there are two bushes midlane on the corners of the wall. These give a feeling of being buggy, since as you round the corner, you lose vision. So it almost feels like the corners of those walls have buggy vision (they don't, it's just the bushes blocking view) I think the bushes should probably be moved a bit closer to tower so it doesn't feel this way, or make it very clear there are bushes blocking your vision there. I feel inhib turrets and everything after it fall too quickly. I know it's meant to be a quick mode, but they just die way too fast. A winning team will have gold advantage, oftentimes event advantage, double minion wave advantage and maybe even herald advantage. Even for being the fiesta mode, I think they fall a bit too quickly. On that note, front line turrets feel like they fall at just the right speed. Scuttle crab or some variation thereof is missing and you should feel ashamed for this. Blast cones being right next to each other feels odd, could just have a single one in the middle? Feels like too many blast cones in general, some of them feel like you could rather replace them with jump-pads from Project Overdrive. Herald pit feels odd, the entrance feels a bit too big and generally feels like a dead end. Having the pit have a two entrances (either vertically or horizontal) would be quite nice and worth a try I think. And Herald's aggro timer feels a lot less forgiving than on SR, which is confusing, but I assume the objective will be differently themed in the future, so it won't matter. Gromp turret is awful, I know it's meant to protect gromp, but the fact it extends into a random part of the jungle is really annoying and feels intuitive. Maybe if there were a way to deactivate it for a short while (so players could go flip a switch or kill a NPC to turn it off for the duration of an event), or alternatively let it only see gromp's alley. **General Suggestions:** You have the opportunity to make neutrals be so much more interesting than the different variations of "this camp has x mobs" that summoners rift has. A few ideas, not all mutually exclusive of eachother: 1. A neutral that starts growing after it spawns, being worth more over time until killed. Makes you decide how long to leave it before taking it in case and enemy gets it. 2. A neutral that you can summon once killing it (kinda like spawning a yorick ghoul for yourself) 3. A neutral which guards an area of the jungle (so it automatically agros) 4. Neutrals that migrate between different camps/locations when not under attack (could even defend whatever camp they're visiting if it gets attacked) 5. Neutrals that actively Juke abilities 6. Neutrals that use abilities or even CC (should be much more telegraphed than baron's and herald's), but not melee abilities, those are often hard to see or appreciate or out play. (I have no idea how long it took to realise herald's cleave is actually a special dodge-able move) 7. A neutral that tries to escape at 75%-50% HP, then turns to fight again at 25% or if cornered (maybe it has high upfront damage, or stuns when trying to escape) 8. A neutral that rewards a shield, or damage mitigation buff. 9. A neutral that offers a permanent stacking beneficial effect (hp regen, health, regening-shield, damage, damage-burn, CDR) 10. A neutral that rewards a temporary or permanent minor buff like bard chimes/aery (so killing it spawns a little creature that follows you, slightly empowering your next auto/ability) 11. A neutral that rewards vision in some way (gives you ward items, increases your vision, buff that lets you see over bushes, buff that detects nearby champs to yourself, redtrinket buff, ect) 12. A neutral that warns enemies it's being attacked, but has a higher value to compensate 13. A neutral that rewards gold and/or exp as it takes damage, instead of on death, but it's health never resets on de-aggro. (or maybe it just gets a shield that doesn't reward anything) 14. A neutral that provides a beneficial effect if you visit it but don't kill it. So you visit a creature/vending-machine that gives you a shield till you or it dies. So you have to weigh the benefit of the buff, the benefit of the kill-reward, and the potential for enemies to steal it. 15. A neutral which gives you a negative effect upon killing it, but with higher exp/gold rewards. For instance opening an enemy zz'rot portal in one of the lanes. Or giving you a long duration burn. 16. A neutral which switches jungle sides upon dying, has no respawn time other than the distance it takes to walk to the other side. Starts in the river. Allows for smart junglers to kill/protect it, offering a huge advantage to the team that controls it. (example would be killing it at game start, then killing it twice every time after that on both sides, to ensure it's almost always on your side so the enemies can't get it.) The potential for neutrals is huge, it would be a shame to see it wasted on simple minions that do nothing interesting. New types of minions in addition to the old would be a nice change of pace, maybe subtypes of minions that do AOE damage, rather than targeted, so heroes can get hit even if they aren't aggro'd. Examples being cleaver melee minions, blast mage caster minions and fire bomb siege engines. Their aim would be rather haphazard (so their shots would go quite a bit further than intended half the time), so melee champions aren't completed screwed over by standing inside minion waves. A new type of bush that alerts enemies that someone is in it. (What's in the box...?) **Event Feedback:** Golden Teemo: Teemo event is