: You can press his dash while doing his Q.
That's not good enough. An ability that requires you to be at a specific range must allow you to move freely. Look at Darius q and Aurelion passive. Imagine trying to land their abilities by being immobile and only having a tiny little baby dash. Very clunky design.
: Aatrox rework
You have my condolences dude. What they did is straight up wrong. They preserved nothing from old Aatrox. Basically gave a giant middle finger to aatrox players.
: A few things I would like to point out about the Aatrox Rework
This rework didn't keep his core theme and gameplay in tact. He is supposed to be basic attack focused diver. Why is he an ad caster now? We already have an ad caster darkin: Rhaast. His mobility is so trash now. Pathetic dash range. "Relentlessly pursue" my ass. The old q made you feel like a comet going in and wrecking everything. And the attack speed made you feel like an actual god of war. Now he is a Riven/Darius ripoff that feels clunky as hell and has 0 tools to dive into a back line. This rework doesn't feel like it was made with aatrox players in mind. Remove the knock ups on q and make the edge hits slow instead, and just make e be like his old q. Also let him move during q because it feels like garbage the way it is now. Or remove q and make it some kind of auto attack steroid like attack speed and healing.
: Do not remove the old Aatrox, SAVE OLD AATROX
I agree. Usually they try to preserve the core identity of the champion. With this rework his personality and gameplay changed completely. Worst part is that his new kit is just bits and pieces of other champs. A very boring, uninspired, and clunky champion. Absolutely disgusting.
: Aatrox Bug Thread
Is it intended for him to not be able to move during is q animations? Because it feels ridiculously clunky. Also how is he a diver now? 0 tools to jump to the back line. Is there a general feedback thread for Aatrox? I feel like there are a lot of things that need to be addressed that don't fall into the category of bugs/glitches.
: [CLOSED] PBE Bugs & Feedback Thread: Lancer Zero Hecarim!
I like the skin. Reminds me of Gundam. Not sure about the whole gem system though. I hate the gem system.
: PBE Bugs & Feedback Thread: Chemtech Tryndamere!
He has a mask AND is augmented by chemtech, so he definitely needs a voice filter. Not even optional imo. His normal voice is way too out of place for this skin.
: > [{quoted}](name=SKT Light,realm=PBE,application-id=cMKtzQHY,discussion-id=ga0m7yzP,comment-id=001d0000,timestamp=2017-04-27T02:58:54.792+0000) > > So no adjustment to the #1 concern people had about the eye glow? That seems a bit ridiculous Sorry again that we didn't make the adjustments that many of ya'll wanted. We decided not to adjust the eye glow at this time for a few reasons: 1. We tried a version with the eye glow reduced, and we felt that it wasn't as impactful we would've liked for the type of voracious, irrestrainable feel that we intended for Dark Star Kha'Zix. 2. While there are many people that feel like the eye glow should be removed or reduced, there are also those that like the current version--we've seen some of those posts in this thread. Keeping in mind that people are more likely to comment (and subsequently up-vote and rally around like-minded comments) when they want something changed vs. when they simply want to express their satisfaction with the current state, there is a less vocal group of players out there that will be saddened by removing or altering a feature that they enjoy simply because they weren't louder. We'll be watching to see what sentiments are like after release and after people get to interact more with the skin in actual games, but for now, we're keeping the eye glow as is. We're ready to adjust as needed though! 3. The brightness and shape of Dark Star Kha'Zix's symbol was thematically and purposefully implemented into the design. This design choice may make more sense as the Dark Star universe expands.
It has nothing to do with the size or intensity of the glow. It's the simple fact that it doesn't look like a glow in most cases. You needed to change it from being a part of the model to being a particle effect. Like i said before, look at the base Jayce skin and look at his shoulder glow. If you made a glow like that with a modified shape, intensity and color then the eye glow would be perfect. It would actually look like light instead of some plastic object stapled to his head. Just my two cents.. Luckily this skin has so much going for it that people might buy it even if they don't like the eye glow.
: PBE Bugs & Feedback Thread: Dark Star Kha'Zix!
Damn I love space skins so much. Cosmic and dark star skins have the most gorgeous color schemes in the game and this kha zix skin is no exception. I can go into detail about what I liked but to keep it short I will just say that the model and colors are beautiful. The vfx and sfx for the recall, basic attacks, and skills are thoroughly satisfying. The transformations look amazing and I thought some were extremely creative. The one thing I would say is that I agree with everyone about the eye glow. I think it looks great when it actually looks like a glow. Especially when he sits in the bush and you see that eye glowing it looks so menacing. But three things make it seem fake and awkward: 1. It seems slightly too big. I want it to be noticeable so a large size reduction isn't needed but right now it seems disproportional to the head. 2. It is too solid. I think it should be faded (or transparent) a bit especially towards the edge. Make it seem more like light and less like a solid object. 3. (This is the biggest problem imo) It changes angles along with the head. Like when he spazzes his head so does the angle of the glow. This makes it seem like a shiny object that is just attached to his head. The angle should remain constant. It should remain horizontal. For a good example of a very similar glow effect done right, please refer to the shoulder glow on the base Jayce skin. Best of luck with the skin, and very well done. I really like the skin.
