: Hi, thanks for the feedback! Here's my replies to your points: * Boards nav: Not sure what's going on there. Can you please post your phone model and OS version, and what mobile browser you're using? * Red tracker: Known issue, but it is working as intended for this release. It will be looked at for future releases. * Background: Would like to see a screencap of the background issue. I'm not sure about this one either... if you post your hardware & software info as in the first bullet, we might be able to make heads/tails of it. thx again :)
Model: iPhone 4S OS: iOS 8.4 Browser: Safari I don't have a screenshot of my own, but the background issue is identical to [Lunar ReveI's](http://boards.pbe.leagueoflegends.com/en/c/site-feedback/sUE32rvG-boards-is-now-more-mobile?comment=0003) (who has provided pictures), the only difference being that "random topics" work correctly for me.
: Hey Vepotox! Thanks for your feedback! Glad you got a chance to reply to the thread :) I also think the audio can be a bit noisy (hah) sometimes, and it can make certain things hard to hear. I'll forward this to our sound guys! I think they were planning some mixing/adjustments, but just want to make sure :) Also, in terms of your performance, would you be able to upload a DXDiag of your system? It would be nice to get some concrete examples of what systems are having trouble. We are currently optimizing parts of the map, but it's still work in progress and it'd be great to know what kinds of systems are having issues. Hopefully in a few days the map will be back up, and you'll see increased performance. :)
Sorry, I've been absent from the boards for a while and I didn't expect a response to my post. Anyway, nice work! Tried the map yesterday and it's much better now. It ran pretty much as well as Howling Abyss (which is very well). Also the audio had definitely been improved. Is the DXDiag still needed? I'm hesitant to put it here as I'm not too keen on publicizing such information.
: Boards is now more Mobile!
The site seems to work well enough for me, except for a couple of things: -- Boards navigation. Clicking the "hamburger" takes me to the bottom of the page, but the navigation box is empty. There's just the "boards" text and nothing else (the links should be below it, but there are none). Switching to full site doesn't help either. -- Red Tracker is always in full site mode. Other boards (Bugs, Site Feedback, etc.) don't have this issue. -- The background ends abruptly (doesn't go all the way down) on the main page of each board. Works fine for threads. Those were the only problems I encountered. For the record, this was on iPhone 4S (if that matters).
: PBE Bugs & Feedback Thread: Butcher’s Bridge ARAM
A bit late with the feedback, but I'll put it here anyway. I really like this new map, it's not only a fresh breeze of change after playing a lot on Howling Abyss, but also the Bilgewater theme looks awesome and in my opinion, fits quite well with the whole concept of ARAM (lots of killing and chaotic battles in a small area). Lorewise it's great to see that Bilgewater finally gets some attention as well as in-game representation. Now we know more precisely what the place looks and feels like, as previously there have been only vague descriptions at best. As for issues with the map, I experienced low fps (especially in team fights) during the game. But looks like you are already aware of this. Another one is something I'm not sure if it's just me, but I think the announcer's voice was difficult to hear as it blended too much with other audio. I guess adjusting the options may help it, but on the other hand, other maps don't have this problem with the same settings.
: New HUD Feedback
Thank you for moving all buffs back to the center. I never liked having some of them tucked away in some faraway corner of my screen.
: 'Hexakill: Twisted Treeline' (with BANS!) featured game mode now live on the PBE!
This is great! Hexakill in TT was fun the first time it was around, but due to the lack of bans people just played the same champions in every game. Because of that its fun value was quickly diminished as the games had small champion variety. Hopefully the addition of bans will encourage people to use different champions.
: Ekko Bug Report Thread
Just played a game as Ekko and here's what I noticed: 1. His icon in the minimap is a square (instead of a circle) 2. After the game it shows Aatrox's art instead of Ekko's (but I guess that's because his splash isn't ready yet?)
: Introducing chroma packs!
I think Chromas are a great addition to LoL as they will allow players to further customize their champions and possibly serve as a cheaper alternative to skins. However, I don't think that they should be available only in bundles, or only for RP. Most people will probably want only a single Chroma per champion, not _three_ of them. It feels like a blatant rip-off and a waste of RP when you are forced to take two additional unwanted Chromas when you only need one of them. As for the latter, I think they should be available for some amount of IP as well to serve as an IP sink for those who longer have a real need for them. But the price should be high enough to incentivize the use of RP. People have been asking for an IP sink for a while, and Chromas seem like a great opportunity to do it. Also, buying a Chroma for a skin costs way too much because you have to first buy a skin, say, for 975 (487 in sale) RP, and then 590 more to unlock a recolor. A total of 1565 (or 1077) RP which is **a lot** especially after the price increase of RP in most countries. I understand that Riot is a company and they need to make money, but this feels more like a cheap way to milk their paying customers. Other than base skin's Chromas should cost less than the base one, or players should be able to choose a Chroma instead of the skin's regular color when purchasing the skin. Chromas could also serve as potential rewards for the upcoming Mastery system or somehow be related to it. Like, for example, you could receive a Chroma for a champion after mastering them, or get a price reduction or something. The current way of implementing Chromas doesn't feel like the "right" way to do them or so to say. By having them only in bundles for RP feels too restricting when there are better options available. As a sidenote, is three the maximum amount of Chromas each skin can get, or is there the possibility of more being added over time? Also, how do you choose the colors used for Chromas? Because from the ones we've seen so far, all the variants have pretty much been just red, blue, and yellow, with slight variations depending on the skin's original color (like {{champion:53}} has a grey one (Dusty Blitzcrank?) instead of yellow, and {{champion:64}} and {{champion:24}} have two yellow ones + a blue/red one). I'm interested in Chromas, but if all we get are just those three colors, I might as well forget them.
