: *UPDATED* TESTING WINDOWS: Season 2014 Summoner's Rift + Preseason 2015 Summoner's Rift
Currently I think the main issue with PBE is the lack of players. Whenever I log in to try the new changes its often simply best to create a custom game with 9 AI players, which has its limitations. > I would suggest making a schedule of some "hot hours" when you bait the testers in by offering games with Rioters for 1-2 hours. Just keep a few Red in the "Public Chat 1" and play 2-3 games, people can mention wierd stuff they see directly ingame and the Rioter can say simple things such as "take a screenshot and upload it on the forums". > Announce the times 2 or 3 days in advance and Im quite sure a lot of people would be online at the same time, reducing the queuetimes and getting a lot of good testing done. I would really like to test all these new things, but playing vs bots that dont even jungle makes it a quite shallow gameplay test in my opinion. And checking out item stats only does that much to tell you how good they actually work. > Also, the different queues are too much for the population even at that, disable a few of them to leave 1 which actually gets decent queuetimes.
: Honestly, I can't see smite be put onto an item simply because it would have to cost 475g or less, unless you wanna make Nunu by far the best jugnler in the game, and once it costs so little, your support will take one to complement the jungler's smite, and one or more of the carries can also take one to secure/contest objectives. With the new jungling items, some are actually painfully stat/slot efficient and would the tie-in with smite be removed, I would most probably take 1 on like... 80% of the roster, simply to poach wight/golems. As for that "mandatory flash" part, I've seen quite a few junglers run TP+smite, a lot of Poppy players tend to run Heal+Smite, a few champions can benefit more from Ghost+Smite, and I've even seem duelists take Ignite/Exhaust + Smite, so I don't think it's as mandatory as you say.
Why would you assume the smite put on the new jungler items would be even remotely as powerful as the base smite we have today? Jungle items are being remade and as such simple balance issues can be resolved quite easliy. > Make smite rank up in damage with each jungle kill you have instead of level for example. That change already means that even if everyone can get smite, a support would never get it because they just doesnt kill enough jungle monsters for it to become a "dragonstealer".* There are tons of ways to ensure non junglers wouldn't want to buy a jungle item just for a smite. Some simple number balancing shouldnt stand in the way of making good game design.
Rioter Comments
: Preseason 2015 Experimental Jungle Changes
I love the idea of diversifying the jungle items and the builds/tactics, any chances you may do something similar for other items as well? I still think the lack of common AD supports are mainly because all support items tend to be AP. Would be quite cool to see a hero with support abilities that scales of AD and/or Health, then add some cool itemization to match.
: Don't report bugs = Ban from pbe?
Why take the risk? Report bugs, it's why you are on PBE.
: Azir Ulti Bug or Too OP
I noticed vs bots that when I used my ulti the enemies were pushed away a bit and took damage, then 1-2 seconds later they seriously Explode from some damage which I'm not sure where it comes from. Something may be buggy with it, perhaps all 4 the Wallsoldiers does an autoattack but without animation or something. Upvoting this post so others can keep an eye for it.
: No more Riot Points ever Sunday
Yes they stopped. Everything that needs testing costs 1 IP instead.
: Weakly RP
It was a bad system.
: Client doesn't even open?
The new launcher uses a patcher in itself that is very hard to spot, It creates a splash on your screen with a loading bar but apart from that there is really no way to tell you actually started up LoL. Try starting PBE and leave it like that for some 30 min and it should be able to finish downloading the new Launcher for you. After that it should be able to patch the game and start as usual.
: One thing to remember about slows in League of Legends is that there are diminishing returns on high value slows. Whereas a 20% slow will usually slow for most of the expected amount, a 75% slow may only slow for around double the 20% slow after diminishing returns. If you ever want to see what I'm talking about, run through a wall of Thresh's R; despite being a 99% slow, it doesn't slow you down to ~3-5 MS.
