: Hey Yajima, We do actually do custom weightings for Champion Mastery for each mode, and we do take these kind of things into account :)
That's great to hear! But I cannot help but feel the CS count is taken too seriously. One match with Sona here: http://matchhistory.pbe.leagueoflegends.com/en/#match-details/PBE1/65128912/740806?tab=overview I only got B, and even the ally Malphite didn't get S at all for his/her excellent performance. I feel if you look at the amount of minions killed, this heavily affected the grading whatever the current metric may be.
: Unfortunately, Hexakill on Summoner's Rift didn't get very good reception. It felt too close to normal Summoner's Rift; Normally when we release our modes, we try to make sure it's enough of a departure from normal League experience to be fun, while keeping the fun elements of core League Of Legends (team fighting, strategy, etc). There will probably be new modes for Summoner's Rift in the future, but unfortunately Hexakill on SR is unlikely.
Is it possible to adjust Champion mastery experience for specific game modes such as Hexakill and Legend of the Poro King to be more lenient when taking CS into account for your final grade? Those two modes take CS into account for your grading score even though it is virtually impossible to achieve a high CS amount in these modes considering for Hexakill - there are too much players on the map than usual so optimal CS count cannot be achieved here and the same for Legend of the Poro King mode - just one lane of minions shared among 5 players on a team. Any feedback would be appreciated, thanks.
: > [{quoted}](name=Yajima,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=gfdFv6F8,comment-id=0001,timestamp=2016-05-10T03:53:22.156+0000) > > Didn't like the fact Sona's Q, W and E not have the same cooldowns because it really hurts her power cord gameplay alot, something I love about Sona. It mimics how a pianist presses the right keys in sequence to achieve an effect. Whilst I played a fair amount of pre-rework it annoyed me whilst I was laning in mid was the fact that it was difficult to make an impact, yes the auras that lasted was nice but on the same hand you just stood there, waited 7 seconds and then pressed your key again, it just wasn't fun unlike the current sona is. > > Another idea: What if Sona can only tag a particular ally she chooses? Kinda like Zeke's Harbinger. That way, you can limit the amount of power she is distributing to multiple allies down to only Sona and the tagged ally - allowing her to focus this power to be much more impactful but for only youself and one other tagged ally. Sona currently already does this to some degree, she can only heal the closest ally however her auras are auras, that's what makes Sona unique so why would you cut those out to just allow it to hit one person?
The current Sona isn't any different from the old Sona. Once you use an ability, you have to wait for the cooldown to come back up. The auras in that sense are better because they still give stats while you wait for the cooldown. The new Q, W, E aren't anymore impactful than the old ones. > why would you cut those out to just allow it to hit one person? Because I already pointed out, Sona's skills don't feel impactful because numerically, if she tags a whole team, then it's strong but that doesn't mean it feels impactful. If you can limit the amount of allies tagged at any given time, then the skill will be allowed to have more power added onto them.
: Sona Learnings
What about testing having smaller aura sizes, but have the CD on Q, W and E have a flat 7 seconds like before the rework? Sona's abilities aren't anymore impactful than her pre-rework ones, but this time its worse because there is now no aura effect that stays on when waiting on cooldowns. The faster CD's can make up for the smaller aura sizes (like 250) since you can use them quickier again to tag allies. Didn't like the fact Sona's Q, W and E not have the same cooldowns because it really hurts her power cord gameplay alot, something I love about Sona. It mimics how a pianist presses the right keys in sequence to achieve an effect. Another idea: What if Sona can only tag a particular ally she chooses? Kinda like Zeke's Harbinger. That way, you can limit the amount of power she is distributing to multiple allies down to only Sona and the tagged ally - allowing her to focus this power to be much more impactful but for only youself and one other tagged ally.
: EXPERIMENTAL Sona changes V2 (feedback wanted)
The 300 aura range is fine now. Not too small nor not too big like we have on live. The problem I am finding is the removal of the W changes. The aura ranges got hit, so initially there was compensation on Q, W and E. With the range increased a bit, but not as much as live, we can see that Q and E still got overall buffed for the loss of aura range, but not for W? W still has it's aura range reduced so something has to be given for this skill else it's overall a nerf. The aura ranges we have now, 350, are large enough to tag a whole team without any bonus movement speed gimmick. If simply nerfing the aura ranges and moving this to the movement speed bonus causes a net effect, then there's no point in changing Sona right now. It's far easier to effortless tag allies with 350 aura range using no external help from her other spells than bother with a smaller aura range but with the bonus movement speed that's only temporary and has a long cooldown inorder to tag allies. The new E effect is unnoticeable simply because its a decaying effect with a short duration. Lulu's W has a flat 30% base, but because this is not a decaying speed boost that also lasts for a much longer duration, it is noticeable and will make the plays required. In other words, looking at the E changes numerically looks good on paper, but in practically, it doesn't give Sona enough of a speed boost to make said clutch plays. **Suggestions** If power had to be removed inorder to increase the effects of her more impactful abilites, I suggest looking at the so-called 4.17 'bug fix' that increased her Q range from 700 to 850. I have been a Sona main since S1, and as far as I am concerned, this was a flat-out buff to her Q range making it insane which she didn't need to begin with, and I think Sona is paying the price for having such an insane range on an already low counterplay Q spell. Another suggestion, as others have mentioned, is the mana/heal efficiency of her W. For rank 1, it's really poor compared to Nami. Reducing the mana cost by 5 atleast on all ranks should help abit. Another idea, is if you are worried about the health of this spell, wouldn't it be better to shift the power to the shield strength rather than the heal since a shield is temporary whereas a heal is permanent. That way, the amount of damage potentially that could be mitigated by W can be made higher on a shield rather than flat out increasing the heal amount. That's way I liked the initial W changes. Along with her E changes, which require her to use it more often to tag allies, a small mana decrease would help inorder to use it more often with the shorter aura ranges. Something like 65 -> 60.