: [Client Bug] You can no longer read abilities of champions when hovering your mouse upon them
Noticed this bug, at first I thought it was some random client error but as restarting didn't help I decided to check the forums. Good that you had already reported it.
: ARAM Improvements Incoming!
These changes are great! Good to know that ARAM hasn't been forgotten. Melee heavy teams will definitely have a higher chance to win now and playing one won't feel as bad as before. A lot of times if your team has a lot of melee champions and the enemy has a lot of poke, you are forced to sit under your turret and wait for the end because starting a fight is not really a choice when your whole team has only half of their health left from all the ranged harass. Trying to do so usually results in a quick death. About that Mark/Dash spell; will it be the same as Poro Toss? Like, does it have the same cooldown, range and missile speed? What about the icon? As for the item changes, it's good to finally have {{item:3072}} and {{item:3083}} back. Lifesteal options felt slightly lackluster in some cases. I guess the skin boost is a nice addition for generous people with a lot of RP. Also, last but not least, the art updates are _cool_ now that they are on par with SR. Though now that I'm looking at those pictures, I must say that the inhibitors and nexi could use a bit of snow and ice on them like the turrets do (unless it turns out that they are heated by some sort of magical crystal energy). Might be slightly off-topic, but how do you feel about the current situation of {{item:2140}} in ARAM? At the moment it's extremely cost effective for AD champions because it can be kept up almost indefinitely due to the constant kills and assists. What about minions in HA? They still have armor and MR. Do you intend to change them to be like the ones in SR (more health but no resistances)?
: Tunneling with the bard, and how to make his journey less magical.
Does Jayce's E (Acceleration Gate) speed up allies inside the tunnel? What about other AoE movement speed increasing effects? Does Malzahar's E (Malefic Visions) jump to another target inside the tunnel if the first target inside the tunnel dies? I assume that Nautilus' R (Depth Charge) follows its target into the portal, and knocks them out when it hits? Does Singed keep leaving poison behind him inside the tunnel when he enters the portal with his Q (Poison Trail) activated? What about other similar effects (e.g. Mundo's W (Burning Agony) or Sunfire Cape)? What happens when Caitlyn uses her R (Ace in the Hole) on a target and they enter the portal? Can champions inside the tunnel block the shot? What happens when Zed uses his R (Death Mark) on a target and they enter the portal? Can a target who is temporarily resurrected by Yorick's R (Omen of Death) enter the portal? Can Skarner enter the portal while he is holding someone with his R (Impale)? If yes, what happens? Can Lee Sin jump to his target who is inside the tunnel with his Q (Resonating Strike)? If yes, what happens?
Rioter Comments
: Ability Bar and Buff Update - Feedback Thread
The addition of active item abilities to the buff bar is nice, but I don't really like the rest of the changes. The buffs that are now located above the champion portrait feel too "tucked-away-in-a-corner" or so to say. Even though the buffs located there are ones with usually a long duration (blue, red, baron etc.), I still think it distracts the player too much because most of the time you look at the center of the screen, and if you have to look for a tiny icon (especially when using a small HUD size) in some corner, looking away from the center can cause you to miss out on certain events that may happen meanwhile. I think the duration of buffs should be very visible and easily available, not something that you have to separately look for.
: Just played a Nocturne game and Unspeakable Horror's Movespeed passive was working fine or me. Jumped from 325 to 397 (If I remember correctly) after fearing a champ, monster, or creep. :)
I tried it again now, and this time the passive worked correctly. But your numbers are wrong. Noc's base MS is 345, so using **Duskbringer (level 1)** increases his MS to 397. Unstable Horror's bonus speed is *much* more than that. With basic boots I had 370 MS, and using Unstable Horror increased it to 582. With both Duskbringer's (level 5) and Unstable Horror's passive effects, I reached 705 MS. Unstable Horror's MS increase seems to be somewhere around 60-70%, which is huge.
Rioter Comments
: You realize he now gets 8 on anything large ie, Cannon minions, Champions, Large Jungle monster. which is 2 more than he got on large things before. he actually got buffed in that department
Yea, but at the time of the writing of that post I thought large minions were excluded because of the wording on the ability itself, which I'm pretty sure about it saying "large monsters and champions", but later got changed to "large units".