quite tilting, make it flash over walls too please. No seriously, make it flash walls, nothing on earth would be funnier than this. Just imagine players hunting teemo, only for it to randomly flash away, the rage in chat would be hilarious x) Teemo's reward should go to the team that did the most damage, it feels really bad to do 90% of the damage on teemo only for the enemy jungler to appear out of hell knows where and smite it. I understand this is the whole concept of baron/objective steals, but it feels almost impossible to protect teemo for that, since he moves around. On that note, teemo should generally pathfind away from the team mostly damaging him, this will generally keep him in the middle of the map, promoting fiestas a bit more (instead of him wandering to the enemy side, so you just give up since you can't risk all dying AND losing the event) Bardle Royale: Don't let the centre of the royale appear behind turrets if they are still up, it heavily screws over the winning team (since it always seems to spawn on the losing side), it's essentially an auto-loss for the one team if this happens. Let people immediately respawn during the first few seconds of the event. From what I saw, I think it forces a respawn on event start, but if you die in a short time span after that, you're screwed (despite the circle not reaching the platform yet) Snowball fight: Put summoner spells on a 5+ second cooldown once the fight is over, all those wasted summoners D: Maybe give a heavy damage reduction buff to all champions during the event, so the event can actually be about snowball fighting rather than murdering each other. Also we need points to be clearer for the fight, how many snowballs do I have to hit to win, how many we've hit, ect. Payload: I know it's alpha but it's buggy as hell and quite hilarious. I'm not sure if anything should be changed about this, maybe make it slower but move based on number of champions? Feels a bit strange than the payload stalls when 5 people are pushing versus 1 person. I have yet to see the final event, and any others I was unlucky enough to not see (or maybe I'm forgetting one). _Hit post character limit, will reply with more feedback/suggestions_
**Event Suggestions:** Invasion: All jungle neutrals spawn and invade the lanes, killing minions, champions and pushing towers. Killing a neutral awards you a special themed point/item, team with the most points wins the event. Masons of Noxus: Ability only happens if both teams are missing at least one turret. 3-5 building supplies spawn around the map, players can collect them, killing a player with building supplies makes them drop theirs. The team who gets all the building supplies wins the event, and after a short while, a missing turret of theirs is rebuilt. Ascension: Same as ascension mode, xerath/azir/any ascended replaces rift herald (or maybe there can be a special area under bot lane where the river ends that can be used for events) and can be killed for the Ascension buff. Black market: A pirate appears on the map. Teams 'convince' him to join their side by beating the hell out of him. Once he joins a side, he will sell special items that are slightly more powerful than their cost, but similar to Ornn, each team mate can only buy one item each. Bandled: Portals to Bandle city appear in random brushes around the map, the first team to find all the portals wins the event. Yordle guards and inventions may be guarding certain portals and must be defeated before the portal can be counted as found. Darkin Skies: A darkin weapon appears on the map (sword, scythe, bow), whoever picks it up becomes the darkin in question (aatrox, rhaast and vaarus). If they can hold the form for a set amount of time, they keep the form until match end (or not, or they can choose) and the event is won. If they die with the weapon during the event, it's dropped and someone else can pick it up. Runeterra's end: 5 world runes appear around the map, along with Ryze and Brand. Players can collect world runes for insane buffs related to the world rune. Ryze and Brand will chase after any world runes and players with the world runes, fighting them. Ryze and Brand will be stronger than average champions, and will be able to collect runes, but drop them and disapear on defeat. Turrets, minions and neutrals will ignore both of them. Once a team has all 5 world runes, they win the event. (and presumably lose the buffs, but who knows, maybe they could be permanent but weaker?) There could be an easter egg where Ryze just portals away once he has all five, or brand just goes havoc and kills everyone if he somehow gets all 5. Shurima's Return: A sandstorm covers the map, reducing vision. Azir's sand soldiers begin spawning everywhere. The first team to kill x amount of soldiers wins the event. Azir himself appears on the map, being worth 5-10 soldiers if killed. Soldiers and Azir only attack if provoked. Doran and his donkey: Doran rides a donkey around the map, if any player attacks him, he drops an item and flees, similar to skaarl, then re-appears somewhere else on the map. Doran is not revealed, so players have to find him. He drops 3 items in total, the team that picks up the most wins. When a champion picks up an item, they receive the item, unless their bag is full, in which case it is sold. Doran can drop his ring, blade and shield. Doran will prefer to walk between brushes. ~~maybe an easter egg that you can buy items, or just his three items while standing next to him~~ **Event Rewards feedback:** General: We need more than just a chat notification for