: EXPERIMENTAL Sona changes. Feedback wanted
Sona main since Season 1 and before the 'gut all the heal supports patch' aka Talon patch, here are my thoughts (yes, I have played with the changes to Sona): Personally, I find Sona as an aura and poke champion. The aura range nerf is already in the wrong direction to what is Sona's identity. You bring Sona so she can tag allies and give them aura bonuses, which Sona players heavily do. The aura range of 250 is far too small - Sona has to be on top/right next to the ally champion inorder to tag them with the aura bonus, and tagging multiple allies becomes simply impossible now. This change should not go through. The changes overall just increase Sona's scaling but supports are not late game champions. Just looking at the changes, Q gets shorter CD if you rank it up, W gets stronger if you rank it up, E gets stronger if you rank it up. The full effect of these changes are only noticeable if you have high ranks in Q, W and E, but achieving this not going to happen before it matters. Supports are usually the lowest level compared to their team, since they share a duo lane so they do not get full EXP and roaming inorder to ward, etc. The only level 1 boost here is her E, which is now 30%. That's great but the decay makes the effect less noticeable than it should. It's also a spell that still will be leveled last, so the impact of the speed boost will not be that high. Q cooldown nerf is brutal. Q rank 1 has very weak damage, so increasing rank 1's cooldown by 50% given the damage it deals is harsh. A question I would like to ask: Is Sona's Q range being 850 keeping her weak on purpose? I've been a Sona main since forever, and ever since they fixed that 'bug' in 4.17, I have always questioned this. Currently on live, ever since 4.17, the range increase on Sona's Q is insane now. Hitting champions through minion blocks is effortless especially when on the tip of the 850 range. It was never like this before previous seasons. Sona had to move within AA range first then use Q to ensure it will hit champions. That's not the case anymore. If restoring the Q behaviour to how it was before would allow to give Sona meaningful buffs to her early game, then that will be a better trade off.
Rioter Comments
: WARNING: LONG POST I don't think the current iteration of Abyssal you have going on is going to solve any problems to be honest. As long as Abyssal retains its' massive amount of MR, moderate amount of AP as well as an MR shred aura it will continue to be either overpowered or useless mostly due to the MR shred passive. You can change the values of the MR shred all you want, As long as the item has MR shred it will be impossible to balance. If the MR shred is high (20 as it is now) the item basically makes you do true damage to your opponents with 30 mr if you add in runes and masteries and becomes a must buy. Even if the item has no AP on it, the MR shred is basically the equivalent of having Rabbadon's Deathcap passive against anyone that doesn't have MR runes or MR items. Suddenly if someone buys Abyssal when it has good MR shred the only way to counter it becomes: 1. Buy an Abyssal yourself, else watch as you deal 50% damage and your opponent deals true damage, or 2. Hide and farm at your tower and concede the lane The first sucks diversity from the game. The second feels really bad and will also likely lose you the game against a smart, roaming opponent. Even if Abyssal had 0 AP it would still be quite good as long as it had 20 MR shred. Base damages are high enough that it takes much more than 100AP to even come close to the effective damage increase 20 MR shred has early game. The alternative becomes the current iteration where the MR shred scales with level (10-25). This is no good either because now the damage increase against squishy targets with no MR is not high enough to warrant the intense damage dip against any target with scaling mr (read: Melee champions). Abyssal does not give enough AP to effectively deal with naturally scaling MR and cannot give any more AP else it becomes too effective against squishy ranged champions. As a result rushing the item becomes a very poor choice except for champions with high base damages that are only targeting squishy ranged champions (Diana might be a good example here, and trust me when i say raising either MR shred or AP to make it viable for anyone else would break the item on her). So all that is left is either raising the MR the item provides, or giving it something else. At the current iteration you have done exactly so. However this comes with its own problems too. If you raise the MR too high Abyssal suddenly becomes extremely attractive for AP tanks that want good all in power (Malphite). If you give it something else (like 10% CDR) you risk changing the identity of the item. At the moment many champions that want to buy abyssal don't like something about it. Kat doesn't like the CDR, Ahri doesn't like the low AP, Viktor doesn't like the low range of the passive, but everyone needs it to be relevant in the early game. The item doesn't really have an identity. It is just a jumbled ball of stats which cannot have any of the values raised or lowered else it either becomes pointless to buy or breaks the item for champions like Diana or Kassadin or Ekko. Even then these champions would be more attracted to items with either higher AP or would prefer it if Abyssal had lower AP and higher MR shred to make use of their base damages. I suggest giving the item a true identity other than "generic AP item that you buy against AP champions that has everything you want". Items should not be jack of all trades. There should be specific reasons for why you would or wouldn't buy an item that aren't "I am laning against an AP champion and I am also AP". Abyssal should be an item that screams "I am an AP champion and I NEED the ability to deter other AP champions from all inning me". It should not be an item that says "Be it assassination, survival, dps or waveclear, I provide it all". In that sense I'd like to propose an idea to change the item. Remove the CDR and the MR shred. That leaves it with just AP and MR (whose values could be along the lines of 80AP and 40-50MR), ensuring that assassins and tanks don't try to abuse it for it's anti-squishy properties. Now add a new passive: "10% of the magic damage your champion takes is reduced and stored, up to 50 - 150 based on level" Now add an active: Deal magic damage equal to stored energy * 2 to the nearest enemy champion within 500 range. (45s Cooldown) Now Abyssal is an item built for backline survival. It gives AP to help deal damage and MR to reduce damage. It also provides an incentive for AP champions trying to burst you from sticking around too long. If they do they might get blasted with some of their own damage and risk dying. It also does not give any CDR, which means that by buying the item there is a significant delay to the powerspike of the buyer when they are trying to kill tanks, however they still have enough AP to deal reasonable damage. It is a really mediocre item for AP assassins as the maximum amount of burst stored is the same as the maximum HP of many assassins and assassins generally don't want to eat 90% of their health trying to all in their target just so they can get off a little more burst. Additionally AP assassins must essentially be forced back in order to "charge" the item through eating poke, though this does give interesting counterplay against oppressive long range mages. The active however, is most effective against high AP burst. Finally the item does not give any CDR, meaning AP assassins cannot abuse their low cooldowns. The item also becomes unattractive to tanks. While 10% magic damage reduction is nice, it only lasts for up to 1500 damage before resistances (which can happen extremely fast) and then stops. If you activate it to refresh it, the cooldown is long enough that you won't have the 10% reduction for the rest of the fight after taking up to another 1500 damage before resistances. The added damage to an all in is also very poor since most tanks have poor scalings and more importantly DON'T HAVE A WAY TO REDUCE MR. This proposed iteration ensures that Abyssal is bought only by those who need immediate defense against high burst AP threats while allowing them to fight back to some degree. It is much less cost efficient for any other purpose while not being completely useless for those purposes. I believe in the idea that every item should be bought for a singular purpose, much like the itemization in Dota 2. General All-purpose items are unhealthy for the game and result in stale builds while also being difficult to balance. There should never be a case where every player playing an AP champion should want an item regardless of the state of the game. Just look at the state of ADC items; there is so much variation between each champion based on what they need and the state of the current game. TL;DR: General purpose itemization sucks. Items should be singular purpose. Abyssal is an offender in its current iteration both here and on live. Proposed rework for the item included.
