: Thank you, my prayers were answered. I always disliked that she could blink and reset, when every other champion does one or the other. My thought was something a long of fixed charges on Shumpo, but this sounds so much better.
She can still get those blinks and resets by getting kills and assists just like before, except now there's more ways to reset your E blink without kills and assists.
: Why are you guys influencing a poke/tank Kha? Isnt he supposed to be an assassin? Why such a hard hit to his burst but make buffs like you are to Rengar? The whole point of Kha is to catch someone alone and isolated and kill them and leave before the enemy team can catch you.
how on earth is that encouraging either? His poke isn't stronger and his tank isn't stronger. Because his W has more slowing potential if its evolved, which isn't guaranteed every match? they buffed his burst tremendously what are you talking about? haha bonus isolation damage is now 50% instead of 30%, the bonus ad ratio is now 140% instead of 120%, and the additional bonus for hitting isolation with Q it refunds about 2 seconds of it to hit even sooner? What part of this reads "tank kha is stronger and poke kha is stronger"? If anything both are worse due to the fact that W doesn't slow anymore unless the target is isolated.
: Both intended. The auto reset on Q might be a little much, might have to add a bit of delay there.
I thought there was a big thing you guys said that judging from playtesters, new Talon is under-performing?
: Why is Snow Day Bard not legacy?
seriously! Gnar's lore was he was frozen in ice for an incredibly long time, makes sense for him to have an ice/frozen skin available all the time! and its 975, so i feel this one should be the non-legacy one and let bard be legacy!
: Why the hell is Bard's ult still golden.....
It used to not be golden when he first hit pbe, they explained back then why the stasis will remain golden. dont ever expect it to not be golden, too confusing.
: I'm not sure I'm comfortable with this. You all have said that 1350 RP skins will always be discounted to 975 on release, and this seems to go against that. I get that there's the borders for the loading splashes, but that feels like something where the value can't really be compared to precedent. Do we want that to be worth 375 RP? I think this would be okay if they also came with the corresponding summoner icon, but as it stands, this feels like it's moving skin pricing in a direction I don't think I like.
But it is still going on sale for 975... there's literally nothing wrong with this. For players who want to the loading screen and are willing to pay full price, sweet cool here ya go. For everyone else who does not have the money to cough up, it's going to be on sale the following week for 975. Sweet cool, everyone is happy
: > [{quoted}](name=justjoekingg,realm=PBE,application-id=cMKtzQHY,discussion-id=b3nQxcfA,comment-id=0009,timestamp=2015-08-21T00:47:41.518+0000) > > Hello :) I'd like to start off by saying this skin is beautiful. It's exactly the "stand and defend" tech skin we've been waiting for. While I wished for Eclipse Leona (a more orange-esque skin concept) this is a great alternative. While I love everything you've done with this futuristic skin for our beloved Leona, there's is ONE piece of feedback I'd like to give. Compared to all the other Project skins, in terms of pizazz and "wow look at that" (squints at fiora's multi colored festival of abilities), Leona's skin is lacking. What I mean is if you look at Fiora's abilities and effects, they're all super loud colors and 'Project-y". Even fiora's passive is fricking gorgeous, let alone her carnival of ultimate colors and her dash and and w and ughh. > I'm getting off topic, I just think you guys can do a little more to "oomph"en up Leona's particle effects on her abilities :) you have a great concept to work with here. **Now is NOT the time to be hesitant or modest! She is the living embodiment of the fricking sun and she's packing all that raw power with a new technological super suit of augmentation, make it seem as such! Make her more bold.** > > Edit: specific points for you guys to look at. > 1- Her W is very lackluster, something everyone else has pointed out. Try for more honeycombs like the other project skins have. > 2- For being an ultimate, her R looks a little too "pew pew" arcade-y. This is a project skin, not an arcade skin :P this is a technological blast from the sun we're talking about here. Amp it up! Really give it that ion orbital sun cannon feel to it. > 3- if you get to it, when she afflicts enemies with her passive, its way too subtle. Looks bland/boring. Doesn't exactly have the same "hit me, look at me hit me" affect as her other skins. > 4- Her body is also a little on the boring side. Try adding some of her core color into her armor and see how that works. Accented yellows perhaps. Not the eggyolk yellow you have though ;) > > Concluding thoughts are she feels too unsaturated and bland in comparison to her other counterparts. The chosen colors/shades from both her armor and abiliites arent forming that awe inspiring feel we were all kinda of hoping for. it's like shes pale (ironic because, you know, sun). Really dont be too afraid to have fun and just go all out on this one guys :) ^ ^ Every single thing there I agree with, Leona is my favourite champion and there is so much more that can be done with this skin, especially since considering its a 1350 skin and compared to every other project skin, it fells really lack luster. Also, I'd add that her death animation seems to be a bit too unevenly paced. I'd suggest having her start to break apart and vanish as she's falling because personally I find that her vanishing animation happens to quickly.
