: Nexus Blitz PBE - Patch Notes and Feedback
the game just sucks imo, there is nothing new or fun or interesting about it, it's worse than SR and TT combined in pretty much every single possible way and nobody plays TT... ***** it's a passive and shallow farm fest with the occasional crappy "event" that might as well not exist that pops up every 5 minutes 1) the laning phase sucks because you can't play aggressively since everyone is so close to each other, as soon as you over extend a bit, you have 4 ppl collapsing on you, killing minions doesn't matter, it's impossible to get a significant lead even if you CS perfectly and your opponent is afk, if that wasn't enough, ranged champions poop on melee champions in lane, and with a laning phase that is essentially a 3V3, nobody is going to play a melee champion in lane 2) the jungle phase sucks because you can't invade (invulnerable turret thing) or do anything proactive, there is no real pathing or ways to gank, it's terrible 3) the events are okay but they are so rare and so random they feel more trivial and frustrating than anything, if your champion isn't good at one random event or your R happens to be on cooldown or you are a couple hundreds gold away from completing an item, you might as well not play, if the location of the event is inside the enemy base for whatever reason, you might as well not play. on a sidenote, the only event I liked was the fire ring (obv, it comes from a good game), kill the teemo isn't fun, stand inside the circle is too finicky, a random ascended champion is w/e overall, I think you would be better off scraping 1) and 2) entirely and make 3) the point of focus of the game mode, simply have a succession of random events/ mini games pop up back to back, mario party style, and nothing else ***** also I don't need to point out it's never going to work as a permanent game mode, you don't have the necessary resources to balance an "extra" game mode when you can hardly balance SR simply bring back the the good RGM... the new ones you released last year were amazing (dark star, star guardian, overcharge...) amazing visuals, new gameplay that is both unique and fun, games surprisingly balanced etc... what happened to the RGM team anyway? edit: I won 4 games out of 5, don't come at me with the "get good" or w/e
: Nexus Blitz PBE - Patch Notes and Feedback
This game mode is terribly optimized and pretty much unplayable on a lower end pc. I have 2 GPU, one good and one bad, I can run all other game modes, SR, ARAM etc with 55-60 fps with both cards, however my fps would jump between 10 and 55 every second playing nexus blitz with the bad GPU.
: Akali Gameplay Feedback Mega-Thread
Do you know if the bug on her emotes dance and joke is going to be addressed before going live? (akali turns around instead of casting her emotes normally) I posted in the official Akali bugs discussion, but rioters don't seem to care here.
: Akali Bug Thread
Can you please fix the bloody dance and joke emotes?! I don't want my character to turn around when I'm not telling him to, If I want my character to joke or dance sideways, then he should joke or dance sideways, wth is this sh!t.
: Akali Gameplay Feedback Mega-Thread
Her waveclear isn't very good, is this intended? Yes her Q is AOE but the energy cost is too steep, the damage too low and the hitbox too small to be really effective. I suspect we might see her rush a tiamat just like Talon does, I can't tell if it's a pro or a con however, simply something worth pointing out.
: It was intentional to show off the joke and dance :)
I'm not sure I understand, is it permanent? also I'm not sure how having more options in the way I use those emotes makes it less of a show-off, I want to be able to appreciate her tattoo, the restriction is more annoying than anything also after further testing it's possible to cast those emotes in all directions anyway, but you have to click the ground a lot, it's difficult to do and tedious and annoying. please fix.
: Akali Bug Thread
Emotes bug? When you cast the joke and dance emotes, akali will always reposition herself to face the camera, as opposed to cast those emote in whatever direction she was facing before, means, you can't see her back or her side etc. it's unusual, I don't recall any champion who behavez that way, both taunt and laugh emotes work fine
: Akali Bug Thread
Hi, can you confirm her complete VO is on the pbe? as the one that can be listened here? https://www.youtube.com/watch?v=DXBHmIUr54g people aren't too happy, it's like half her lines are missing, it's really short and there really isn't much going on, she doesn't say anything interesting or relevant to her character.
: ARAM Updates on PBE
Since the event is almost over, I thought I might as well write a small summary of the changes and their impacts on the game (those are generalizations, there are always exceptions) 1. Tanks win rates dropped by 3-4% 2. ADCs win rates dropped by 3-4% 3. Dark Harvest is underperforming on assassins and not viable on other champions (maybe games are too short, maybe the keystone is too weak, hard to say) 4. Ghostwalkers boots are suboptimal on everyone. (other defensive boots are simply better) 5. Spectral Cutlass is underperforming on AD assassins (item is really difficult to use optimally) 6. Bloodletter Veil is really good on AP assassins (active effect is really easy to use and has a good stats budget) 7. increase in really short games (snowball faster, turrets weaker) 8. increase in really long games (too hard to push without warmogs) 9. the Bilgwater map has some clarity issues, lotta spells and effects are difficult to see (mark-dash summoner spell notably..) Overall, not quite the hit you might expect from such changes.