Yes this is another point I wanted to get across but didn't have the time to do so. Abyssal Scepter is a problematic item because it warps matchups between APs, in which one rushes the item first, and the other has to get the item as well to match the arms race. This is due to the stats it simply gives, and the changes in the upcoming 6.9 patch does absolutely nothing to solve those problems. Excellent writeup.
: > I am confused here. If we are talking about revolver only, 40AP isn't a 'large amount'? This was mostly compared to your Sheen example. While Sheen's passive does add a large amount to someone's sustained trade potential - Sheen's *stats* aren't adding it. So - let's take Sheen's conservative 3 proc count - 300% of base AD or 200 physical damage. You take Revolver passive (100~ magic damage at level 6) and you only need to hit them with a total of 2.5 AP ratio to match Sheen's trade output in the interim. If you're comparing to old Revolver - it is likely that the passive might be lower than Spell Vamp - but Spell Vamp having such variance based on champion is the reason we've moved away from it in the first place. > I'm fine with the spellvamp removal but the new revolver passive simply pales in comparison to the previous spellvamp in terms of power level and availability. Otherwise, that's what I meant by being a nerf overall. It's safe to say that the previous users of Revolver and the new Revolver will be a vastly different set - and thus comparing the power level of Spell Vamp versus the passive is a bit off to me to begin with - given the sheer variance between how you can use Spell Vamp and how your kit skills can take advantage of it. > new revolver passive simply pales in comparison to the previous spellvamp in terms of power level and availability. Otherwise, that's what I meant by being a nerf overall. It's not meant to be a 1:1 replacement for the previous item as almost everything it builds into has been altered as well. It's likely that the people who bought revolver previously will not like this iteration of Revolver and that's perfectly fine. > I feel if revolver is pushed more into the Sheen pattern, it will be much better overall. Naturally, revolver feels like an item that support AP's that like to autoattack alot between spell casts. Specifically, I want to push Revolver **away** from autoattack patterns and focus more on longer spell chains (as the upgrade items do). If you need to autoattck - Sheen or Frostfang is probably the more perfect pattern for that, as you've pointed out. Gunblade has a build path that pushes the power of the autoattack (Cutlass) but the other two items are about moderate cooldown multi-spell moments. The goal here is to make a relatively long cooldown passive rather than sustained patterns. This isn't designed to be a sustained damage item (ala Sheen) - it's merely meant to add damage to trade opportunities, which as the both players get more skilled, tend to come at longer and longer windows. > Apart from that, it's great you are making Morello's AP higher to compensate for late game builds, but wouldn't that force every AP mana user to go for this item to make up for the loss of AP from Hourglass? Archangel's Staff is relatively unpopular at the moment - and it's high end AP cap is much higher than any of its alternatives - if we can get more champions feeling comfortable as an AA build - their AP potential will be much higher than any previous incarnation. Some of this isn't about total available AP - but something closer to what is a realistic build with AP. When Rod of Ages was strong -> Archangel's is just going to be unpopular as it's somewhat insane to go for double rush items. That said - my target number for AP is going to be lower than before - mostly because I know we have a couple of MR item nerfs and thus the cap for magic protection is being lowered on the opposite end. > Moreso, what about manaless users? The lost of AP on Hourglass cannot be made up anywhere else since they don't go for mana items. I'm mostly fine with that. The item system isn't about bringing everyone up to parity - it's about ensuring that everyone has access to a set of specialized perks that they can opt into. The flat mana items here just have the perk of higher damage associated with them as well as some unique bits. For Manaless characters, the benefit of having infinite resources is coupled with the inability to use these items at full efficiency.
> Specifically, I want to push Revolver away from autoattack patterns and focus more on longer spell chains (as the upgrade items do). Good explanation, thank you. I am convinced. If revolver didn't exist at all, and it was introduced as a new item in 6.9, then yes, I agree - its going to be a different item all together. The issue of 'argumenting burst patterns' is still present though... Is it intended that revolver gives no control for the user in when to use it? That's probably why I don't like it as much right now, because for things like blocks, parry, etc, you have to 'waste' an autoattack to get rid of the block/parry effect, and since there is no control on when the revolver passive is activated, it just gets wasted at this point. Would it be possible to make it an active instead, so you get to choose when you want the bonus AA damage? > Morello's AP Is Morello meant to be that cheap for 100AP? The other 100AP items are 3.2K gold atleast. Morello would be the only AP item with 100AP that's less than 3K gold. > For Manaless characters, the benefit of having infinite resources is coupled with the inability to use these items at full efficiency. Fair point. > CD on Hextech items have increased by 10 seconds. I'm assuming Hextech Rocket belt is the one out of line here? If so, why do the other Hextech items have to be indirectly nerfed because Hextech Rocket Belt is being the crazy one? I.e. So Gunblade and even revolver gets a +10s increase...that doesn't sound fair if one item is being the naughty one here. On another note, is the 1150 dash speed on the Hextech Rocket Belt using the same relative missile speed measurements of other projectiles/dashes? I.e. Lux's Q is 1200 missile speed, so the Hextech Rocket Belt dash is slower than Lux's Q?