what the team won, it's hard concentrating on it in the thick of things. Shield: Feels pretty good, definitely needs a special effect on release. Guardian angel: Once you know this is a reward, it's kinda obvious when the enemy team won it, but I think it should have a more distinct effect, might just be related to the general problem of not having a good enough idea of what the team won. Ocean buff: Didn't feel that great or impactful, feels a bit lackluster as a reward. And this is coming from someone who adores HP regen over every other stat. Champion cannon: My favourite reward. It only needs a range indicator on the map. I would also say, maybe don't let clicking on the map activate it, casting from the map makes it really hard to aim, and scrolling over is too slow. Cursed minions: Great reward, but friendly minions stealing last hits is a bit tilting. I can't for sure say what would be a good fix for this, maybe cursed minions drop a coin on the ground with their normal gold value for allies to pick up when killed by a non-ally? Blitzcrank Minions: This is the most tilting thing ever, but it's so amazing. No real feedback here, but can't wait to see what the final animation looks like. If there are any more event rewards, I don't remember them or didn't come across them. **Event Rewards Suggestions:** A Bot: A Bot joins your team, with the average of your kill gold and exp, offer no kill gold. Could be a champ or maybe a new champ based off the final theme of the map. Bard chimes: All team members permanently get a meep or two following them that acts like aery. Multiple of this reward stack. Hextech Crystal: Each member of the team gets a hextech crystal, giving a boost to all stats (provides adaptive damage however, so hybrids don't get too much damage), and it can be sold for a sizable chunk of gold. If a champion would receive the crystal, but has no space in inventory, either the crystal is sold or replaces a basic item (and the basic item's cost is refunded). Porosnax: You get a single-use porosnax trinket which allows you to summon a poro. The poro gives vision of an area permanently. Unlike undead poros, it will not be scared of enemy champions and doesn't mind being out of brushes. If the enemy has a porosnax, they can use it to bribe your poro instead of spawning their own if they wish, converting the poro to their side, how dastardly. Structure shielding: Your towers get a shield. The shield health is split amongst towers, so the effect is equally strong regardless of how ever many towers you have. The nexus gets a shield, doubling it's hp. The inhibitor get's a shield that slowly regenerates over time (even if it was dead at the time of the event winning). Home Aura: While you're behind your turrets, you gain regen comparable to the fountain regen. A green line on the map and floor indicates where the aura starts. Observation tower: An old tower in the centre jungle converts to your side, allowing you to see a significant portion of the jungle. Walls are ignore in the case of this vision, and any bushes close to the tower itself Pools of Ionia: Small pools crop up on your side of the map, allowing allies who walk over them to gain increased move speed for a period of time. Midas' Minions: Enemy minions occasionally spawn golden, granting champions who kill them extra CS gold. Shurima's Legacy: Permanently every wave two sand soldiers spawn, following the waves and assisting them, offering very little kill gold. That's all for now, I could probably type for ages, but it's 4 AM and I've been at this for 4 hours, so I should turn in for the night. I'll definitely be playing this mode more and give feedback as it get's polished. If you made it through all of this, thanks for spending the time to read it! ~~also, omgosh, I can't believe we got a nearly pure regen item in 'force of nature', I've never been happier, AHHHHHHHHHHHHH~~
: Nexus Blitz PBE - Patch Notes and Feedback
Ahh, this game mode is great, props Riot for making it! Should pre-fix this by saying I'm not a good player, but been coding/game designing for 7+ years, so take my words with a grain of salt. **TL;DR** Great fun overall, sometimes devolves immediately into a fiesta though due to bot and toplane being really close and junglers having nothing else to do. Events and rewards are great, definitely not enough of them. Winning side feels like it gets shafted by some events. **General Feedback:** Often botlane and toplane visit each other for tea immediately after a wave or two. There seems to be no reason to stay in your lane as people switch around freely. Not sure if this is intended or not, but just an observation. Makes it interesting and fun, but kinda feels like aram where it's hard/impossible to farm. I think if you wanted to seperate the two lanes a bit more, you could extend the walls a bit to make the river gap shorter, thus more dangerous to enter, since you need to walk further to go through. Jungle is interesting, seems some camps can still be solo'd. Feels like there's nothing safe to do after you clear your camps though. If you go for red, and enemy joins you, in which case it's optimal to wait for them to start taking it (but then optimally you both wait and nothing happens). if they go for blue instead, you're screwed, since then there's 3-4 people vs your 1-2 in midlane, so they can clear blue quick and come gank the hell out of you while you take red. So realistically, going for blue is best, but then you have a 6-8 man fiesta midlane. Now I know the fiesta are intentional, but it feels a bit odd that you only have 1 