: I am generally very positive and this seems like a nice idea in theory but this is my honest opinion: **Very few** people will bother to spend money (RP) on complete strangers, therefore making this whole thing quite pointless. You see, most players generally buy only a small amount of RP just for themselves so that they can afford a skin or two for their favorite champions. Using that valuable RP on a random person you will most likely never see again, unless you add them to your friend list, is not something they would ever do. I can think of only one reason as to why such people would do it. To get a reward of some sort. Be it some kind of a unique Summoner icon, a special mark in your loading screen (like the ribbons from the now mostly unused honor system), a mention of it in your Summoner profile, bonus IP or additional RP when you buy more next time, or a temporary price reduction for the next skin you buy. Also, the one last thing which is the absolute worst that could happen: **Literal pay-to-win.** Basically, a player could say to the enemy team to intentionally lose the game by promising to gift them after the game. This would cause at least two extremely bad things. Bribing your opponents to achieve victory wouldn't be the only one, but also a situation like this: Player A: "Hey, you know what? Throw the game and let us win and I'll buy you a gift!" Player B (the enemy): "Okay, sure! A skin is worth way more than losing a bit of LP!" *The game ends, and player A's team wins as was promised. The following happens in the after-game scoreboard room.* Player B: "We lost the game like you wanted. Buy us a gift now, yeah?" Player A: "*<A rude insult>*! Hahaha, you really thought I'd actually buy you anything? Thanks for the free win, *<insultive description of player B>.*" *Player A leaves the room.* As you can see, this not something anyone would ever want. It would cause a vast increase in toxic and negative behavior and would generally lower the quality of games because there would be a bribing option available in case you are losing, and that bribing might cause scenarios like in my example above. This is why, if this after-game gifting was ever implemented, **you should not be allowed to gift players of the opposing team.** Now, let's say that you can gift only the players in your team. Well, in this case, it would probably be what I explained in the beginning of my post; a feature that is used by almost nobody except the very few, however, without the major negative consequences. In a good case, it could potentially promote players to do their best to win in order to receive a gift from their ally. But even this option could have a downside, for example, in the form of a member of your team saying that they will feed/go AFK unless you gift them after the game. But the difference between that and the one in my previous example is that someone doing it would most likely get punished anyway since currently sometimes there are cases where a player says things like: "Mid or feed/AFK" (or any other lane/role), and then proceeds to intentionally cause a major disadvantage to their team. So actually that wouldn't be so big of a deal because like I said, players who engage in such behavior would get punished regardless of after-game gifting existing or not. There's also another thing which could be an upside. This feature could help players who have problems in finding someone to trade gifts with since you'd be able to trade gifts with anyone, not only somebody in your friend list. Though I do have to mention that in the case of trading gifts, strangers might cheat you since there is nothing to guarantee that they will stay true to their word and gift you when you grant them a gift. So the unfortunate truth is that unless there will be a reward for giving somebody a gift after a game, the grand majority will not bother with it because they feel their RP will be wasted on a random person. I know it sounds silly that you should be rewarded for rewarding somebody, but I feel that is the case nevertheless.
Exceeded the limit, so I'll say here the one last thing, aimed at the PBE testing specifically. Could those gifts be available for IP for the duration of the testing since I'm currently out of RP so I cannot buy anyone a gift?
: End of Game Gifting on PBE
I am generally very positive and this seems like a nice idea in theory but this is my honest opinion: **Very few** people will bother to spend money (RP) on complete strangers, therefore making this whole thing quite pointless. You see, most players generally buy only a small amount of RP just for themselves so that they can afford a skin or two for their favorite champions. Using that valuable RP on a random person you will most likely never see again, unless you add them to your friend list, is not something they would ever do. I can think of only one reason as to why such people would do it. To get a reward of some sort. Be it some kind of a unique Summoner icon, a special mark in your loading screen (like the ribbons from the now mostly unused honor system), a mention of it in your Summoner profile, bonus IP or additional RP when you buy more next time, or a temporary price reduction for the next skin you buy. Also, the one last thing which is the absolute worst that could happen: **Literal pay-to-win.** Basically, a player could say to the enemy team to intentionally lose the game by promising to gift them after the game. This would cause at least two extremely bad things. Bribing your opponents to achieve victory wouldn't be the only one, but also a situation like this: Player A: "Hey, you know what? Throw the game and let us win and I'll buy you a gift!" Player B (the enemy): "Okay, sure! A skin is worth way more than losing a bit of LP!" *The game ends, and player A's team wins as was promised. The following happens in the after-game scoreboard room.* Player B: "We lost the game like you wanted. Buy us a gift now, yeah?" Player A: "*<A rude insult>*! Hahaha, you really thought I'd actually buy you anything? Thanks for the free win, *<insultive description of player B>.*" *Player A leaves the room.* As you can see, this not something anyone would ever want. It would cause a vast increase in toxic and negative behavior and would generally lower the quality of games because there would be a bribing option available in case you are losing, and that bribing might cause scenarios like in my example above. This is why, if this after-game gifting was ever implemented, **you should not be allowed to gift players of the opposing team.** Now, let's say that you can gift only the players in your team. Well, in this case, it would probably be what I explained in the beginning of my post; a feature that is used by almost nobody except the very few, however, without the major negative consequences. In a good case, it could potentially promote players to do their best to win in order to receive a gift from their ally. But even this option could have a downside, for example, in the form of a member of your team saying that they will feed/go AFK unless you gift them after the game. But the difference between that and the one in my previous example is that someone doing it would most likely get punished anyway since currently sometimes there are cases where a player says things like: "Mid or feed/AFK" (or any other lane/role), and then proceeds to intentionally cause a major disadvantage to their team. So actually that wouldn't be so big of a deal because like I said, players who engage in such behavior would get punished regardless of after-game gifting existing or not. There's also another thing which could be an upside. This feature could help players who have problems in finding someone to trade gifts with since you'd be able to trade gifts with anyone, not only somebody in your friend list. Though I do have to mention that in the case of trading gifts, strangers might cheat you since there is nothing to guarantee that they will stay true to their word and gift you when you grant them a gift. So the unfortunate truth is that unless there will be a reward for giving somebody a gift after a game, the grand majority will not bother with it because they feel their RP will be wasted on a random person. I know it sounds silly that you should be rewarded for rewarding somebody, but I feel that is the case nevertheless.
