: What do you think about the Kleptomancy rune?
It's an interesting keystone. I wouldn't say it's unhealthy... and it's not totally RNG. In the early game you are more likely to get stuff like health and mana potions, occasionally elixir of rouge (which gives adaptive AD or AP based on level). In the late game you start getting mini versions of the elixirs sold on the shop. Players can also sell some of their loot to get their core items faster, which I like. ___ Some improvements I'd like to see: The base gold reward should improve based on how long it has been since the last time the effect was proc'd. The keystone should also come with a loot specific inventory bag since all those looted items can fill the regular inventory rather quickly. Currently if inventory is full, any looted items will be automatically consumed and looted wards automatically placed next to the player character which is not optimal. Also would be nice if the rune description stated how much money has been made from gold bags and looted items that were sold.
: Stormraider?
Sorcery keystone phase rush is the replacement for stormraider's surge.
: I feel like most keystones on junglers offer less overall power. Most keystone runes have low cooldowns which junglers can't utilize to gain maximum efficiency cause they only proc on champions. There are few keystones that have high cooldowns which allows junglers to spend time on jungle without losing power. Current jungle keystone options: - Electrocute - Predator - Dark harvest - Fleet footwork - Aftershock - Unsealed spellbook Other keystones have too low impact in jungle role. It would be nice if some keystones also offered jungle power or had their effect amplified after not being in contact with a champion for a long time. - Kleptomancy could offer considerably more gold if the last proc was 40 sec ago or so - Arcane comet could stack multiple comets if not consumed on champion - Summon Aery could proc on jungle monsters - Grasp of the undying could proc on jungle monsters with reduced effect This could be a start to diversify keystone choices for junglers.
Also still waiting for resolve path updates. Iron skin and mirror shell favors tanks too much and the whole path isn't worth considering on squishier champions. I also feel that second wind and font of life should swap places to open up build paths for enchanters. Currently if they pick resolve path, they are pretty much forced to take both font of life and revitalize. Both runes serve similar purposes and together they might be a bit too overbearing. Having to choose one of them would make enchanters think which play style they prefer while also allowing them to pick a defensive rune for their own safety.
: I thought he had a game start with a lot of sustain due to the natural scaling of life with the farme, had 2k of life in little more than 9 minutes of play, I did not use any armor and was extremely tank. in addition to the Scaling of ap was considerable in 20 minutes of game. I used the keystones I'll try to attach to print. https://imgur.com/a/mOQzb
This post is 4 years old...
: Runes Reforged PBE Bugs & Feedback Thread
I feel like most keystones on junglers offer less overall power. Most keystone runes have low cooldowns which junglers can't utilize to gain maximum efficiency cause they only proc on champions. There are few keystones that have high cooldowns which allows junglers to spend time on jungle without losing power. Current jungle keystone options: - Electrocute - Predator - Dark harvest - Fleet footwork - Aftershock - Unsealed spellbook Other keystones have too low impact in jungle role. It would be nice if some keystones also offered jungle power or had their effect amplified after not being in contact with a champion for a long time. - Kleptomancy could offer considerably more gold if the last proc was 40 sec ago or so - Arcane comet could stack multiple comets if not consumed on champion - Summon Aery could proc on jungle monsters - Grasp of the undying could proc on jungle monsters with reduced effect This could be a start to diversify keystone choices for junglers.
: Glacial Augment needs to be disabled.
It's not glacial augment. The attack speed stats given by the combination of Inspiration and Precision paths give 2160% attack speed.
: So Miss Fortune and Jhin's Keystone options....
Both work pretty well with Lethal tempo. Jhin gets extra AD from attack speed and MF can switch targets quicker.
: Runes Reforged PBE Bugs & Feedback Thread
Guardian: Protective mark does not activate on certain support abilities that do not have targeting options. * Lux's shield * Sona's shield/heal Maybe mark the first ally hit with the ability or the lowest health ally. I would also like if the keystone activated on summoner heal and ally targeted items like Mikael's Crucible.
: Aery taking too long to come back
It would be nice if it automatically returned after recalling or after 20 second or something.
