: Locked Camera is very shaky
I've had problems with this as well, starting sometime this week. Whenever I'm moving around, my Champion model and health bar will jitter really badly. Haven't tried unlocked or the other camera modes yet.
: PBE Bugs & Feedback Thread: Championship Riven 2016!
This is purely personal opinion, but I liked the darker colors on Riven's sword, gloves boots and around the S2 symbol on her back. The Championship skins' color scheme in general has been a gripe for me since S4 (Shyvana); Championship Riven and Championship Thresh share very similar color schemes, but then we skip over to Shyvana and the dark blue/obsidian swatch that was used before is basically non-existent. CS Shyvana also didn't depict the respective season's numerals anywhere on her model. Season 5's CS Kalista was an improvement in color scheme coordination, albeit the shades of blue were much lighter. I suppose at this point I'm griping, but maybe tone the color's brightness down just a _little_ bit more?
: PBE Bugs & Feedback Thread: SKT T1 Skins!
I play a lot of Kalista, so naturally I had to take a look-see at this. Wow, where do I even begin? * Out of all three of her skins (Base, Blood Moon, Championship) THIS skin has the hardest to see Rend stacks. Throughout most of the game _I could barely see them._ I can't imagine how hard it would be for an enemy to see them. The yellow is very, _very_ light and blends in with a lot of the terrain, especially in lane. * I know this is supposed to be a celebration of SKT's win at World's last year, but is there a particular reason Spooky Ghost Lady doesn't look like a spooky ghost? She looks very..._alive._ I assume that was the intention? If so, what was the reasoning in diverting from who she is as a character? * Whereas gold/yellow is an accent on most of the other STK skins, Kalista has a lot of gold/yellow; she doesn't really..._fit_ well with the other skins. * Bit of a personal thing, and perhaps I'm missing something, but why shorts and not tights or pants like the rest of the team? Is it because she jumps around a lot or? xD * Not quite sure but recall sound may be global; at present it's a bit loud
: Why is Taliyah getting massive nerfs?
I believe there was a [post ](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/EjprL83E-attn-rocksurfers-seismic-shove-changes-in-internal-testing)stating that since the casting paradigm of Seismic Shove is being changed to allow for easier use, some power is going to be taken off her kit as a result. This is PBE and these may or may not go through to live; most balance changes are experimental and some get reverted, or buffed back slightly if the champion is suffering because of it.
: > [{quoted}](name=EmmaPlzNoCats,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=HorAtNo5,comment-id=00000000,timestamp=2016-04-12T16:03:16.424+0000) > > I agree, i have gotten flamed for choosing a "troll champ" when i was testing him, or got reported for choosing poppy to test on my friends pbe account her cuz "no one is playing her" Umm sharing accounts is a bannable offense on the pbe just so you know. As for the OP Yeah I meet quite the number of toxic people while playing urf. I get flamed for playing illaoi because shes apparently bad, and also for not banning a certain champ. The influx of people are just a bunch of people who want early access to urf and they frankly don't care about finding bugs or testing. And I'm pretty sure most Of the accounts logged in currently are being shared.
> As for the OP > Yeah I meet quite the number of toxic people while playing urf. I get flamed for playing illaoi because shes apparently bad, and also for not banning a certain champ. > The influx of people are just a bunch of people who want early access to urf and they frankly don't care about finding bugs or testing. And I'm pretty sure most > Of the accounts logged in currently are being shared. I really hate to say it, but things like this are to be expected when something this popular surfaces on PBE. It's happened several times before. As for the Illaoi flame; first of all, good job in actually being able to *pick* her in the first place. From what I've heard people have been banning new champions and reworks left and right. Secondly, I'm sorry you were flamed. I wish people would realize the new things need to be tested before they hit live. How good or bad they are shouldn't be of any particular concern. The influx of new accounts/new faces has been both amusing and irritating, but once URF goes away, so will they most likely. Give it time. just remember to report toxicity when you see it. No one likes to play with toxicity here.
: Offensive summoner names and toxicity in game
If anything you could try submitting a ticket directly to Riot via support. http://support.leagueoflegends.com/home This might get you better results.
