: Question: When we were first hearing about the future of TFT, we were told we'd be getting a drip feed of new champions until we hit about 60 champions (ten more than the 50 original if I recall) and THEN after that we'd start getting new groups of champions with new origins or classes. But it seems we only got TF and now we're moving immediately into a new origin. I'm not complaining, I think Hextech is a cool origin, but I'm curious what changed the plan. I know iteration has been fast, but are you so concerned about items that you felt this had to be launched very quickly?
there hasn't been a change - by new group we mean an entirely new set of origins + traits, not the addition of an origin/trait into an existing set.
: Sounds awesome!! Quick question though, could we change/fix the name of Camille’s ultimate to “THE Hextech Ultimatum”?
: I saw a link of an esport journalist who said these 4 champions will already be available today on PBE. Is it true ?
Yes, when PBE deploys they should be available
: The Hextech Trait won’t be effective against me because it will get countered by my own unique trait, Unlucky: You have a 1% chance to get an item drop. All jokes aside I’m exited for the new Units. Also as a suggestion I would love to have Orianna as a second Robot unit. Maybe, now with the addition of Hextech, Robot/Hextech?
: Random question regarding adding champions in general. Whats the end game for this? Do you guys plan on eventually getting every champion into the game, or is 140-150 unique units way too much? Obviously it would be pretty sick to have every champ available in TFT but it might be a bit of a balancing nightmare, just like summoners rift, as well as a bunch of other issues.
As detailed in the post linked, we plan on rotating/creating new sets of units on a macro time scale, with small updates and additions like this one to those sets on a micro timescale https://nexus.leagueoflegends.com/en-us/2019/06/dev-design-pillars-of-teamfight-tactics/
: Will Jayce transform back similar to swain or is he permanently ranged once he transforms? also what happens with the hextech bonus if it affects the +team size item?
Permanently ranged. We wanted his ability to be powerful (enemy displacement) and cheap (needs to happen early in the fight), and think it should not be something he gets to do repeatedly
: I am slightly concerned how Vi's ult would impact the game unintentionally. https://clips.twitch.tv/SpunkyGleamingSheepTheThing As you can see in the clip, (ENEMY) blitz's pull resulted in (ENEMY) Warwick and Volibear overlapping, and then Warwick just stopped attacking for a good while. This happens when an enemy unit is suddenly out of range, and some champions have to re-plan their moving path. It occurs more frequently with rek'sai burrowing. We might see Vi's ult causing enemy champions to end up being in the same block, and some of them are not able to autoattack. (I was just watching the stream when I am thinking how to describe this "bug", and this happened, so it may happens more often than we expect)
Definitely a concern, but this is because our attack ranges and hex position sometimes get confused. This will need to be something resolved holistically, and does not prevent individual champions that would function in a working world from being made. Also we haven't seen her run into these issues because she has a lot of diligence in her scripts towards making sure units end up where they think they are.
: Disabling items seems complicated and can lead to many bugs... so good luck! Haha Other than that I feel as it that can be mitigated somewhat if shutting off items only effects the stats instead of the effects. Example: Yuumi still makes a unit a sorcerer but they do not get the AP benefit for X amount of time. Or alternatively you can make it similar to a Phantom Bonus where as you only need two hextech units BUT it permanently shuts off **one** item for the remainder of the round. Either way im excited to see these units!
Yeah there were definitely a lot of hilarious bugs (in the first test, items just duplicated indefinitely...) We want hextech to be a trait you opt into that is only **really **powerful when you are particularly worried about another player who has really good items, especially if they have many good items, so its almost certainly not going to be a "turn off the stat but not the unique" effect. Given you can acquire traits mid combat by placing spatula items, you can also lost traits mid combat, so disabling yuumi will remove a sorcerer.
  Rioter Comments
: Graves in Overcharge
We chose to keep him in because he was an outlier. Balance testing on the mode suggested he wasn't going to be a significant issue, and while hes tankier than other marksmen, he can't actually survive that long and hes at a significant range disadvantage. His durability won't let him survive if he tries to just tank overcharged enemies.