: Runes Reforged PBE Bugs & Feedback Thread
Ultimate hat: 15% cdr acts multiplicative with normal cdr. 100 sec cooldown with 40% cdr: 60 sec 100 sec cooldown with 40% cdr + ultimate hat (what you thought it would be): 45 sec 100 sec cooldown with 40% cdr + ultimate hat (what it actually is): 51 sec I think this should be indicated in the rune description.
: Comet is really cool visually, but functionally could probably use something to make it feel special. Here's a set of changes that I think would make it feel amazingly cool as a keystone: Increase the aoe range of the meteors Increase the max travel time of the meteors, so that they require fast dash/blink abilities to dodge at close range but can be dodged fairly reliably at long ranges with good reflexes. This may require making meteors slightly lead their targets so that if someone is getting sniped they have to consciously sidestep instead of just walking in the same direction. Moderately increase the damage of longer travel time meteors to compensate for their significantly reduced reliability Lower the scaling (both ap/ad ratio and per level bonus) Lower the cooldown at later levels (20 seconds early is fine, but drop the cooldown to say 5 seconds at level 18; it has to be more than 4 to avoid proccing twice on a lot of dots) Change the cooldown of meteor to be per-champ instead of flat (with damage reduction for getting multiple times in quick succession) This would transform arcane comet from just occasionally shooting out a comet that does minor aoe damage to almost a barrage effect in late game teamfights and sieges. Early on the effect would be mostly the same; it'd be slightly more reliable at close ranges and do slightly higher damage (but be easier to dodge) at longer ranges, but overall you'd probably expect it to do pretty similar stuff to what it's doing currently. Later on though the changes would be much more significant. The wider aoe means that in larger engagements meteors are actually likely to hit multiple people simultaneously, and the proccing on multiple people allows for some potentially crazy bonus damage from something like a 5 man orianna ultimate or something cool like following up your big ziggs ult with a huge comet barrage. With the lower scaling, especially at close ranges your 1v1 burst will be significantly weaker than some of the other options, but your sustained dps and your potential aoe burst will be potentially hugely improved by your keystone choice. Currently for mages there aren't really a lot of great options for the sustained dps or aoe wombo, and being capable to constantly fire these meteors at people would be amazingly cool.
"Change the cooldown of meteor to be per-champ instead of flat" That is an interesting idea. I had something similar in mind but not exactly... What if the user was able to charge up multiple comets which are then shot with their next ability. Max 3 charges and each subsequent comet hit deals less damage. This would change the way the users interact with the keystone from "I will shoot it whenever it is available" to "I could just use it for immediate poke now or I could wait for another comet so I can potentially deal more burst damage" Currently Arcane comet just feels like Summon Aery (when used for damage) but with more damage and cooldown.
: Does Cut Down work on current health or permanent health?
Description says "Deal more damage to champions with more maximum health than you". So it's based on max health, not current health.
: Runes Reforged PBE Bugs & Feedback Thread
Perfect timing: Using this rune with Viktor allows him to use the commencing stopwatch to gain stasis during the first 6 minutes of the game multiple times (has a 90 sec cd). Reaching 6 min mark will then grant him a broken stopwatch. Might have something to do with Viktor's personal augment item.
: [Evelynn] - Exits Camouflage when hitting jungle plants
Intended. However I noticed her camouflage cancels if she begins to attack and cancels the attack before it goes off. Noticed this when walking past a plant, accidentally clicked on it but cancelled the attack right before it went through.
: Already made a separate forum post but dunno if anyone reads those. Gonna copy it here (and probably remove the previous thread). Fleet Footwork: Sound effect on proc gets kinda annoying since the effects procs quite often. Sound indication on acquiring the energized attack is fine tho. Summon Aery: Clones do not own a clone version of Aery making it easy to know which Leblanc/Shaco is the real one. Manaflow band: Does not actually make a spell free to cast but instead just refunds the mana cost **after you spend the required mana** to cast the spell (no surprise spells at 0 mana). I'd also prefer if it was consumed at less than 80% mana instead of always. Also a timer of some sort would be nice (noticed the cooldown is a bit more than the promised 60 secs). Hextech flashtraptation: I hope champions would be able to slowly move while channeling (like Xerath during his Q charge). Overall this is a very niche rune and I don't expect many people to take it. Resolve path: Heavily favors tanks who build health and resistances while also having couple choices for healers. Squishy champions (mages/marksmen) have very few reasons to pick resolve as secondary path for extra survivability.