: SKT skins will be reworked/remade but RIOT won't even touch Diana skin after getting feedback?
Thank you for combing through the thread and making this post. I've been hoping for a Red response for a couple days now; hopefully we get something from this.
: PBE Bugs & Feedback Thread: Infernal Diana!
A lot of the things posted here already, such as the issues with Diana's hair blending in, skin tone too overwhelming, I agree with. I'll touch on those later; first I want to talk about a couple things i haven't seen yet (unless I read over them). Something that really annoys me in video game models is when an asset when looked at from a frontal view appears to be attached to the parent model. However, when viewed from the side, it is clearly visible that asset is detached from the model, i.e, it is floating in mid air. In extreme cases this makes the model look poorly constructed. Please tell me you did not mean to do this with the "emblem" on Diana's head, and if you did, why? Another thing that really bothers and distracts me is how the "tail" of Infernal's armor is animated for most of her run animations ('run' and 'run fast' specifically). In her Classic Skin, the tail of Diana's armor is constructed of and moves as 3 parts: 1: left hip 2: right hip 3: base (or the back) The Infernal skin's is all one part. I assume the animation for Infernal is rigged the same way as Classic. Because of this, it looks a bit...awkward to me. For example: http://imgur.com/Dv546Q1 http://imgur.com/Lk24IP4 This occurs for both sides, but it much more noticeable on the side depicted above. Infernal uses the movements of parts 1 and 2, without those parts actually being there. This makes the material stretch in a really unnatural way when she moves around. Why isn't it just flowing behind her? It's not nearly as extreme as it could be, but it's still noticeable to me, and not in a good way. For the most part, I really like the SFX of this skin. My only complaint is Lunar Rush's SFX. This doesn't sound fire-y at all to me. It sounds more like something Ryze or Xerath would do. A "woosh" sound would be more appropriate, I think. Her backing animation is nice too, but it's a little bit underwhelming. Needs a little more fire, or for the fire to be more noticeable. Her passive and Q are also cause for readability concerns. The passive stacking animation can get lost in some parts of SR's map due to color; the first two hits ( and in some cases the third hit) blend in because they are dull. You may also want to consider making the "passive ready" indicator much more noticeable. Also, why use her base passive indicator for this skin? Was it for the consistency with E? Where there any other symbols that were suggested for use? What about the symbol for when Infernal Nasus uses Siphoning Strike? The particles for Infernal's Q fade very quickly as they are going out, and overall the cast of Q is not quite as bright/flashy as the other skins. In other words, Infernal's Q "feels" like it completes much quicker and is not as noticeable. Diana's Q is a spell that you really want to avoid to prevent her from dealing her maximum damage, and this might make it harder to do that. Finally, what made you decide to use the Infernal skin line? Given the way this skin looks and its VFX overall, it feels more fitting into the Scorched Earth series, in my opinion. Was this considered? Thank you for making this skin. Despite everything I have written above, I still like this skin and I'm eager to see how it turns out when it's shipped to live servers.
: It is one of the longest stuns in the game and does a ton of damage. I can see what they were thinking of making the stun last a long time so he could land his star passive but people forget that the hitbox is HUGE and if Aurelion just plays the lane right and positions correctly its very easy to land at mid distance and stops any form of engage. They probably could have lowered the early base damages of some of his spells.
I personally think damage reduction would have been the smarter way to go. Admittedly, a 5-man stun when your entire team isn't even grouped closely together can turn out to be devastating. Add on the AP scalings and it's twice as fun. If nothing else, I suppose I'm more salty about the double tap statement. I can think of a number of champions that can jump right onto him. His fighting at melee range is laughable...but alas, weaknesses.
: Shaneyyyy Thresh is ranged execute passive is only for melee <3
> [{quoted}](name=Amy Sery,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=yNIIoTEl,comment-id=0001,timestamp=2016-03-30T16:06:07.019+0000) > > Shaneyyyy Thresh is ranged execute passive is only for melee <3 Relic passive still works if you last hit the minion.