: Concern about lack of ability to do both buffs without backing
If they invade at 2:30, it means that they will have to either get into your jungle right in the beginning and stay there or abandon their lanes, both of which mean that they will lose XP and gold, and in the case of the latter, they let their opponents know that they're invading because they suddenly disappeared from their lane(s). Basically, unless they get a kill or two, they will most likely just slightly set back the enemy jungler at the cost of XP and gold. Also, if you see them leave their lane so early in the game, your own team should have enough time to get there to help. But if the enemy jungler is the only one who invades, well, in that case it's close to what it was before, except that it happens a bit later. About Machete; if sustain is the problem, they can buff the amount of regen from it. Though like one more potion wouldn't be too bad either, since the sustain problem is relevant mostly during the first clear.
: New Rumble Splash Art
I'm fine with the current position of his head but I think they should slightly tone down the heavy light on the left because when the icon is small, such as on the minimap, the bright part isn't very visible due to the strong contrast with the rest of his face.
: Pre-Season 2015 map hogging memory
I, too, have this issue. No trouble with 2-3 champions, but if there are more than that plus turrets and stuff, my framerate becomes very choppy and it's difficult to play properly. For example, I just played a game as Twisted Fate so choosing the correct card was almost impossible because of the heavy fps drop (in addition to the normal 200 ping on PBE due to long distance from the server, but that's not a major problem like this).
: Sion Champion Update on the PBE!
I don't if it's just me or the latency but *sometimes* it feels like his Q starts very slowly, with a small delay. I'm using smart/quick cast. Edit: Overall, I think new Sion is kinda reliant on getting ahead. If he falls behind too much he's either too squishy to survive in fights (due to the lack of farm) or doesn't deal enough damage to be a threat. But even when behind, with a decent team composition you can still use the CC in combos which can be very powerful when executed properly as well as serving as a meat shield/peeler for the squishies. It does depend on the situation though. Then again, if he does get ahead, he can be very overbearing to play against. But I guess the same can be said about most of the champions.
: [Azir Crystal Scar] Azir can use his e to dash off the platform pre battle
Just tried it and I can confirm this happening. Very easy to do it. You can also stop walking back by using stop (default S).
: I think you should take another pass at Nocturne. His base skin had a big contrast between his black body and the blood red blades, and now it's gray and muted red. I understand your goals with the update, you don't want champions to pop out as much as they used to, but I think Nocturne needs some of that contrast back. I think he needs to be a bit darker (I'm not convinced if exposing his big shoulderpads as much is the way to go) and get some more bloody red back on his blades. Frosted Nocturnes blades surprised me, since they are now much lighter and lost some detail, but his armor got frosted edges? Unless the screenshots I was looking at were reversed (I didn't play him in-game). I think the blades going from a dark blue to a light blue look much better then just the solid light blue ones. The "armor" on Void Nocturne's torso and back should be a little bit lighter in my opinion, they blend in too much with the rest of his body. Ravager Nocturne is a big change that I dislike the most. It looks like you were trying to make it look more like the chinese splash art, but that made me completely dislike the new skin. I loved the contrast between the yellow and the black, how those two colors were mixing. That's what made me buy the skin, and how he's just all orange. Very dull and uninteresting. If I could only ask you to reevaluate one skin this pass, this would be it. Those were my couple of cents about Nocturne.
Yes. Just tried his Classic skin and he's definitely too light color-wise. He looks like some Dreadknight with all that grey and light purple instead of the nightmarish creature of darkness he is supposed to be.
: The overall goals of these changes sounds good, but I am skeptical about how they are being implemented. The one major concern that i have is that all this diversity comes from items you buy rather than the jungle being intrinsically diverse. The current iteration of jungling, for instance, has some very contrived mechanics built into it that are unnecessary. For instance: -The hunters machete and spirit stone give you stats that are ONLY help against monsters. Why is it like this? If jungle camps were too tough to clear without these why not just make jungle monsters weaker. The only argument I see for these items to have no combat stats is to make a jungler weaker, which could be achieved by adjusting monster damage to make a real trade-off between farming and ganking. -All the jungling items have a gold generating mechanic on them. Why? If the jungle was a poor source of income why not just increase the gold from killing a monster? This would easily make it so you could have more freedom in choosing your build diversity since you are no longer pigeon-holed into a certain item. -The Spirit of the Ancient Golem is one of the biggest offenders in contrived mechanics. It has a passive that may as well specifically say "This item does most of the work for you." Why is there such a strange sustain method build into it? Jungle monsters already heal you for killing the camp, why not adjust that healing value to make jungling healthier. -Smite, why is being a jungler balanced around having this spell? Camps could easily be weakened to make this no longer necessary. Now you could surely make an argument for why each of the above points contributes to a healthy jungling experience, but having so many obscure details attatched to these items just feels contrived rather than diverse.
