Rioter Comments
: The Master Yi Meditate changes need work
As a Yi main since season 2, I agree with this post. Master Yi can't effectively use the new effect that is granted. New meditate will be useless in teamfights and cleanups as most enemies will not wait 4 seconds for Yi to finish unless he is critically close to death. The cut in base numbers and elimination of the enhanced % healing ensures that Yi has even less ability/time to buy for himself and his allies to assist him. The only instances for the new effect to be useful is for jungle sustain (which old meditate already accomplishes), in constant trades with enemy laners (top yi), and against duelists with no hard crowd control (all-ins).
: [CLOSED] PBE Bugs & Feedback Thread: Eternal Sword Yi!
As a Yi enthusiast that has purchased all of his skins (including chromas) and has played over 1000 games on him, I will say that this skin is amiss in two minor areas: his double strike animation and his normal auto-attack sound effect. Regarding the normal auto attack SFX, it has the same exact sound of the classic skin which feels inappropriate in a 1350 skin. Epic skins and above (ex. Cosmic Blade Yi and PROJECT: Yi) have a new sound that is completely distinct from skins of lower quality. Please keep in mind that I am solely speaking of his AA when it does not have Wuju Style (E) activated. To reiterate, skins of this tier and above do not use the AA SFX of the base skin, E activated or not. It would be preferable to add a sound similar to the E active that is present on this skin. As for the Double Strike animation, when Master Yi brings his sword down for the second strike of his passive, the "swipe" visual effect looks out of place with what he is actually doing (diagonal slice). This visual effect should be modified to accommodate this. Keep in mind that I love all of the other aspects of the skin like the Q, W, ult animation, and sword skating. The only issues I have are the normal AA SFX and the Double Strike animation. Having these two flaws included upon release would make me as the consumer feel like the skin is "off" when compared to his other skins. Post-response edit: regarding the normal AA SFX, perhaps another solution would be using a sound similar to Yi's 1st strike of his passive (Double Strike)?
: I had a small dialog with the Rioter who is currently working on the Master Yi nerfs, he said that he's still working on it and the changes are not final. Also i shared with him some of my ideas to balance Yi and he said that he will keep them in mind. I don't think posting on the forum is necessary any more, no one seem to care about Master Yi currently, i'll cut my hand off if Riot even care or read any of these posts. If they want to nerf him go ahead. They have right to do what ever they want with their game. When i said no one care about Master Yi i meant no one ever play Master Yi, only those who main him. The only reason he is popular right now because some fkers play what ever is OP. I will still play Master Yi even if they nerf the shit of him.
I my opinion, I believe Riot is being receptive to feedback on the balance changes. We both know Master Yi is never oppressive when he is not using devourer (lane and jungle). I wish they would just nerf the items (devourer/guinsoo) and not blow out the kneecaps of those who use them instead. They probably know Lane Yi is not oppressive but nerfing his lane role because of a jungle item makes no logical sense. Not sure if I will be continue playing this game after the balance change. Let me just emphasize: Master Yi's LANE role is being nerfed because he uses a strong JUNGLE item (and guinsoo) when he jungles.
Rioter Comments
: What is the point of feedback threads?
There may have been much discussion on the other PROJECT threads but that doesn't mean changes will take place. I was on the PROJECT Yi thread day in and day out writing a VAST description (took me hours) on what has gone wrong with the legendary skin. It was missing distinguishing AA sounds, Crit sounds, E sounds and a walking animation. The last message I got from Riot was "what you see on PBE is the final version that will hit live." All that work I spent amounted to NOTHING.
: Hiya! While I may not comment on every thread, I do check PBE threads daily. :]
Hey KateyKhaos, Did you get the chance to read the second part of my feedback? There were some important things that were said regarding PROJECT Yi's alpha strike (Q) particle, critical strike sound, and lack of a second tier run animation. I have been checking this thread everyday since I posted my second large chunk of feedback, waiting for the fabled response to it. :P
Rioter Comments
: PBE Bugs & Feedback Thread: PROJECT: Yi
I hope KateyKhaos comes back to this thread to see the feedback we've made. It's been 5 days since her last post :(
: I really like the yell that he does when you reach high speed and you ult in. It is very satisfying when using homeguards and ult. Also his auto attack animation and meditate animation both feel very nice. At medium speeds (around 400 ms with just tier 2 boots) his walking animation feels pretty awkward to me. His regular walking at slower speeds is fine and the running is very cool, but in that mid range of speed it does not look right in my opinion. Also, his emotes looking extra cool during his ult is very nice. It would be awesome if there was some lore involved in his skin, because it sounds like there is a story there, and I want to hear it after playing the skin!