: Aw, thanks! <3 We should be making some tweaks for Alpha Strike within the next couple days (I think some will be in today's PBE build). We're tweaking both the partcles and the SFX a tad to make it feel a tad more impactful, and to feel a bit quicker. I'd love to hear your thoughts on the changes!
YES! I like rambling about this stuff so thanks for asking. First, I'll cover sound. The base skin has a background "speed" noise and the hits have a slashing noise. Neither seems to be more dominant than the other so it seems a bit chaotic. In the cosmic blade skin there is a space hum or ring in the back while the hits make a very dominant and deliberate "dink" noise. Playing around with the volume of the "hum" and "dink" will probably get you to where you want to go but I doubt it will ever be as chaotic as the original noises simply because of the nature of the sounds. However this is good imo. When you look up at the night sky do you think chaotic speed? Even the w skill for this skin is so pretty and relaxing. Anyway right now I think there is a good balance between the background and hit noises. You can tweak it based on the opinions of others but for me the sound is good right now. There is enough background sound to not seem too quiet but I still get to clearly hear the hit sounds. As for visuals. I remember mentioning that this skin has an easy to follow alpha strike. This probably makes it seem slow. Why is it easy to follow? Because there is a lingering line which lets you easily keep track of the path. Also instead of an outline of yi that appears at each target, you have an arrow shaped particle which moves and slightly expands in the direction of the path. There are a lot of things you can do to make the skill harder to follow but some changes would take away from the skin's theme and might not even be possible this late in the production cycle. I think the most feasible change is to make the trail fade away much faster. It will prevent the eyes from lingering on the trail and force it to move along the path of the alpha strike faster and this adds much more movement to the skill. Also without a lingering line it is a lot harder to keep track of the path of his attack and this will make it seem a lot faster. Fooled around with the Q some more and funny thing is, I think you guys may have already made the change to his Q trail. O_O I really hope it's not just in my head. It could just be the fact that I never had an issue with the Q to begin with but it feels perfect to me right now. Apologies for the wall of text I seriously can't control myself sometimes. Twas a fun chat, though. Thanks again for the follow up. :)
: Mostly we want to make Sunfire not great at both pvp combat and pve combat (wave pushing, in this case). This change is aimed mostly at making it worse at pvp combat, while being mostly the same, or even better in some cases, for wave pushing.
I can agree with that notion. In fact if the change was in fact making pve stronger and pvp weaker I would be all for it. I mainly rely on it as a laning tool. However according to my math the changes are a pretty significant nerf to minion damage at the early levels and only starts to be a buff at lvl 10. So it would be less of a laning tool and more of a late game split pushing tool. However, we already have zzrot to fill the role of splitpushing tool so I would argue against taking away sunfire's identity as a laning waveclear tool for tanks to make it into another split pushing tool. Anyway these are just my thoughts and I am a tank player so this sentiment could be biased. Thanks so much for the response.
: Midseason Durability Feedback
I like how doran's shield can help with last hitting now. I love going top lane as a tank and last hitting was always pretty hard imo. However, why did sunfire need to be nerfed. I feel like when a tank needs wave clear to help hold the line against aggressive pushers, sunfire was a go-to item. Was is overpowered or something? Also, please watch the randuin changes. Armor pen/ lethality, armor reduction, and true damage already exist to bypass our defenses. The randuin change to allow crits to be more effective might be a bit much on top of all of that. I haven't tested it yet though so maybe I am overreacting. The other changes look pretty interesting. Can't wait to see how it all turns out.
: Hello, hello! ^-^ I'm wicked happy to see that you're hyped for this skin! Since Cosmic Reaver Kassadin was the first in this thematic space, it can always be worrisome to see how other champions will fare, haha. I appreciate the solid breakdown of why/why not Alpha Strike may feel a bit off to some people - we've sitting down to talk about this again today, so this is great ammo to bring to the table for both sides!
Yea , expanding a skin theme can be hit or miss but this time I swear you guys nailed it hard. Anyways, always happy to help! :D
: PBE Bugs & Feedback Thread: Cosmic Blade Master Yi!