good option. Warning: this paragraph is loaded with salt. The bush behind blue buff is awful, I like almost everything about this gamemode. But that bush behind blue buff. I cannot fathom why it was put there or how it got past internal tests. It's like those river sections in midlane on SR, 2 walls and a bush wall, it's like a horrible death zone. Maybe it's intended, but it feels like a huge point of control. The two walls on either side make the bush hard to get from lane without putting yourself at risk. Maybe we weren't using enough wards, but, I just really dislike that bush. especially since an important objective is in front of it. On the note of bushes, there are two bushes midlane on the corners of the wall. These give a feeling of being buggy, since as you round the corner, you lose vision. So it almost feels like the corners of those walls have buggy vision (they don't, it's just the bushes blocking view) I think the bushes should probably be moved a bit closer to tower so it doesn't feel this way, or make it very clear there are bushes blocking your vision there. I feel inhib turrets and everything after it fall too quickly. I know it's meant to be a quick mode, but they just die way too fast. A winning team will have gold advantage, oftentimes event advantage, double minion wave advantage and maybe even herald advantage. Even for being the fiesta mode, I think they fall a bit too quickly. On that note, front line turrets feel like they fall at just the right speed. Scuttle crab or some variation thereof is missing and you should feel ashamed for this. Blast cones being right next to each other feels odd, could just have a single one in the middle? Feels like too many blast cones in general, some of them feel like you could rather replace them with jump-pads from Project Overdrive. Herald pit feels odd, the entrance feels a bit too big and generally feels like a dead end. Having the pit have a two entrances (either vertically or horizontal) would be quite nice and worth a try I think. And Herald's aggro timer feels a lot less forgiving than on SR, which is confusing, but I assume the objective will be differently themed in the future, so it won't matter. Gromp turret is awful, I know it's meant to protect gromp, but the fact it extends into a random part of the jungle is really annoying and feels intuitive. Maybe if there were a way to deactivate it for a short while (so players could go flip a switch or kill a NPC to turn it off for the duration of an event), or alternatively let it only see gromp's alley. **General Suggestions:** You have the opportunity to make neutrals be so much more interesting than the different variations of "this camp has x mobs" that summoners rift has. A few ideas, not all mutually exclusive of eachother: 1. A neutral that starts growing after it spawns, being worth more over time until killed. Makes you decide how long to leave it before taking it in case and enemy gets it. 2. A neutral that you can summon once killing it (kinda like spawning a yorick ghoul for yourself) 3. A neutral which guards an area of the jungle (so it automatically agros) 4. Neutrals that migrate between different camps/locations when not under attack (could even defend whatever camp they're visiting if it gets attacked) 5. Neutrals that actively Juke abilities 6. Neutrals that use abilities or even CC (should be much more telegraphed than baron's and herald's), but not melee abilities, those are often hard to see or appreciate or out play. (I have no idea how long it took to realise herald's cleave is actually a special dodge-able move) 7. A neutral that tries to escape at 75%-50% HP, then turns to fight again at 25% or if cornered (maybe it has high upfront damage, or stuns when trying to escape) 8. A neutral that rewards a shield, or damage mitigation buff. 9. A neutral that offers a permanent stacking beneficial effect (hp regen, health, regening-shield, damage, damage-burn, CDR) 10. A neutral that rewards a temporary or permanent minor buff like bard chimes/aery (so killing it spawns a little creature that follows you, slightly empowering your next auto/ability) 11. A neutral that rewards vision in some way (gives you ward items, increases your vision, buff that lets you see over bushes, buff that detects nearby champs to yourself, redtrinket buff, ect) 12. A neutral that warns enemies it's being attacked, but has a higher value to compensate 13. A neutral that rewards gold and/or exp as it takes damage, instead of on death, but it's health never resets on de-aggro. (or maybe it just gets a shield that doesn't reward anything) 14. A neutral that provides a beneficial effect if you visit it but don't kill it. So you visit a creature/vending-machine that gives you a shield till you or it dies. So you have to weigh the benefit of the buff, the benefit of the kill-reward, and the potential for enemies to steal it. 15. A neutral which gives you a negative effect upon killing it, but with higher exp/gold rewards. For instance opening an enemy zz'rot portal in one of the lanes. Or giving you a long duration burn. 16. A neutral which switches jungle sides upon dying, has no respawn time other than the distance it takes to walk to the other side. Starts in the river. Allows for smart junglers to kill/protect it, offering a huge advantage to the team that controls it. (example would be killing it at game start, then killing it twice every time after that on both sides, to ensure it's almost always on your side so the enemies can't get it.) The potential for neutrals is huge, it would be a shame to see