I editted it a bunch. I dont usually comment on these threads but I REALLY feel something needs to be done. I feel these suggestions will both satisfy the community more and also make it sell better for both Leona mains and non-mains, which means more money for Riot (cough win-win?). I dont know how these usually work, more upvotes means they'll take it into consideration more? If that's how it works then show your agreement guys :D
: PBE Bugs & Feedback Thread: PROJECT: Leona!
Hello :) I'd like to start off by saying this skin is beautiful. It's exactly the "stand and defend" tech skin we've been waiting for. While I wished for Eclipse Leona (a more orange-esque skin concept) this is a great alternative. While I love everything you've done with this futuristic skin for our beloved Leona, there is ONE piece of feedback I'd like to give. Compared to all the other Project skins, in terms of pizazz and "wow look at that" (squints at fiora's multi colored festival of abilities), Leona's skin is lacking. What I mean is if you look at Fiora's abilities and effects, they're all super loud colors and 'Project-y". Even fiora's passive is fricking gorgeous, let alone her carnival of ultimate colors and her dash and and w and ughh. I'm getting off topic, I just think you guys can do a little more to "oomph"en up Leona's particle effects on her abilities :) you have a great concept to work with here. **Now is NOT the time to be hesitant or modest! She is the living embodiment of the fricking sun and she's packing all that raw power with a new technological super suit of augmentation, make it seem as such! Make her more bold.** Edit: specific points for you guys to look at. 1- Her W is very lackluster, something everyone else has pointed out. The only reason this concerns me is this is one of her core abilities that everyone recognizes instantly. Its the "oh she's super tanky now" ability and she uses it A LOT. It's also representative of her guardian character and should be, well, represented better. Try for more honeycombs like the other project skins have to make it a little more digital. 2- For being an ultimate, her R looks a little too "pew pew" arcade-y. This is a project skin, not an arcade skin :P this is a technological blast from the sun we're talking about here. Amp it up! Really give it that ion orbital sun cannon feel to it. 3- if you get to it, when she afflicts enemies with her passive, its way too subtle. Looks bland/boring. Doesn't exactly have the same "hit me, teammates look at me hit me" affect as her other skins. Its supposed to be attention drawing and serve as a reminder to proc it. Think Star Guardian lux's passive. Its very vibrant and you wont forget to go in and proc it if able to. 4- Her body is also a little on the boring side. Try adding some of her core color into her armor and see how that works. Accented yellows perhaps. Not the eggyolk yellow you have though ;) Concluding thoughts are she feels too unsaturated and bland in comparison to her other counterparts. The chosen colors/shades from both her armor and abiliites arent forming that awe inspiring feel we were all kinda of hoping for. it's like shes pale (ironic because, you know, sun). Really dont be too afraid to have fun and just go all out on this one guys :) Double Edit: One final suggestion I'd like to give that could mean wonders. Maybe a goal could be **to add more contrast**? It'd solve the everything looking bland and unsaturated problem, and also in doing so would automatically make all her effects stand out more and be more vibrant! Make the darks darker and lights brighter!
: wait didn't someone say that if a champion of the team that owns the shine is currently inside that the shrine cannot be captured? i am unsure, if you would like to add me in the pbe we can test this if you like
It is specifically ON the tiny spire. If you're in the radius of the shrine alone it doesn't count.