Adding on to the list Predator: Goes on full cd when channeling interrupted by enemy. That's a bit harsh considering it has a 3 min cooldown. Ghost poro: Very annoying to move through large brushes at lower movement speed in fear of accidentally summoning a poro who you purposely set at a different location. Also a weird interaction with Ivern's brushes where the poro stays in the location after the brush disappears (maybe intentional?). Kleptomancy: Better names for the keystone: * Bountiful * Nimble fingers * Hoarder
: I see where you're coming from here but I only really agree with the Leblanc example here. All of the enhanced auto examples are a single damage instance - just an enhanced damage proc. The examples of Sona, Lux, Viktor and TF all are exactly the same as Ekko's E in isolation. The examples with LB Passive and Ekko Passive though are that the original spell does it's own damage proc (ie, the second Q pass has it's own damage and since it's the same spell as the first pass it should be 1 damage instance like it is), but then the passive proc is applied as a separate instance of damage and that's why I believe it should be counting. I appreciate the discussion around this though.
What makes an auto + enhanced dmg so different from a spell + enhanced dmg? Just for the sake of keeping Electrocute hard to proc, I wouldn't allow it to proc with auto + Q + passive on Ekko or 2 spells + passive proc on LB. If there are cases where it is extremely easy to proc on certain champions, it might become a necessary rune for them. Electrocute in itself is not designed to automatically proc on your everyday poke combo. There is a reason why it needs that extra inch to proc. A good strategy would be to save electrocute for when the enemy is low on health... but what happens when you accidentally proc it while poking? You wouldn't have it available when you want it. Making it hard to proc gives players more control over when it is used.
: Ekko with Electrocute
If I had to guess, damage increasing passives increase the damage of the spell/attack that procs it and doesn't count as a separate damage source. Ekko's passive can be proc'd with either Q or an auto attack. Proc'ing it with an auto equals to 1 damage instance. Q is just one spell and can give maximum of 1 damage instance towards electrocute no matter if its damage was enhanced by his passive or not. Same applies to: Leblanc 2 spells + passive proc Sona Q + enhanced auto attack (even with power chord) Lux spell + auto with passive proc Viktor Q + enhanced auto TF W + enhanced auto Sheen items also do not count as separate damage instances since they are always bound to an auto attack. ___ Making Electrocute hard to proc allows it to have more power and makes it more interactive. I have nothing against that.
: Runes Reforged PBE Bugs & Feedback Thread
Already made a separate forum post but dunno if anyone reads those. Gonna copy it here (and probably remove the previous thread). Fleet Footwork: Sound effect on proc gets kinda annoying since the effects procs quite often. Sound indication on acquiring the energized attack is fine tho. Summon Aery: Clones do not own a clone version of Aery making it easy to know which Leblanc/Shaco is the real one. Manaflow band: Does not actually make a spell free to cast but instead just refunds the mana cost **after you spend the required mana** to cast the spell (no surprise spells at 0 mana). I'd also prefer if it was consumed at less than 80% mana instead of always. Also a timer of some sort would be nice (noticed the cooldown is a bit more than the promised 60 secs). Hextech flashtraptation: I hope champions would be able to slowly move while channeling (like Xerath during his Q charge). Overall this is a very niche rune and I don't expect many people to take it. Resolve path: Heavily favors tanks who build health and resistances while also having couple choices for healers. Squishy champions (mages/marksmen) have very few reasons to pick resolve as secondary path for extra survivability.
Rioter Comments
Oh yeah. The chromas should also have the cooler designs. The sword was the first thing that caught my eye as being impressive. Shame Riot is considering changing it :/
: [CLOSED] PBE Bugs & Feedback Thread: Eternal Sword Yi!