it wasted on simple minions that do nothing interesting. New types of minions in addition to the old would be a nice change of pace, maybe subtypes of minions that do AOE damage, rather than targeted, so heroes can get hit even if they aren't aggro'd. Examples being cleaver melee minions, blast mage caster minions and fire bomb siege engines. Their aim would be rather haphazard (so their shots would go quite a bit further than intended half the time), so melee champions aren't completed screwed over by standing inside minion waves. A new type of bush that alerts enemies that someone is in it. (What's in the box...?) **Event Feedback:** Golden Teemo: Teemo event is quite tilting, make it flash over walls too please. No seriously, make it flash walls, nothing on earth would be funnier than this. Just imagine players hunting teemo, only for it to randomly flash away, the rage in chat would be hilarious x) Teemo's reward should go to the team that did the most damage, it feels really bad to do 90% of the damage on teemo only for the enemy jungler to appear out of hell knows where and smite it. I understand this is the whole concept of baron/objective steals, but it feels almost impossible to protect teemo for that, since he moves around. On that note, teemo should generally pathfind away from the team mostly damaging him, this will generally keep him in the middle of the map, promoting fiestas a bit more (instead of him wandering to the enemy side, so you just give up since you can't risk all dying AND losing the event) Bardle Royale: Don't let the centre of the royale appear behind turrets if they are still up, it heavily screws over the winning team (since it always seems to spawn on the losing side), it's essentially an auto-loss for the one team if this happens. Let people immediately respawn during the first few seconds of the event. From what I saw, I think it forces a respawn on event start, but if you die in a short time span after that, you're screwed (despite the circle not reaching the platform yet) Snowball fight: Put summoner spells on a 5+ second cooldown once the fight is over, all those wasted summoners D: Maybe give a heavy damage reduction buff to all champions during the event, so the event can actually be about snowball fighting rather than murdering each other. Also we need points to be clearer for the fight, how many snowballs do I have to hit to win, how many we've hit, ect. Payload: I know it's alpha but it's buggy as hell and quite hilarious. I'm not sure if anything should be changed about this, maybe make it slower but move based on number of champions? Feels a bit strange than the payload stalls when 5 people are pushing versus 1 person. I have yet to see the final event, and any others I was unlucky enough to not see (or maybe I'm forgetting one). _Hit post character limit, will reply with more feedback/suggestions_
: OK, we think that the ping might have been spiking on all games due to the new game mode. We've turned off the game mode while triaging, we'll need the games to clear out to get accurate results.
I don't think ping spike is because of the new game mode, it was already happening a week ago when we had ascension.
: Ascension returns for testing!
https://2.bp.blogspot.com/-xJbjxpO-vaM/WgEDwVH2cEI/AAAAAAABFTU/7ZGzFXmojAcqWKszNEjUm1xOS8c74EhqACLcBGAs/s1600/gggold.jpg ~~This is totally the new animation for backing in ascension, right? right? ;D~~
: Is "Adaptive' in the runes at all intelligent?
Adaptive means you'll get AP or AD depending on which you have higher of currently. So if you buy rabadons and no AD items, you'll have more AP, so all your adaptive will be AP. Similarly, if you buy infinity edge and no AP items, you'll get the AD adaptive damage.
: Could the post-game lobby minion kills section be changed to reflect points earned by each player, like the in-game scoreboard? I don't know if it's possible, but seeing the number of Xeraths killed isn't nearly as helpful to me. Thanks!
But but, you don't wanna show of your superiority by spam killing Xerath then suiciding? :(
: She's probably from Targon/Zaun. We can realize this on her title (Aspect of Twilight), is the same of Diana (Aspect of Moon), Leona (Aspect of Sun), Taric and Pantheon. But, Riot made a teaser with champions from Zaun (Jinx and Viktor) which suggests she has some relation with Zaun.
There's lots of champs in this video though, Rammus, Sol, Tristana. I think it's more likely that the fact that she appears in space on some asteroids probably indicates some kind of tie to celestials (especially seeing she's an aspect)
: Or we should at least be able to edit them, right now they are the exact opposite of customize your own unique playstyle.
I can kinda understand having 5 quick generic pages you can use for all champs (if you don't have time or run out of time to make rune pages), but the fact that they're full on rune pages is kinda annoying and messy.
: And kled is pretty recent, he swears up a storm. Again more of an adault appeal. As a girl I am so happy there are some cute girlie champs that appeal to my feminine side, while I like most all champs the girl champs appeal way more to me. ( I know this isn't the case for all girls though.)
Yeah, having variety is nice, if every champ was adult/darker in someway, that'd get boring quick. It's nice to see champs like Zoe/Rakan/Ivern/Taliyah who are just super cheerful.
: why I feel like everytime this game is turning more kiddy
You forgeting they just re-released Eve as a litteral sex demon that flays people alive? You don't get much more adult than that.