True, but I'd still pick a 40% slow over 20% slow any day. In general Id like to add that the changes looks good to me, Support Vel'Koz will probably translate to a slight buff and Mid Vel'Koz will probably get quite a bit of an buff with these changes as well. I still maintain that the increased threat Vel'Koz will provide will mean he will get focused and made pointless quite fast but as you said, that is an issue regarding Glassannons in general and a buff to a characters damage shouldn't be considered a nerf just because of the current meta. He will become the Kog'Maw of AP with these changes, and Kog'Maw was considered quite useless for almost a full year before he re-emerged to the top of the tier-list just recently. He will require a whole team dedicated to meatshielding and pealing which takes a lot of resources and effort. These new changes helps to make sure those efforts are actually worth it. Mid Vel'Koz will still have issues and I don't think he will be a viable pick just yet. but he Will be stronger and he will be picked more. Its a step in a good direction for Vel'Koz that allows him to be stronger in mid while also retaining his usefulness as support.
: **Im Sevenix, on EUW I main Vel'Koz support in Diamond1** and according to some lists such as http://euw.op.gg/ranking/champions/name=velkoz **Im among the top 10 Vel'Koz players in the world.** If you look at those with low cs (playing support) there are really just 3 of us in Diamond1. Im mentioning this to set up the fact that I have quite a lot of experience with Vel'Koz and especially as support. ------------------------------ **Vel'Koz Role** Vel'Koz is a classic Glass Cannon champion, he has very high damage output on a long range while having really no actual escapes. This means that if he every gets focused he will probably go down damn fast, just as Kog'Maw. This is the reason he currently doesn't work that well as a midlanes but works really well as a Support. As a midlaner he would build AP and becomes quite a big threat to the enemies, meaning he would get focused first thing in every teamfight and seeing how the meta for the last year or so been relying heavily on high mobility champions the Mid'Koz Will die fast, probably before he gets to use his ultimate. Support'Koz on the other hand is never really the main target, during the lanephase the enemies will most of the times try to go for your Marksman, at which point you can slow them with Q, or even knock them back with E if they get too close. You are often able to simply sit back just out of range of the enemies skills and harass them, keeping them on low health in order to make sure they dont dare do anything too daring as engaging. -------------------------------- **Vel'Koz Damage** The passive means you don't have to build AP in order to deal some proper damage. This is especially important to Support'Koz and its what makes him a really good support while similar champions that rely on long range AP Harass never works quite as good. --------------------------------- **Impact of the Proposed Changes** **Support'koz wasn't all about damage anyway** Lowering the base damage like this makes it look worse than it is considering you still have to account for the 1 or 2 passive procs you can get during the ultimate. **Adding the stacking slow is a Huge Buff to Support'Koz** So your ultimate wont deal as much damage as before but the extra slow means you will have a much easier time to help your Marksman or Jungler catch up to them. **Adding the better scaling damage is a Nerf to Mid'Koz** The increased slow will seriously do nothing for Mid'Koz, in teamfights where he would use his Ultimate it is Impossible to use the ult at a time where all 4-5 enemies Dont have a dash up. Not to mention the better scaling on the Ultimate now makes Vel'Koz even more a threat and he will be nuked down even faster. He will become very similar to Katarina in that his ultimate will be something the enemies will simply save one or two stuns for. There is a reason there arent a lot of Katarina players in Diamond, or even Platinum. -------------------------------------- **Impact on Vel'Koz gameplay** **Mid Gets a Nerf** * Higher Damage * Bigger threat means more focus. * Still as vulnerable * Better 1v1 capability. In general this means Mid'Koz will probably die more, And Im not sure he will die with more kills than before. **Support Gets a Buff** * Slightly lower damage. * Much better slow. (Better Support) * Reduced 1v1 capability. In general this means Support'Koz will steal less kills, will probably be a bit Stronger on level 6 and will probably die less than before. -------------------------------------- **Conclusions** I love to play Vel'Koz as support but I know Riot designed him as a midpick and probably want to make changes to push him in that direction. He will still be too much Glass in mid and even if he becomes more Cannon he will struggle a lot in the current Assassin/Bruiser/Dasher meta. **This is a slight buff for Support'Koz but while giving Mid'Koz more damage is good for Mid, it just makes his lack of escape more critical and I think he will be harder to play Mid'Koz after these changes.**
Feel free to contact me on PBE or EUW under this same username, I use an XMPP client for the pvp.net chat so I'm Always online. Also, reducing the full slow from 20% to a potential 15*5=75% slow can hardly be considered a nerf. It sounds way too good actually and I would say reducing to to 10% per stack would be still be good from a Support perspective. Remember that in seriously All situations you will hit at least 2 ticks of your ultimate as support.