HEY! The original sword engravings were extremely good looking. For some reason they were simplified in the newest PBE patch... Why? Ok, I get it that players won't necessarily see the markings when zoomed out. But it made the sword look more obsidian colored with the markings not being as visible in zoomed out mode. It was a very delicate looking design. Now it looks just so plain. https://imgur.com/a/tAnWV
: [CLOSED] PBE Bugs & Feedback Thread: Soaring Sword Fiora!
I'm not a big fan of the dual colored sword. Eternal Sword Master Yi's sword looks awesome being black with gold markings on it. Fiora's sword is... teal and purple? Two rather magical colors for a sword that is supposed to be made out of metal. It looks out of place. Other than that she should be holding the sword from the start of the hilt, not the end of it.
: > [{quoted}](name=NotSoEvilDead,realm=PBE,application-id=cMKtzQHY,discussion-id=Os2hs1jE,comment-id=0010,timestamp=2017-06-29T15:04:29.669+0000) > > The Shadow Assassin form looks entirely inconsistent with the other two forms Hmm, is that because the Base and Darkin form both incorporate some green/teal into the model and VFX? While the Shadow Assassin form goes with red?
I want this. Or something more closer to the soul hunter theme (purple/teal or green combo) http://imgur.com/a/8NtoE I like the model though, reminds me of something fromDark Souls.
Rioter Comments
: No need. I just tested another jungle clear with the changes. A no leash clear now feels pretty fast and you end up at half health after Blue > Gromp > Wolves > Red >Raptors/Krugs. With a leash you'll end up at near full health (using two pots). This is the best her jungle clear has ever been. 400 is a **LOT **of damage early on for someone with AoE as well (unlike Nunu). And by the time it stops being incredibly strong in the jungle, you no longer need it anyway (you have items). The knockback + slow on W also allows you to kite the monsters a bit in order to mitigate damage. She's in a **really** good spot after these changes. I think she might even be _too_ good now. We'll have to wait and see.
Ah, just tested it myself. Seems like the E proc actually does 450 dmg to blue golem, gromp and ancient krug since they have -15 magic resist. It does less dmg to big raptor and redbuff though which I guess is fine. Also the knockback also helps and the fact that her passive doesn't get consumed by smaller jungle minions.
: Did some iterations over the weekend to cut down on the number of forced mechanics that point to jungle. (Even though we want her to jungle, it probably can be done a bit more elegantly than having multiple jungle only interactions) **Compared to the old '4/23' changelist** Passve Icebreaker now always deals 400 damage vs monsters instead of max 400 W W1 knocks minions and monsters back W no longer deals bonus damage to monsters E No longer has reduced cd vs monsters Limits the number of jungle specific interactions to 1 (Icebreaker damage, which was already there anyway). I'm pretty confident these changes make her jungle significantly safer, would love feedback from less skilled jungles if such people exist here :p **Full 4/23 Changelist** Passive Frost Armor no longer broken by minions or small monsters Icebreker Damage: 15/20/25% -> 10/15/20% Icebreaker Damage vs monsters: max 400 -> always 400 W No longer self slows, not worth W1 now knocks back minions and monsters CD: 7/6.5/6/5.5/5 -> 9/8/7/6/5 1st hit Damage: 12/19/26/33/40 (+0.01HP) -> 30/35/40/45/50 (+0.02HP) 2nd hit Damage: 48/76/104/132/160 (+0.04HP) -> 40/80/120/160/200 (+0.05HP) Bonus damage to monsters: 20% -> 0%
Have you considered scaling the permafrost cooldown on targets based on rank? rank 1 -> 10 seconds, rank 5 -> 6 seconds? Also does it get affected by cdr? Also I think the monster dmg on E should be a bit higher (400 -> 450-500). It's already restricted by a stacking mechanic and 8 second cooldown while someone like Nunu just comes around and presses a button and deals 400-1140 true dmg instantly to a monster.
: Zac/Maokai Feedback Threads
: Hiya, ya'll! We've been gathering feedback from you all, and so far we've put in some VFX changes to her W and R. They should be hitting PBE with the next deploy, so we'll be looking for more feedback from you when that hits. :] We're also currently looking into changes for the non-VFX stuff you've posted here as well.