Holy... I am more excited about this skin than the new champions tbh. I always thought the space themed skins like dark star and cosmic reaver were among the coolest lore-wise and color wise. This skin is absolutely badass. The colors, vfx, voice.... so good. Hard to find any fault with it honestly. Some say the q feels a bit slow. Personally they both feel the same in terms of speed. I actually like the distinct hits because it makes it easier to keep track of this skill, feels more precise, and also looks and sounds rather nice. However, if you did want to address the issue I think it might have something to do with the sound. The hits for the base skin are a slashing noise while for this skin is a pinging noise. Though there is a very small difference with the duration I am pretty sure the duration of the slash noises are longer and I think this makes the skill feel faster. The pinging noises feel like they have very little noise in between the hits and this gives the illusion of a pause and makes the skill feel more drawn out. I'm sure there are varying opinions about whether this is good or bad. I like it because each hit has a much sharper sound than a slash and it is satisfying to watch and hear.
: > I was thinking maybe increasing the pulse speed slightly can make it more noticeable? Lemme poke Riot iZac this morning. :) > Also, another rioter pointed out that too much particle effects can reduce clarity and give other players a negative experience. You both make fair points about particle effects so I understand why you guys don't overdose on them. In fact you did a lot of things right with the particle effects for the Q and for the passive. Both look amazing and feel very satisfying in use. I would still argue for a flashier ult if you think it's a good idea. It is an execution ult so I was thinking it would be justified to make it a little more explosive. Thanks for hearing us out! I know it can suck sometimes, because sure, more particles can feel really badass, but can also be a disaster in a team fight, haha. Totally heard you out on the ult, and as you'll see in my change log in the original post, we've made a few adjustments: **VFX:** Smoke on the chainsaw when he dunks (R) (originally, we felt this was going to be too loud during the ult, but we gave it a shot and were happy with the results). For the (R) on -hit: A blacker background and brighter colors. Thanks again for dropping us feedback! <3
GREAT! Thanks so much for being so active on the forum and hearing all of us out. I think the changes you decided on thus far are spot on. It's a really badass skin. Also, I'm glad I was able to help even if it was a small amount. Best of luck on finishing it up nicely. :)
: Heya! Thanks for the honest feedback! In the case of some characters, they aren't wicked particle heavy, and we don't want to add particles for the sake of adding them, and would rather focus our efforts on adding particles where the 'big moments' of the skin are. I totally agree that particles can give a new skin a totally different feel. :) To comment on the orange color we chose - we wanted to differentiate this orange/grey color scheme from PROJECT as much as possible, which is why it isn't as digital/bright. We did add a bit of glowing to the orange discs on the jet packs - the colors 'pulse', so to speak!
Ohh that's right, I completely forgot about PROJECT. And the theme of this skin isn't really digital so that's fair. Also I did like the pulsing effect for the jets. I wanted it to be a little brighter but I understand the complications this can cause. I was thinking maybe increasing the pulse speed slightly can make it more noticeable? Also, another rioter pointed out that too much particle effects can reduce clarity and give other players a negative experience. You both make fair points about particle effects so I understand why you guys don't overdose on them. In fact you did a lot of things right with the particle effects for the Q and for the passive. Both look amazing and feel very satisfying in use. I would still argue for a flashier ult if you think it's a good idea. It is an execution ult so I was thinking it would be justified to make it a little more explosive. Thanks so much for considering my feedback.
: > [{quoted}](name=VoydHunter,realm=PBE,application-id=cMKtzQHY,discussion-id=7ar6T2Vs,comment-id=0012,timestamp=2017-03-23T06:38:34.223+0000) > > I personally don&#x27;t agree that the model is too bright. It is a high tier skin with a god theme. It should be bright. In fact I think it&#x27;s badass. > > I do think the particles and sound effects could use a little work though. **He is GOD FIST LEE SIN**. All the skills should have an explosive feel. Impact or explosive sound effects and more flare in the skills would be nice. One solution might be to add some different colors to his skills. Like a hint of blue or purple mixed with the gold. The gold model looks legit but the skills should contrast his model imo. > > * The Q for example: It has a very light feeling to it. _The wave isn&#x27;t as noticeable as it should be in terms of visuals and sound._ It should be a blast not an ejection of shiny smoke. The dash looks pretty damn cool though. I kinda like the sound for the dash too. > > * The E looks pretty cool imo. Obviously I wouldn&#x27;t complain if it was a little flashier (wink) but it&#x27;s cool the way it is. However, it should definitely have an explosion sound effect. > > * Finally, the ult should be way crazier. Garen&#x27;s ult for example is a massive explosion of light and seems to warp the screen too. I think Lee Sin&#x27;s ult should be similar. An explosion of light as he sends the enemy flying. **He is nearly a god after all, his skills should capture the notion of raw power.** > > Despite my criticisms, I think this skin is siiiiiccckkkk. The splash art is ridiculously well done as well. This skin is gonna be some next level stuff. > > Thanks for considering :) Thanks a bunch for the feedback, VoydHunter! We put in some changes to the Q and R to hopefully give more form to Q and more _oomph_ to the R! We're a bit wary of adding _too much_ to the R though because unlike Garen's ult, which is supposed to execute you, Lee Sin's ult is meant to also displace you, so too much visual and audial noise can result in a negative gameplay experience for the enemy when they're trying to keep track of their champ. :< That being said, we're still keeping track of feedback as the skin sits on PBE, so we're taking in your feedback on the iterations we make!