: Feedback & Discussion - Changes to emotes coming to PBE in patch 8.12
> Emote Bubbles show each teammate’s emotes, whether or not their champ is on your screen. Does that mean you see the emote twice, both from the bubble and the champion who is on the screen when said champion is close by? If so that should probably be changed (dunno if the technology is here) to only have the bubble appears when the champion using the emote is not on the screen to avoid unnecessary spam/clutter
: Cursor Update on PBE
Why would I want to use the plain old boring and distracting microsoft windows arrow over a fancy gauntlet and sword in a medieval fantasy video game?
: Feedback & Discussion - Changes to emotes coming to PBE in patch 8.12
Could you add a screenshot to show what the emote bubble thing is? I can't understand from reading your post what it's supposed to be or add to the game.
: PBE Bugs & Feedback Thread: Sand Wraith Pyke, Dark Waters Diana, and Dark Waters Vladimir
Hi, is it the same team that does skins and icons/emotes? Would that be possible to pass some feedback regarding Miss Fortune new emote currently on the PBE on to the corresponding team? https://2.bp.blogspot.com/-w6TqX0t7RYo/Wv3aA29AfYI/AAAAAAAA_2g/jB9JMD7H1RE5efSbedR6_8IMWjPc21jIACLcBGAs/s1600/c6ee30698d3a3f82.png https://www.reddit.com/r/MissFortuneMains/comments/8lht8o/does_anyone_else_totally_love_this_but_also_wish/ From what I read all over the place, people LOVE the new Miss Fortune emote, but they would love it even more if a small alteration was made to the smoke coming from her gun, to give that smoke the shape of a heart to go along with Miss Fortune girly/flirtatious persona (she literally spams hearts in game when she walks afterall) Thoughts?
: ARAM Updates on PBE
the experience tweak was a buff to mages btw, mages power scale with levels whereas marskmen and tanks power scale with items, and since the length of the game went down but the gold gains remained identical, you now have less gold at every stage of the game comparatively. if you don't have a waveclear mage and the enemy team does atm, you instantly lose the game, you can't protect your inhibitor and you can't fight off super minions.
: The problem is that this item costs 3k for just being a situational banshee veil. Assassins in ARAM need other items before even considering to buy it. Also you would never buy this item on champs like Elise. You use W and now you don't have it if you want to dive. So either your never w or pray to god your timing line up for the teamfight.
It gives health, AP and magic penetration, it's a well rounded item, seems to me you can buy it first/second on a few champions, and I don't see how it's more situational than banshee veil since you have control over when you get the shield, as opposed to heh banshee veil. imo it's competing with the likes of Rod of Ages, Liandrys Torment, Morellonomicon, Protobelt.. etc.. all those items that give you a mix of AP, health and penetration. not so much banshee veil. for example, I would certainly buy it on Akali as 2nd or 3rd item over morellonomicon if I don't need the grievous wounds debuff.
: ARAM Updates on PBE
Would that be possible to have a look at super minions? I feel like super minions are too strong, too early, they should scale with time more aggressively and be weaker before 10 minutes. If your team doesn't have a very good early game, it's common to lose your inhibitor before the 10 minutes mark, and having to fight super minions with 360 AD this early is next to impossible. It's fine for super minions to be strong to prevent games from lasting forever, however atm, they single handedly end games very early and it's a problem.
: ghostwalker literally gives any champ the ability to kayn E coupled with fizz E, combine that with youmuus and edge of night as well as duskblade you can demolish people super easily. Imagine rengar R'ing then ghostwalking in
Kayn E isn't good, you already build lethality and they nerfed dark harvest, so no you are going to kill players slower than before since you are doing less damage than before, and since tanks are dead, you will have even less teamfights than before (tanks are the ones starting fights, no tank = no teamfight), all you are going to do with those new items is suicide bomb yourself 1V5 and die and accomplish nothing.
: Yeah, I would just hope it would get tweaked a bit, maybe getting a takedown halfs it current cd because as of now it's just an overly expensive banshee veil.
those 3 items are for assassins, not standard mages or casters, the AP one is clearly for champions like Diana, Elise, Ekko, Kassadin etc, aka melee assassins/divers, not poke mages. those champions don't poke, they go in with snowball/flash/their dash and then trigger the shield with their first spell granting them some extra survivability when they dive and voila. banshee veil shield is worse because it can be popped by poke and stuff, wasting its effect, whereas this shield will always trigger when you need it the most, aka when you dive the enemy team.
: ARAM Updates on PBE
is there a reason you love mages so much and hate every other champions class? as a player who enjoys playing melee champions and other melee tanks/supports, I'm not happy with these changes, mages are already the best champions in the game and you keep buffing them directly or indirectly, it's absurd. the new "assassin" items are fun but gimmicky at best (Kayn/Leblanc/Zed aren't very good in ARAM, giving their gimmicks to everyone won't accomplish much), the nerfs to dark harvest hurts, the removal of warmogs hurts, how are melee champions supposed to push the minion wave, start fights healthy, get kills and aces and take objectives down in a reasonable amount of time now? the only thing these changes accomplish: mages are even more powerful than before, and their now only counter (rip tanks) the healers are even more powerful than before. incoming 80% win rate Ziggs/Sona? yay...