: > This is because revolver doesn't provide anything else other than AP when the passive is on cooldown. This doesn't goes well with its intended role of providing favourable trades, it just makes a 'cheese' amplifier item, which brings major counterplay issues as well. I kind of agree with you here - but I think you're underestimating the impact that just having a large amount of AP will have in terms of trading with opponents. > Sheen does a much better job at the intended role. You spend the same amount of gold, but because the passive is on such a short CD, i.e. 1.5s, then it is not a useless item when the passive is on CD as it also provides useful stats (mana + CD). Part of the trouble here is that Sheen's mana / CDR are useful stats - but they don't necessarily contribute to the power of any individual hit. Sheen is fantastic when you are relying mostly on your basic attack to carry the weight of your trading potential (especially for melee). A Vampiric Sceptre - for example, helps you trade quite a bit - but that's just due to the innate power of the stat. Revolver is much the same way - raw AP is a pretty powerful nudge in terms of combat power that. > This doesn't goes well with its intended role of providing favourable trades, it just makes a 'cheese' amplifier item, which brings major counterplay issues as well. Combined with Thunderlords, if an opponent cannot survive the burst, they will flat out just die with low reaction time provided. Yes - this is a particular concern with the item at the moment. The trouble here is that any amount of additional damage (even the one Sheen adds) - does add to a champion's burst damage potential. Ideally, because the item is fairly well aligned with AP - the passive doesn't really need to be all that powerful. The vast majority of Sheen's budget is in the passive. Revolver is the inverse - the vast majority of the budget is in the stat-line. It's meant to be more of a minor passive that helps out every once in a while (Thunderlord combos aside.) > The new passive also brings up counterplay issues as well. Given that it doesn't fulfil it's intended role effectively, potential for change? Thoughts? I'm not sure that it doesn't fulfill the intended role of making sure every direct interactions you have is more tipped in your favor compared to things in similar price points (Sheen does add more passive damage - but your spells have less power - so the net effect heavily depends on your ratio). I know somewhat that Revolver shouldn't have a bias towards melee champions - as you've pointed out, they have a more effective direct comparison (Sheen) - thus the Spell / AP and non-sustained focus is somewhat important here. If it ultimately turns out to be an item that merely augments your burst pattern - that's probably acceptable something we can tune around as we can shift the power of the item more into either AP and less in the passive (so that the passive is just a small nice additional bonus occasionally) - or just reduce the cooldown and proc damage of the item considerably (but that leads to more thunderlords shenanigans. XD)
> I kind of agree with you here - but I think you're underestimating the impact that just having a large amount of AP will have in terms of trading with opponents. I am confused here. If we are talking about revolver only, 40AP isn't a 'large amount'? It's recipe is two amp. tomes {{item:1052}}, both gives 20 AP each, so in total, that's 40 AP. Revolver itself doesn't give any bonus AP on completion. I am very sure what makes revolver strong isn't the amount of AP it gives, but what it gives on item completion. If revolver was bought for only its AP ignoring anything else it gives, then simply buying a blasting wand is better off since you will save gold from the combine cost and it's more efficient than 2 amp.tomes... If I get what you are saying, then I disagree, I am not underestimating the impact. What makes revolver the real deal is the thing it gives on item completion. Currently, the 12% spellvamp for 330 combine cost is x1000 times better than the new passive. Remove the AP, and I would still buy revolver for its spellvamp. I'm fine with the spellvamp removal but the new revolver passive simply pales in comparison to the previous spellvamp in terms of power level and availability. Otherwise, that's what I meant by being a nerf overall. I am certain the new revolver just serves to make your burst pattern reliable. Because that's all I am seeing on the item now - I pick it up when I know that I can cheese 100-0 a squishy Viktor in mid lane. When the passive is on cooldown, the item becomes useless. The previous revolver gave something that was always up. The good thing about Sheen (also used to give AP back then) is that since its 1.5s CD, each hit doesn't have be that hard, since you can apply it more frequently. This is healthier since it gives more time for the opponent to react to the rate of damage being dished out. The new revolver, again, just loads all that burst into one autoattack, so not so great for a squishy. I don't see how lowering the CD and proc damage of the passive relates to Thunderlords? Thunderlords has a 25s-15s CD and requires you to chain 3 spells/AA's within a certain period of time. I feel if revolver is pushed more into the Sheen pattern, it will be much better overall. Naturally, revolver feels like an item that support AP's that like to autoattack alot between spell casts. It doesn't need to be the exact same profile as a Sheen but somewhat close to ease out the difference between the users and improving counterplay at the same time. Apart from that, it's great you are making Morello's AP higher to compensate for late game builds, but wouldn't that force every AP mana user to go for this item to make up for the loss of AP from Hourglass? Moreso, what about manaless users? The lost of AP on Hourglass cannot be made up anywhere else since they don't go for mana items. Are there any changes to Maw and/or Hexdrinker? I believe this item is still out-of-line. It essentially means any AP burst mage needs to outstat the shield strength inorder to counterplay it, since usually, APs don't have the durability to stick around to deal damage, they have a very small window of opportunity to load their spell combo off before backing away. This doesn't help when the AP is getting lower on items.
: [Planned - 6.9] Mana x MP/5 x AP x MR Item Pass [Updated - 4/11/2016]
Looking to provide feedback on the new revolver {{item:3145}} having played with it during the weekends, and there are some major concerns with it: Is the intention of the revolver change meant to be a nerf? It is fine to remove spellvamp because you have already explained why early revolver rush strategies are not healthy and needed to be removed - I totally agree, but it is what revolver has turned into that I have concerns with. Before revolver provided spellvamp, a stat that was always up and working. With the new revolver, it gets replaced with a passve that has a 30s cooldown. In this sense, revolver got nerfed because the item doesn't provide something that is always 'on' - which leads to the next concern - the item doesn't fulfil its new intended role effectively. The issue I have with the new revolver is that it is essentially a 'one-trick cheese item'. It basically boils down to this - if the revolver can allow you to 100-0 the opponent, then it works (hello squishy mid laners). Otherwise, if the opponent can survive your burst rotation, the item is essentially made useless for 30s. This is because revolver doesn't provide anything else other than AP when the passive is on cooldown. This doesn't goes well with its intended role of providing favourable trades, it just makes a 'cheese' amplifier item, which brings major counterplay issues as well. Combined with Thunderlords, if an opponent cannot survive the burst, they will flat out just die with low reaction time provided. When it comes to favourable trades, Sheen {{item:3057}} does a much better job at the intended role. You spend the same amount of gold, but because the passive is on such a short CD, i.e. 1.5s, then it is not a useless item when the passive is on CD as it also provides useful stats (mana + CD). Theoretically, Sheen can be procced 20 times within 30s assuming you can pull off spells every 1.5s. Even dialling that back to practicality, achieving 3 procs is easy enough to atleast go break even/or even beat revolver in terms of providing favourable trades. Revolver either needs a new passive that works better in the 'favourable trades' department or it needs to provide another stat apart from AP, so when the passive is on CD, then it does something else in the meanwhile. Currently, the revolver is just sitting there when the passive is on CD because on completion, revolver doesn't provide bonus stats. The new passive also brings up counterplay issues as well. Given that it doesn't fulfil it's intended role effectively, potential for change? Thoughts?
: > The range is what's valuable here because Gunblade's active serves as a tool to catch someone out of position. Nerfing the range of the active would defeat the purpose of it's catching ability. Have you considered lowering the slow duration or slow strength because of the now instant projectile? > Or perhaps just make it a slow projectile again? An interesting concern to bring up - I'll certainly be happy to adjust the power level of the item down if this proves problematic. I'll make a note to mention that as the first follow-up note for Gunblade. Likely - lowering the duration would be my call here - as I've been noticing a distinct increase in the number of chain-slowing scenarios I've been seeing.
Something I realised, is that Cutlass's slow is 2 seconds...so if there was a nerf to slow duration, when you upgrade you will lose slow duration. Unless it's perfectly fine to lose slow duration in-exchange for range, all things considered. Btw, revolver costs 1050 now? Gunblade total cost is now 3350.