I always consider how skills will feel for the person playing as the character in question and forget to consider how it will feel for everyone else on the rift or how it will impact game health overall. You definitely have a fair point about the R. Thanks so much for the reply and for considering my feedback.
: PBE Bugs & Feedback Thread: Dreadnova Darius!
I think the colors should be brighter. And stop holding back on the particles effects, sheesh. You guys gotta start getting generous with the particle effects. That has such a huge impact on how the character feels when you play it. For this particular skin I think the skill particles should be slightly brighter and also add a glowing effect to his shoulder jets. That in combination with a slightly more vibrant color scheme (same colors as he has now but just a tad brighter would do the trick) would make this skin perfect. Other than that it's a sick looking skin. Very well done :D
: Update on Sewn Chaos
Was there a lot of negative feedback or something? I didn't try them out but the screenshots looks very nice. I'm sorry to hear it got scrapped but for what it's worth I think the artists did a rly good job designing them.
: PBE Bugs & Feedback Thread: God Fist Lee Sin!
I personally don't agree that the model is too bright. It is a high tier skin with a god theme. It should be bright. In fact I think it's badass. I do think the particles and sound effects could use a little work though. **He is GOD FIST LEE SIN**. All the skills should have an explosive feel. Impact or explosive sound effects and more flare in the skills would be nice. One solution might be to add some different colors to his skills. Like a hint of blue or purple mixed with the gold. The gold model looks legit but the skills should contrast his model imo. * The Q for example: It has a very light feeling to it. _The wave isn't as noticeable as it should be in terms of visuals and sound._ It should be a blast not an ejection of shiny smoke. The dash looks pretty damn cool though. I kinda like the sound for the dash too. * The E looks pretty cool imo. Obviously I wouldn't complain if it was a little flashier (wink) but it's cool the way it is. However, it should definitely have an explosion sound effect. * Finally, the ult should be way crazier. Garen's ult for example is a massive explosion of light and seems to warp the screen too. I think Lee Sin's ult should be similar. An explosion of light as he sends the enemy flying. **He is nearly a god after all, his skills should capture the notion of raw power.** Despite my criticisms, I think this skin is siiiiiccckkkk. The splash art is ridiculously well done as well. This skin is gonna be some next level stuff. Thanks for considering :)
: Awesome new mode. Some things that could be added from most important to less): * Muramana (full stack manamune) Also seraphs embrace (fully stacked archangel's staff) for testing and dps testing ) * edit dummies value (armor, mr, max hp, current hp) the current hp is for missing health abilities like elise q (spider form) or warwick w passive * Set our champion current hp (value or %) to test passive or lifesteal (olaf passive, warwick passive) * Spawn baron option * Level up to 18 (with abilities automatically leveled up) this is mostly quality of life * 5 dummies because there's 5 people in the enemy team * Put our champion hp to a value % (like 1hp or 10% hp) to test life steal * Taking damage (being able to set physical or magical and a value) to test armor and magic resist and * Taking dps (set a dps value in magical or physical) Thanks for the awesome mode riot, you did well. (edited for clarity and and archangel staff, thanks to YI Skilled Champ for noticing me i didnt put archangel)
Yea this covers most of what I want. Here are my thoughts: * We should be able to lock stacks for all stackable items. This includes mejais and guinsoo (easier to test fully stacked dps with different builds instead of having to ramp up after each build change). * Ability to set dummy values would be useful but I would also enjoy the ability to set opposing bot values. I level up to 18 with a full build and the bot is still lvl 1 with no items. At the very least we should be able to add exp and gold to the bot. * Ability to set hp% in order to test lifesteal is something I would love to have. * spawn baron also sounds like an awesome addition. Better than waiting or mashing the 30 second skip button. * bigger time skip option than 30sec would also be nice. In fact it would be nice if we could choose specifically how far to skip. * 5 dummies is fine but I think 5 bots also makes sense. Dont know if I overlooked something but I was only able to add 1. Thanks for reading.