: Hi, I'm sorry this isn't quite on topic but I don't know where else to post this to make sure you read it. You made some change to Ascension 2 weeks ago, I've played it on the live servers and one thing I noticed, the games are now a lot longer, from maybe 15-20 minutes on average to 20-25 sometimes 25+ minutes on average. allowing everyone to recall all the time had the major drawback to drastically increase the average game length (people are dying less, and are spending more time between the fountain and the battlefield), not only that, but the death timers are now ridiculously long later on putting the game to a halt even though neither team is all that close to 200 points, making the game both slow, tedious and not very fun. Imo you really need to tweak some numbers the next time around, be it total number of points, or death timers or something (or remove the recall you know), so the games are as short and as fast paced as they used to be.
Thanks for the feedback, we'll take a look at this. Goal with that change was purely to remove the pacifism strat and not affect the rest of the game
: Overcharge (or "how to tilt your enemys by using vents")
Hey looking to address this a bit. The speed the vents move you now scale with your movespeed, so overcharge champs that have their bonus mspd should be able to outpace non-overcharged champs doing this
: Are we **_posting bugs_** here? Played as PROJECT Vayne, I hit a blast cone over (or a vent?) to a central part of the map, right-ish side of it. I had been attack-moving a low hp trist, who went over first. When I went over using the blast cone / vent, I immediately attack--moved (possibly before even landing), and upon landed, Vayne did attack - at nothing. I probably did not attack move again because I intended to only do it once to check if the Trist was there, so I let go of everything and Vayne kept attacking on and on. I was on the right side of some little box thing, which is borded by the path on the bottom and right, and Vayne seemed to be on that corner (seemed semi-transparent too, I may have had ult and Q'd before jumping over but I don't know) and shooting at that very corner. I looked around the map to see if I was hitting anything across the map, like a champ or bot, but I couldn't see anything. I asked in all chat if anyone in any team could see what I was doing but no one replied. I was about to see if I could start recording but enemy Varus didn't care and killed me. I never attempted to move or attack Varus when he came so I think Vayne was just going to keep attacking, and I have no idea if I was actually stuck or anything. Total, I had probably been attacking 20 seconds. In the middle of that, enemy became overcharged, I was in the spotlight, and then Varus came.
Ye we caught that as well today. should be fixed next patch! thanks (it was a invisible minion rip)
: https://www.dropbox.com/s/5no8gs9z7psrpwo/lol%20pbe%20overchage%20123456.jpg?dl=0 in red, if you aren't inside the red circle yourself, you can't see people inside said circle, even thought there is technically nothing blocking your line of sight from the perspective of your character. now I realise the map isn't exactly symmetric, there aren't as many spots as I thought, also, it seems to match the grey platform thingies, I suppose it could be intentional, but some of them are bit sketchy, the one blind spot top left of the map and the 2 blind spots bottom of the map are kinda annoying. the middle platform yeah, I highlighted 2 of the 6 grey thingies, but the middle platform is pure chaos anyway, I think it's okay.
those are supposed to be brushh AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA (we've been running into this a lot)
: Thoughts on the vision shenanigans? Sometimes (it's not that common overall with the exceptions of some specific spots, some I'm talking about below) you can have your opponent standing right in front of you and still not have vision which leads to champions randomly appearing and disappearing for no reason (similar to vayne invisibiliy shenanigans but with all champions) + there are quite a few spots that are bit sketchy (the corners of the map for example north east, north west, south west, south east where simply standing on the edge of the map hides you as if you were standing inside an invisible bush, even though in it's the open. not sure if it's possible to improve that tho, vision seems to be coded deep into the game
mind screenshotting some of the points you feel this happens in? there are just a lot of tight corridors so yeah, the vision system shows it's limits here. but we can probably smooth somethings out
: it happens too when the enemy gets the buff btw and they have one less champion to kill since he is already dead. the game simply doesn't pick kogmaw up when he is between life and death when it starts the "reset" phase right before the overchage phase.