: I just wanted to give my personal analysis/rundown of how different champions are going to use/abuse the rocketbelt. {{champion:84}} {{champion:131}} {{champion:55}}- These champions might be tempted to use this to increase their engage range but i see this item as being more useful to them as a disengage tool that they lack in order to help them escape combat after they assassinate theri target I think this is an acceptable supportable use of the item. {{champion:1}} {{champion:31}} {{champion:90}} potentially {{champion:134}} {{champion:8}} and {{champion:63}} these are going to be the biggest offenders for abuse on this item these are all champions balanced around innate immobility and lower ranges for their full burst to happen {{champion:1}} is a big concern but I think {{champion:31}} might be a bigger issue his ult is balanced around the fact that someone who is adept at positioning and dodging his q won't be true damage nuked into oblivion without Cho wasting his flash this goes out the window when he builds {{item:3116}} and the rocket belt he can just rocket belt into scream range slow you then you either flash, dash, or die. {{champion:245}} {{champion:105}} {{champion:7}} {{champion:38}} {{champion:103}} These are the assassins who have distinct engage and disengage patterns but might build this item for ludicrous mobility I perceive this as the class second most likely to break the item but it doesn't give them something they don't already have so it might amount to nothing. {{champion:3}} {{champion:9}} {{champion:3}} {{champion:85}} {{champion:3}} {{champion:127}} {{champion:25}} {{champion:50}} {{champion:3}} These are the champions who I think are going to make the healthiest use of his item at first glance it might seem like these are highly abusive uses of the item but these are all champions who need to be in the thick of the enemy team to be most effective so right off the bat they are sacrificing a great deal of safety when they use this item where as the bursty mage class (ie annie and company) can still skirt the edge of combat and while {{champion:9}} {{champion:85}} and {{champion:127}} have an engage pattern to a certain degree, the length of time their dashes take can land them much farther away from their ideal position so the instant short range re-position lets them use their abilities with a little more room for error. {{champion:50}} and {{champion:3}} are the champions most in need of this item {{champion:3}} and to a lesser extent {{champion:50}} are so gated by their lack of a reliable way to enter and engage the enemy team that despite being potentially overbuffed in terms of stats (did you know that {{champion:3}} not only takes no damage from inhibitor turrets with his max rank bulwark but actually literally heals from them faster than he heals from his own fountain {{sticker:zombie-brand-mindblown}}) they are comparatively weak and extremely underplayed. This is the item that would likely make them viable options in solo queue and potentially pro-play. These are also the champions who would make best use of the items active damage to help accentuate their "high" moment you know shit is going down when a massive gargoyle jumps into the middle of your team in a fiery explosion of awesome Lastly you have the rest of the damage oriented AP champions I don't see this as a super necessary pick up but it could be a niche item built in lieu of zhonas as a defensive item vs. super impact skill shots such as {{champion:53}} hook if the player feels confident in their use of the items active as a dodge. Or possibly as a quick short range escape (remember this is basically identical to {{champion:67}} tumble with an explosion so the dash isn't some monstrous, cross an entire lane in a second, travesty). The last common use I see in this item is as a quick mid combat re-position which is definitely a balanced way to combat some of the more extremely mobile champions. If I missed anything let me know I would love to theory craft this item more.
The new rocket belt item is extremely experimental, and most-likely not going to go through to live, since its very obvious there are far more abuse cases than intended for the real use cases of the item.
: I don't think it'll create a balance problem. If Vladimir really wanted more health sustain - he'd likely go into Spirit Visage like he's done before. Alternatively, if Vladimir goes Gunblade - the fact that he doesn't make full use out of the AD should mean that the net effectiveness of the item is tempered. He synergizes a lot with it - but doesn't use it to 100% - and so I think the net result might be okay. Of course, if he sucks *unless* he gets Gunblade - that would be a balancing concern - hopefully the update will be able to get more sane healing numbers now that it doesn't have to compensate for a surprise 15% Spell Vamp.
In terms of counterplay to the item, don't you think an instant nuke with a slow attached with 700 range is going over the top? The slow projectile gives time for the receiving end to react before they get jumped on. Cutlass is an instant projectile because the range is so short on it, but Hextech Gunblade isn't. Imagine, you're a squishy just wandering around in mid, and the moment you step within 700 range of Hextech Gunblade, BAM, you're instantly slowed and possibly nuked a few moments later. The range is what's valuable here because Gunblade's active serves as a tool to catch someone out of position. Nerfing the range of the active would defeat the purpose of it's catching ability. Have you considered lowering the slow duration or slow strength because of the now instant projectile? Or perhaps just make it a slow projectile again?
: There are other ways to add power outside of just damage. Giving Akali the ability to heal by killing marked targets for example, or giving her the ability to proc Q marks for a tiny bonus heal or something. The shroud needs to be reworked, giving it more MS doesn't really do it any justice.
And that will lead to rework territory, hence 'no changes until rework' attitude we are getting from Riot. It's much easier to buff something that's already there then having to come up with a new mechanic that requires playtesting to see what works.
: I feel like her shroud isn't where you want to see buffs unless the skill itself gets reworked into something else more akin to Grave/Quinn's smokescreen, because a bonus to movespeed wouldn't mean a thing when you have a lot of targetting spells for example. On top of that, when people buy a pink your shroud is really unreliable. It's also the skill leveled up last. Giving it more MS seems like she'd be getting power in the places she doesn't need it compared to others.
Spellvamp is an offensive method to stay alive. With that being removed on revolver, it brings up the question into why Akali has to rely on an outside stat inorder to mitigate or avoid damage. Her shroud's use case is to provide this but it does an unreliable job at it considering true sight. It's unreasonable to add power anywhere else to her kit considering they are low counterplay abilities and it's frankly not places where she needs more power in, i.e. Q or R.
: The only way to do that would probably be bonus damage versus minions. Otherwise you just kind of mash Q on the enemy dude until he runs. :P
If her shroud gave resistances then it wouldn't of hurt as much, but that's gone now... Perhaps the most healthiest way is to buff the movement speed bonus on her shroud, so she can use it to avoid damage instead of absorbing it. That requires outplaying to achieve. The current values especially at lvl 1 is laughable...
: I understand the issues that spell vamp have caused, I remember playing back when Vladimir had the option of stacking revolvers and being the driving force of it becoming an unique passive, so I do think in the long run this isn't a bad change because I do think the stat ultimately forced champions into Akali/Vlad into the spots they are now. Vladimir should be receiving some changes to make up for the removal of spell vamp and the only one really acknowledged when people who don't play tank Akali are just going to receive a further blow to her laning phase. While ~70 to 80 damage being added to her burst is nice, it seems odd that now as an AP character she might be better off building cutless first because she needs the sustain early while she waits for the enemy to make one of those risky moves. The new sustain items are also focused on mana items, which means she's being ignored in that respect too. That 70-80 damage passive isn't going to make up for the poke she takes in the lane as a melee character with laughable damage from the first portion of her Q - and with the damage being so low she barely gets much to vamp off it. God forbid you deal with an enemy that also buys pink wards during the lane if you no longer have access to revolver and she receives nothing in return for it. My concern is it seemed as though from the comment that she's being overlooked - and with the popularity of tank akali that's understandable but that needs to go because as someone who's mained Akali since S1 that build feels out of place. The fact that it might be potentially causing assassin akali to just get hurt even more is just painful - at least that's how I took it though that might not be the case.