: Vel'Koz changes on PBE
**Im Sevenix, on EUW I main Vel'Koz support in Diamond1** and according to some lists such as http://euw.op.gg/ranking/champions/name=velkoz **Im among the top 10 Vel'Koz players in the world.** If you look at those with low cs (playing support) there are really just 3 of us in Diamond1. Im mentioning this to set up the fact that I have quite a lot of experience with Vel'Koz and especially as support. ------------------------------ **Vel'Koz Role** Vel'Koz is a classic Glass Cannon champion, he has very high damage output on a long range while having really no actual escapes. This means that if he every gets focused he will probably go down damn fast, just as Kog'Maw. This is the reason he currently doesn't work that well as a midlanes but works really well as a Support. As a midlaner he would build AP and becomes quite a big threat to the enemies, meaning he would get focused first thing in every teamfight and seeing how the meta for the last year or so been relying heavily on high mobility champions the Mid'Koz Will die fast, probably before he gets to use his ultimate. Support'Koz on the other hand is never really the main target, during the lanephase the enemies will most of the times try to go for your Marksman, at which point you can slow them with Q, or even knock them back with E if they get too close. You are often able to simply sit back just out of range of the enemies skills and harass them, keeping them on low health in order to make sure they dont dare do anything too daring as engaging. -------------------------------- **Vel'Koz Damage** The passive means you don't have to build AP in order to deal some proper damage. This is especially important to Support'Koz and its what makes him a really good support while similar champions that rely on long range AP Harass never works quite as good. --------------------------------- **Impact of the Proposed Changes** **Support'koz wasn't all about damage anyway** Lowering the base damage like this makes it look worse than it is considering you still have to account for the 1 or 2 passive procs you can get during the ultimate. **Adding the stacking slow is a Huge Buff to Support'Koz** So your ultimate wont deal as much damage as before but the extra slow means you will have a much easier time to help your Marksman or Jungler catch up to them. **Adding the better scaling damage is a Nerf to Mid'Koz** The increased slow will seriously do nothing for Mid'Koz, in teamfights where he would use his Ultimate it is Impossible to use the ult at a time where all 4-5 enemies Dont have a dash up. Not to mention the better scaling on the Ultimate now makes Vel'Koz even more a threat and he will be nuked down even faster. He will become very similar to Katarina in that his ultimate will be something the enemies will simply save one or two stuns for. There is a reason there arent a lot of Katarina players in Diamond, or even Platinum. -------------------------------------- **Impact on Vel'Koz gameplay** **Mid Gets a Nerf** * Higher Damage * Bigger threat means more focus. * Still as vulnerable * Better 1v1 capability. In general this means Mid'Koz will probably die more, And Im not sure he will die with more kills than before. **Support Gets a Buff** * Slightly lower damage. * Much better slow. (Better Support) * Reduced 1v1 capability. In general this means Support'Koz will steal less kills, will probably be a bit Stronger on level 6 and will probably die less than before. -------------------------------------- **Conclusions** I love to play Vel'Koz as support but I know Riot designed him as a midpick and probably want to make changes to push him in that direction. He will still be too much Glass in mid and even if he becomes more Cannon he will struggle a lot in the current Assassin/Bruiser/Dasher meta. **This is a slight buff for Support'Koz but while giving Mid'Koz more damage is good for Mid, it just makes his lack of escape more critical and I think he will be harder to play Mid'Koz after these changes.**
: She's dead for me... ITS A HEALER SUPPORT!! Stop nerfing her heals, nerf the shield that i dont f*cking want but dont nerf the heal... I'll never more play sona, NEVER
Heals are terribly boring and just a anti-fun mechanic in general. I for one enjoy the fact that Riot it trying to minimize heals and rather focus on actual damage mitigation and prevention instead. I haven't tried the new Sona enough on PBE to tell if the changes are good or bad so far, but from what I understand her gameplay gotten much more engaging in which she has to run around "tagging" allies to provide effects to them rather than just sit int he middle of the team facehammering the keyboard. Actual numbers can always be tuned, but to me this sounds like an improvement.