: The issue with his R was a bug and should be fixed in the next PBE deploy!
Awesome, thanks for the response. Also mad props to you guys for the improvements on his skins. The flaming arms on firefang are very much appreciated.
: Warwick Update Feedback Thread
This rework is really fun to play and the design looks pretty cool. One issue I have is that after the ult ends he just stands there. The old ww could queue a Q or auto attack to start after his ult. It would feel a lot smoother if the new ww could do the same. Other than that I just wanna say that I think firfang ww needs more fire particles. The new model looks badass but the particles of the old one were far superior. Would it be possible to set his tail on fire like you did for that fire themed ahri skin? Maybe his hands too? Thanks for considering.
: RIOT GIVE US OLD FIORA BACK!!!!!
You know riot says that they missed the mark on new Fiora's art and vu but personally I think it looks soooo much better than than the old one.
: Maybe Riot wanna do something like with Captain {{champion:41}} skin..:D
: Actually Young Ryze looks a lot more similar to Human Ryze before texture update and he wasn't dark skinned.
Even before the texture update he was darker than now. The splash for human Ryze was also clearly dark-skinned.
: Seems like a waste of resources honestly.
how is it a waste of resources? they already have the dragon models it's as simple as recoloring them and setting them as morde's ghost dragon models. Don't worry this little tweak shouldn't hold up progress on any of the reworks or w/e else you're waiting on.
Rioter Comments
Rioter Comments
: Mordekaiser and the Elder Dragon
Late game dragon pets are useless. Elder Dragon seems like a good way for that aspect of his kit to scale well into late game. Lets not forget that the enemy team can deny him the dragon. Also.... can we get the new dragon models for mordes ghosts plz????
: <3 <3 I would love more feedback on him! I did fix a bunch of other bugs with Azir today.
Not sure if this problem is related to the rewriting of his auto attacks but now when he auto-attacks he randomly runs in some direction. I also noticed him switching targets on his own once or twice. As for the movement bug. He often runs towards enemy turret and once I waited to see where he would go and I ended up at top lane inhibitor. imo he is unplayable right now. BTW, this happened to me on the live server not on PBE. Hopefully I am posting this in the right spot.
: PBE Bugs & Feedback Thread: Ashen Lord Aurelion Sol!
I really like the skin but I don't see it as a 1350rp skin. The flaw in pricing it this way is that sure you may have given the skin a new model, new particle effects, new recall etc. However, this champion is new. Everything about him (particles, model, recal etc) is new for us already. So we as consumers look at the choices as a) a brand new galaxy dragon with novel particles, recall, model etc all for free or b) a brand new fire dragon with novel particles, recall, model etc. for 1350rp. Only ppl who really really really prefer the fire theme over the galaxy theme will fork up 1350. Others who like the fire theme may be willing to buy it if the price was reduced. These are just my thoughts. But like like I said other than the flawed pricing, the skin is absolutely beautiful. Good work.
: Some thoughts on Mordekaiser
The herald ghost sounds like a good idea to make him relevant in other lanes. Also I completely agree with changing the e effect. As if it wasn't bad enough to be forced in bot lane and get kited for centuries, now I have to feel worthless too as his e now sounds and feels like a weak gust of air. He went from the most fun champion to the most unsatisfying champion. Most importantly he definitely needs a new w. And since we are on the topic of changing his kit around I still don't get the logic behind riot's reluctance to give him some sort of meaningful cc or mobility. He is the only champ in the game that lacks both, and his power is no where near enough to make up for that deficiency. Just my 2 cents...
: PBE Bugs & Feedback Thread: Marauder Alistar & Marauder Olaf!
The lines of Olaf's white hair need to be more defined like alistars imo. Also I think it'd be cooler to have symmetrical weapons. Personally I'd go with axes, but dual maces would look pretty badass too. Other than that the skin is alright. It would be an amazing skin if it was applied to an updated olaf. Personally I wouldn't waste money on it since his proportions, animations, and particles look so dated and crappy. Skin designer did a good job considering he/she had to work with such an old champ. Alistar on the other hand is straight up gorgeous. I spent most of my time zoomed in all the way since the details on this skin looks so good. I wouldn't change anything about it.
: Honestly I can't really evaluate this Mordekaiser rework because he feels so clunky. His Q feels decent, but his E expecially feels horrible. There is no gratification in using it, no good feedback behind it. I think that, if you want to turn Mordekaiser into a brand new, meta defiying champion you really NEED to upgrade his visuals first. I don't care about pizza feet, it's just that his animation rig is horribly outdated and he offers no good feedback from a playing standpoint. I think you should freeze the rework and ship it when the whole package is ready.