I agree with Xypherous on the spellvamp part. The only problem is there's now a void left on Akali. She heavily relies on the revovler spellvamp to survive poke harass and trade in lane, and is getting nothing back defensively.
: It would likely make the item even more expensive - I'm caught between the 'I can't finish Zhonya's' versus 'I want my item to have sufficient AP to murder things.' I'll try to play around with some numbers here.
Have you tried an iteration where the stasis cooldown was made much higher, i.e. 180 seconds, so the stats don't have to be hit? If the stasis wasn't so readily available all the time, then the combine cost wouldn't be so expensive?
: Is there anything specific about the Zhonya's change that stands out? We still have time to adjust numbers if that could help things out.
One thing that could be done, would it be possible to make it atleast 80AP? That way, it falls in-line with other 80AP items, so we have the 80AP line and the 100AP line.
: This isn't a comprehensive AP pass - This is mostly about your primary resource item (Mana / MP/5) as well as associated hot button topics (CDR / MR) that comre with it.
That's fine if you want to remove spellvamp as a stat, but did you factor in Akali when you decided to remove spellvamp off revolver? Unless her rework is coming out with Vlad as well in 6.9, then it's a massive nerf for the current Akali.
Rioter Comments
: > [{quoted}](name=Peace,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=YoYXv0xx,comment-id=000200000000,timestamp=2016-02-27T21:30:23.684+0000) > > YES! YES I DO! It has been forever since I was last on PBE boards but I have the repro steps. I'm not 100% sure if we are speaking of the same bug but the cause seems to have something to do with pinging on the minimap when on or off screen lock. > > Recurrence rate about 70% > Reproduction steps: > > 1. Start game as any champ in summoners rift > 2. Use your cursor to move the camera on the minimap > 3. While moving the camera press "Y" and use the "G" key to ping a particular area on the minimap > 4. Use "Y" to attempt to relock your camera only to have it not do so. > > Quickfix: move the camera using your cursor on the minimap and tap "Y" to relock your screen. > > this is a copypasta of a boards post I made about a month ago: http://boards.na.leagueoflegends.com/en/c/bug-report/kVRT0Pri-the-infamous-camera-lock-bug Hm... I tried this a bunch and didn't have any luck :( Are you on default keybinds? I'm wondering if different keybinds could somehow contribute? This is the most annoying bug to try to find :(
Could it be possible to look into this? It's been around for a quite a while now. http://boards.pbe.leagueoflegends.com/en/c/bugs/NXnwx5U1-akali-dash-slows-down-if-she-hits-a-wall-turret-inhibitor-nexus-rubble-at-end-of-dash Thank you!
Rioter Comments
Rioter Comments
Rioter Comments
: Riot: We need Pin boards for all current PBE changes.
Yes indeed, it would help the Rioters making the changes get feedback easier, than having to chase them around.
: Duskblade of Draktharr [1/27]
Agreed. The active is overkill on champions like Talon and Zed, that can easily front-load their damage with their spells. Its an over-the-top deathmark on champions that don't have trouble bursting in the first place. (Funnily, the animation is just like Zed's Deathmark) The active should be less about making an AD assassin's all-in pattern guaranteed, and more on giving a better fallback pattern.
: That only applies to early and mid game. Late game once everyone has full slots of items, you have no room to buy pink wards, so there's no way to reveal them at that point.
Yeah that is a problem. I'm all in for better trinket upgrades (i.e. the previous ones atleast, they were cool).
Rioter Comments
: Its PBE so things usually happen in chunks
Yes that is true, but it could only be those champions listed on RoG and surrender@20 getting AA changes, no one else.
: I totally agree ap items should get changed, but who starts with tome?
Champions that cannot go Doran's Ring as a first start because they don't need the mp regen but want the AP. {{champion:84}} {{champion:55}} {{champion:8}}
: The choice of buying multiple greens to ward camps as a mid laner though to track rengo and eve has been effectively removed. Not to mention you can still place at most, 1 pink ward. Sooooooo yea
That is true about green wards. I was talking about when you are engaging onto them, placing a pink to reveal rengar has gone cheaper.
: Honestly, with all these changes, invisible champions are getting a **massive** buff, because of the changes to Warding Totem, the removal of Stealth Wards, and with the changes to AD items, essentially got way more bonuses than any of the Marksmen. Rengar (should or will?) be 100% pick / ban along with Graves. 1:1 AD scaling Q with LW being cheap as dirt now (1300 for 30% armor pen, vs 800g for 40 armor "balanced") is going to be a low to high elo wrecking ball. Worse than post release Jinx in her days of being the de facto ADC. AD items have been overly buffed, especially with mana gating Mana based casters, there's literally no reason (unless you just wanna be a rebel) to play a magic damage mid laner. (**Void staff for 35% mpen costing 2800 +80 non-critable ap vs 30% LW +25 critable AD for 1300**) Maw getting bonus 25% bonus attack speed 10% lifesteal AND 10% spell vamp on a de facto AD/MR item during Combat when Lifeline procs is beyond comprehension why Riot would do this. Mercurial Scimitar getting 10% lifesteal at the expense of 5 AD while retaining the MR and Active Use Cleanse {{sticker:zombie-brand-facepalm}} All these years of patching for the sake of **BALANCE** have gone straight out the window. Free Crit and CDR abound so long as you're AD scaling. Otherwise if you're an AP mid lane Caster, see you in S7 unless Riot gets their priorities together.
Pink wards are cheaper (75g) and with green wards removed, this pretty much means players can use pink wards to fill the void. The cd of oracle lens was high as it is, so that wasn't always reliable to reveal stealth champions with.
: [Patch 11/10] Can a Rioter give context on the longer minimum melee range?
Where does it say that? I have even went in-game and played a melee champ (Akali) and her AA range on the stats box is still 125.
: Summoner Spells Cooldown Bug with Ionian Boots of Lucidity
Thanks for reporting this bug. I was getting around to doing it but you have, so cheers! I was confused when I thought when I got the new CDR boots Summoner Spell CD reduction (10%) combined with the new Summoner Spell mastery that reduces Summoner Spell CDs, it did not work as expected. Please Riot, fix this bug before it rolls out to live soon when Season 5 ends.
: Why is Amplifying Tome still 435?