: [Doom Bots Bug] White Screen
Do this only occur when you play vs doombots or does it happen in all your games on the old Summoners Rift?
: Suggestion - Champion Select Music Mute
You can set the pvp.net music volume in the settings. http://i.imgur.com/g7O8crS.jpg
: You know the reson why? LOL
**It's being patched.** Always expect PBE to go down on strange/different hours, the reason they have a PBE at all is so they can bring it down without having to announce it. **It usually goes down for 2-3 hours every 2 or 3 days**. Remain calm and enjoy/bugtest the changes once it comes back up. If we are lucky they push the new Launcher and PvP.net client changes to us today: http://na.leagueoflegends.com/en/news/game-updates/features/patcher-landing-page-visual-refresh-pbe
: Spirit of the Ancient Golem desperately needs more mana regen
I sorta agree with you, currently the item gives you some 30 mana each 5 seconds. Its a step in the right direction but it turns out it promotes some quite bad gameplay 1. Junglers run out of mana 2. Jungler walks into jungle and kills all but 1 enemy. 3. Jungler sits there for 30 secs allowing the 1 monster to hit him just to get 6*30 mana restored. I haven't tried the item enough yet though, it may just be that my Sejuani needed some more actual Mana items, but even then I believe the issue would still stand.
: Are you challenger yet? {{champion:119}} There's a dialogue to be had over what information should be exposed, and how it should be available. The key of timers is that all the information the provide is *already* available; it's just not presented in a clear fashion. Here's a mental exercise to try--if we always had timers, then chose to take them out, how would players feel? If we took *out* the chat log notification on objective kills, that would also "increase the skill" of jungling (or at least objective awareness)--but that's not how we want players to interact with the game. We don't want you to go through unnecessary steps, or inconvenience yourself here.
**Actually, remove All time from the game**, No chattime, no gametime, no ability cool-downs in text! **Force people to sit with a bunch of timers next to their computers when playing.** That will surely sort the good players from the great because this game is about adding minutes to some other minutes. True skill. /end{sarcasm} ----------------- *As a Diamond1 support that continuously spams the dragon and baron respawntimes in chat I'm really happy this feature is being added to the game.*
: [Maokai] - Magic Penetration surpasses cap on Twisted Advance monster damage
**Spirit of the Spectral Wraith** You deal **30% more damage** against monsters. -------------------------------------- **Negative MR** Only reductions can bring targets below 0 MR, so your penetration wont matter in this case. The monsters have -20 MR, meaning they take >2-(100/(100+20))=1,16 **16% more damage** -------------------------------------- **Total amplification turns out as** > 1x1.30x1.16=1,508 **50.8% more damage total** Which seems to fit well with your example. -------------------------------------- This is how it works as far as I know. the damage cap is a cap to Base damage, before any amplifications. *Imagine playing AP Poppy with her 8% max life to minons and the 30% from spirit not working, would be totally useless on her.*
: easter egg on the new SR
Tested it, Seems to be false http://i.imgur.com/M0gybtM.jpg Video: https://www.youtube.com/watch?v=DeB_ZjJ93Lk
: [Skarner] Passive converts all damage to magic damage
I believe this is intentional, Some skills work the same such as Poppys Q.
: [Ardent Censer] gives global 8% movement speed
Confirmed this on 4.10 Live servers.
: its not my only power its global like they power off the electricity on entire block area withotu warning thats the problem
Sounds to me like you have bigger issues to think about than a few reports in a videogame.
