: Introducing Variants: Pajama Guardians & Solar and Lunar Eclipse Leona
Going to share my own two cents on the matter and it's mostly sharing the sentiment echoed by others here but a 30% discount is too low for already owning a variant skin of the champion. Don't get me wrong, I don't wish to demean the effort put into the skins and the teams that worked on them. Nor do I think the idea in and of itself is bad. Like, the SG Onesies are super cute (not absolutely my style but I think they are cute nonetheless) and the two Leona skins are absolute ballers. But the variant changes are just a slight step up from a chroma if you already own one of the "alternate" versions. Okay, sure, the model does change but I do not feel happy at all to pay another 900 RP for a Soraka in a onesie, when I've already paid 1350 RP for the SFX, VFX, textures and everything minus the changed outfit. I don't know if it's sustainable to lower the pricing on variant skins (if you already own one version of them) any further than a 30% discount but unless that's going to be the case I'm most certainly going to abstain from purchasing any variant skins in the future. On a side note, another thing that I object to (and I know that you likely did so to test the feasibility of these for the future) is releasing variant skins for older skins or at least releasing variants not in the same patch. This makes it seem like a very cheap bid of cashing in on the popularity of past releases for extra money (no matter how great the idea may be in concept) and that's something that leaves a very horrid aftertaste in my mouth because Riot's artists are really talented and I don't think they are lacking in any way when it comes to creativity.
: EXPERIMENTAL Sona changes. Feedback wanted
So my first thoughts on this are going to be, this isn't going to accomplish a whole lot. In the first place giving a champion like Sona, with a kit that she has right now, the ability to make flashy plays is problematic in and of itself considering her abilities are fairly constrained. While reducing the aura radius to make it more impactful to whom she gives a buff may seem good in theory, it still leaves Sona feeling relatively flat. It's kind of "Oh I have to stand closer to someone." but does that make Sona feel any more impactful than her current iteration, does it make her feel like she has accomplished something more worthwhile? At best it may only serve to make it a bit more noticeable to others that Sona just gave them a shield, or a buff but is that really a problem that Sona had? And at worst I see this as causing slight amounts of frustration because it cuts away from the more team oriented support power a, I call it "bard-type (as in musician)" champion would be expected to have. In the first place Sona always seemed like the 'Jack-of-all-trades-master-of-none support' she has that poke, she has some heal, she has a speedbuff, she has CC but none of it feels like contributes to Sona feeling impactful. I don't doubt that any of her abilities aren't somehow powerful on their own but it feels like they lack some kind of tie together and it creates an identity mismatch, do I want to be an aggressive playmaking support (Hymn of Valor and Crescendo) or do I want to be a more passive utility support (Aria of Perseverance and Song of Celerity)? Conceptually I like the theme that Sona tries to embody and I don't think these proposed changes are bad but they aren't really good either simply because they fail to deal with the underlying problem of _why_ Sona feels so low on impact outside of her Flash+Ultimate. It does give her a bit more agency in terms of who she decides to stick close to, to giver her auras to but then again it fails a bit with what I imagine Sona to be, which is very team oriented support instead of single target support that for instance a Lulu, Soraka and some extent even Janna (who does tread into the realms of team oriented support) offer.
: Hey! thanks for taking the time to share your thoughts. You have some good points, and I'd like to speak to these concerns in particular: Ult: Agreed that the damage amp is numbers-y and unsatisfying. We've pulled as much power out of that as we could without making it strategically insignificant (the amp is weaker and lost 20% of it's duration), so that Vladimir still contributes something to his team other than being a solo carry. As for satisfaction, the heal was intended to provide the bulk of the feeling there, and I'm sorry to hear that it's not. If you've played with it already, could you speak more to your dissatisfaction with it? I.e: Does the heal feel unimpactful, does it fail provide the tension/clutch saves it promises, etc. Passive/scaling: It seems like your big concern is how the math here will make Vladimir difficult to balance, and thus always shoe'd into a bad place. Crimson Pact is a gold muliplier, but with careful tuning, I believe the problems you outline can be minimized (i.e, higher bases and lower ratios than your average champ, but more stats with gold to come out neutral) while still preserving the unique item builds it incentives and allowing Vladimir to have a reasonable power curve. That said, I agree it's far from the most exciting passive out there, but we felt there were bigger gains for satisfaction and excitement to be found in the Q,E, and R.