> -All the jungling items have a gold generating mechanic on them. Why? If the jungle was a poor source of income why not just increase the gold from killing a monster? This would easily make it so you could have more freedom in choosing your build diversity since you are no longer pigeon-holed into a certain item. Because buffing the amount of gold from jungle monsters would also increase the amount of gold that laners get since they occasionally take camps. This would incentivize giving camps to laners in order to funnel more gold to them while starving the jungler. It would also favor champions with a fast clear speed since they'd receive a lot more gold than the slower ones, as well as cause you to fall behind a lot more if you get counterjungled. Also, it could cause a situation in which jungle farming is far more beneficial gold-wise than ganking. The Spirit items give you bonus gold to make up for the gold you might lose because you attempt to gank a lane at times instead of staying in the jungle all the time. The bonus gold is also kind of supposed to pay back some of the gold you put into an item that is very weak outside of the jungle. > -Smite, why is being a jungler balanced around having this spell? Camps could easily be weakened to make this no longer necessary. Smite is absolutely required. Removing it would make securing objectives significantly harder, and as a result Nunu and Cho'Gath would become the must-have picks because they'd be the only ones capable of securing objectives. Neither one is in your team and the enemy does? Too bad, you will never get a single Baron/Dragon because they can simply steal it with their respective abilities.
: Preseason 2015 Experimental Jungle Changes
Can you tell us more about the new objectives? A new buff camp perhaps, or is it something else?
: Thank you. I would add, that on old Sion, who I played ad quiet a bit, at max ranks, he stacked 3 health per unit. Now it's permanently 2. So they reduced his max health AND the rate he stacked health. Dafuq riot
Exactly. Old Sion even got double the amount (6) from large units and champions. I'm not quite sure why they had to nerf both base and stacking health. Only reducing the other one could've been fine, if nerfing was needed at all. It's worth mentioning though that his base health per level got increased from 60 to 70 in a recent PBE patch. It isn't much, but definitely an improvement.
: Hey, for people who dont know (me for example) what is HUD
HUD is the visual overlay, basically the borders around your action bar, minimap and inventory.
: Hexakill: Twisted Treeline Bug / Feedback Report Thread
**Important!** Just played a match and saw the enemy Katarina score a hexakill for the first time. The thing is, that there was **no audio for the hexakill announcement**, only the text with the announcer being completely silent.
: Sions health per level is far too low. 1560 health at level 18 is not enough on someone who should stack AD and resist items while relying a high health pool from levels and farm.
I agree. They nerfed his base health WAY too much, as well as W giving less health than before. The old E gave 3 (6 for large minions/monsters, and champions) health per kill. Add the slight base armor nerf and the new Sion is very squishy early game. He can't really trade with anyone because Q is easy to dodge/interrupt, early game W shield is gone instantly and E doesn't deal significant damage. All that while being squishy compared to most other melee champions.
: Central Feedback Thread for Viktor Gameplay Update
One very important thing I didn't notice before now when I played the new Viktor on live servers; **Why does Yasuo's Wind Wall block Viktor's Death Ray now? The laser is not a projectile, it doesn't make sense!** It didn't block it before, so why does it now?
: Ah, I guess that is pretty true, but I know in my case, I like to know exactly how much AP he's getting from his Q instead of having to take my time and think of how much bonus AP he's getting by looking at his total AP. It would just make things easier to see how far along his Q is when you're in a situation of an impending fight. (I'm not very good at math, haha)
But how does it matter how much AP he has received from his Q because only the total amount of AP is needed to know for an estimation of the full damage of his burst combo? Let's say Veigar has 600 AP. It makes no difference whether he got 50 or 100 AP through Q and 550 or 500 AP from elsewhere if the result stays the same.
: The problem with Talon was that he could silence an enemy and deal 100% of their health in damage before that silence ran out. It wouldn't matter how many escapes your champion has if you can't use them while Talon is on top of you.
Could people please stop saying that there's no counterplay to it? ~~Zhonya's Hourglass invalidates the silence~~ and prevents Talon's burst combo. Quicksilver Sash, Mercurial Scimitar and Cleanse remove the silence as well. Using CC on Talon and killing him prevents some or all damage. As do shields and heals. Edit: A terrible mistake, I didn't realize that items (other than QSS/MS) cannot be activated while silenced. But it can be used after the silence is over though.
: Veigar Q Buff Indicator
There is no reason to add one because he basically has one already. Q increases his AP, and AP is visible when you click the enemy champion. Same goes for Sion and his health. The only reason why Nasus' Q has an indicator buff is because it only increases the damage of that specific ability.