: Sometimes Thresh isn't able to proc Targons
It's not just Thresh, it's ranged champions in general. Skills do not proc this either. I sent in a bug report via the client a while ago; here's a video example: https://www.youtube.com/watch?v=ZL8dnAYpvaU
: Aurelion Sol NERFS? WTF
I can somewhat tolerate the ult changes, but the Q stun duration change seems...odd. Considering you cannot "double tap Q" to rid yourself of melee engages, as was mentioned in his champion reveal, this seems like a bit much. And while, yes, you can reactivate Q shortly after casting, I don't see a delay of nearly half a second as a double tap. You can only detonate Q once it has reached your passive's range (without W active). If your stars aren't hitting whoever is beating the cosmos out of you, do you really think Q is going to land? > One of his options comes in the form of Starsurge, which he can essentially double tap to stun his face-to-face enemy before making his way to safety. His ult is the only other form of self-peel, and considering its cooldown, you aren't always going to have it, and if you miss then you're just screwed. EDIT: Also if you're worried more about the damage aspect, and knocking off the stun duration because of it, reduce his damage somewhere; Q, passive, W, somewhere. They all scale at a somewhat high rate. I'm assuming the Q changes are for laning phase/lane aurelion, because getting hit by a star every 10 seconds is just the worst. /s Sarcasm aside, I'd also like some context on this. What are you going to do next? Nerf ALL forms of hard cc because it's too oppressive?
: Hiya PseudoNymph - Thanks for the critical feedback, always great to have feedback early! > As BetaToaster posted, I feel the colors are a bit too bright. He was a prototype, right? He must have gone through a bunch of testing; maybe he should look a bit rougher, maybe banged up a bit, a little dirt/oil here and there? While yes, he is a prototype, he's the final form of it, which is why he's clean. (We also purposefully aligned him with Mecha Malphite.) > I was also disappointed in the VO, because Riot is usually on point with these. But it's not the lines themselves, it's the audio processing. You guys hit solid ground with the PROJECT: and previous Mecha skins' VO's/audio processing and SFX. The lines that all of these skins use are very distinguishable in and out of combat and over any skin-specific SFX tied to their abilities. We may be able to make tweaks on a few lines, but we won't be able to make adjustments to the entire VO script at this point. Are there any particular lines you can't understand? I know you'd mentioned abilities, and we can check that out. > The homeguard animation also seems a bit shaky and clunky; I haven't seen the ult enough times yet, but it looks like it shakes a little as well. We made some animation adjustments - he should be gliding with the rockets on his back. The ult does shake, but that's intended to look more like a train chugging on the tracks.
Thanks for the response, glad to help. > While yes, he is a prototype, he's the final form of it, which is why he's clean. (We also purposefully aligned him with Mecha Malphite.) Ah, I see. That's fair, then. > We may be able to make tweaks on a few lines, but we won't be able to make adjustments to the entire VO script at this point. Are there any particular lines you can't understand? I know you'd mentioned abilities, and we can check that out. I've played with the skin some more, adjusted my voice and SFX volumes around at different levels, and I've come to the conclusion that when the Voice and SFX volumes are about the same, lines on spell cast are slightly harder to understand. Personally, there is only one line I cannot understand when the volumes are similar, or of course when SFX is higher than Voice: "On track for pain!" Realistically, I'm not sure how many people play with these two volumes on a similar level (I typically play with SFX slightly higher than Voice). It's a fairly minor issue, and probably doesn't need to be tweaked unless there are several others who have the same problem. > We made some animation adjustments - he should be gliding with the rockets on his back. The ult does shake, but that's intended to look more like a train chugging on the tracks. They do look a lot cleaner now. Maybe it was the ult glitch from the previous patch that made it appear shaky? Otherwise, the ult looks solid now.
: PBE Bugs & Feedback Thread: Mecha Zero Sion!