Yes please. I don't know why AP champions can't get more starting optons.
Rioter Comments
: > [{quoted}](name=Don Hippie,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=g1iaAREd,comment-id=00010002,timestamp=2015-06-27T15:40:44.764+0000) > > I honestly do think that it is possible to make hybrids work with scaling AD or AP ratios, the tuneing might need some more work, but i think it's atleast worth exploreing some more into that direction. Giving hybrids scaling AD or AP ratios is basically the same as gutting their mid-game synergy with items. It's making a statement that - you are going to suck with any item you could build until you level this item up. It's the same effect as making them work poorly with most items in order to fit a hybrid item into the game - it ultimately just makes their item purchases ineffectual until the end game. > You could also outsource the multiplicative scaleing onto an item that gives a % if your ad as ap and vice versa(like the old kayle passive) if you wanted to make an entire hybrid item set - you could clone every key element of the AD and the AP build. Multiplier, Pen, Base Items, etc. It's effectively a way of nerfing every item in the game such that hybrids can't use them because they have their own special unique items in a completely other 3rd category. Not sure why you'd do it though. Why bother making an entire item set that effectively locks hybrids into only being able to use just those? You can think of it this way - the more power that is in special items that only hybrids can use - **the less power there will be inherent in the hybrid champion themselves**. (Hybrid Champion Power) + (Hybrid Item Power) = (Balanced Champion to Fight Against) If Hybrid Item Power isn't the same as regular item pool - and there's some special reason to choose it over the other items - it's highly likely that it is more powerful than the normal item pool. If so, necessarily, hybrid champion power will come down and thus their ability to use any other item will also go down in response.
Would it be possible for Gunblade's cost to be reduced to 3000, like how Zhonya's Hourglass and Luden's Echo, but reduce its AP to 60? It's basically the same idea you had for Hourglass and Echo, in that, it is slightly less cost-efficient, but it is cheaper, so you can complete the item faster and use the left over gold to start the next item. It would reduce the dependency of hybrid champions needing that power spike from Gunblade as quickly as possible, and 3400 doesn't help with that when hybrid champions are behind in a game, trying to counter build. Something like Gunblade's combine cost reduced from 800 to 400, but the bonus AP from the combination is reduced from 40 to 20. That way, the left over gold can be used to buy other items, but if you wanted to get that 20 AP back, you can use it to buy Amp. Tome, which is basically the same idea with the Hourglass and Echo AP and cost reduction, in comparison with Deathcap. Usually, champions that buy Gunblade, should be chaining it with Deathcap afterwards, considering its active nuke has an AP ratio. Or, Hextech Gunblade should be reworked as a growth item, like Rod of Ages? Hybrid champions are set back because they are balanced wth a hybrid item in their inventory, which means they are 'locked in' into buying said hybrid item as quickly as possible to get that power spike, else they suffer for the rest of the game buying other true AD/AP items. Would it help if Gunblade started as having less stats but cheaper to complete as a whole, so the hybrid champion can move onto other items, and then let the item grow in stats over time?
: Again - I haven't though through the end results of SV or what we'd need. I was just throwing out random numbers. Obviously we'd need to figure out some kind of numbers tuning to make sure that before and after healing efficiency are close to where we'd like it - and if it's too weak, we'd adjust. There's probably some % that makes the concept work but it's something I'd have to deep dive for the moment to adjust.
Thanks for the reply, I guess that gives some comfort. On the note about hybrids, do you guys have any plans on hybrids in League of Legends? I.e. Is it easier and better for design if existing hybrid champions are redesigned so that their scaling and itemisation is focussed on one type of scaling? I.e. Either AP or AD but not both?
: No, this type of spell vamp would be a poor fit on revolver as the key issue to address is the fact that Spell Vamp early on Mana champions is terrible due to the fact that they're spending Mana to return a Health resource - whereas Manaless characters only have to expend a CDR charge. Thus - we'd have to figure out some kind of trigger that both types of characters have a definite limit to (like, tying most of the health restoration to minion kill or something) - in order to smooth out the discrepencies between types. A terrible example would be something like perhaps, X% Spell Vamp - but some sort of flat health recovery on murdering minions that then disappears when you upgrade the item - evening out the distribution between Manaless and Mana users as Mana users can still get the sustain via killing the minion via basic attacks. The problem with Revolver isn't that you need penetration or whatever - it's that we can only balance Revolver to be good on Manaless mages because it implicitly offers so much more to them than other types of Mages.
Ah, I understand and agree as well on Hextech Revolver. One issue I would like to address is your ideas around changing Hextech Gunblade, in the some time future. First of all, alot of people are asking if Gunblade is going to get the same treatment as WoTAs because Gunblade is a legendary item, a full completed item, so I don't see why it cannot get Super Spell Vamp. i.e. the same amount as WoTA's 15%. If Gunblade isn't going to get Super Spell vamp, then the idea of changing it to heal 12% from all damage sources is flat out underwhelming when it is still post-mitigation. As someone that actively enjoys discussing about Akali's balance since Season 1, Akali is super reliant on Gunblade and is balanced around having this item in her inventory ever since Season 1. **The idea you had to change Gunblade to heal 12% from all damage sources basically just reads as the old 20% SV is getting reduced significantly to 12% SV, since it is still post-mitigation. You might as well not change Gunblade at all then** if that is the case, because it is a flat-out nerf to Akali's only form of survivability. It has been tuned to be at ~35% on Akali since Season 1 post-mitigation. This is more of the case, that hybrid champions don't actually work that well, or aren't designed correctly in the first place. Akali is not really a fully-operating hybrid champion. She still buys full AP items, except for Gunblade, which is the only hybrid item in there. So for Akali, the case of "you don't need to care about what types of damage you deal (even item procs) - but you do need to care about how much overall damage you deal" in terms of Gunblade doesn't work for Akali. Currently, Akali indeed does buy Void Staff to chain with Gunblade in order for her sustain to mean something in teamfights. I don't see any other champion effectively buying Gunblade all the time, and as dependent on it as Akali is. It is the item that dictates her balance quite frankly. TLDR - Leaving Gunblade alone is the best idea if it is still post-mitigation. On-hit magic sources gain so little from the change in the first place.
: Maybe? I'm not sure exactly. I just know that buying WoTA no longer hard binds you to needing penetration in order to function. It's more of a 'Champions that can use Revolver have a bit more freedom in their build when they can buy Void Staff' more than a 'More champions can use WoTA'. We'd actually need to change Revolver for that change (but it's definitely something that'd be interesting. SV has needed cleanup forever.)