: Farewell Warmogs. You won't be missed. https://78.media.tumblr.com/tumblr_mb9np6OFzG1r61tndo1_400.gif
can't tell if you are serious, but you can expect a 5-10% win rate drop for all tanks (but maokai, who is already OP as hell) and fighters across the board and probably just as much for marksmen (counters to tanks, if tanks are bad, marskmen are bad) aram is first and foremost a minion wave management game, just like on SR mages are very good at it, and the only way to counter-push a minion wave at present is to get warmogs and absorb the poke and move forward ahead of your minion wave, without warmogs, you have no minion wave, without a minion wave, you can't win the game ever whether you win a fight or not.
: Oh no.... He is retarded..
rofl I just ripped you a new butthole, you have no clue what you are talking about, and you have no understanding whatsover of the game at the most fundamental level, which is to be expected from a rengar main tbh, you are probably a dumb 12 yo xbox cs:go player who can't tie your shoes because you can't find your feet LOL you probably think the earth is flat too LOL.
: Item restoration after selling them
I can't for the life of me sell items on the first attempt, it always bugs the sh!t out and I have to close the shop and open it again to sell the item again, sometimes 2 3 times back to back, it's ridiculous. it's only a pbe issue tho, I have no trouble selling items on the live servers. what gives?
: picked/banned in pro play? lol. i havent seen rengar or kha in pro play for so long what are you even talking about. rengar is high elo gets destroyed. there are so many countercomps for rengar its ridiculous. rengar is a noob stomper. because low elo players dont know how to play against him, which results him getting fed which doesnt end well...
https://lolalytics.com/ranked/worldwide/platinum/plus/champion/Rengar/graphs/ > the higher the elo the better he becomes https://lolalytics.com/ranked/worldwide/platinum/plus/champions/ > best elo column > ranked top 25 in very high elo (diamond +) https://lol.gamepedia.com/LCK/2018_Season/Spring_Season/Statistics/Champions > stats for LCK 2018, khazix 65% pick/ban; rengar 25% pick/ban let's face it, you couldn't be more misinformed even if you tried.
: Hi friends, today (2/6) Rengar makes his glorious return to PBE. Oh boy. Here's what's changed since we last saw him (more to come over the next few days as we finish bug sweeps and iterate on art). As mentioned earlier, removed the AP buffs due to game health worries for that build (we're already buffing it with Q lich bane synergy) Felt like overall damage was too low compared to live with the removal of upfront damage on ult so increasing Q scaling. Experimenting with W buffs to give a healthier jungle clear and faster ferocity generation. Some concerns that this makes top-lane bruiser Rengar too strong so may need to revert. Target ship date is 8.4, so we've got one last week to iterate on feedback. Thanks for all your help! > P - > Bonetooth no longer increases AP > > Q - > Damage:: 10/45/80/115/150 (+1.1 TAD) >>> 30/60/90/120/150 (+1/1.05/1.1/1.15/1.2 TAD) > Emp Q Ratio:: 1.3 TAD >>> 1.35 TAD > > W- > Damage:: 50/80/110/140/170 >>> 60/90/120/150/180 > Cooldown:: 20/18/16/14/12 >>> 16/14.5/13/11.5/10 > > R - > Removed AP ratio
that's it? is it safe to say this rework is another failure and rengar is going to get reworked again next year? is rengar the new ryze? you changed nothing, rengar still routinely doubles every other assassin damage (bare khazix who has the same exact design issues) by the end of the game and one shot or close to it players on sight from 700 range with a full combo (double Q = 60%, W+E+R= the remaining 30-40%) in O.1 second. it's lame and stupid, it's not interesting to play nor to play against. where is the challenge? where is the fairplay? where is the gameplay? you guys at Riot simply don't know how to design melee champions, it's sad but it's true.
: Yo i'm not saying idea is bad but Riot have already talk about that in the 4.5 Rework. Turned out mains didn't like the idea at all. They want Rengar to have a stealth ult that makes him leap and according to them "Its a core ability that match his theme" and if it gets removed then Rengar isn't Rengar And i cannot disagree with this statement imagine if Swain got a Syndra type of ult instead of his know transformation. Would swain players like it? Nah, Actually they are not happy with other changes so imagine something that is charismatic as his ult. So fairly enough, even if it will make Rengar more balanced, even you can make it have counter play, even if you makes Rengar more sneaky with invisibily instead of camouflage as a trade off for the leap, ... ect. Plus Evelynn is perma camouflaged, has an escape/dash with her ult.
his R would still be "stealth ult that makes him leap" as long as he is doing it from a brush. it's powerful and conditional like every R should be and opens all kinds of clever pathing and other uses of the terrain for rengar and his opponents rengar will be getting reworked every other year until something changes so I'm not sure where you are going with this, the alternative to what I proposed is to completely change his Q or completely change his R or nuke his numbers to the ground since both abilities the way they are now can't coexist together.