: Overcharge is not healthy fun
Hey gonna chime in on this cause this is generally valuable discussion. We are taking a look at the snowballing, as well as rewarding players who survive overcharge (and making it a bit easier to play around) Will be on PBE today: * Adjusted EXP to be more equivalent (more passive EXP, less kill/charge bot EXP) * Increased slow on Overcharge champions when you hit them with anything from -20 mspd to -30 mspd (on top of losing their 60% mspd buff) Not on PBE today, but we are testing internally: * Flattened EXP (everyone earns exp at same rate) * 100 gold if you survive an enemy overcharge That said, PBE has no matchmaking so feedback regarding balance and snowball are not high resolution. Would expect players to get destroyed vs better opponents in this mode given the heavy emphasis on vision and map awareness, as well as clutch mechanical outplay. This coupled with the more deterministic ADC outputs means someone who is generally worse at the game will almost always lose (AA's don't have a cooldown and can't be dodged, so it's not like you can easily outplay or capitalize on spent CDs vs that guy who just has better mechanics or awareness than you without doing those things better than him/her). Also there's literally a buff that makes you invulnerable, and there aren't real defensive items so ostensibly you should be able to kill your opponent regardless of how much gold they have. Comment if you're interested in more individual pointed discussions.
: Well, I HATED this game mode. Hang on, I will explain why. 1º: There is no sense of strategy around the map. 2º: If one team starts getting a lead, the other one will get steamrolled throught the entire game. 3º: It's a game of Cat and Mouse. With so many pathways that throw/teleports you, it's hard to know where the enemy is. 4º: Too many unnecessary particles effects. 5º: {{champion:104}} and {{champion:67}} are annoying. Graves can build a {{item:3022}} and {{item:3071}} and go to town on people, and {{champion:67}} stuns people and win most of the fights. My personal opinion? Scrap it and make a PvE mode.
Frozen Mallet isn't in the game mode
: First of all, congratulations for the futuristically fabulous game mode created, it's really visually beautiful. It has a simple gameplay and objective, which is nice overall. Maybe some marksmen will be doing a finer job on this map, but can't tell by now how big is this gap performance. A con: when enemy is buffed it's almost 100% sure that you'll die. I know that's what suppose to happen, but there could be some "buffs" for the "hunted" as well, maybe +MS. Idea: when enemy team reaches 5 Charges, the charges your team collected (if there are any) is used to give some buffs to help you survive the hunt, the more you have the stronger you are to escape. Then the charges are reset on each team.
attempting to damage or otherwise hit the overcharge enemy will remove their bonus mspd and then slow them a bit
: Hi, gotta report a bug with KogMaw on this map When KogMaw dies, he goes into his passive form before actually dying for real, if his team gets the overcharge buff in that time window, KogMaw doesn't get the overcharge buff and just stays dead for the entire duration of the overcharge phase, means his team plays 2V3, making it harder for KogMaw team to get overcharge kills. All other champions get the buff no matter what, if alive or dead, that can't be an intended interaction.
: \#include <fstream> \#include <iostream> using namespace std; int main() { string string; ifstream prjBriefing("project_briefing_rev2_8_4.txt"); if (prjBriefing.is_open()) { while (getline (prjBriefing, string)) { cout << string << '\n'; } prjBriefing.close(); } return 0; } _mfw no code format_ {{sticker:zombie-nunu-bummed}}
: I'm only getting D- score, is that intended?
yeah it takes a while for mastery to calibrate
: > “ << std:endl << “ error: found ":" in nested-name-specifier expected "::"
: Last time you guys said offensive items only, you allowed Zhonyas. Will that be the case this time?
: Does this game mode give champion mastery like blood moon?
: Will there be missions and rewards for this event? similar to what you guys did with invasion.
: so is this going up tomorrow or in like 5 minutes?
: Quinn and Kindred won't be available? ;-;
Unfortunately Quinn and Kindred really did not play well with the rules of the mode. Similar to our call to cut Teemo and Twitch, Quinn and Kindred had kit particulars that severely degraded gameplay (crazy mobility and vision on Quinn, and kindred ult)
: Will the project skins be unlocked for people with them available?
Only people who own the skins will be able to use that skin. Like Bloodmoon
: > Ashe, Caitlyn, Corki, Draven, Ezreal, Graves, Jhin, Jinx, Kalista, Kog’maw, Lucian, Miss Fortune, Sivir, Tristana, Varus, Vayne, Xayah. (Free to play champions are bolded) Nobody is bolded ;-;
~~THEY ARE NOW~~ and now with 500% increased clarity
  Rioter Comments
: Spoils of War stacks gives massive AS boost
Oops But yeah, I added WW's ASPD tech for targon's minion executing. Will probably gate that behind quest completion. And melee...