: When will the new sr come to the PBE?
In 15 minutes, I have it from a secure source.
: works fine for me. what you're doing is trying to execute them, if you can get the last hit the effects should proc still
Noone is questioning wheter the goldshare effect works. You said going up close would make it classify as a melee attack and the execute part would trigger. There is no way to make the Execute part trigger as Thresh.
: Ardent Censer Galio
Ardent Cencer doesnt work on yourself, only allies.
: it works you just have to be close up and its considered a melee attack
I actually had to try this but no, Thresh attack is always considered Range no matter what range you perform the actual attack from. This doesnt work.
: Explain Targons
The execute part only works on melee. The goldshare works on any minionkill no matter if you are melee or ranged.
: Thresh on Targons
**The passive gold sharing effect always works.** however, the Execute part against minions under 200hp ONLY work for Melee characters. As such, **Thresh autoattacks will Never proc the execute.** When you play thresh you have to make sure to actually lasthit minons. Thanks to the passive Flay this shouldnt be too hard.
: You have to think some solutions making people believe what you said. There was couple time, my internet got some connection problems, and my Ping was like 4000-5000 in the middle of game, I got reported because no one believed me, they thought I was suck and using Ping as an excuse
In the end the reason why you are afk is irrelevant to the fact that you are ruining the game for 9 other people. It's not about finding good excuses just so you wont get reported for it.
: Inside the store does not display in my ......The old Soccer Skins Please make them available again!
Not much point, they been tested a long while and doesn't need more testing.
: Rift Update - Give it some life
I think this is the playable betaversion of the map, once they release it and start omptimizing it Im quite sure they will keep adding more small details to it. **As it is every path looks way too cut out of rock,** they seems to basically be motorways in the woods. Hopefully they will add some more detail there later ot make it seem less so. They also mentioned at the original announcement that they did clamp the levels quite a lot (which is what it makes bland and grey) and they may be willing to spice that up a bit more yes. Myself I like the smooth look, but I also think the way it is now may be a bit too colorless. One of the main points for LoL compared to DoTA2 used to be that it was slightly more colorful and lighter, with this new map that wont be true anymore. Hopefully they add a bit more color.
: Reported for losing electricity ?!
Fix your power. What you got to understand that whatever reason you had for leaving, **you Are ruining the game for 9 other players.** Doesnt matter what reason you had, if you ruin the game for too many people you should be punished for it. Try to fix your power, or just dont play when you know you may run into issues. Apart from that, one or two leaves wont get you kicked off the PBE anyway, so as long as you dont have powerouts every day you should be fine.
: [BUG] Essence Reaver - Proc does not work on structures
Good catch. At the very leasy they would need to change the tooltip wording to make sure you only get mana from hitting minions, monsters and enemy champions. a.k.a not buildings.
: LoL is crashing when going over to loading Screen
What kind of crash is it, bluescreen? do you get a bugsplat popup? Try to run a repair on your PBE client from the launcher and that should probably fix it.
: If I remember correctly from playing the map, enemy champions will not see the monsters' heads turn towards champions on the other team. There should be no worries about the fancy new golems giving away your position in the brush :D
Glad to hear, I suppose making it a simple local visual effect is the best way to go. This way there is no way to get an actual gameplay advantage out of it.
Rioter Comments
: [Skarner] New passive turns his whole auto-attack into magic damage when procced.
I think this is how such skills often work. *Poppys Q does the same in that it converts ALL the damage into magic damage.* Wheter or not it is intentional is another question. So yeah, if you build a lot of AD and Armorpen on skarner it would be bad. Not sure what the intention is but I dont think it would be classified as a bug.
: battle training causing bluescreen
Sounds like you may have bigger issues than just LoL itself. Download http://crystalmark.info/software/CrystalDiskInfo/index-e.html and check if all your Harddrives are still ok. It could also be your RAM.
: [Question, not feedback] New update to PBE?
PBE is usually down for at least an hour while they push updates, seeing this is quite big it may be down for quite a while. Dont get your hopes up to play anytime soon.