: This change is idiotic. 0.1 second slow, no matter how powerful, is next to useless because the duration is way too short to actually do anything. Besides, his W already slows. I don't understand why Talon's silence is compared to what Kassadin and LeBlanc previously had. They were ranged, had way shorter cooldowns and had a longer duration and at the same time it put neither of them at a real risk because both Kassadin and LeBlanc have short cooldown blinks on their other abilities. Talon's Cutthroat is his only direct gapclosing ability, it has a rather long cooldown and the silence lasts only 1 second. Not to mention that it deals no damage by itself. If he uses it, he puts himself at risk because he has no way out because he's now in melee range of his opponent(s) unless he uses his ultimate to escape, and if he does, the second damaging part of the ult will most likely miss while also not being able to use basic attacks, so as a result the enemy probably survives because he didn't deal enough damage. The above part doesn't apply so much in 1v1 scenarios though, because in those situations Talon rarely needs to use his ult to escape as he, and most assassins in general, can kill squishies because that's kinda what their role excels at; assassinating lone targets. But the thing is that generally, their purpose is to kill and/or be killed due to their natural squishiness. In team fights this is especially apparent because a single mistake will probably result in death, and well, because Talon has no real escapes unlike some other assassins (Zed, LeBlanc, Kha'Zix, Katarina to mention a few), he can't easily jump/blink/dash away back to safety (sometimes after a kill). So he's similar to Rengar in that way. However, unlike Rengar, Talon has no defensive tools like Battle Roar to help in surviving in the fight itself. Talon is different from most assassins because he has that silence (well, in addition to having better AoE damage than most). Removing it would make him similar to Zed, Rengar, Kha'Zix and the like in the way that all of them have a gap closer, a slow and high damage. Do you, Riot, really wish to make all assassins the same? Do you consider those three the definitions of an assassin? Why do you think assassins shouldn't have any interrupt abilities, like most of them currently don't? Is that considered as "toxic" and "unfun" gameplay? If you think that assassins are bad for the game, why don't you just remove them then? From what I've seen, usually assassins are looked from the viewpoint of a squishy carry. That the poor little carry can't do a thing because the mean assassin bursted them. What about assassins? Have you thought about how they feel? When they can't do their job properly because suddenly, the carry activated their Hourglass while their team instantly destroys the assassin, or they jumped on the carry but they die because they get knocked back and CCd to death while the carry is protected by shields and heals. The whole thing about assassins is that they are a "high risk, high reward" role, meaning that if you do well, you should be rewarded for it. But that doesn't always seem to be the case because some others can obtain just as high reward with less risk. If an assassin gets behind, it's hard to come back because they lack tools to do other than kill champions. About there being "not enough counterplay". If you are against Talon, or pretty much any other assassin for that matter, you can simply buy Zhonya's Hourglass and use its active to instantly invalidate burst combos. Talon jumped in your face? No problem, activate Hourglass and watch as he either wastes his ult to escape or get torn apart by your team while you chill in the stasis. No Hourglass or it's on cooldown? Use shields and/or heals to survive while you use Exhaust/CC on the assassin and see him die in a matter of seconds. Stealth? Throw a Vision Ward on the ground or use Oracle's Lens to see the enemy. As you can see, the counterplay clearly does exist. It's your own problem if you are too ignorant to use it.
TLDR; The silence is an important part of his kit, don't remove it. Stuff about assassins and counterplay.
: Talon's E...
This change is idiotic. 0.1 second slow, no matter how powerful, is next to useless because the duration is way too short to actually do anything. Besides, his W already slows. I don't understand why Talon's silence is compared to what Kassadin and LeBlanc previously had. They were ranged, had way shorter cooldowns and had a longer duration and at the same time it put neither of them at a real risk because both Kassadin and LeBlanc have short cooldown blinks on their other abilities. Talon's Cutthroat is his only direct gapclosing ability, it has a rather long cooldown and the silence lasts only 1 second. Not to mention that it deals no damage by itself. If he uses it, he puts himself at risk because he has no way out because he's now in melee range of his opponent(s) unless he uses his ultimate to escape, and if he does, the second damaging part of the ult will most likely miss while also not being able to use basic attacks, so as a result the enemy probably survives because he didn't deal enough damage. The above part doesn't apply so much in 1v1 scenarios though, because in those situations Talon rarely needs to use his ult to escape as he, and most assassins in general, can kill squishies because that's kinda what their role excels at; assassinating lone targets. But the thing is that generally, their purpose is to kill and/or be killed due to their natural squishiness. In team fights this is especially apparent because a single mistake will probably result in death, and well, because Talon has no real escapes unlike some other assassins (Zed, LeBlanc, Kha'Zix, Katarina to mention a few), he can't easily jump/blink/dash away back to safety (sometimes after a kill). So he's similar to Rengar in that way. However, unlike Rengar, Talon has no defensive tools like Battle Roar to help in surviving in the fight itself. Talon is different from most assassins because he has that silence (well, in addition to having better AoE damage than most). Removing it would make him similar to Zed, Rengar, Kha'Zix and the like in the way that all of them have a gap closer, a slow and high damage. Do you, Riot, really wish to make all assassins the same? Do you consider those three the definitions of an assassin? Why do you think assassins shouldn't have any interrupt abilities, like most of them currently don't? Is that considered as "toxic" and "unfun" gameplay? If you think that assassins are bad for the game, why don't you just remove them then? From what I've seen, usually assassins are looked from the viewpoint of a squishy carry. That the poor little carry can't do a thing because the mean assassin bursted them. What about assassins? Have you thought about how they feel? When they can't do their job properly because suddenly, the carry activated their Hourglass while their team instantly destroys the assassin, or they jumped on the carry but they die because they get knocked back and CCd to death while the carry is protected by shields and heals. The whole thing about assassins is that they are a "high risk, high reward" role, meaning that if you do well, you should be rewarded for it. But that doesn't always seem to be the case because some others can obtain just as high reward with less risk. If an assassin gets behind, it's hard to come back because they lack tools to do other than kill champions. About there being "not enough counterplay". If you are against Talon, or pretty much any other assassin for that matter, you can simply buy Zhonya's Hourglass and use its active to instantly invalidate burst combos. Talon jumped in your face? No problem, activate Hourglass and watch as he either wastes his ult to escape or get torn apart by your team while you chill in the stasis. No Hourglass or it's on cooldown? Use shields and/or heals to survive while you use Exhaust/CC on the assassin and see him die in a matter of seconds. Stealth? Throw a Vision Ward on the ground or use Oracle's Lens to see the enemy. As you can see, the counterplay clearly does exist. It's your own problem if you are too ignorant to use it.