: No kappa. You want Rengar not to be able to leap from his ult? Like no Kappa? This suggestion is serious or is it a prank? Do i need to remind you that he has only one gap closer?
he would still pounce if he enters a brush with or without R, makes playing around brushes more satisfying both for rengar and his opponents, besides R dash is both redundant and problematic, it's redundant because he doesn't need it when he already has 500 movement speed, a potential ranged slow/stun and a potential dash from his passive, and it's problematic because it leads to both bad gameplay and lack of counterplay where the rengar player simply presses all his buttons like a moron and his opponent gets one shot on sight from 700+ range no matter what. you could even do some cool tweaks like increasing passive jump distance from brush when R is active (ever thought zac dash distance was nuts? rengar might also be able to do that), or give him more movement speed that stacks up every time he enters a different bush when R is active etc, since his gameplay pattern is now fun, interactive and healthy, lots of cool options. btw, evelynn has no real gap closer and she is doing great, no reason rengar who both has a conditional dash and tons of movement speed, and a ranged crowd control spell similar to evelynn Q can't perform just as well , the change is frankly minor and only affects his R combo in the event there are no brush nearby, being the sole reason rengar keeps getting reworked.
: 2 patch notes today (I was off Friday at an anime convention pretending to be 707 so didn't get a chance to write them then, apologies) Patch Notes for 1/29 (these should already be out on pbe) > R- > No longer grants ferocity on leaping to closest target (IGNORE THE TOOLTIP, IT IS BUGGED) Patch Notes for 1/30 (tomorrow) > Stats- > Base AS:: .625 + 3.5%/lvl >>> .666 + 3%/lvl > Sped up certain attack animations to make them feel crisper and better match with when the damage comes out (this is purely a visual change) > > P- > No longer plays Q animation when leaping with Q (looked bad) > Now plays Q Hit VFX when hitting target with leap Q (looks dope) > > W - > AP Ratio reverted:: .7 >>> .8 > > E - > AP Ratio Removed > > R- > Closest target leap bonus: 30% TAD + 60% AP Bonus physical damage +10/14/18 Armor shred for 4 seconds. > Fixed tooltip to reflect this > > Sounds- > All sounds are being reverted to live states until the 8/4 PBE cycle starts next week. > THEY WILL COME BACK, THIS IS TO PREVENT THE NEW ONES FROM SHIPPING TO LIVE IN 8.3 > >Skins - >Adding a new Q animation for Mecha Rango. (This is currently very WIP, still needs VFX, sound and general iteration) Context: Don't worry about the sounds being gone tomorrow, we'll bring them back. We had to revert them for the week so we can cut the 8.3 branch and ship it to live. Rengar's target patch remains 8.4 and the sounds will be back for the 8.4 PBE cycle. All gameplay changes will remain playable on PBE. Mecha Rango feels a little off now that his old Q is back, but his skin model has a SLASHY blade and not a STABBY knife. We're going to try giving him a fancy new SLASHY animation for Mecha Q. (THIS MAY NOT WORK OUT, IT IS TEMP, WE ARE TESTING) The base AS changes are there with the consideration that he basic attacks a lot more with reverted Q + his jungle clear has gotten a bit worse with the removal of live Q's AoE. Attacks should feel smoother as a result because Attack Speed makes everything feel 10/10. Reverting the AP ratio changes on W and E as I expect AP Rengar may already be getting a lot better only with the boonetooth changes and Q lich bane synergy. Additionally, E AP ratio wasn't adding much (since he maxes the spell last and it deals physical) and it felt bad to lower W ratio if we don't need to (since he uses it to clear/farm and ROAR-ROAR). Removing the ferocity from the ult as giving any amount of it on leap messes with Rengar's combo flow (turns out lions love casting tons of spells IN THE AIR, who knew). The combos as they exist on live are pretty smooth (Ult --> jump --> Basic spells --> Ferocity finisher) and it feels low value to mess with that. Something that's delayed (offering more counterplay) AND feels good for Rengar? Yes pls. So why not just remove the closest bonus entirely? We're not removing it because we think its GOOD COUNTERPLAY that the enemy team can body-block for their squishies to prevent Rengar from getting max value if he leaps on them. The difficulty we're running into here though is that the bonus has to be WORTH BLOCKING, but also NOT JUST ONE-SHOT A GUY. That's why we're trying a shred + small amount of cosmetic damage. Idea here is that it lowers up-front burst (giving time to flash), but then gives a lot of strength to Rengar's followup if his opponent can't get away (therefore making it worth it for opponents to block him from getting a "closest leap" on a squishy). As always, we're still iterating so not all of this will stay. Trying to make Rango as cool as possible while still offering adequate counterplay for his opponents. Please give feedback! Appreciate all your help <3.
have you considered removing the free dash from rengar R? seems like that would solve all gameplay issues and solidify rengar character as the king of the wild. 1. he would still be able to pounce on someone when his R is up, but he would have to do so using the dash from his passive, which in return reinforces rengar identity where brushes are core to his gameplay, both from his perspective, and the one of his preys who now have to watch out for said brushes more than ever 2. if there are no brush, the ideal gameplay pattern would require rengar to actually land his E bola first to engage his opponent on his terms, his best designed spell both aesthetically and gameplay wise, it looks dope and it's healthy design, similar to how evelynn does it from out of sight with her Q projectile on marked targets. 3. and if rengar is fed or very confident, he can still try to bum rush his prey not using his bola at all with the frenetic movement speed buff he gets from his R in open sight, which leaves him vulnerable and open to retaliation for a short moment before he eventually catches his target, again similarly to how evelynn can kill someone without using her charm later on. thoughts?