: Hi, I talked to you on the sub as well on Kata's rework! :) First of all I'm sorry if my comments on Kha sound a bit bitter, it's just that he's one of my mains and I fear that he's going to be worse after the rework. I totally love your ideas so far and I didn't mean to sound aggressive. You have my sincerest apologies if this sounded like a *"FUK U RITO U RUIN MY MAIN!!!"* post - and I do find the other reworks _absolutely_ brilliant. But since I have your attention, let me briefly elaborate on my concerns: * **Q and R evolutions feel counterproductive to each other.** The new Q Evolution pushes him more towards extended engagements (you need to Q the target multiple times) however the best tool for extended engagements, Active Camouflage, now got turned to something completely useless for duels. So you're left with baseline Void Assault. * **Most importantly, the new Active Camouflage does not have a clear identity**. See, it only works out of combat, which immediately makes it useless for playing "hide and seek" and juking, so the natural reaction is to try and use it to set up ganks/engages with it. However it only lasts for 3 seconds, forcing you to either miss out on the stealth if it's not the right time yet, or rush in potentially prematurely. I really try to understand what it is good for, except for maybe early invades and a glorified Nidalee passive for map mobility. I feel like old Active Camouflage was so much more useful, especially in teamfights which are of course Kha's weakest point, but also invades, outplays, killing a target when you're behind... What outplay potential does the new Evolution offer? :/ It would make much more sense as a _Tactical Evolution_ if it also worked in-combat, and it would make much more sense as a _Strategic Evolution_ if it remained out-of-combat-only but it lasted _significantly_ longer, allowing you to stealthily move from brush to brush right under the enemies noses, and jump at them from where they least expect it - even if that meant a much longer cooldown per-brush after breaking stealth. But now it's strictly useless for combat and it's not ideal for ganks and stealthy map movement either. You can't travel between most brushes within 1,5 seconds, let alone 1,25... and even if you go into *one* brush and try to pounce on them from there (which is way less cool than playing "the floor is lava" from brush to brush), 3 seconds feel restrictive. ---------------- Maybe I'm missing an obvious use case here, but the bottom line is that, as of now **it feels like it has the disadvantages of both a combat stealth (incredibly short duration) and a "setup" stealth like old Rengo or Twitch (only works out of combat) and the advantages of neither (usable in fights or extended duration).** **I would love to hear your insights on this and, again, thank you for your time!**
Sorry for late response, totally forgot about this @_@ I think its reasonable for some of Kha'zix evolves to not synergize with each other - infact having evolves that push and pull him towards different playstyles is key to having impactful and variant evolves. We are also fairly confident that the new R evolve occupies a very powerful spot as a map mobility / flanking evolve that will allow Kha'zix to approach fights in very interesting angles. Its not meant to be a "stand in the brush and ambush" but a "I can run through your entire jungle mostly invisible" There are some vids out already showing off what you can do with it.
: ##As a designer, what are your thoughts on reworked KhaZix? I've heard at least *some* Rito feedback on *our* feedback for most reworks, even for Zed and Fizz who didn't get as much attention by players compared to LB and Rengar, but on Kha we are getting only radio silence. I know you're probably not the one working on him, but as a part of the general rework team, how do you gauge his performance compared to his more "figher-ish" twin counterpart, Rengar? Kitty seems to be doing exceedingly well right now but Kha'Zix feels a bit underwhelming, just like Talon *(but he at least is monitored and will be buffed accordingly)*. Is he really that weak or is it just perceived weakness, like you're saying Zed's case is?
Hi, I'm the designer working on Kha, and I've mostly been engaging with the Kha Subreddit tbh. For the most part, people seem pretty excited or cool with the update. After the first day where no one honestly knows what they are talking about, any opinion of "kha is weak now" seems to have vanished as well and internally we are pretty happy about his balance numbers too. Did you have some specific concerns or questions?