> [{quoted}](name=Stashu,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=geVackqi,comment-id=00060000,timestamp=2016-04-19T22:21:41.891+0000) > > Hey! thanks for taking the time to share your thoughts. You have some good points, and I'd like to speak to these concerns in particular: > > Ult: Agreed that the damage amp is numbers-y and unsatisfying. We've pulled as much power out of that as we could without making it strategically insignificant (the amp is weaker and lost 20% of it's duration), so that Vladimir still contributes something to his team other than being a solo carry. As for satisfaction, the heal was intended to provide the bulk of the feeling there, and I'm sorry to hear that it's not. If you've played with it already, could you speak more to your dissatisfaction with it? I.e: Does the heal feel unimpactful, does it fail provide the tension/clutch saves it promises, etc. > > Passive/scaling: It seems like your big concern is how the math here will make Vladimir difficult to balance, and thus always shoe'd into a bad place. Crimson Pact is a gold muliplier, but with careful tuning, I believe the problems you outline can be minimized (i.e, higher bases and lower ratios than your average champ, but more stats with gold to come out neutral) while still preserving the unique item builds it incentives and allowing Vladimir to have a reasonable power curve. That said, I agree it's far from the most exciting passive out there, but we felt there were bigger gains for satisfaction and excitement to be found in the Q,E, and R. First of all, thank you for the reply. So far I haven't gotten to play with Vladimir yet and will first be able to this the weekend. That said perhaps I am being needlessly harsh with the ultimate. My grievance is mostly with the amplification effect and just giving sustain feels like a token change to me as opposed to one that is actually intent on dealing with the very stat based nature of the live iteration which is probably not the way I should be looking at it. From the numbers I feel like this added sustain can have a more than significant impact provided one hits enough champions. Maybe what I would like to see is if the effect was a bit more noticeable. From the preview video on the mage update site the particles look perhaps a bit small/weak and making them a bit more pronounced would help increase the feeling of "I have just drained you of all your life." instead of being more "I've taken a tiny sip, don't mind me." So currently this feedback is very much more from a visual perspective than an actual effect perspective on the ultimate. Once I get to try it out for myself I will add how it felt from a gameplay point of view.
: MYMU - Vladimir Discussion
This is one update that I was looking forward to the most but probably the one that has disappointed me the most. Now I will say the changes on Q and E are not neccessarily bad. I think I can live with the Q being overall weaker, even counting that Vlad also lost the Will of the Ancients which was the item he synergized the most with and the E at the very least it feels visually quite appealing. Now what I heavily, heavily dislike are for one his passive is being kept and for another hist ultimate. The passive, I'll give it that, at the very least feels like it might fit onto a champions like Vladimir however from a design standpoint and a gameplay standpoint I find it absolutely horrible. For one this passive is merely a gold multiplicator which for Vlads gameplay means it adds nothing at all, just brings more stats which naturally leads to Vlad having a poor early game since he tends to outstat people at some point. I don't want to "win" simply by playing a numbers game where in the end it simply says "Well I had more numbers than you nice effort for trying but in the end I win." there are plenty of champions in the game which scale very well into the late stages of the game and do not simply read as "have more numbers". Azir is the best example for this. In the end he'll have the same AP, HP etc. as another champion with the same or comparable build might have but even so his kit is so well designed that he simply outscales people without turning it into a raw numbers game. Now of course I realize changing his passive has much more impact on the rest of his kit than leaving it since it **is** a huge sink in his power budget so I could have arranged myself with it if the rest of the kit had impressed me enough. The second part I very much am not okay with is the Ultimate. It's still the same ultimate of course now you've put some sustain on it, which he needs since he lost WotA, but that still doesn't keep the ability from feeling utterly unsatisfactory to use. The damage amplification is another part of the numbers game Vlad has going where during his Ult his numbers simply count as bigger numbers and personally the amplification, especially since it counts for allies, always felt like "Here have some teamfight utility Vladimir so you can feel like you add something to the fight beyond raw damage." (Seriously if that wasn't in there you might almost call him a Juggermage as the forefather of Illaoi who also has mostly damage to spread around [and yes the comparison is both unfair and not absolutely correct.]). I had hoped that the Ultimate would have turned into something that apropriately felt like a moment of power for Vladimir, something with the certain "oomph" to it. In part it might be because the ultimate is visually underwhelming and in part because, as I elaborated on, the effect feels just not very satisfying. And to circle back a bit to his passive, because his passive as a natural gold multiplier eats so much of his powerbudget he unfortunately will be stuck with abilities that are always less what they could be. Hence I would have liked to have seen the passive changed for him. There is so much potential stuck in Vladimir, so much more potential that could be realized if there wasn't this intrinsic need to insist on his passive as it is. I will repeat myself as much as I need to. His passive is a real debilitating design element and should have not been kept as part of his kit. Furthermore with the removal of spellvamp and the resulting much steeper powercurve Vladimir is facing I do no reckon this update doing exceptionally well.