: Hey PirateRob, thanks for the feedback! I'll respond point-for-point here: * Glad you liked the recall change! Unlikely we'll be able to change the recall vfx at this point, but I love the suggestion. * Kleptomancy did some awkward things for ascension, like drop Minion Dematerializers (do nothing) and health/mana potions (we don't want these available on the mode). There were also some design concerns about what extra gold does on a mode where we give everyone the same amount of gold all the time. * Overgrowth is getting swapped out as well, it just didn't make it into this deploy. Should be fixed for tomorrow's deploy :) * Thanks for the bug reports, super helpful. I'll add these to our list. * As far as the super generic crystal names... Ascension was like our second game mode and at the time we didn't really have any narrative support. TBH we were still in learning stages and we tried to pick something that at least somewhat represented the theme we were going for. I feel we've gotten better at this over time, and I hope it's shown! Please do drop on by with any more feedback, thanks dude!
Ah yeah, I guess it makes sense to remove kleptomancy. Ahh, I didn't realise Ascension was your second game mode :o Yeah your game modes have definitely gotten better, dark star singularity looks amazing and is pretty fun :D I secretly hope you guys redo ascension oneday, I know you guys would make it look amazing if you did! Speaking of dark star, in that gamemode, you had to get a player kill in order to complete the round. In ascension, game rounds often feel like they end jarringly, cause someone got a random kill for the last point, or just collected a crystal. Maybe it could be changed that in order to win the match you must kill Xerath while at 200 points, or already have someone ascended? (Ok, this two sections about Xerath got a bit longer than I thought it would ^^) Xerath himself feels a bit weird in general, he seems rather weak damage-wise for the main objective of the map (unless you are maximum squishy, the attacks don't feel like they hit hard enough) and the buff you get from him doesn't feel worth taking the time to kill him. Similar to baron, if you see the enemy team doing it, you just wait till Xerath's low enough, pounce in to murder the enemy and then try steal the ascension for yourself. It'd be pretty cool if Xerath and the Ascension were both buffed. Maybe give Xerath max hp percentage on his attacks so tanks still need to dodge and so that certain champs will have a harder time solo'ing him (looking at you rengar). I'm not sure the Ascension buff stats should actually be buffed too much, as certain champs are already hell to kill when they are ascended (Master Yi is pure evil when ascended T.T), but it'd be nice if it allowed you to get the extra kill point from assists and made nearby crystals give more points to your team. I think these changes would make getting Ascension a lot riskier, but also a lot more worth it, as your Ascended can actually reliably generate extra points. Anyway, those are my thoughts on Xerath, I'm not exactly a great player, so anything I say about balance should probably be taken with a grain of salt, but that's just how I've seen things go and how I feel about it ^^ And finally a bug I noticed today: The Comet from the one sorcery rune seems to not travel with your character when you teleport, cause the first proc of it to fly from spawn instead of your character. Sorry if any of this doesn't make sense, is 3:20Am and I'm quite tired, thanks for reading again!
Rioter Comments
: I will fix this. It is my fault. lol
Even the best of us make mistakes ;) I should know, I make loads of typos :D
: > [{quoted}](name=PirateRob,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=MNkEJ3av,comment-id=0001,timestamp=2017-10-26T06:38:12.049+0000) > > Awesome, ascension is my favourite gamemode, glad it's getting some changes! It'll be awesome that you don't have to die to get items anymore, though, it's a bit worrying that team mates might just randomly tp back home just before you're about to contest another shard/xerath. Glad to hear it's your favorite! There's definitely some concerns about what it might do to game pacing, but we're hoping with the teleport trinket system on Ascension that your team will be able to get back into the action quickly. Do stop on by and let us know what you think after a couple games! We're excited for your feedback.
Well, played it as long as I could, then maint happened T.T Still had a lot of fun, somethings I noted: The new recalls are just an improvement over all, people still die left and right, so there's not usually a reason to back, but those few times you stay alive for a while it's quite helpful. Also, if possible and if you guys have time, could you perhaps make the empowered recall golden instead of purple? would be much more fitting :) Not sure why kleptomancy was removed from ascension? seems like it could be a lot of fun \o/ Overgrowth rune is near useless in ascension, I guess it should probably be swapped with second wind? Some bugs I noticed (some are quite old, well, all are quite old I guess) - Pinging Xerath humorously says something like "Summoner has targeted **the** Xerath." - Shards of Shurima sometimes display their hp/mana bars for about a single tick if you hover your mouse over them when they spawn. - At some point I died as karthus, then my team won. So in the victory phase where everyone spawns in and dances, karthus didn't have the golden transcendence effect. Guessing it's an after-death passive bug? And lastly, a question I've always had about the game mode: Why are crystal shards called relics? Shouldn't they be something more like sun disk pieces then instead of crystals? If I notice anything more, I'll post, thanks for reading <3
: Can you please delay the Blitz skins
Riot have stated their stance on the walk animation here: https://boards.pbe.leagueoflegends.com/en/c/general-pbe-feedback/UGxGnxIJ-pbe-bugs-feedback-thread-lancer-rogue-lancer-paragon-blitzcrank?comment=00010002 Seems like the walk animation is here to stay.