: Kha'Zix main here. I just tested him and won't comment anything about ratios or stuff but a little thing that is most likely a bug annoys me. Couldn't find anything on this yet. When I clear blue or redbuff (or wraiths since the small creeps will get removed in the buffs) and I attack the small creeps so I can kill both with a W I usually use Q immediately after. When you do that you don't get the 60% CD refund on the Q and instead it has the full CD. I am not sure if you deal the extra isolation damage too. Hoping for a fix.
Should be fixed next pbe deploy, Thanks!
: initial thoughts from a kat one trick: (250k on my main account) I actually like the direction of this update, the changes offer a lot more tactical play throughout the game and this definitely upped her skill floor and ceiling. for her laning phase im still getting used to new kat but so far it may be more difficult then old kat? not sure because after so many old kat games i know all the matchups so i cant really judge it right now. New Q: i have no complaints, it just takes some getting used to with lower range and less bounces. i wonder what it would be like if rather then behind the target the blade bounced to where the mouse cursor was...idk just a random thought new w: no complaints, opens up so much tactical play and combo variations with positioning- really emphasizes important positioning even more then ever. new e: i get why ward jumping was removed now it all makes sense. pre 11 the resets with w feel painfully slow though. maybe rather then the cdr changing at lv 6, 11 and 16 from 78% to whatever, it can start at 84% and end at 92% going up by 1% per 2 levels. just a thought. r its the same but with a range indicator which is a nice touch for both parties actually but yea i will be playing new kat much more to really get a feel for it and i like the direction of her so far!
We tried a lot of weird ways to allow Kat more control over the Q dagger - even tried a vector cast on it! Ultimately it was untenable for Katarina since there is such a high demand on rapid button pressing and comboing due to her resets, which make complex inputs for single spells where minor errors in mouse accuracy can lead to completely failed spell casts a no go.
: {{champion:55}} _**Katarina - The Clumsy Pentakiller**_ Passive: Still works the same as the live servers, on **kill or assist** in the **next 3 sec** you get **15 sec** reset on **all of your abilities** Q: Bounces **3 times total** - 1 main target and 2 secondary, dealing damage to the targets hit and leaving a _**dagger**_ on the ground. W: **On Active:** Kat throws a _**dagger**_ in the air and lands on the ground in ~1 sec. **Passive:** She spins like in live servers dealing astronomical damage. (The range on the spin is not specified but I&#039;m willing to bet it&#039;s been shortened.) E: Kat warps to the targeted _**unit**_ dealing damage if there&#039;s an enemy unit close to her specified range. (The _**units**_ can only be minions, monsters and enemy champs.) She can also blind on the _**dagger**_ to pick it up, activate her passive on W and reduce the cooldown on E. R: Pretty much the same as LIVE but way cooler looking. It also has a range indicator, which is nice. _**Cons:**_ 1. Her Q is** hard to predict where it will land** after the 3rd bounce. 2. Her **E doesn&#039;t put you behind the target anymore**, it puts you alongside the target from the place you&#039;ve dashed. (It might take getting used to but essentially you cover less ground now from a single dash.) 3. **NO. WARD. JUMPS.** &lt;An ally has been slain.mp3&gt; _**Pros:**_ 1. Her W is ret^^ded damage. I really love the massacre it provides with it&#039;s **100% ap scaling when you rank up your R to 3**. **Now add the speed boost of the _W - Active_ to when you pick up your daggers to really get it going.** This ability will be toned down, so if you do that think about my ms offer. 2. Her **_dagger_ -> Shunpo (E)** mechanics is really fun with all the picking up part. _**Recommendations:**_ Since there is **less of a meaningful way for Kat to harass**, cuz of her **3-bounce-mechanic** ~~you need a crystal globe to predict if you're actually gonna die~~ just to pick up that 'lil dagger on the ground for that awesome **~400 range _W - passive_ harass or wave clear.** I enjoy tactical and precise gameplay but when it comes to Kat and this Q randomness is triggering me so hard I'll end up tilted as much as when {{champion:41}} Davy Jones's Flying Dutchman went full 180. Please don't implement Hearthstone mechanics into her **Q -> _dagger_** drop. P.S: {{item:2045}} {{item:3092}} {{item:3157}} {{item:3158}} {{item:3135}} {{item:3001}} {{item:3364}} [_Never Forget Supp Kata 2012 -2016_<Link](https://www.twitch.tv/equipedepicofficial/p/485903031476747070) [Talon 1.0](https://clips.twitch.tv/equipedepicofficial/UninterestedCobraSwiftRage)
Hey 100, thanks for the post Would like you to be aware that her Q dagger always lands behind the primary target, regardless of where it bounces while hitting enemies, so you should be able to predict it 100% Also would like you to know that you can choose where you want to be with shunpo, so if you want to be behind the target, simply target slightly behind them!