: Yeah! I think the day this was reported there were a couple compounding issues in the build. they should all be fixed, but I'll double check ^^ Blood Moon will be going live during the Lunar Revel event. :3 so that's why!
another thing, would that be possible to make it so champions with the blood moon buff aren't revealed by true sight? the game is a cat and mouse game at its core, you are the hunted, you get 3 kills, you become the hunter, repeat, but then you have rengar who hunts the hunters with his true sight bs on his R, it's stupid and unfair, he shouldn't be above the rules of the game.
: 2 patch notes today (I was off Friday at an anime convention pretending to be 707 so didn't get a chance to write them then, apologies) Patch Notes for 1/29 (these should already be out on pbe) > R- > No longer grants ferocity on leaping to closest target (IGNORE THE TOOLTIP, IT IS BUGGED) Patch Notes for 1/30 (tomorrow) > Stats- > Base AS:: .625 + 3.5%/lvl >>> .666 + 3%/lvl > Sped up certain attack animations to make them feel crisper and better match with when the damage comes out (this is purely a visual change) > > P- > No longer plays Q animation when leaping with Q (looked bad) > Now plays Q Hit VFX when hitting target with leap Q (looks dope) > > W - > AP Ratio reverted:: .7 >>> .8 > > E - > AP Ratio Removed > > R- > Closest target leap bonus: 30% TAD + 60% AP Bonus physical damage +10/14/18 Armor shred for 4 seconds. > Fixed tooltip to reflect this > > Sounds- > All sounds are being reverted to live states until the 8/4 PBE cycle starts next week. > THEY WILL COME BACK, THIS IS TO PREVENT THE NEW ONES FROM SHIPPING TO LIVE IN 8.3 > >Skins - >Adding a new Q animation for Mecha Rango. (This is currently very WIP, still needs VFX, sound and general iteration) Context: Don't worry about the sounds being gone tomorrow, we'll bring them back. We had to revert them for the week so we can cut the 8.3 branch and ship it to live. Rengar's target patch remains 8.4 and the sounds will be back for the 8.4 PBE cycle. All gameplay changes will remain playable on PBE. Mecha Rango feels a little off now that his old Q is back, but his skin model has a SLASHY blade and not a STABBY knife. We're going to try giving him a fancy new SLASHY animation for Mecha Q. (THIS MAY NOT WORK OUT, IT IS TEMP, WE ARE TESTING) The base AS changes are there with the consideration that he basic attacks a lot more with reverted Q + his jungle clear has gotten a bit worse with the removal of live Q's AoE. Attacks should feel smoother as a result because Attack Speed makes everything feel 10/10. Reverting the AP ratio changes on W and E as I expect AP Rengar may already be getting a lot better only with the boonetooth changes and Q lich bane synergy. Additionally, E AP ratio wasn't adding much (since he maxes the spell last and it deals physical) and it felt bad to lower W ratio if we don't need to (since he uses it to clear/farm and ROAR-ROAR). Removing the ferocity from the ult as giving any amount of it on leap messes with Rengar's combo flow (turns out lions love casting tons of spells IN THE AIR, who knew). The combos as they exist on live are pretty smooth (Ult --> jump --> Basic spells --> Ferocity finisher) and it feels low value to mess with that. Something that's delayed (offering more counterplay) AND feels good for Rengar? Yes pls. So why not just remove the closest bonus entirely? We're not removing it because we think its GOOD COUNTERPLAY that the enemy team can body-block for their squishies to prevent Rengar from getting max value if he leaps on them. The difficulty we're running into here though is that the bonus has to be WORTH BLOCKING, but also NOT JUST ONE-SHOT A GUY. That's why we're trying a shred + small amount of cosmetic damage. Idea here is that it lowers up-front burst (giving time to flash), but then gives a lot of strength to Rengar's followup if his opponent can't get away (therefore making it worth it for opponents to block him from getting a "closest leap" on a squishy). As always, we're still iterating so not all of this will stay. Trying to make Rango as cool as possible while still offering adequate counterplay for his opponents. Please give feedback! Appreciate all your help <3.
meh, gameplay still as stupid as ever, mash RQQEWAA one shot someone the end. now you can do that building dumb items too like rabadon deathcap, a cat with a hat, that's fancy I suppose, doesn't change anything tho, gameplay is identical
: Yeah! I think the day this was reported there were a couple compounding issues in the build. they should all be fixed, but I'll double check ^^ Blood Moon will be going live during the Lunar Revel event. :3 so that's why!
have you tried toning down a bit the free out of combat cooldown reduction buff everyone gets on the bloodmoon map? I noticed the bottom 4 champions Kassadin, Akali, Elise, Katarina, (minus Leblanc who is difficult to play and has her own issues and is due for a rework) are built in resets, or very short R cooldowns or simply don't have a R and thus don't benefit from this buff if at all skewing the balance between them and the op champions. that would also make the likes of Rengar, Khazix and Ekko a bit less obnoxious to play against so they can't press R and one shot a guy for Rengar or be impossible to chase/kill for Khazix and Ekko respectively every 15 seconds.