I agree big time on the e. The effects need a hit indicator. The old one made a very noticeable sound and you saw maces. This one is very visually pleasing but it feels like you hit nothing even after using it on an entire wave of minions. It needs a small explosion sound effect to indicate a hit or something like that. The feeling of constantly missing your e (even though it's not actually missing) is burning a hole through my forehead.
: Mordekaiser Change Summary & Feedback Thread
I know I initially wanted drastic changes to this rework but after testing for a while and carefully reading the stats and skills for live and pbe morde I would like to rescind my earlier suggestions. Things aren't as bad as I initially though. - Movement speed nerf wasn't that noticeable when I tested. However I still don't think even that small nerf was warranted considering morde gets kited to hell by everything. - health barely got nerfed and health/lvl was increased so no big deal there - attack speed was nerfed but it was necessary to allow for a powerful q. total damage on the new q is 195 + 300% AD + 260% ap. Old one was 200 + 100% AD + 40% AP. It is much stronger now. - passive actually works better now that e builds armor faster. the max in pbe is not a huge amount less than live. Also now it scales with max health so u can make it bigger than on live if you build health (and morde on live builds some health anyway via rylai) - q is more dueling oriented which is good considering most morde players probably want to retain 1v1 capability. like i said earlier it is much stronger. i like it - e got a base damage nerf by about 95 but the ad ratio means u get about 87 back (hopefully i didn't fudge that number). so the nerf was almost nothing. it has shorter cd too and if you build any ad items like gunblade you boost it's damage (along with q damage) by a lot (it is potentially much stronger than the live version). also e builds shield faster. so in general i think it's better. - r got a slight damage nerf but its not much and it was never a big source of damage to begin with. more importantly it got SUCH A BADASS PASSIVE HOLY SH&^. I feel like a friggin boss walking into battle with a DRAGON!! So yea the r is amazing. - w... unfortunately I haven't changed my mind about the w. Making it non-existent in solo lanes heavily implies that morde is no longer a solo champ and that is quite unsettling (unsettling is an understatement). I like the w otherwise. Here is my suggestion: Allow the w to be cast on self or minion. If it is cast on self you move faster when **moving away from an enemy** and when it's on a minion you move faster when **moving towards the minion**. Furthermore, it's clear that you want morde players to have an incentive to go bot. IMHO the dragon passive is already a huge incentive to play bot or at least stick around that area but you can also reduce the healing effects if it is cast on self or minion and maybe even reduce the movement speed boost if it's cast on self or minion. As far as my personal opinion on morde bot lane: I think it's okay to try him as a bot lane champ but at least give him a weaker form of w for solo situations; not only for solo lane but also if he simply gets caught in a 1v1 (like I said most morde players need him to retain strong 1v1 dueling capability). Also, in theory the sustain from w should be enough to endure poke from longer range champions but I am still skeptical about morde being safe in bot lane (maybe adding a very small armor stat to his w active would make him safer). More importantly, it's like everyone has said, lore-wise and thematically he doesn't feel like a champ that would partner up with anyone. He is an undead general who only functions according to his own whim. Those who follow him are the dominated, not the befriended. In conclusion, I like most of the rework. Only the w needs a change but not even a big one imo. Good job and good luck.
: I'm sorry to have to start out with this, but "What were you thinking?!" This is such a huge change from Mordekaiser that it's kind of insulting for him. Instead of emphasizing the fact that he is meant to be a bulky AP solo fighter, you've decided to force a position on him (even giving him a random passive just to allow him to duo-lane). From what you've been saying in this chat, your testers no longer even think of building him the same way. Wasn't the point to maintain his identity? Sorry for the hyperbolic reaction, but I had to at least illustrate emotional reaction. But things I'm noticing about his changes that are outstanding to me. 1: Mordekaiser has always been a champion meant to excel at one-on-one fights, given his ult. In the current iteration you have he has to at least have a minion nearby to use one of his damage spells, when all he has is damage. 2: Allowing Mordekaiser's Q to affect multiple auto-attacks is a wonderful idea, allowing you to spread out some of his burst damage and giving players more extended potency while playing him. However, his Q was his MOST underwhelming and least engaging spell. I don't feel it should have been focused on, rather it should have been scrapped or redesigned to a more skill oriented spell. 3: The added dragon effect is absolutely COOL! However, I feel you gave him a shiny new toy, because you couldn't figure out how to flesh him out better. Do you want to make him the minion master necromancer champion? Is that the lore you're going for him? Because I feel it's just a second prize for not finishing him and an underhanded attempt to encourage him bot lane further (which again, exactly where he doesn't want to be). 4: Movement speed nerf (others have covered this, but your reaction was "but people build him with MS items!"). 5: Thank you for the HPper5 buff. 6: Is it just me, or does it feel like AP on him is far more underwhelming than it previously was? 7: I keep seeing a focus on making Mord's shield build off of his defensive stats. Is it already an agreed upon stance that he is meant to be a more defensive fighter than an aggressive one? I thought he was meant to be similar to Riven or Jax where he's allowed to get tankier by being aggressive and building offensively. But with the shield now being % max health, he's encouraged to stack more and more defenses than are allowed for a mage.