: Soraka Rework Feedback Thread
After having tested the new changes a bit, the first thing about them is that when using W it is sometimes difficult to choose the right champion in large clusters of targets, but I saw the Riot reply that it will fortunately be changed. Passive - The speed boost is pretty nice considering Soraka's low base movement speed. Not sure about the Armor/MR to AP convertion part as I haven't tried tanky builds yet. Q - Feels rewarding with the increased damage and slowing effect in the center. The range is quite large but considering that it takes longer to fall the longer the distance is, it feels sort of reasonable. However, for the same reason, it seems to be more optimal to use it in close range as otherwise it's very likely to miss. W - Passive makes landing Starcall rewarding. The active heal is powerful, and while it has a cost, it doesn't feel like it's high enough. The laning phase becomes extremely boring as Soraka can instantly heal any damage taken by the marksman and then drink health potions to heal back up. This can be seen especially in lanes where there is a Soraka on both sides. Any kind of poke feels worthless because Soraka simply heals back up, only stopping after Soraka has either run out of mana and/or potions. E - In most cases, this ability feels weak and useless. Starcall's slow isn't reliable enough as most enemies can still simply walk out of the area. Because of that the silence usually doesn't last very long either. While an AoE root sounds powerful, in this case it's kinda unreliable. I understand that the root is supposed to be a bonus effect of sorts, but I think the radius of the area should increase slightly with levels (if it doesn't already, might have missed it) as in most cases E is maxed last anyway. But it is true that it can be very powerful when combo'd with some other AoE lockdown abilities. R - Not much to say, as it's pretty much the same as on live. Overall, I think the rework is going into the right direction, but I still feel that Soraka makes the laning phase too simple and passive due to the constant heals. But it's good that with this new kit, Soraka is less effective in solo lanes as she can no longer spam heals on herself and push the minion waves super fast. Haven't managed to properly play in late game and in team fights yet, but I assume that she is stronger in them due to the larger amount of heals and potentially good combos with E. Also now she doesn't need to stand directly in the middle of the enemy team to actually use Q.
: 'Ascension' game mode coming soon to PBE
I've played several Ascension matches now. I'm not sure what I was expecting, but it feels very much like Dominion. Though arguably that kinda makes sense considering that the mode uses the Crystal Scar map, and it also focuses on capturing objectives and killing enemy champions. The addition of a boss is a nice flavor, but I think that currently Ascended Xerath is too weak. He doesn't feel difficult enough for the massive buff he provides and a lot of times the same side, usually even the same player (depends on the champion though) always becomes Ascended very shortly after Xerath respawns, and as a result, some games are a bit too stompy and one-sided. I do have played some very close and balanced games though (best one ended 199 to 200). A lot of games have suffered from the crashes/freezes which have caused wins and losses. But that's just temporary and hopefully should be fixed soon enough. In cases in which like the whole team disconnects, the game becomes just terrible as it takes a while to end the game by gathering relics and waiting. Edit: This is off-topic but I noticed that the new summoner icons (the Ascension themed ones) are not visible on the forums.
: this was done intentionally
Yeah. Ascended Xerath is immune to both Consume and Feast in order to prevent Nunu and Cho'Gath from always taking the Ascended buff.
: Hmmm he should be playing lines like "Deleted!" and "Super Effective!" when he ults someone, are you not hearing any VO?
I think you misunderstood me. The lines are playing correctly when ult is cast on somebody. There are no problems with that. I was talking about a *suggestion* that has been said by many others. You see, in his other skins, Veigar laughs if his ultimate deals the killing blow. It does not happen in his Final Boss skin because he has different VO lines, as in that skin Veigar says something ON ult cast, regardless of whether it deals the killing blow or not. The thing was that many players have wanted Final Boss skin to have a similar effect as in his other skins because they feel it's an important feature of Veigar. *To hear his evil cackle after his ult successfully kills somebody.* My original question was about adding this feature and IF it cannot be added, what would be the reason for it. My concern was that the reason could *possibly* be that currently, Final Boss Veigar says a VO line ON ult cast, and adding the feature to make him laugh AFTER he kills somebody with the ultimate could potentially cause the overlapping of the VO line and the laugh (as in, he casts ult and the VO line triggers, and less than a second later the target dies and then would cause Veigar to laugh before his VO line has finished; in otherwords, the VO line and the laugh would occur at the same time). While this was a bit long, I hope it's clearer now. **In short; is it possible to make Final Boss Veigar laugh after his ult kills somebody like in his other skins (in addition to on-cast VO line that occurs whether or not the ult deals the killing blow)?**
: I'm not sure if this is a bug with the skin or just {{champion:45}}, or i'm just missing something completely. But i was playing {{champion:45}} with the skin and the damage my auto attacks did to the turrets and inhibs was way to high. I took a screenshot to show you guys.