: Cannot create new pages of runes
Try buying a new rune page on the store to see if that fixes it?
: LF Club + Ranked problem
There is no ranked on PBE as it is for testing. Ranked would be a bit pointless with all the bugs that occur.
: > [{quoted}](name=PirateRob,realm=PBE,application-id=F4829252249E2AF6D186A049D48D087BFD800A07,discussion-id=9EHiiztj,comment-id=,timestamp=2017-10-26T20:50:27.837+0000) > > Currently, there are stickies on the different boards, so you can&amp;#039;t see all stickies in one place, this is fine if you know to check the different boards, but I&amp;#039;m sure most people only check the main boards or just don&amp;#039;t realise the sub-boards have thier own stickies. > > It&amp;#039;d be nice if all stickies were displayed at the top of every board, or if at least the board&amp;#039;s home had every sticky. We used to have it like this years ago. Two, three maybe? Riot removed it because we ended up having 15 stickies on the homepage. It got very disorganised. Once ya know where to look, it's easy to find the stickies, but Red Tracker (or the search option) are also great tools to keep track of stuff.
Yeah, I guess that makes sense in a way. Some topics I still think should be on all boards or at least the home one, like the 'Stop posting duplicates' sticky.
: It makes enemy change their position/positioning/playstyle/strategy
Yeah, any jungler who shows their presence causes the enemy to change their strategy, you can't give assists for simple existing near the target. Sure it took mana to cast lust dust, but you can't give assists just because someone showed they were there.
: You take an ACTION on enemy so it should be an assist. If you HEAl teammate who take a kill you get an assist. But you didnt even do anything to enemy. And the game pushes you to wait 2.5 sec with W so it for sure must get an assist in every way.
Yes, but a heal or shield keeps your teammate alive so you assisted them. Casting your W doesn't assist in any way.
: Ryze third resource bar under mana
I assumed it's the replacement for the little rune circle that used to be near his health bar?
: Announcer repeats "One minute till minions spawns" on ARAM
: Evelynn W assists
Placing your lust dust on an enemy doesn't actually do anything until you hurt them, so you didn't actually assist in the kill, so you shouldn't get an assist right?
: The new health bars are horrible
The health bars have quite a few bugs now, so you can't exactly count that against the new hp bars (grey health is confirmed to not show up, kled and skarl's health bar is incorrect, mana bar bug, minions don't always have the correct bar size, ect) I personally find the new health bars look much nicer than the old ones.
: Champions cost normal BE?
They were changed recently. If you want to buy champs, you can use RP which resets to 8k every day. It was changed so the store doesn't get overloaded from purchases.
Rioter Comments
: > [{quoted}](name=Amy Sery,realm=PBE,application-id=AYQh7p7O,discussion-id=6RxFPQdr,comment-id=0002,timestamp=2017-10-26T19:52:45.901+0000) > > Hey, I have a small question. Back when Riot initially shut down ideas like this, the following was mentioned: > > How will a(n accidental) shipping to live servers be prevented? Yeah, I can speak to that! We spent some time evaluating what we could do without any code changes to our system. Basically, our service that handles champ select (we call it Team Builder) has several different modes as well as configurations. The mode/configs used by each queue on a server are specific to that server, so we don't risk accidentally shipping them to another region. We wanted to avoid code changes, since those do increase the risk to our other live environments. This config we're switching to allows us to do that!
Ah wonderful, glad you guys found a way to do it! Thanks for doing this, it's gonna make the pre-game feel a lot better, and hopefully make games slightly more serious, no more double roles \o/ (unless autofill support is salty)
: What about Masteries?
From what I remember reading, masteries were brought in by riot as kind of a test for runes reforged. So you could think of masteries as runes 2.0 and runes reforged as runes 3.0 Also, I don't really see how you could re-add masteries without it being a very similar system to runes.
: Runes Stats
This is an excellent idea, it confused me at first when I saw that your second tree doesn't affect your stats the much.
: I think this is because they have not yet had nerfs in the base stats of the champions as promised, so when those nerfs arrive, the system will get a bit more balanced
I thought Riot said they were gonna buff champion base stats to compensate for old runes leaving, not nerf?
: Well I guess so... It's been a long day haha so i might be over thinking but where it was just raptors and krugs it is now every camp that is worth a lot. They would have to wait till krugs or raptors is up, but with this change its every camp that is now worth taking from the jungle if behind or just wanting to get an S. I'm not against people taking jungle, the problem I have is making the Champion Level system very easy to get level 6 and 7 without working hard at it. Do you know what i mean? I might be speaking nonsense right now so if i am please tell me XD
I guess, but remember, your grade is based on how well everyone does, so if people start farming jungle to get higher scores, then that becomes the norm and getting an S becomes harder because everyone's average score is up.