: mainly cause krugs is a potentual starting camp that riot probably wants to encourage the use of, with the mana regen on his spires he can practically give his midlane blue lvl1, ergo starting blue is unnecessary
mm its not so much the mana regen that causes skarner to get it in his first clear. edit: when i say first clear i mean at some point in his first clear, not as in him starting that camp. For one, it gives CDR. More CDR means faster clears, a little more health due to shield uptime, more stuns; applies to ganking too. But that's no big deal. Secondly, its the exp. A lot of people right now are feeling like they can't do anything before 6 still (i disagree with them to the highest degree), so Skarner still wants that exp to get his level up there as fast as he can (which also goes back around to him wanting faster clear/faster access to exp). Need I mention giving your blue buff to your mid laner right away like that paints the biggest target ever on his/her back? :P it basically shouts "come gank me! And skarner is my jungler so you know you can gank safely without fear of him counterganking!" And you know mid lane with blue buff will be pushing out anyway ;)
: Reading new changes for 8/7... This looks pretty substantial...!!! Like, cool. So now when you stun someone, you get a 1 second buff to attack speed and ms equal to the shrine bonus? and you get the MS buff when ulting someone for the ults duration. Interesting, not huge but definately cool, I like the cooldown reduction for E, though I don't like that you added one second to the base :P, means it will only really be effective when stunning multiple targets, but I get it, its intended that way. :) I still think that enemies shouldn't benefit from taking his zones. The only incentive they need is taking away Skarner's strength. I also think if Skarner is in the zone, anywhere, it shouldnt be capturable. Its looking a bit better though. EDIT- Does that mean his mana regens for the duration as well??
to answer your edit, yes it does.... for one second
: One major difference I am noticing between our internal play and PBE play is much less PBE usage of the W for lane pushing. If you really need to clear a wave, it's a strong tool (we generally take W at level 1). In exchange, you go "shields down" since that's also your major source of threat on your lane opponents early, so use it wisely.
Hey CertainlyT! How do you feel about tanky ad style mord? Im seeing great success with devourer (on skirmishers), into Titanic Hydra, into Frozen Mallet, Merc Treads, Tri-Force, and one last item. You Max Q first and E second. The runes give mord a lot of early attack speed for faster Q procs in the jungle which keep your shield up and increase the frequency of slows from Frozen Mallet and cones from Hydra. With all this health and AD mord can 1v1 most people and come out on top. Did you foresee this coming about?
: No, the ability doesn't multiple on hit effects by 9. Even I wouldn't do that.
There's a bug on the pbe where his Q tooltip states he deals 2x damage, not 3x.
: Mordekaiser Change Summary & Feedback Thread
Hey @CertainlyT ! There's a bug. In game the Q says "each extra strike deals 2 times the amount of damage as the last" but in your post you say it deals triple the damage (3x) than the last. Which is the error?
: It might be. I certainly didn't start at 325. In fact, I was very hesitant and moved him down 5 MS at a time as opponents reported being completely unable to escape his onslaught. A major factor for this is that Mordekaiser has the base damage and base survivability to invest into a lot of movement speed items as the game progresses (Our playtesters often build him Targons-->Ninja Tabi->Phage->Trinity Force->Raptor Cloak->Rylai's). I think you might also be coming at this from the perspective of someone who has played "traditional" melee bot lanes, that must function as aggressive kill lanes in order to find any success. Mordekaiser has the scaling and defenses to whittle his opponents down and wait for a good opportunity (like a Thresh hook).
im confused. in the stats above it says 340 -> 330. Where is this 325 coming from?
: yeah the dragon thing is 'cool' but it's not as amazing as it sounds, and idk what this ad scaling on e is
its not so much that its "cool". As noted in the notes theres still stats to be added on ghost scaling with stats (dragon has some insane stats dude), so getting dragon over a champ may provide a lot of hidden power from it. Also, getting this ghost dragon is a great pushing tool. He takes it with him to lane he'll almost guaranteed get a tower out of it and can help conclude games.
: Mordekaiser Change Summary & Feedback Thread
I shared a similar concern to Skarner's movement speed nerf but I can see why it was done. With Mord though i can not. Why did you nerf his movement speed? If he's supposed to be played more in the bot lane now, as an immobile suit of iron in a very easily gankable lane why go about nerfing that? Unlike the skarner change he has no CC so moving to hurt people or (more often than not) running away should probably stay as is dont you think?
: "New active -- Harvesters of Sorrow: Mordekaiser and target ally champion" you must target an allied champion, they want to force morde into a duo lane so this ability will be useless in a solo lane unless your jungler is coming to gank for you.
they dont want to make him useless. As he commented on twitter already they believe mord will still be viable in the solo lanes. Now being able to cast that ability without another ally nearby (when they gank i imagine) will not make him useless. He has these range buffs coming up, he can still power farm like no one's business and push his wave. in short, he still does what mord's always done except now he can't cast his dot (which may be okay since his shield wont go lower than 25% so he wont need the dot to keep it going)
: Mordekaiser Change Summary & Feedback Thread
"(Nerf) HP5 3.3 >>> 4" was "nerf" a typo or is the number not actually 4? also what do these mean? - (Buff) Range 125 >>> 200 and Attack Range 125 >>> 175
: This is correct - caveat, the active's bonus damage also applies to your main target. I'll look into better ways to word this to be more clear.