Needs wayyy more upvotes. You worded a lot of my concerns well.
: My problem with this is, no matter what you say, not completely killed solo Morde. Literally losing an entire ability for playing solo is killing solo lane. My other problem with this is that if you want a melee botlaner so bad, why not just make one? Do it with a new champ. Don't ruin one people already love.
I completely agree. CertainlyT, you have an awesome idea with this melee bot laner idea and I would love to see it in a new champ but now in our solo juggernaut, thanks.
: Harvesters of Sorrow (W) is not castable without an ally champion present. If you are alone as Mordekaiser, you'll have to do without it unless an ally ganks/roams for you. As others mentioned, Morde is still able to solo lane/jungle in our testing, but doesn't shine as brightly as he does in a duo lane. I'm comfortable with that mainly because I do not think that Mordekaiser can ever be a marquee example of a healthy solo lane champion given how stark his strengths and weakness profile is -- An excessive number of his lane matchups are determined either at champion select or through jungler intervention, not through the relative skill of Mordekaiser and his lane opponent. As I began to work on his mechanics though, the thing that stood out was how defined Mordekaiser was by those stark strengths and weaknesses. To round out his kit would have been to compromise him as a champion.
Sir, you have a skill for adding interesting and new mechanics to the game. If I'm not mistaken you worked on Thresh, Yasuo, and Kalista. Though some may complain about initial balance issues, nobody will deny that these champions are extremely unique. However, I believe that this new direction for morde is a mistake. You say you want to preserve his identity as a slow moving force of destruction but his identity for the majority of morde players is being an **independent, solo man of metal.** His theme doesn't match with being a partner champion. This gives him an awkward feel almost like a support-ish bruiser. I love trying unusual roles so while I 100% endorse this play-style, I don't think this should be his identity. People should not be forced into a duo lane in order to play the menacing man of metal that we've grown so attached to. Furthermore, I think there are gameplay issues with this new role as well. For one, with no mobility or cc and very limited range; what prevents normal bot lane comps with range and cc from poking and kiting him into oblivion? His pushing power makes him susceptible to ganks, not really something I am comfortable with in bot lane. I feel like most ppl will start expecting a more support-ish role for him or if they let him be the bot lane carry then the whole team comp would need to change in order to accommodate for the lack of a marksman. The awesome dragon gimmick, while **COMPLETELY BADASS** (this is why yur cool btw), is not going to be in effect during dragon down times or if you lose dragon. So the power of the dragon mechanic is very iffy and doesn't really make up for the risk of being bot lane morde. My opinion is that a rework should be oriented around making him a "juggernaut." Forcing him to have a lane buddy to use his full kit feels like you are telling us to just play him support from now on. Worrying about a lane partner isn't morde's style you know? You can completely ignore my following suggestion but I really think that if you want him to be a bruiser and do less damage but be more tanky, then he absolutely needs something to help him get in range or stay in range. Otherwise he must be able to burst or poke well like he currently does. What I do like about your rework is the ad ratio and dragon ghost. Ad ratios opens up other possibilities for him that might be fun. The attck speed nerf was needed I guess to hold the new q back from being too overpowered. It seems very unsatisfying with how slow it is though. I say tweak it so that the damage ramps up a little less but the 3 hits go off faster or give him cc to help him stay in range. Remember we have no cc so ppl just walk away from me and the q is _useless._ Also **maybe it would be possible to allow him to ghost other creatures in the jungle ?** I would rather have him as a **hybrid bruiser, pokemon trainer in the jungle** than a duo lane moving metal target practice. Give him badass passives for which ever monster he ghosts (cc, mobility, damage, tankiness, vision, etc etc). Or you can play it safe and find some other way to make him a baller 1v1 solo juggernaut.