Gnawly, that is working as intended. Damage to inhibitors and turrets scale from your AP as well, not only AD.
: PBE Bugs & Feedback Thread: Final Boss Veigar
So no new VO lines? I think I can live with that, but surely you could make him laugh or say one of his other lines (e.g. "Oh, it's game over... for you!") when he kills somebody with his ult as that doesn't require adding anything new, just using the current ones. But I completely understand if this isn't implemented as it could potentially overlap with his on-cast ultimate VO lines. Please let me know if this is the reason. Edit: Just tested the new spell changes, they're pretty nice, especially on Event Horizon. It's a lot clearer and looks better now.
: Final boos veigar easter eggs
There's a reddit post covering all of his quotes that are a reference to something. http://www.reddit.com/r/leagueoflegends/comments/2dgwrc/lets_work_together_to_cite_all_of_final_boss
: PBE Bugs & Feedback Thread: Final Boss Veigar
After extensively playing Final Boss Veigar, I think it's time to provide some feedback. First of all, I'd like to say that this skin is simply awesome. Definitely one of my favorites in the entire game. It makes Veigar feel like what he should be like. **Visual** Q: Baleful Strike - While I like that the spell seems to be a reference, the effect itself lacks something. Perhaps it should be 3D as a simple 2D looks a bit odd (but it does add a certain flavor though). Also the colors (blue and orange) don't really match the rest of his abilities and basic attacks so well as they are green. W: Dark Matter - I think it looks cool, especially with Veigar using his hand during the spell cast. The only thing I'd change is the size of the visual effect as sometimes it's a bit unclear as to how large is the exact area that it hits. E: Event Horizon - I like it and personally I haven't encountered any problems with it. However I did see some of the people saying here that the edges are too thin/small so the exact area which stuns is a bit unclear. R: Primordial Burst - This is probably his best looking spell, just as it should be considering it's an ultimate. It feels very powerful and is easy to differentiate from his Q unlike in his other skins. The effect on his cloak is nice but it looks a bit buggy as sometimes the bottom edge of the cloak (mostly on the sides) can be seen between the particles which I feel shouldn't be the case. His joke, taunt and dance animations are really cool as well. They are good as they are now, no need to change. Then there's one more thing. When you use his joke and he turns flat and falls down, he clips with the ground if you are standing on uneven ground (such as the small ramp between purple/red side golem and dragon). I don't know if this is intended but I decided to mention it anyway. **Audio** His voice is incredible and well done, especially with all the references. However, I think his laugh feels like a slight downgrade from his other skins. His other skins have 6 different laughs and Final Boss has only 3. Also in my opinion, the laughs in Final Boss feel like they are lacking something considering that he is supposed to be an evil mastermind, not a lowly minion. His laugh sounds forced and a bit lame. It should be more like a truly evil maniacal cackle, not some strange giggling. I really hope the current one does not go live as only 1 of the 3 laughs sound okay, the rest 2 are kinda bad. As for his spell sounds, I think they are fine as is. Maybe add a bit more "oomph" to his ultimate when it hits an enemy. But there's one thing that is missing, and that is the laugh after Veigar kills someone with his ultimate like in his other skins. This is somewhat iconic to Veigar so I'd be a bit disappointed to not see it in this skin as well. However, it doesn't necessarily have to be a laugh, I'd be fine with some special line, perhaps another reference to something. Also I'd like to mention that the addition of lines when buying certain items was a good idea. But is currently there's nothing for buying Deathfire Grasp, which I think is a bit odd considering that it's one of Veigar's core items. I think that's all of it then. Despite the few complaints, it's an excellent skin overall. Looking forward to it, but if nothing else, please, change his laugh and have at least 6 different ones so that it doesn't feel worse than his basic skin. It is a *legendary* skin after all.
: Xerath aa's don't work.
Currently in game against lvl 5 Doom Bots and I'm having the same issue. I hope he gets fixed soon because it's impossible to proc the passive.
Rioter Comments
: Match History - Missing text
Same here. Mirror Mode showing as either "M" or after newest patch "ne for ll Mirror Moe". Also "Summoner's ift", and "League of Legens: Crystal Scar" in Dominion.
: Game Loading
Happened to me as well. It said that some "brush_SR" or something was missing and told me to reinstall. I tried closing the window but it opened the support site every time. Had to press Ctrl+Alt+Del and then from Processes, choose LoL and close it. Opened the client again and it asked to repair because of corrupt files. Just finished patching as I was writing this. Hopefully it will work now.
Rioter Comments
: 12/4 Major PBE Issues Update (SR/TT/HA queues disabled)
The minions are bugged because they are tired of the same old stuff, just killing each other, so they are trying to riot against the champions, the Institute of War and the League. Soon the entire Summoner's Rift will be consumed by their hunger for revenge. The bug will be fixed, but it will not be the end of their uprising. They are biding their time, waiting for the right moment to strike. When they do, it will be in a new game mode called **Minion Games**, where you have to defend the Nexus from minions that become stronger each wave. The minions are coming. Just kidding. No, but seriously, it would be **awesome**. *But to not to be off-topic, will it be fixed soon (tm)?*
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Vepotox

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