: You guys really need to add damage to when her Q lands on the ground and also a SLOW. It is not difficult to get away from the dagger on the ground. Katarina now relies on her Q and E to do damage because the chances of you hitting someone with the dagger on the ground is extremely low. It needs damage and a slow on her Q. I currently do not like her rework as a kat main lvl 7 with 200k and the clan tag "Kat<3" Time to main Akali sigh.{{sticker:slayer-jinx-unamused}}
try jumping around the dagger rather than directly onto it (utilize shunpo's ability to anywhere around something). Will make hitting with the dagger much easier :)
: Kha'Zix's Q doesn't refund CD if cast on a non-Isolated target that becomes Isolated during the cast time. It needs to check for Isolation on hit, not on cast. I've had situations where a W would kill jungle creeps or minions but Q would not refund its CD despite dealing Isolated damage + animation.
: How's the AD scaling supposed to be? I know Riot said they want her to remain an AP midlaner, but is there any chance that AD could become viable? (Also will her AD scalings, if existent, still deal all magic damage or a mix like most?)
Personally want her to have enough AD scaling that she can comfortably pick up a gunblade if she wants
: Have any of the other selectable objects been removed besides the wards? Can I set ZZ portals? I really will miss wards ._.
Should still be able to jump to all other targetable objects.
: So that is an excuse to allow for an ultimate to be overpowered and unhealthy for the game?
the numbers might be a bit high on it atm, will be monitoring that
: Interesting changes, but I do have some concerns as does every other Kha main out there. Don't you feel this promotes a more tanky Kha playstyle like what we saw with DMG reduction on his R and the poke Kha meta? W has no utility at all unless we spent an evolution point in it which might make it a forced evolution. Q was his main assassination potential and I like that some love has been put on the unevolved version but the evolution seems to not make sense, the CDR is only on isolated targets and doesn't seem to add anything to his burst instead it enhances his skirmishing and 1v1 battles. In most scenarios champions are not going to remain isolated for long which lowers the potential for this evolution. It might increase his objective potential but that didn't need help with that anyway.
I don't expect his burst damage to be particularly lacking - both the isolation % increase and bonus AD% were increased on base Q. Also don't think he will end up being built mainly as a bruiser, since its hard to actually get multiple isolated Q's off in a team fight - that is unless hes in a split push scenario (in which case that makes sense!)
: In response to R: Captain Kha'zix on duty.
:) At some point in time I _was_ a teemo main
: So, you can't ward jump with kat anymore? Is this a bug or is this intended
We made the call to removed ward jumping. Ultimately she was completely unfair given the degree of mobility offered by shunpo resets if she could be anywhere at any time.
: About her skins + updated particles : **Warring Kingdoms ** Q is the same W is WIP i guess? It still shows the classic dagger Also no changes to E? No additions to R except the petals **Slaybelle** Q seems to be red? cant rly tell since the daggers bounce way faster now W active is red but dagger model matches skin -> green sinister steel when procing E is still red but has some glittery green particles? R also red **Project** I LOVE EVERYTHING BOUT IT 10/10 the E and the R looks so good also the daggers on the ground **Sandstorm** not tested yet
We are still working on some of the skins vfxs
: I played it in a game not too long ago and in a custom and it seems really fun so far! As a person that's rank 5 Kat and has been playing her a lot since season 3 I feel she still feels similar. Build paths still gonna take some getting used to though as gunblade seems viable again. Major question though, when she E's is it a dash now that just is really fast? I was trying to e to a dagger past another dagger and then blink to the first one and i just activated them both. Idk if that's intended or not.
Its still a blink. it has a tiny cast time now (.075s before the blink).
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