: [Planned 4.5 or 4.6] Summoner Spell and Enchantment Changes
--------------- {{item:3280}} **Enchantment: Homeguard** Is anything being done to prevent the combo with Teleport? The combo may be rare but it always struck me as sorta badly balanced and very hard to counterplay. **Overall the nerf is great and the main reason we may actually start seeing other enchantments being used now.** ------------ {{item:3284}} **Enchantment: Alacrity** Ive actually started using this upgrade on my Mobility boots on Live, As long as you are ahead in the game and most fights takes place on the enemies side of the map the flat ms boost is more worth it than the quick speedboost imo. **Increasing the bonus from 15 to 20 is a fair buff in my opinion. ** It could still use some small additional feature sure as No Unit Collision in order to push it up to a really good buy. --------- {{item:3282}} **Enchantment: Furor** I like the overall pricedrop on all the enchantments, furor was among the ones I considered most outrageous priced and the pricedrop should make it a viable option now. --------- {{item:3281}} **Enchantment: Captain** As a Diamond support main this makes me really happy. There been soo many games where I played Thresh or Leona where I wished I could actually get this enchantment but my innver voice always conviced me they were way too expensive. **The pricing reduction alone is good.** **Also increasing the bonus makes this a solid pick** now for any sort of character with a hard dive engage, not just support. --------- {{item:3283}} **Enchantment: Distortion** In my general view the original concept of this enchantment was quite flawed, reducing the cooldown of summoner spells that late game often feel pointless on Live. With these new additions to the summonerspells I got to say it seems way more appropriate to slap on some cooldown reduction as well. It still feels a bit wierd to have boots so specifically target your summoner spells, and only 3 specific ones at that. But who knows, perhaps this means we get to see more people using ghost+flash or flash+teleport. ----------- {{item:1001}} **Conclusion Enchantments** I think the biggest change here is the fact that Homeguard is getting nerfed. That alone means people will start looking at the alternatives and thanks to the buffs, actually consider them. ---------------- {{summoner:7}} **Summoner Spell: Heal** I really like how you change the spell from a Area Fire and Forget, into something that actually requires you to target specific people. The bonus movementspeed feels a bit strange to pair up with a heal but as a support it will be damn useful for sure, **I would almost say the movementbuff makes it too good!** The "fallback" safety of you not targeting anything and as such kicking in some sort of Auto target feels really wierd to me though. **I would much rather see the spell converted to an AoE Target** similar to the 4.3/Live version of Frostqueens Claim. I suppose you would then also have to change it from just 1 target to more, but just split the total heal amount over each allied target in the area. --------------- {{summoner:14}} **Summoner Spell: Ignite** The change here seems small, but then Ignite didnt really need any buffs or changes and the vision seems like an appropriate addition to this spell, It keeps its powelevel of the old ignite while also adding some slight flavor. ----------------- {{summoner:3}} **Summoner Spell: Exhaust** **My main issue here would be that both Exhaust and Heal now seem to occupy the same niche.** Both are reducing damage/healing and gives your team a movementspeed advantage. I think exhaust should be somewhat reworked in order to make it more different compared to the new heal. **Perhaps give it a 2 sec Smokefield type of debuff?** (Reducing the targets visionrange to 0) This would mean Exhaust would turn away from the Damage mitigation role and instead become more of a counter-carry ability. It would also work well to prevent engages which seems to be what you were aiming for.
: **Suggestion:** new tier 2 boots enchantment *"collision"*:allow to move through units:500g **suggestion 2:** {{item:3071}} new recipe: {{item:3134}} +{{item:1036}} +{{item:1028}} its almost the same build path than live but also make it a little bit easier and for no gold change or anything. on topic:i must say i love these changes,most the heal change,cause some people love to think that only new or bad players can use heal,BTW could be possibly add one more second of duration to {{summoner:21}} or at least to give a bonus armor and MR? barrier is a bit better than heal only due to the {{summoner:14}} counter effect,but because the short duration is a bit lackluster,for example i tend to take both to tank all damage and it seems to be a great idea,but using{{summoner:21}} +{{summoner:7}} to tank dont seems to work well,in fact barrier doesnt sense like a barrier,just drain 2 hits of a champ and thats it, hope u can add 10mr+ar or the 3 seconds duration to make it more viable.