: Glorious Legend Ward Skin ???
There's a picture of it on surrender@20 here: http://www.surrenderat20.net/2017/10/1024-pbe-update.html https://4.bp.blogspot.com/-0IGxkDAa670/WfAloLq8jQI/AAAAAAAAyGo/mRWYhuYyPE0DDJKqnVuXrYvy0lW0N5w0gCEwYBhgL/s640/ward3.jpg
: Change The PBE Purchase System
From what I understand, blue essence gain from levelling is currently being tested, hence why there's no free blue essence.
: Training tool (Minor bug about tower)
: Runes Reforged PBE Bugs & Feedback Thread
I wanna post this here cause I'm not sure it'll be noticed in a comment on a random thread: Poros should only be placed when you stand still, I often accidentally dropped my poro in the wrong bush. It'd also be nice if backing cancelled the poro drop, so you can back in the safety of a bush without your poro getting moved. Also, I know it's silly, but I love that poros run to you when you enter a bush, it's rather cute. Though, it should probably be changed so that they run back to where you first dropped them or only run to you once you stand still for the channel time.
: If you can freely go in to the enemy jungle and get vision on the camps then you have bigger problems.
I'm not saying you can freely go in there, I'm saying you actually need to take a risk to see what camps they've taken now. Knowing what camps a jungler has been to shouldn't be as easy as looking at the scoreboard.
: Jungle CS Count Change & Earning S's on champions
People could do this before anyway by simply clearing raptors or krugs couldn't they?
: Possible Currency Bug
It's intentional. RP is currently resetting to 8000 each day at some time and blue essence can only be gained from levelling and disenchanting champ shards iirc.
: 4 cs for a gromp
Well, now you actually have to go into the enemy jungle and ward to track them, surely that requires more skill than opening up the scoreboard?
: About the change in the creeps score of the jungle.
As others have pointed out, with the new cs counts, you don't just simply get free information about the enemy jungler from opening tab anymore, you actually have to go scout out his jungle, which is a lot harder, riskier and takes more skill.
: scoreboard secondary path shifted to the right
There was another post showing this in action, so it's happened to others at least.
: Ascension returns for testing!
Awesome, ascension is my favourite gamemode, glad it's getting some changes! It'll be awesome that you don't have to die to get items anymore, though, it's a bit worrying that team mates might just randomly tp back home just before you're about to contest another shard/xerath.
: Feedback on "Ghost Poro"
I was gonna suggest this but yay, it's already suggested. I really agree that poros should only be placed when you stand still, I often accidentally dropped my poro in the wrong bush. On that note, please also make backing cancel the poro drop. You rarely need to see what's happening in the bush you backed from. Also, I know it's silly and inconvenient, but I love that poros run to you when you enter a bush, it's rather cute. It should probably be changed that they only run to you once you stand still for the channel time though, either that or they run back to where you first dropped them.
: Tried to recreate the bug but couldn't: https://gyazo.com/45325f5f7b41a248796258e40d1750c1.gif Either was probably server lag or requires more specific steps to recreate.
Actually, after playing around with runes, it happened to me as well. Not sure how to reproduce it though? You might need to make a second rune page while editing an exisitng one. https://gyazo.com/66d9f3bec5af41de9ef97b7f8cd2e4c4.gif
: Runes Reforged PBE Bugs & Feedback Thread
Just gonna note this here, not sure if it's been posted before, but I can't exactly easily check 343 messages. Being able to delete rune pages from this screen( https://gyazo.com/777ff0270809f152cf2129b6ddd7fb0d.png ) would be a nice feature. Also, I know this has been suggested before, but it's be great if we could hide or delete the 5 preset rune pages.
: I think this is by-design -- the first icon shows your keystone, while the second shows your secondary path. Might be wrong though.
The error is that on the right side, your secondary path runes are being displayed over your summoner spells. It's quite hard to see.
: Life bars on player's HUD issue
Took me a while to see, until I realised you meant rengar's icon above the minimap shows the incorrect hp.
: Rune descriptions in runes page has a little '}' at the end.
Ah, I was gonna post this, but you beat me to it. }
: Rune Page Two Can't Save the Name
Tried to recreate the bug but couldn't: https://gyazo.com/45325f5f7b41a248796258e40d1750c1.gif Either was probably server lag or requires more specific steps to recreate.
: [Visual Bug] Mana bar on HUD
Do you mean the mana bar on the top left HUD? Maybe's it's a bug with the mana band rune effect.
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PirateRob

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