> At medium speeds (around 400 ms with just tier 2 boots) his walking animation feels pretty awkward to me. His regular walking at slower speeds is fine and the running is very cool, but in that mid range of speed it does not look right in my opinion. It makes perfect sense for you to feel this way about the skin. I made a second post regarding this statement that should answer why it is awkward. The TLDR of it is: all other Master Yi skins have 3 different run animations and PROJECT Yi has only 2 (one for ult and one without ult). The "medium speed" is absent and is replaced by a slightly sped up version of the default run.
: Hello there! Holy crap, this is some awesome feedback! :D It's always good to have mains chime in with their opinions since they're really familiar with the kit and how it functions. > Autoattacks (AA's): In the hearing aspect, PROJECT Yi's auto attacks do not feel very DISTINCT when striking an enemy. In all other skins, his auto attack would begin with a "shing" sound (before hitting the enemy) followed by a slashing sound to confirm the hit. PROJECT Yi's AA's have both of those but the "slash hit" isn't as noticeable (or loud) as the other skins. With this skin, I sometimes think my auto canceled when it actually hits. Visually, the AA's are clear when SEEING a hit but fail when in a cluttered teamfight (when particles are flying everywhere). In that situation, sound is needed to let players know if they are hitting the target amongst all the chaos. A lot of the PROJECT: skins audio is still being fine tuned/mixed, so it may not be the final volume. I'll bring this (and the other audio comments) up to the audio engineers to make them aware of these issues. > Alpha Strike (Q): Perfect as it is As a Yi main, do you find the in between hit shapes a-okay? (They were really clear in development - literally too clear to the point where it was super obvious where he was going.) > Meditate (W): Wouldn't change a thing .__.b > Wuju Style (E): Visually, the E is easy to see against the orange color scheme and when attacking (great job on that!). However, I will say the E activation is kind of "quiet" because Master Yi also made a grunting sound to activate E (old skins) which is something this skin lacks. The E also doesn't make a signature sound when a hit is made on an enemy. Basically, PROJECT Yi's autoattacks sound the same, with or without E active. Same as above - I'll be sure to mention it! > Highlander (R): I love it! Makes me feel like I'm playing Raiden from Metal Gear Rising: Revengeance This one's my favorite of them all. I love the particles and the different voice processing during Highlander!
Hello KateyKhaos! It's wonderful to see that you have taken notice to my feedback. To help further with this discussion, I will answer your question regarding his Q particle and add some things I neglected to say from my previous comment. Regarding Alpha Strike (Q) particle: > As a Yi main, do you find the in between hit shapes a-okay? (They were really clear in development - literally too clear to the point where it was super obvious where he was going.) Even though I adore this new particle, I do find myself with more hostile attention than all the other skins. For comparison, the other skins had a yellow circular-like strike that would chain across 4 enemies. The only exception to this description would be Headhunter Master Yi; that particle has a transparent human-figure with afterimages following behind. The changes I can propose would be to change the "alpha figure" to a less "aggro" color scheme, give a fading effect to the figure, make it more transparent as it approaches the target, or do a combination of the three. Just to clarify, I'm not a visual design specialist so please take these "proposed changes" with a grain of salt. Video note: setting video speed to 0.25 helps immensely (gear symbol > speed > 0.25). PROJECT Yi Q particle (orange, hexagonal hologram): https://youtu.be/hZhLmC7ehJg?t=58 Normal Q particle (yellow, circular-like strike): https://youtu.be/RJo0YzTyvXw?t=52 Headhunter Q particle (transparent, human-figure with afterimages): https://youtu.be/HpP4rY3Uxkw?t=43 Details on PROJECT Yi's autoattacks (AA's): Critical strike (crit): visually distinct from a normal AA, but lacking a distinguishing crit sound. Normal crit sound ("shink" sound effect): https://youtu.be/54tfowdQehg?t=113 Double Strike (Passive): I want to