Initially playing around with this skin, I have to say I'm a bit underwhelmed by it. As BetaToaster posted, I feel the colors are a bit too bright. He was a prototype, right? He must have gone through a bunch of testing; maybe he should look a bit rougher, maybe banged up a bit, a little dirt/oil here and there? I was also disappointed in the VO, because Riot is usually on point with these. But it's not the lines themselves, it's the audio processing. You guys hit solid ground with the PROJECT: and previous Mecha skins' VO's/audio processing and SFX. The lines that all of these skins use are very distinguishable in and out of combat and over any skin-specific SFX tied to their abilities. I really think you overdid the processing on Mecha Sion's VO, and maybe a bit on his ability SFX too. The regular movement/attack/purchase lines are for the most part easy to understand, but when using abilities his "voice" gets lost in all the robotic sounds. I also totally understand that he's a prototype, and glitchy in some places, but the audio "malfunction" sound is a bit discordant and not particularly pleasant to listen to. The homeguard animation also seems a bit shaky and clunky; I haven't seen the ult enough times yet, but it looks like it shakes a little as well.
: I upgraded Spirit Guard Udyr to skin permanent and it still shows in my loot inventory. Is this a problem more people have encountered with Ultimate skins?
> [{quoted}](name=Ederisien,realm=PBE,application-id=AYQh7p7O,discussion-id=NrHLa4Em,comment-id=0066,timestamp=2016-01-18T10:37:55.877+0000) > > I upgraded Spirit Guard Udyr to skin permanent and it still shows in my loot inventory. Is this a problem more people have encountered with Ultimate skins? I've had this happen with the DJ Sona shard; awards all the right things but does not consume the shard upon activation. I assume PF Ezreal's would do the same.
: Cancel the opening animation from the chests
I agree; the animations are really nice, kudos to those who made them. However, it feels slow, sluggish and laggy for me at least. Maybe make an option either in the crafting tab or client options to disable such VFX, like an option similar to toggling login screen animations/music. EDIT: To Darthness' post, this does work, but will also occasionally crash your client.
: PBE Bugs & Feedback Thread: Elderwood Hecarim!
This skin's model and animations (loving the tail work btw) is the refresher I've been waiting for. I love the nature theme and the step away from Hecarim being a arbiter of death. In a way it makes me think of what Hecarim would have looked like had the King not messed with the Shadow Isles (assuming Hec still fused with his horse). I think I also heard some slight VO changes compared to his base, similar to how Heartseeker Varus' VO is. He still has the same deathly lines. I think it would be really cool to add some minute aspects of death/decay with, for example, at the end of his recall, the vegetation he summons withers/dies. Or as he runs things spawn at his feet and wither as he leaves.
: Please stop making Caitlyn say "Boom, headshot," after every headshot
: Custom bots get stuck knowing where you are if you're low and behind a wall
This works on a lot of walls, actually, especially those that lead into the jungle (walls by tribrush, for example). It's hilarious, though I wish they'd still Flash like they used to. ..That way I could laugh at them fail flashing a wall I just cleared. Heheh.
: Banning teammate's declared champions
There was another thread that opposed both teams being able to see what Champion you intend on playing for ban/steal reasons. I agreed with that one and I agree with this, too. The intention in having your team know what you WANT to play was good, but it brought its own problems with it. Personally I think it also took out a part of communication with your team while in Champion Select, discussing team composition and counters for the enemy team's picks.
: Add Champion death sounds when they are banned
I agree with JImm, I'd also like to keep my feels intact when a Champion I love playing gets banned. Not everyone's taunt or joke would make much sense though, I think.
: Refusing to play your secondary role
I think the option for just 1 role would be a lot better; it would probably help those who are duoing together. In any case, it's still silly to not want to play what you were assigned and chose to do. :/ And if people are going to rage/QQ over what they got, it would probably be better/easier to dodge in the long run because you probably wont have a positive team atmosphere after that. But that's just my two cents. That argument would probably be more valid on live servers as opposed to PBE.