: Meh I don't really feel like playing a gamemode if I can't play one of my favorite champions that's the thing, I mean, I have Katarina, but just that I will just get bored eventually.
you can see it as an opportunity to try a champion you don't think you'd like, maybe you'll find a new favourite.
: Blood Moon Champions Simple Question
they tested lots of champions and arbitrarily decided some were too strong or too obnoxious or didn't fit the theme well to be added. When you put a cat and a mouse in the same room, the cat eats the mouse, it's the same here, some fighters inherently stomp assassins, Diana and Pantheon probably shouldn't be there either for that matter but it isn't always easy to make that call since champions archetypes (fighter, assassin, skirmisher, tank etc) aren't always as distinct as a cat and a mouse are from each other.
: 1/23 patch notes Q - Q bonus attack speed on swing:: 15% >>> 30% (this means the Q will "cast" faster) Q animation speed has been adjusted to better match when the damage comes out R - Base Damage:: 150/250/350 >>> 100/175/250 Enemy champions revealed by Thrill of the Hunt (by being closest to Rengar) stay revealed for the spell's duration (even if another enemy moves closer) Explanations: --A number of Rengar players were observing that the Q felt sluggish, so tweaking it a bit to make it feel snappier. Tell me what you think --R damage was straight too high if you compare it to the damage numbers he got from the old crit so we're taking the base down a bit, may need to also hit the ratio going into the future. --Vision changes are trying a way to give Rango MORE vision on the ult without giving him complete information unless he works for it. Hopefully it will improve his ability to feel like a hunter while still allowing for the possibility of errors due to incomplete scouting. This specific change is highly experimental and may be iterated away from. We're currently looking into getting a few of his missing sounds back, I just need to create the hookups (more complicated than you'd think). More tweaks to come over the next week, thanks for all the feedback.
current iteration isn't too bad, rengar almost doubles every other assassin's damage on the blood moon map scoreboard atm. double Q is like 1500 damage in 0.1 second, seems fun. might need a buff idk.
: It's clearly said that posts should be about feedback from a pbe changes, yet you are bitching here from live Rengar, how you get one shotted because you don't know to play versus him at all. Stop making useless comments like this.
the post you are replying to is about rengar's general direction, his numbers and his gameplay patterns which have been identical through all his iterations. the point of this feedback is obviously to prevent a 3rd failed rework, rengar is currently sitting in the same basket as Malzahar, Leblanc, Ryze, Azir, Kalista, with kits that are fundamentally problematic at high elo failed rework upon failed rework. btw it's the other way around, only good players complain about rengar, he has always been problematic in high elo only, and a pick/ban in pro play only, bad players complain about dumb stuff like akali or master yi hah.
: Rengar Changes Feedback Thread
what's the counterplay to a champion with a free dash and free true vision that is coming at you with 500 movement speed and over 300% total-bonus AD front loaded in under 0.5 second tho? all your iterations have been identical from my perspective, release rengar was a toxic champion, post release rengar was a toxic champion, live rengar is a toxic champion, pbe rengar is a toxic champion, people like to complain about say for example akali but from my perspective, rengar/khazix are a lot more problematic (and the only 2 assassins picked/banned in pro play, correlation? I think so) because so much of their damage is front loaded that their opponent is dead before he can do anything, whereas akali needs 3-6 seconds to kill anyone with several Q-AA rotations, katarina needs to step on her daggers which are telegraphed and can be avoided, talon is a mixed bag but he still has to hit his Q shurikens on the way back which can be avoided etc. Rengar/Khazix stats check their opponents with unavoidable, insurmountable amount of damage from the get-go and there is nothing they can do about it but stack tons of armor and health.
: hey cocaco! regarding the starting gold and turret bugs. Starting gold is intended to be 500. Are you still seeing it as 400? I can't reproduce that internally Also I think the turret bug is no longer happening. There was some under-the-hood conversion of stuff last patch but I believe that was all fixed in the same change (same cause of the turrets not firing visible missiles)
Sup, that post is out dated, maybe I should update it. There was a pbe deploy that lasted one day a couple days ago that had a bunch of changes, one of them had starting gold reduced from 500 to 400. Looking back, it was maybe not some intended changes up for testing, and simply some weird global code that slipped through for one day since SR was also affected, the bottom turret was buggy, the extra movement speed buff at the start was gone, on both maps. Btw, why is the bloodmap map on the pbe atm? are you testing anything? is it coming next in the rotation on the live servers? (AP champions are still bad btw, takes too long to kill neutral creatures with them)
: Investigating :) Thanks for the report!