> [{quoted}](name=Xypherous,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=q2694bqE,comment-id=004a000000000000,timestamp=2015-06-19T04:43:45.008+0000) > > It's more of a 'Champions that can use Revolver have a bit more freedom in their build when they can buy Void Staff' more than a 'More champions can use WoTA'. **We'd actually need to change Revolver for that change** (but it's definitely something that'd be interesting. SV has needed cleanup forever.) Meaning, Hextech Revolver would have it's SV changed into Super SV? That would indirectly mean Hextech Gunblade would need the change as well, since it builds off from Hextech Revolver. It would also improve the clarity issue I was getting across earlier you replied to. Hextech Revolver having 12% old SV gets converted into 15% Super SV (might as well call it True SV?) has no real comparison since they are apples and oranges. Something like Hextech Revolver having 8%-10% Super SV would help improve that clarity.
: > Wouldn't it be better for clarity sake to just change what SV does in the first place? The issue with Spell Vamp is that there isn't a one-size fits all ruleset that is actually good enough to capture the numerous diverse styles of mages without being completely bonkers elsewhere. I completely agree that having a mixture of old SV and new SV is kind of odd - but it's become clear that Spell Vamp shouldn't have been a core statistic to begin with. There are too many spell patterns in the game that - if you rely on Spell Vamp to be the outlet for sustain mage multipliers - it always favors a very narrow subset of champions.
> [{quoted}](name=Xypherous,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=q2694bqE,comment-id=00500000,timestamp=2015-06-19T04:33:19.950+0000) > > The issue with Spell Vamp is that there isn't a one-size fits all ruleset that is actually good enough to capture the numerous diverse styles of mages without being completely bonkers elsewhere. > > I completely agree that having a mixture of old SV and new SV is kind of odd - but it's become clear that Spell Vamp shouldn't have been a core statistic to begin with. There are too many spell patterns in the game that - if you rely on Spell Vamp to be the outlet for sustain mage multipliers - it always favors a very narrow subset of champions. Would it just be better to remove SV as a stat, but for champions that rely on it, i.e. Akali, Vlad and Morg, have their own in-built SV stat?
: [5.13] Core AP Items Pass
Wouldn't it be better for clarity sake to just change what SV does in the first place? I.e. make SV globally like WoTA's new passive? Because in terms of clarity issues, it gets really mathy how much healing your spells will provide if you went a mix of the 'old' SV and the 'new' SV, if you know what I mean. The same goes for champion passives and actives that provide innate spellvamp (mainly AP champions, i.e. Akali and Morgana). It becomes this odd mix of the old SV calculation from post-resistances combined with the new SV calculation from pre-resistances provided by WoTA's new passive.
: Will of the Ancients will become inferior to Hextech Gunblade.
I'm surprised Hextech Gunblade got changes in the first place. It is a hybrid item, so the stats it gives is not suppose to be as good as a true AP/AD item, but with the mixture of both, it benefits hybrids only. Increasing the AP of Hextech Gunblade to the standard AP amount of other AP items is a never a good idea. I won't be surprised if this item gets nerfed in the future later in the season.
: List of Akali Bugs [01/22]
Seriously, Riot is supposed to be a professional company, and they don't have the resources to make sure these sorts of bugs are fixed asap? Starting to lose faith in the company now.
: Hey Yajima. First off, props to you for being so passionate about this. Was that Hecarim's rampage particle I saw in there? ;^] But seriously, It's super impressive to see your offered help in leveling up League's VFX. I hope I can give you some good context on why our beloved Akali may appear to be unloved by the VFX crew. For this VFX rebalancing exercise, we had the opportunity to optimize and clarify pre-existing vfx only in a small scope, just enough to make them not look unbearable on the updated Rift. Even though the results are often minuscule, it still took quite a bit of our time and resources. That means no new effects added, just old particle textures modified, and slight adjustments to spawn rates here and there. Our goal is to continually bring more clarity across our game, over its entire lifetime. As to Morello's response, we didn't slot time to add anything more than what you see on PBE in this pass. I will say, the timer bar you made is clear, but clutters the gameplay space more than we'd like. If the designers want to show a timer, something built into the shroud's energy might work nicely. That kind of adjustment would be fairly time-intensive to implement, and we'd probably want to do it as part of a larger update for Akali as a whole. Also, creating a new particle from scratch takes time away from upcoming skins, champs, and high-priority reworks. The current solution, crappy as it sounds, is that Akali waits her turn in the rework line with everybody else :^( During the time we made this pass, we kept wishing we could have done more for the champs we were working on. It's like being a nurse on the way to the delivery room for the birth of the newest upcoming champ or skin, and you see Urgot passed out on the sidewalk, and all you have time for is to stop and give him a bottle of water so he doesn't die, when what you really wanted was to take him home and give him a home cooked meal, nice new clothes, and a sponge bath... Poor Urgot, you will have your sponge bath some day! :^D All unsettling Urgot analogies aside, your posts display an interest I admire. Stay passionate. Stay awesome. I hope this clears up your questions.
It's no problem. You gave a detailed explanation of the situation and I fully understand. It was detailed than Morello's quick rely, and so I see your reply as a follow up update to that. It is good to see where things were heading. And I appreciate that you took your time in typing up a good response, so thank you for that. By any chance in the future, that you are reworking Akali's VU then please, you know where to look for ideas. :) In terms of the timer bar, there was a solution to use a timer attached to the outer circle of Twilight Shroud, something similar to Inhibitor's respawn timer on the updated SR. That would reduce the UI clutter somewhat and fit nicely on shroud since it is a circle. Besides that, since I am on the topic of Akali, may I ask what sort of low-scope changes you did to her particles and on what skills. It may actually be hard to spot what has been done on Akali. XD
: Mass VFX Rebalancing
Hello Riot Keyserito! Great to see you guys are onto it already. May I suggest you guys on the VFX team take inspiration and examples from this for Akali? https://www.youtube.com/watch?v=onPcpU2u4xE&list=PL1JIOCtSJG25cwmltm07glgUAlqmPaGq5 It's a personal visual upgrade on Akali's skill particles, seeing that they lack visual clarity and attractiveness. This is especially apparent on the updated Summoner's Rift as mentioned by you! These particles are not very hard to do, all of them are just colour touchups on her existing particles, except for Crescent Slash. If you haven't noticed, Crescent Slash is in dire need of a major visual upgrade since it is basically nothing right now, especially since I don't have the expertise and tools the Riot VFX team has access to, I'm sure you guys can do a much better job and much quicker as well. :) Also, Morello mentioned a month ago that he would pass on these visual clarity changes for Akali onto the team. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/kMMQnRAk-riot-improving-akalis-clarity-adding-visual-counterplay-without-changing-numbers?sort_type=recent What progress has been made on this? It would be very much appreciated! -Yajima.
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Yajima

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