: MYMU - Zyra discussion
Okay, first of all let me mention what I like about this updated Zyra. I like that the death passive is gone, I wont go into lengthy details but I've always harboured huge amounts of distate for her and Kog'maws death passive so it's great that it is gone. Now the huge point of contention is going to be what I don't like about this update and something that makes me a little disappointed with it which is that you kept her W. Yes, you gave it a new passive instead of bonus CDR but the main problem with the ability is still that it is a dead ability slot. There is little to no benefit to putting point into this beyond the first one. Heck, even for other champions where you only put 1 point and then finish skilling the ability later in the game you're at least getting something out of it more damage, less cdr etc. but most important of all, all of these spells do something when used on their own. The W spell always has to be taken into consideration with her Q and E and that's why, for me personally, it just feels like a wasted ability slot. Yes your plants get a bit more HP but when is that going to matter enough that there's a tangible difference between 1 and 5 points in this ability? If someone's focusing your plants over you as Zyra you're going to end up winning the trades/fights anyway because they sink resources into something that's not worth it. So the increased max HP already seems like an utterly unsatisfying increase. I'm not saying the CDR was better because honestly it's the same issue that these kind of passive bonuses are just there so you get "something" out of putting ability points into it. And that is my huge problem, if you have to do something like this so the player doesn't feel bad for putting ability points into it then that evidently means something about this ability is very much wrong. And it's not like this isn't a cornerstone of Zyra's kit. Her spawning plants to attack her foes is very much what her theme is all about but when this central point, this focal ability feels so bad maybe it should have been replaced instead. Yes, I realize from a design perspective the player needs some control over where they want their plants to spawn since they have no control over their passive (although with Illaoi existing this need is actually subverted even if her tentacles follow a very clear spawning paradigm). However even if I do realize this need for a level of player control it does not mean I condone the ability as it is. It will remain utterly unsatisfying and a simple power and potential sink.
: MYMU - Cassiopeia Discussion
I haven't yet gotten to play this new Cassiopeia and likely wont until the end of the week but let me say that from a purely design perspective this update is easily one that I find very impressive.
Rioter Comments
Rioter Comments
: “Black Market Brawlers” featured game mode live soon on PBE
Sounds like this is going to be an awesome featured gameplay mode. And I too would like to know if some of these items could make it into regular Summoner's Rift because they seem really well done and it would be a shame to waste them merely on a featured mode. They have so much potential.
: [5.13] Core AP Items Pass
I have to say I like these changes very much. A few weeks ago I made a post on the regular boards explaining my desire for more item diversity especially because some items suffer from a permutation of stats which make them much more unfavorable than others. While I like that the general AP amount of items have been compressed to a closer scale I do not believe that this will foster a greater diversity of builds for mages(which is what I wish for). In all likelyhood we'll still see the same Manareg(Nomicon/athene's), Boots, high AP triplet, Voidstaff builds barring one or two changes when playing champions like Kassadin, Cassio, AP Kog or mages who do not have to manage mana like Vlad or Rumble. Nevertheless I like these changes and feel they are a step in the right direction only that I feel these changes could have been even more radical but that is likely a bit too much to ask for (just like my hope for a lot more items ^_^).
: [TEMP] Rek'Sai Feedback + Known Issues Temporary Post
Generally I am one that has always tried to accept design decisions even if they may have seemed outlandish or strange at first glance but I find the Burrow mechanic to be woefully misadvertised and absolutely misleading. I will not discount that Rek'sai doesn't get anything but HP regen at the cost of damage that would be useful for her ganks, movementspeed and a poor form of pseudo vision. What does she sacrifice for these bonuses? Vision which is one of the most important resources in the game (hence why people ward at all) and auto attacks, even more damage. If she is supposed to be burrowed underground why can she be seen? If there is a mole underground you can't see him. In general anything that is typically burrowed is hidden and can not be seen. The tremor sense is a unique mechanic it's nicely done but it is in no way a compensation for the things she sacrifices. Tremor sense is only a very limited way of vision and will only grant a very rudimentary amount of information, one that is much too little to be considered worth what she is sacrificing. But coming to my point. For all intents and purposes she should actually be invisible or pseudo-invisible during he burrowed state otherwise calling it "Burrow" is simply misleading. If, for example, someone is standing in water and everything but their head is underwart, so that others still can completely interact with him, do you claim that this man is diving? Same with Rek'sai. This is more of a case of the character crawling along or swimming through the ground with their eyes closed than them being burrowed and actually moving underground. It is certainly not the thing you are advertising. So either rename the skill to reflect that it is actually not being burrowed underground or give her a measure of invisibility while she is underground. Otherwise, I'll state this again, you are misadvertising or at the very least falsly labeling this mechanic.
: Sona Update Feedback and Bugs Thread
The only piece of feedback I would like to give at the moment is that instead of the bonus damage of Q being just triggered on auto attack I would like to see in similar style to the Frostqueen item line and have it trigger off of abilities as well. Because live Sona would grant both AD and AP with her aura thus benefiting both scaling types. Whereas now it is more biased towards auto attackers. If the damage had to be lowered a bit to remain balanced I would be okay with that.
: Doom Bots of Doom Enabled on PBE!
Would it be possible to create a future game mode where players themselves can play with these doom abilities? That would be awesome :)

Scarthcaroth

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