If it's not a weird bug with the victory screen not behaving properly, or a bug with shaco's clone, it could also have something to do with the number of 'invisible' points that are over the cap. while the red team got 350 points first, they only had 348+5=353 points total whereas the blue team ended the game with 331+25=356, which shouldn't matter obviously but that could be the quirk.
  Rioter Comments
  Rioter Comments
: PROJECT//: Overcharge game mode - coming soon to PBE!
the game mode is just crap now, you nerfed mobility super hard by adding delays and stuff to the teleport thingies, making immobile champions useless, and you penalized good players by removing the extra experience, the game is now decided by whichever team has the worst player or which team has the best vayne. it's stupid.
: where i am ?? idk PROJECT//: Overcharge game mode
has been happening every single game multiple times a game today, never happened before, I had my champion disappear for like 5-7 seconds with the overcharge buff, it's gamebreaking. they broke something vayne should be disabled on this map anyway, her E is massively overpowered with so many walls around, nobody can touch her, she point and clicks stun you and 3 shots you while you are stunned. gg no counterplay
: " kogmaw has a mean one item powerspike too, his AA- R - Q - E - AA - AA - R - AA burst is really high" Yeah , when you reach that powerspike you're almost already dead lol. And i'm wondering how you can outrange champions with a dash and the passive of trinity(phage) But i've added you on the PBE and i'll show you my point {{sticker:slayer-jinx-wink}}
you start the game with 4000 gold or so, AARQEAA happens in 0.5 seconds from 800 range-ish from the fog of war, you are at half health before the duel even started, then you die within the next 1-ish second with the next R. kogmaw is super tough to duel, he does so much dmg. not sure when I'm gonna play on the pbe, I only made that account one week ago to try Zoe.
: Thanks to cooldown resets (Yellow pickups, overcharge kills) Ashe has her arrow up CONSTANTLY. Also, I've heard AP kog is hidden OP ;)
Hi, I'm sorry this isn't quite on topic but I don't know where else to post this to make sure you read it. You made some change to Ascension 2 weeks ago, I've played it on the live servers and one thing I noticed, the games are now a lot longer, from maybe 15-20 minutes on average to 20-25 sometimes 25+ minutes on average. allowing everyone to recall all the time had the major drawback to drastically increase the average game length (people are dying less, and are spending more time between the fountain and the battlefield), not only that, but the death timers are now ridiculously long later on putting the game to a halt even though neither team is all that close to 200 points, making the game both slow, tedious and not very fun. Imo you really need to tweak some numbers the next time around, be it total number of points, or death timers or something (or remove the recall you know), so the games are as short and as fast paced as they used to be.
: the Cooldowns of Jumps / Tp and seeds are so low that is it almost instant reusable , wich means that dashes / jump etc still close the distance with your target (and makes you able to make outplays in the bushes etc) , and the most critical point of this mode is to get kills as the overcharged or escape them , so i'm really wondering how you'll escape a lucian / corki as ashe / kogmaw / jinx. Also , those champions can abuse the trinity so hard that they'll always win the 1v1 , i'm really wondering how your kogmaw will survive a corki / lucian / vayne (except if you count on your passive to do so {{sticker:sg-jinx}} ) Finally , i forgot to mention that Corki has his package during the overcharge , which always guarantee me atleast 5 or 10 points by overcharge. You probably noticed that i didn't mention ezreal , even tho he can abuse the trinity and is very mobile , he's not a duelist , i'd say he's B tier in this mode. I'd be glad to add you and invit you to play this mode to show you my point. {{sticker:poppy-wink}}
rageblade kogmaw has a mean one item powerspike too, his AA- R - Q - E - AA - AA - R - AA burst is really high, he out ranges pretty much every other marksman doing so and you can't hide from him his R reveals you, I only remember losing duels to vayne/ashe stuns and graves point blank one shot cheese or when I miss all my skills hah, but that's not really the point of the discussion, ashe can R your face, miss fortune isn't easy to catch with her strut passive and ghostblade and can also R your face, jinx and caitlyn can cc you, etc, champions have other strengths, being a bit more mobile is only one thing, if you are getting trapped or blasted at every corner, you aren't getting many relics or catching up to anyone anyway regardless of how mobile you are haha
: What is your rank ? decent players vs decent players , Ashe & kogmaw have no chances because they're basically Free targets (+5) to the overchargeds. Vayne is broken for many reasons , 1) She is a very good duelist 2) She can escape the overcharged with the stealth on ult and the condemn 3)she does the charge bots very quick.
less mobile champions aren't much easier to catch than any other champion due to the nature of the map, when you can dash 20 times in a row using teleports, seeds and flash spam, a champion who can dash 20+1 times isn't inherently all that more mobile said differently, the value of a dash decreases the more dashes are present into the game, on a map with no free mobilty spell of any sort and no flash, a champion with an innate dash in his kit like ezreal is 100% more mobile than a champion with no dash like kogmaw, on a map like overchage however where all champions dash a lot, ezreal who dashes around between idk 10+1 and 20+1 times in a selected time window is only 10% to 5% more mobile than kogmaw who dashes respecticely between 10 and 20 times in that same time window. if riot were to remove all the teleports and seeds and the flash summoner spell, what you say would be true and champions like ezreal would be very strong, that's not the case however.