: Quinn PBE Feedback Thread
I'm incredibly disappointed with the changes. So much potential was wasted with this. I'm not completely opposed to Quinn AND Valor getting a rework, because she did feel lackluster in some places (short-ranged, incredibly risky in some scenarios, and has the potential to be countered if properly done so.) Hell, if anything you could have fixed the ridiculous issues with Harrier procs and made her E a lot more reliable to use, like it is now. But shoving her into an already overcrowded boat that's sinking and on fire with a slew of other ADCs? Really? If you don't want Valor to be a thing anymore, please, like many others have said, let us know why. That's all we want. We may not be happy with it, but please let us know **why.** If you don't want to bring Valor back like he was before, you can still do meaningful things with the ult that still makes Valor FEEL like part of the team. You don't have to make him permanent until the ult gets canceled by damage. Why not instead of canceling Tag Team by entering an attack command, let Valor continue attack, but time out the ult, forcing Quinn to return after a set amount of time? Add some damage, or debuffs, or ANYTHING when Valor enters Q or E. Make him feel meaningful in some way.
: You completely dumpstered kalista
I'm not sure if "dumpstered" would be the word I would use. Kalista has been a powerhouse since her release, and Riot has tried several times to knock off some of her power. In the right hands she's still very, very strong; I don't think the BORK nerf is going to completely destroy her gameplay. Personally I believe the Runaan's change hits her harder, as a lot of her damage is accumulated through continuous autoattacks and thus stacking of her E. Crit also doesn't really help Kalista much. The only crit items I have ever built on Kalista is Phantom/Shiv (mostly just Phantom, for the passive).
: Toxic players in the PBE
Unfortunately this can't always be prevented. Every new wave of new PBE accounts brings more people that are toxic, but if everyone does what they should and report these people, they start to become less of a bother over time. The important thing to remember is that this is a game and we're meant to have fun while testing thing for live. Report the person and mute them, and move on. Don't let their toxicity put you on tilt and change your mood.
: Is there a reason why Death Timers are so unbelievably high?
A good team that has exceptional coordination will always capitalize on an ace; most often an ace is scored because someone made a mistake and it was punished. I'm aware that not every division is the same, and not every team will be as in sync with each other. But this is fairly true in general from what I've seen. Maybe 25 mins and beyond would kind of be okay to start hiking up death timers, but not to the point that you're literally sitting there for a whole minute.
: I agree that it's better to make mastery pages before queuing up, but the problem comes if you end up playing a champion you don't have a page prepared for. We are currently capped at 20 mastery pages, and there are *a lot* more than 20 champions in the game.
To be honest, I actually ended up deleting a few pages that were no longer relevant with the new masteries...20 pages is usually more than enough. the key is to make generalized pages, but there's enough time in champ select to make minor changes if you really, really need to.
: Baron Eats Herald :D
I hope they keep that awesome Baron roar when he spawns, that's the coolest sound ever. xD
: Regarding Bandit
I've always wondered that, in the long time playing supports. It would be kinda cool to keep up with how much you generate. Heck, you could even compare values across games and improve utilizing the mastery to it's max potential.
: Why are all the AP items getting nerfed?
I can kinda get the gold value change, because it definitely feels easier across the board (including supports) to generate enough gold to have a sufficient build. The problem with buffing all the AD items and adding tank-busting items is that, while these were mostly aimed at ADCs, anything that builds AD, namely bruisers and assassins, are probably going to benefit a lot from these changes too. I'm not saying that mages are going to be completely thrown out the window, but they're still getting hurt. The Pre-season on PBE just started, so hopefully everything gets ironed out eventually.
: Tiamat Changes Necessary?
I suspect another reason it was done is to differentiate between Ravenous and Titanic's passive. in S5 Tiamat was a mini Ravenous. When Titanic was introduced, you had the AOE of the Rav until you upgraded to Titanic, which made the damage a cone instead of in a circle. Basically, they probably wanted to make Tiamat more of a "meaningful" upgrade into either Hydra.
: Why are all the AP items getting nerfed?
All of these coupled with the new masteries has me worried about the future state of AP casters and AP melees. This may be silly but, why was the AP removed from Iceborn? I liked picking this up on occasion on Diana or Karma for the extra defensive stats and sheen proc but now...