highlight that the same feedback I had for the autoattacks on the previous post applies to this ability as well, seeing that they are closely related. Running animations: The normal Master Yi skins have THREE different running animations: 1st tier (tier 1 boots or none): holds sword perfectly upright with both hands (as if it weighed too much to lean forward with). https://youtu.be/RJo0YzTyvXw?t=74 2nd tier (tier 2 boots, inactive ult): leans forward to show he is less hindered by sword weight (still grasped with two hands). https://youtu.be/RJo0YzTyvXw?t=264 3rd tier (level 3 ult with tier 2 boots): runs with sword in one hand (appears during ult and small speed boosts like BoRK active). https://youtu.be/RJo0YzTyvXw?t=107 PROJECT Yi has only two running animations (1st Tier and 3rd Tier) depending on whether he is using his ult or not. Please note that the skin shows a 3rd tier running animation similar to the ult (without the orange effects) that is available when he is "hasted" (ex. BoRK active). In actuality, PROJECT Yi has every detail of the running animations covered except the inclusion of a 2nd tier walk animation. Would it be out of the question to add a 2nd tier walk animation if he has more movement speed through boots or items (to match the other skins)? I normally would look the other way, but I believe that Master Yi deserves it as part of a key theme he has: speed. Regarding meditate: > Meditate (W): Wouldn't change a thing I meant to say that I couldn't find anything wrong with this ability. Sorry if I came off as rude :\ Thank you for keeping diligence over these lovely skins :D
: dang thats detailed. props to you
Thank you for the compliment! I just hope Riot will see it :)
: PBE Bugs & Feedback Thread: PROJECT: Yi
Hello everyone, I have played over a thousand games with the Wuju Bladesman (pre and post-rework) since season 2 and I have some things to say about his glorious new skin. Disclaimer: I know that legendary skins are supposed to "completely change the look and feel of a champion." The feedback that follows will be a comparison of this skin with all the other skins that Master Yi has (MOSTLY considering gameplay mechanics). If needed, a video segment will be presented after each point for extra clarification. Autoattacks (AA's): In the hearing aspect, PROJECT Yi's auto attacks do not feel very DISTINCT when striking an enemy. In all other skins, his auto attack would begin with a "shing" sound (before hitting the enemy) followed by a slashing sound to confirm the hit. PROJECT Yi's AA's have both of those but the "slash hit" isn't as noticeable (or loud) as the other skins. With this skin, I sometimes think my auto canceled when it actually hits. Visually, the AA's are clear when SEEING a hit but fail when in a cluttered teamfight (when particles are flying everywhere). In that situation, sound is needed to let players know if they are hitting the target amongst all the chaos. PROJECT Yi AA's: https://youtu.be/hZhLmC7ehJg?t=51 All other Yi skin AA's (distinct hit confirmation): https://youtu.be/54tfowdQehg?t=37 Alpha Strike (Q): Perfect as it is Meditate (W): Wouldn't change a thing Wuju Style (E): Visually, the E is easy to see against the orange color scheme and when attacking (great job on that!). However, I will say the E activation is kind of "quiet" because Master Yi also made a grunting sound to activate E (old skins) which is something this skin lacks. The E also doesn't make a signature sound when a hit is made on an enemy. Basically, PROJECT Yi's autoattacks sound the same, with or without E active. Old Master Yi E (hissing sound): https://youtu.be/54tfowdQehg?t=58 PROJECT Yi E (same across the board): https://youtu.be/hZhLmC7ehJg?t=78 Highlander (R): I love it! Makes me feel like I'm playing Raiden from Metal Gear Rising: Revengeance TLDR: PROJECT Yi's Q, W and R are perfect. Yi's autoattack "confirmation-hit" sound sometimes feels misleading (esp. in a teamfight). His AA hits need to feel like he hit something. E active needs to have a distinct "hit" sound so we know Yi is doing true damage.
: PBE Bugs & Feedback Thread: Knockout Lee Sin!
In regards to the death animation, it would be awesome to see Lee stagger back, (as if being hit by a haymaker) before falling down (like a boxing match). With this change, the theme will make an even better fit.

WilsonBurgos

Level 30 (PBE)
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