: My 'Overdrive' Feedback
I am 45-15 only playing KogMaw and Ashe idk. Vayne is broken, but that's not because of her mobility, but her point and click spammable stun. nobody can duel her, she stunlocks you to death every 10 seconds if she is any good.
: Hey gonna chime in on this cause this is generally valuable discussion. We are taking a look at the snowballing, as well as rewarding players who survive overcharge (and making it a bit easier to play around) Will be on PBE today: * Adjusted EXP to be more equivalent (more passive EXP, less kill/charge bot EXP) * Increased slow on Overcharge champions when you hit them with anything from -20 mspd to -30 mspd (on top of losing their 60% mspd buff) Not on PBE today, but we are testing internally: * Flattened EXP (everyone earns exp at same rate) * 100 gold if you survive an enemy overcharge That said, PBE has no matchmaking so feedback regarding balance and snowball are not high resolution. Would expect players to get destroyed vs better opponents in this mode given the heavy emphasis on vision and map awareness, as well as clutch mechanical outplay. This coupled with the more deterministic ADC outputs means someone who is generally worse at the game will almost always lose (AA's don't have a cooldown and can't be dodged, so it's not like you can easily outplay or capitalize on spent CDs vs that guy who just has better mechanics or awareness than you without doing those things better than him/her). Also there's literally a buff that makes you invulnerable, and there aren't real defensive items so ostensibly you should be able to kill your opponent regardless of how much gold they have. Comment if you're interested in more individual pointed discussions.
I kinda liked the previous iteration more tbh you can't really carry a game anymore on maps like bloodmoon or ascension it's still possible to have an impact and carry, but the overcharge map is pretty big, you aren't gonna capture all the relics and chase/kill everyone without a bit of help.
: mind screenshotting some of the points you feel this happens in? there are just a lot of tight corridors so yeah, the vision system shows it's limits here. but we can probably smooth somethings out
https://www.dropbox.com/s/5no8gs9z7psrpwo/lol%20pbe%20overchage%20123456.jpg?dl=0 in red, if you aren't inside the red circle yourself, you can't see people inside said circle, even thought there is technically nothing blocking your line of sight from the perspective of your character. now I realise the map isn't exactly symmetric, there aren't as many spots as I thought, also, it seems to match the grey platform thingies, I suppose it could be intentional, but some of them are bit sketchy, the one blind spot top left of the map and the 2 blind spots bottom of the map are kinda annoying. the middle platform yeah, I highlighted 2 of the 6 grey thingies, but the middle platform is pure chaos anyway, I think it's okay.
: i don't remember the mention of relics in the game description, what does gathering a relic do ?
I'm kinda using the word relic loosely, you have 'cargos', those give you one point toward the overcharge buff, you usually want to fight for them, if someone tries to kill one, you fight him and either wins the duel and forces him to retreat so you get the cargo for yourself or kill him, or lose the duel and respawn. you have health thingie, a small cross on the ground, you pick it up to get health and mana back you have a hourglass thingie, a small hourglass on the ground, you pick it up to reset the cooldown of all your skills, your ultimate and your summoner spells, and to get some mana back too.
: Hey gonna chime in on this cause this is generally valuable discussion. We are taking a look at the snowballing, as well as rewarding players who survive overcharge (and making it a bit easier to play around) Will be on PBE today: * Adjusted EXP to be more equivalent (more passive EXP, less kill/charge bot EXP) * Increased slow on Overcharge champions when you hit them with anything from -20 mspd to -30 mspd (on top of losing their 60% mspd buff) Not on PBE today, but we are testing internally: * Flattened EXP (everyone earns exp at same rate) * 100 gold if you survive an enemy overcharge That said, PBE has no matchmaking so feedback regarding balance and snowball are not high resolution. Would expect players to get destroyed vs better opponents in this mode given the heavy emphasis on vision and map awareness, as well as clutch mechanical outplay. This coupled with the more deterministic ADC outputs means someone who is generally worse at the game will almost always lose (AA's don't have a cooldown and can't be dodged, so it's not like you can easily outplay or capitalize on spent CDs vs that guy who just has better mechanics or awareness than you without doing those things better than him/her). Also there's literally a buff that makes you invulnerable, and there aren't real defensive items so ostensibly you should be able to kill your opponent regardless of how much gold they have. Comment if you're interested in more individual pointed discussions.
Thoughts on the vision shenanigans? Sometimes (it's not that common overall with the exceptions of some specific spots, some I'm talking about below) you can have your opponent standing right in front of you and still not have vision which leads to champions randomly appearing and disappearing for no reason (similar to vayne invisibiliy shenanigans but with all champions) + there are quite a few spots that are bit sketchy (the corners of the map for example north east, north west, south west, south east where simply standing on the edge of the map hides you as if you were standing inside an invisible bush, even though in it's the open. not sure if it's possible to improve that tho, vision seems to be coded deep into the game
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cocacolalips

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