: > [{quoted}](name=PseudoNymph,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=zMbbeVJB,comment-id=0000,timestamp=2015-10-30T10:55:19.372+0000) > > According to Surr@20, BORK was reduced back to 6% from 8%. But did Surr@20 base that on the tooltip or actually experimented to verify it? I haven't seen any official comments about the change.
> [{quoted}](name=MungoGeri,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=zMbbeVJB,comment-id=00000000,timestamp=2015-10-30T12:19:24.214+0000) > > But did Surr@20 base that on the tooltip or actually experimented to verify it? I haven't seen any official comments about the change. I'm pretty sure it was vs. live values. http://leagueoflegends.wikia.com/wiki/Blade_of_the_Ruined_King
: [BORK - Tooltip] Is BORK back to only 6% current health damage or tooltip error
: Mastery Order
After taking a second look, I suppose in the end it wouldn't matter, but I still feel like it's one of those things that's going to get reverted, like the KDA/timer, ect. on the HUD update. One major gripe I have is that the Cunning/"utility" tree is a little jumbled. I agree with an earlier post that saying it is essentially another offensive path. However, the tree still have two sides; the left side is mostly **offensive** while the right offers more **utility.** I suppose this depends on one's own opinions, but shouldn't Savagery and Wanderer, and Bandit and Dangerous Game swap places? EDIT: I'm not suggesting they swap tiers, just switch places with each other on that tier, so for example, Bandit would be on the right side and Dangerous Game on the left of that tier.
: Mastery Order
Yeah, the mastery order has been this way for a long time...way change it now? A lot of the masteries themselves were moved around to different trees (dangerous game and Savagery for example) which, to me, makes it even more confusing as to where I need to re-distribute my points.
: Slayer Login Music really loud
I don't find it much louder myself (granted, I did just replace my headphones with cheap ones while I wait for a new headset). Could it maybe be the individual volume setting for the LoL Client? Sometimes, especially after patching, the volume resets to about 50, after I turned it down to about 5-10. As a side note, I've never had the volume thing happen before upgrading to Windows 10, not sure what's up with that.
: Why not update Pulsefire Ezreal's Skin?
Honestly the splash isn't that bad. But I do have to agree with the OP, the pulsefire model needs a bit of TLC. It doesn't seem to fit well with the rest of his skins in terms of texture. The VFX width of some of his abilities may also want to be looked at; it may be just me but they seem a little bit too big for the actual hitbox (kind of similar to Sona's old ultimate VFX in comparison to her new one).
: well the original color isnt quite static, it has that scan line going across the shield but that s it, what i would like to see is instead the scan line going from down to up to radiate from the center of the shield which would make a bit more sense cause the center is kinda the power core for it, so with them coming out from the center so does the glow radiate in such a way, i think it would be epic if they did that, i'm still getting this skin tho....kinda main support on live
Ah, I guess I haven't noticed the scan line yet. I blame that on being too focused on where my carry is and what they're doing, haha. I actually thought about that too the first time I played the skin, about the center of the shield being the power source. I think it would be nice if they emphasized that in some way. I guess I'll be doing a bunch of Customs later today and observing the VFX much more closely. Overall though, I really like the color balances that you did; they look nice and makes more parts of the suit stick out rather than just blend in.
: Project Leona colors a bit iffy
I like the V1 Yellow a lot, that's a really nice touch to make the yellow have a glow instead of being one static color. I do love the Leona skin, but the hue reminds me of the color I used to draw that weird sun on the corner of my homework in elementary school. I guess you could say the glow makes her more... *sunny.*
: Why is Atlantean Syndra unavailable in the store?
Sometimes bugs or general model malfunctions can be skin-specific (not always, but it can happen). While yes, the PBE is *mainly* for testing new things, it's nice when someone noticed a bug with something that's long been in the game, i.e. some Champions with "next basic attack" abilities (Nasus and Trundle for example) have had no animation for their spells for a couple of PBE patches. It's better to find bugs here and report them than to let them go unnoticed and get pushed to live and cause problems.
: Let us toggle PROJECT: Fiora's helmet on or off just like NH Rengar's hood.