New SFX for the ult? It kinda sounds more like someone hitting a rock with a pickaxe than a black hole activating.
: Maowhy can't my ult catch someone who's right in front of me??? Maokai ult thoughts.
I tested him and seems like he's more of a warden now than before. Might actually be worth to play him as a tank support. Whenever you see a gank coming, just ult and disengage. His passive also has very much power in it. Late game you can easily heal for 600+ health with the passive. I kinda wish his Q would be similar to Gnar ult (without the stun to wall of course). Currently it knocks everything away from Maokai instead of the way he casts it. This would further increase his effectiveness in the support role. I kinda like W speed being slow. It gives some counter play to him. But I'd prefer a version where it starts slow and accelerates over time to remove those ridiculous pulls to nexus fountain. What comes to his saplings, I like the vision they give and that's about all. The damage is low unless there's multiple saplings. It also feels rather redundant ability in team fights due to the slow set up and low dmg. Only worth using to reduce passive cd. I'd personally like to have a stacking mechanic (3 saplings) + increased dmg on explosion but multiple explosions wouldn't stack.
: Post it [here](https://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/exRiwY0k-dark-star-singularity-coming-soon-to-pbe) instead. Every new champion, skin and other big content has their own bug and/or feedback thread in one of the subboards. It is recommended to place bugs and feedback there.
I posted a comment earlier on there (it's more of an expectation for the mode rather than a review). Also that's just an announcement thread, not a feedback thread. Feedback thread usually has the word "feedback" on the title.
Rioter Comments
: Dark Star: Singularity - coming soon to PBE!
I like the creativity of new game modes like these... BUT (there's always a but) I do not like how the champion pool is restricted in significant ways. To us people who do not really enjoy playing Thresh, it might be a nice thing to play a game or two and then it gets boring (or might not, we will see). If these kinds of game modes continue to emerge, I hope it is accompanied by another gamemode for the weekend that includes all the champions (ascension, poro king, etc..). If this game mode lasts for two weekends, it's gonna be a bummer if there's nothing else "on the menu" besides normals/aram.
: Sejuani Rework - First Impressions
W could be just a double cast ability: 1st cast - aoe cone 2nd cast - longer ranged skillshot This gives time to auto attack between the casts.
: Lulu's recall will look better if it will end with her joke animation :3 And cut the animation when she flies up in the joke (after rotating around the stick with her hat)
Rioter Comments
: Hunt of the Blood Moon game mode available shortly on PBE
Pantheon is an assassin? Also where is Vayne?
: I like this idea but what could ti be? more healing from Honeyfuit, longer range/duration on Scrying and longer blast distance on Blast Cone?
Increased plant effect is a valid option in my opinion. Could be somehow windowed in a way that makes the plant effects more noticable/powerful. "Stand next to a plant for 3 seconds to enhance its effect". Cooldown of 2-3 minutes. Blastcone: increased blast distance + a slight movement speed buff after landing Scrying: wider scrying area Honeyfruit: you eat the whole honeyfruit cluster (which includes 2 more honeyfruits than normally) and you won't get slowed
Rioter Comments
: We tried several different versions of W, actually -- what we found consistently was that Zyra players very much missed being able to control their seed placements. It's one of the most unique things about current Zyra; removing it also tilts the balance between actively controlled seeds and passively spawned ones.
I had a thought/idea for W. Basically Zyra would fertilize an already existing seed or fertilize the ground so next time the passive spawns seeds a seed will spawn at the fertilized spot. Fertilizing an already existing seed increases its size and when activated to grow into a plant, the plant would be bigger and more efficient. Maybe even allow a seed to be fertilized couple of times to create a huge seed that grows into a big plant monster. Fertilizing seeds could bring its own benefits that could be scaled with W ranks. Ranking up the PBE W is kinda... underwhelming. (Also is there any chance of us getting a new fancy Zyra splash art?)