: Garen PBE Changelist and Feedback thread
The villain mechanic is cool, but 20% movement speed reduction on judgement is dumb. Getting into attacking range with garen isn't the easiest thing in the world. I thought we were supposed to get rewarded for working our way into attacking range but now his e has a BUILT-IN DISENGAGE.... What??? I thought it was the enemy's job to figure out how to disengage. Why are garen players all of a sudden denied our reward for closing the distance? Given that the base damage was lowered and damage ratios increased in early game. It seems that we are being encouraged to build him more damage than full tank. This means closing the distance is even riskier. In fact you butchered our w now too. So closing the distance is riskier still. I say if you must have a ms debuff make it work like it did before. Being auto-disengaged with no effort required by the enemy seems stupid to me. Also what's the deal with the random silence nerf?? I thought since he was melee it was ok to let him have it.
: Regarding the Garen Changes..
The villain mechanic is cool, but 20% movement speed reduction on judgement is dumb. Getting into attacking range with garen isn't the easiest thing in the world. I thought we were supposed to get rewarded for working our way into attacking range but now his e has a BUILT-IN DISENGAGE.... What??? I thought it was the enemy's job to figure out how to disengage. Why are garen players all of a sudden denied our reward for closing the distance? Given that the base damage was lowered and damage ratios increased in early game. It seems that we are being encouraged to build him more damage than full tank. This means closing the distance is even riskier. In fact you butchered our w now too. So closing the distance is riskier still. I say leave the w alone and if you must have a ms debuff make it work like it did before. Being auto-disengaged with no effort required by the enemy seems stupid to me. Also what's the deal with the random silence nerf?? I thought since he was melee it was ok to let him have it.
: Gangplank Feedback Thread
There was a glitch in my game where I could not purchase an upgrade for his ult. I had over 500 serpents and was at the fountain.
Rioter Comments
: [Aatrox] - Passive Colours Switch
: New HUD Feedback
will we be able to customize where certain things go? for example if I want to put the skill bar at the top of the screen would that be possible?
: Ekko Feedback Thread
I think the cd increase on his ultimate was a step in the right direction; however I was wondering if you guys could consider a different kind of nerf. Decrease the 4 second time delay on his hologram. Why? The way I see it, his ultimate should make the player feel smart as well, but right now they have too large of a window to fight without fear since they have a get out of death free card. 4 seconds means they don't have to pay much attention to when they take the largest bust and simply use it when they are low health. Then they heal up a lot and also do some burst. I think a good ekko player should be able to watch for when he takes the biggest burst damage and use his ultimate then. Too soon or too late and the ekko player should pay for the mistake in judgement. Even Zilean has to time his ult correctly otherwise it will just be a waste.
: Unless someone can cc enemy down for you, anyone with half a brain can easily avoid it.
yea, i think it's more of a team fight tool than a dueling tool
: Love the design can't wait to see what story the lore department comes up with for him. As for gameplay, he's fun, though very misleading. His kit makes me think AD, though scales with AP. He has a boomerang {{champion:150}} {{champion:15}}, a dash/blink {{champion:91}} , and an AA enhancer {{champion:107}} {{champion:62}} {{champion:75}}. When I first saw the teaser my mind went to a melee AD fighter. That said I do believe I understand why he's AP. As an AD champion he'd be difficult to balance and would probably end up in mid, top, and jungle crowding out competition with his utility and damage. As an AP "On Hit" champion it takes longer to scale than an AD "On Hit" champion would. With AP his power spike doesn't come until sometime mid game when he can roam and make ganks after picking up a Litch Bane or a Nashor's Tooth. As for balancing, his numbers have to drop. Passive plus W passive makes Ekko able to melt the health of his opponents with a Q+E combo. If Surrender @ 20 and the wikia are correct his passive scales with 70% AP, and the passive on his W gains an extra percent for every 35 AP. In a game where you have 450-500 ap these two abilities along are going to decimate most carries. The ultimate I can understand why the scaling is high. Though I think 130% is a bit much. I could understand It being that high if he was a hybrid champion and his other abilities required him to build some AD instead. But only needed to build AP and having an ultimate that deals 500 base damage and another 585 - 650 is very scary mid game. TL:DR Ekko's design is great. Kit seems like it should have been AD though I can see its balance need to be AP. AP scaling are too high and need to be lowered.
imho the ultimate ratio isn't the problem. I mean katarina does 750 (+ 250% AP) (+ 375% bonus AD) to 3 ppl simultaneously. Also I thought his w passive only procs when the target is below 30% health right? (Not 100% positive) If so it's more of a finisher that requires multiple hits. I think a lot of people agree that his passive is quite strong, though.
: but his ultimate goes back in time, not forward - so you cannot do that, you can use his E however for the short hop into blink into W stun
bait, fall back, then ult in. why is that not viable?
Show more

VoydHunter

Level 30 (PBE)
Lifetime Upvotes
Create a Discussion