: Is it possible to have the World Order dance for every new PROJECT skin?
As cool as this would be, I'm not sure if it would actually happen. A ton has already been put into all 5 Champions (new models, textures, voiceover/alteration, SFX, VFX, and a custom back). To be honest, I was really surprised that SG Lux got her own dance along with everything else considering it was a 1350 skin. But she didn't have any sort of voice altering or a unique voice over, which was probably the defining factor in making it a 1350 instead of a 1820 skin. But then again, Riot made Primetime Draven 975. *shrug*
: Login Error
Glad to see that I can log in now, I was really worried. I also couldn't log into the forums to upvote this or comment, because it said my account info was invalid/didn't exist. I wonder how many others had the same problem. o.o
: Fiora is Confident, Not Pissed Off
I have to agree, I always thought of Fiora as very sure of herself. She goes into battle thinking she's the best, because she is the best (perhaps not before, but she's certainly come a long way). The model changes were a tad unnecessary in my opinion, but the current one cold do fine with a few tweaks. I think what annoys me most is her walk; it's such an unnatural gait and a bit goofy. Fiora has to be nimble to fight the way she does but she kind of resembles a gazelle. Personally I think the ult is fine; it's not only something to benefit Fiora, but also her whole team and could be the turning tide in a huge teamfight. That's not to say it's not perfect. The AD scaling on it is a little high, imo. Her ult before was just like, hit a button and hope you kill at least the carry.
: Diana ans Sated Devourer
I've found that only when the Sated proc incurs the 2nd and 3rd stack of Diana's passive, the passive animation will not play. If the Sated incurs the 1st and 2nd stack, it will. Here's a short video I made on this; this is not limited to attacks on champions and can happen with anything. https://www.youtube.com/watch?v=7xPjaZGZzsc Getting Sated to incur stacks 1 and 2 is a bit more difficult and sometimes unpredictable. Here It appears to be done because of a timeout between the 1st and 2nd basic attack.
: Devourer still active after being sold
I really hope the sated buff staying even after selling was unintentional; that double on-hit passive is in itself very valuable and might incur things akin to smite/teleport top. it's really strong on champions that have on-hits built into their kit. The double item bug is really annoying especially if you're at or close to full build. I had this happen with an elixir that I bought and used _ten minutes ago_, meaning there was no item and I had one empty slot. When I opened the shop however, the elixir icon still showed up on the last slot.
: [Ekko] Phase Dive follows Ezreal through Arcane shift
This happens with similar abilities such as Diana and Akali's Rs, and will do this on Summoner Spell Flash as well. It probably has something to do with the timing; it often happens so fast that it's hard to determine who casted which ability first. I'll use Diana as an example since I've done this several times before. If I'm chasing a carry that's low, I cast Q to start up my combo then press R; if the target uses Flash or a blink ability, I will still land on them because I'm already in flight provided that I don't get CC'd. Diana and Akali might be a bit of an extended example because the range of their ults is massively different than that of Ekko's dash, however I think the same principle would apply.
: The PBE has become almost as salty as live
I'm probably really oblivious to this since I live in bot queues but I suggest you do what some others have already done; find some nice, friendly people and play with them as often as you can. If someone was nice ingame or was really super helpful, add them! Not everyone uses the public chat all the time (like myself) so there are a lot of other people out there.
: Can't log in
It seems the queue times are much better this morning; still sticks and the time goes up, but at least the numbers aren't overbearingly high. It does still take quite a while to get the position moving, even if it's around 2000, which is where I am now. TLDR; I'm a support main and I like helping people. orz Because it's been said by others, I will say this; PBE on 9/10 days is much, much nicer than live, even in bot queues where I play and test 90% of the time. Is it a little annoying when 5 champ selects in a row someone says they can't pick a champion? Yes, but did they know? Probably not. A lot of people don't realize PBE works differently and that may be because of the FAQ is outdated on League's website (Or they were just really excited). But if possible I always try to point people in the right direction and give them some helpful links. I enjoy helping others and I'd very much like to have nice people to play with. {{champion:432}}
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PseudoNymph

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