My main issue with the collision enchantment would be that by the time you can get it, the lanephase should sorta be over already and the ability doesnt become as useful.
: So I have a little rune purchasing issue...
http://eune.leagueoflegends.com/en/page/pbe-faq > We have several PBE starter packs so testers can quickly pick up a playable amount of champion and rune content. ONLY BUY THE STARTER RUNE BUNDLE ONCE! You really shouldnt have done that. > When you buy the starter rune bundle more than once, you may hit a cap on the total number of runes you can own. (Un)fortunately, we have one way to remedy the situation: the rune combiner, accessible through the Runes page of your Summoner Profile.
: I don't understand how the replay option works?
The replay system is still in beta and at times its simply unable to create a replay for you for some reasons. It may simply be that Riot is currently Not saving every game as a replay untill they know the system can handle the load.
: Soooo RP?
http://community.pbe.leagueoflegends.com/c/general-pbe-feedback/3Ea1s1JP-211-edit-summary-of-pbe-leveling-iprp-and-pricing-updates Dont think they get refilled, however it seems they may set skins to cost 1 IP on PBE if they feel it needs much testing: > You do not actually need to test all the skins. Many of them have been out for a very long time and are not being changed. At Riot, release managers such as Riot Feithen know much better than anyone else what needs to be tested and can therefore adjust those items to the 1 IP price until testing is complete
: [Suggestion] Make Zhonya's Hourglass a Toggle
It would be too powerful, currently the only sort of counterplay it has is trying to time when the effect ends, remove that and the item would just be too powerful.
: New Game Invites System - Now on the PBE!
This sounds awesome, I assume it also means my XMPP chat will not be spammed by a lot of code whenever someone invites me to a game,
: Xerath's kit and new voice is cool but the ultimate is lacking.
What I really dont enjoy with Xeraths ultimate atm is that it has **Zero Synergy with the rest of his kit!** Its not something you can use situationally to skillfully win a fight, its just something you activate to sit bound to the ground for 3 seconds while flinging 3 long range bombs. **It's not fun, and it doesn nothing for his overall kit. Its also very frustrating to play against** since the misslies comes form the side they are very hard to predict compared to his old ultimate or for example Kog Maw which both gives you a fair idea something is coming and gives you time to dodge it. Im still hoping we get a remake v11 with an ultimate that synergises better with his other skills. **My suggestion would be something that directly synergises with his other skills while emphazising the Siege part of the xerath kit.** Quick brainstorm * **Ascension**: Perhaps a toggle mode that makes all his spells fire twice but with a 25 degree separation away from xerath. All his spells have longer range as well and the toggle could have a continous manacost a la Swain. * **Supercharge**: A Karma/Heimerdinger single charge system, allowing Xerath to powerboost one spell every now and then. Making his **W** hit 3 times in a smaller area, his **E** bounce et.c * **Beacon of Power**: Send parts of Xerath to a target location which acts as an immobile Xerath that fires the same skills at the same targets as the original Xerath. *The "copy" can be destroyed and perhaps have % values of Xeraths original hp and damage, allowing it to scale all the way up to 100% at rank3?* Xerath has 3 very good damage spells on his **QWE** already so Im not sure why you guys keep trying to force one more in as his R, **I think Xerath would be perfectly fine with an ultimate that offers utility instead of pure damage.**
: New in-progress skin: Heartseeker Ashe (Up for testing!)
Doubt it can beat Amethys Ashe but feel free to prove me wrong. Will be interesting to see how you make sure she isnt just turned into Heartseeker Vayne.
: This is because I have been watching you guys before I launched this publicly. Any game after 2014-01-21 00:00:00 will have already counted towards your rewards (I only just gave out rewards with this post). Sorry for any confusion on this, will update the main post.
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Sevenix

Level 30 (PBE)
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