: > [{quoted}](name=LostFr0st,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=Nc76bmxt,comment-id=00020000,timestamp=2016-02-16T18:16:01.611+0000) > > Could you please get someone to look into a gamebreaking Tahm Kench bug? The cycle is winding down soon and it's important that it doesn't go live. > Thank you for all your hard work <3 > > http://boards.pbe.leagueoflegends.com/en/c/bugs/tFQyzoaU-tahm-kench-bughttpboardspbeleagueoflegendscomensubmit? Hey thanks for poking on this! We're looking into it, just haven't responded enough on the boards, sorry!
So how about that Caitlyn trap/net range interaction with Rapid Firecannon? Are the range increases supposed to stack with each other or not? Caitlyn aa range: 650 Enhanced headshot range - 1300 RFC bonus range: 150 However the bonus range from RFC is not added to the enhanced headshot range. Or at least it seems like it's not. Intentional?
: Poppy Passive...just feels...off
It's a ranged attack that procs on hit effects from items such as {{item:3742}} . It allows her to slow a target from a distance.
: Poppy on the Pbe right now, in regards to her passive.
So if you kill a minion with the passive the shield comes back to you and refreshes the cooldown on the passive instead of giving a shield. If hit on an enemy champion it gives a shield after you pick it up. I dunno. It would make her a champion who can farm from a safe distance. If she's behind she could just stop playing as a melee character and focus on last hitting with her passive until she's not behind anymore. While being a cool idea, I don't think making Poppy a pseudo ranged champion is the right thing.
: Poppy's hair
I'm fine with the new color.
: The same goes for any loss of vision. If you attack a champion and he gets in stealth you will follow him until you get a chance to hit him. Tested it and it works every time on live.
How about if an enemy walks in a brush? I can't recall if the attacker follows them or not :P
: Quinn's new blind can be kinda awkward (for the enemy)
Yeah, the fog of war should appear immediately after being "blinded". Also see how Sivir runs automatically towards Quinn when blinded. The auto attack command does not stop even if you lose vision of her. I hope this is not intended.
: Patch 5.22's Healing Party, and the severe importance of Grievous wounds
Windspeaker's blessing does not affect self heals. You don't get 18% more effective heals on yourself with Runic Armor mastery. Tbh Soraka is the biggest problem is this all. No other support healer benefits as much from these changes as her. If you ask me Riot should make some changes to Soraka now that grevious wounds isn't applied to her heals.
: Summoner Spells Cooldown Bug with Ionian Boots of Lucidity
What if you buy the distort enhancement on top of that? The cooldown should be lowered to 180 seconds. But I doubt it is...
: Caitlyn Gameplay Update Feedback Megathread
Hi! Just tested out the new Caitlyn. She's really fun. Couple of suggestions though: 1. Rapid Fire Cannon does not seem to work on enhanced headshots. Caitlyn's passive says it doubles the range of her next attack against a target that is trapped or slowed by her net. This is not true since an auto attack enhanced by Rapid Fire Cannon does not seem to have double the range from RFC. **I suggest that the extra +150 range from RFC also got doubled when used with enhanced headshot.** 2. her auto attack range is really high. Too high if you ask me. For the amount of damage she can dish out with her new headshots, her early game harrass is too efficient. **I suggest that her auto attack range got reduced from 650 to 600**. This also partly compensate nerfs the RFC buff I suggested. 3. Remove the "boom headshot" quote when she procs headshot against minions. Make her say it when she damaged a target champion for over 30% of their max health or when the target dies. 4. Give her a VU
: "I think a more healthier way to reduce it would be to reduce the cd by 1 second every time you manage to land an auto attack or a spell against an enemy champion." Only problem i see with this would probably be {{champion:96}} .
Agreed. Maybe make the max reduction 15 seconds or so.
: Thunderlord's Decree
I think a more healthier way to reduce it would be to reduce the cd by 1 second every time you manage to land an auto attack or a spell against an enemy champion. Binding cdr to the mastery would just basically force players who choose this mastery to build cdr to get the most out of it. Binding the cd to combat success would on the otherhand encourage players to play more aggressively and take risks for a reward.
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Vonler

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