: What's the difference between the first Unique passive on Titanic Hydra vs the second "cleave"? Does cleave only work on minions?
What second cleave? The standard on hit ability passive of this item is your auto attack will hit for 20 plus 1% of your maximum health. Again, thats your normal "i auto attacked this guy". Cleave, the aoe, is basically normal Hydras thing, dealing damage in an AOE on your normal auto attacks, every auto attack. However the target does not take damage from its aoe since its taking damage from the above passive of "20 plus 1% of your maximum health". It does this so you're not procing the on-hit affect and the aoe affect on the same target every auto.
: Skarner PBE Changelist and Feedback Thread
I can see why you guys did what you did. With his E granting an immediate "just 1 auto attack now" stun, he wont need the attack speed to apply stacks from his Q/auto's to reach that "i can stun you now" point. However, why remove his movement speed bonus and simultaneously nerfing his base movement speed? Why dont you try one or the other first instead of both at the same time? The shrines are at objectives points which is wonderful and all, however, they do not in any way shape or form help his gank. They only help him if enemies are dumb enough to fight him near his shrines (which are situational in themselves since they have to be activated beforehand). **The majority of the game will NOT take place near his shrines.**
: Introducing chroma packs!
They're doing it!! It's happening they listened!
: I am working on the issues right now, and I -ideally- would love for a fix to go out today. No promises, but we have a group of people on this issue at I type this!
: [PBE Bugs & Feedback] DJ Sona - Feature Highlights
What time frame do you think we're looking at? Today? Tomorrow?
: I've been "calculating differences" and scanning files for 2 hours now. What do?
Rioter Comments
: Been "calculating differences" on PBE for the past hour. What do?
thousands of files, hasn't made any progress in the percentage bar. sigh
Rioter Comments
: First Big Update to PBE Summoner's Rift
@Riot, when you first openly talking about the SR VU, you said you guys wanted dragon and baron to feel more like "bosses" of SR. To make fighting them more challenging (harder to kill/they pose more threat with damage+abilities). Engaging dragon and baron on this was more challenging because of their abilities and skill rotations. Why are you going back on that statement you originally made? I feel as though you're dumbing down baron and dragon again. I liked how players kinda had to move around, and there wasn't just one person absorbing damage and everything. So I ask why the change of heart? Do you guys want to make the 2 biggest non base objectives easier to obtain?
Rioter Comments
: Doom Bots of Doom Enabled on PBE!
But please keep the 5 bomb difficulty as hard as it is now, or even harder if you can! Thank you <3
: Doom Bots of Doom Enabled on PBE!
Hm, something no one has mentioned yet but I'm positive everyone knows, is that the bots can be rather... dumb? An example being if your team is rushing mid, they dont go to defend it or add more bots to help it out. Furthermore, if they're already doing something like dragon, they wont go to defend until the dragons dead. Or if you go to top 30 minutes in and all the turrets in that lane are still up, odds are you can push from there all the way to their nexus turrets before they react. Sure they're super strong and powerful, but they react to events like a new player climbing to lvl 30 :P
: PBE Bugs & Feedback Thread: Mecha Aatrox and Mecha Malphite!
The colors on the champs seem **really** **really** dull, some of the effects graphics included. They seem incredibly "pale" is the best way I could describe it. As follow ups to Mecha Khazix, they seem incredibly lack luster. However I think you've successfully made their transition effects look very.. worth. That's go say Aaron switching stances, when his ult is active, malphite turning red, both their recalls. Tl;dr- base colors on actually skin and effects very pale when compared to the likes of Mecha khazix. Achieved the look and feel of transition
Rioter Comments
: Atlantean Syndra opinions on appearance
Just have at her Riot :D Give us the feel of her "unlimited power" like we get with her default and justicar skin :D when i use those skins i FEEL like Syndra feels, an utterly menacing mage with raw power being drawn from the cosmos and unleashed onto the battlefield
: Team Builder will be coming back on Monday (2/3) and Tuesday (2/4) from 1:00 to 5:00 PM PST!
the biggest issue i've seen is once you start looking for a position/role, you can't stop looking for it (aka refine the search) even after declining them.
: Team Builder will be coming back on Monday (2/3) and Tuesday (2/4) from 1:00 to 5:00 PM PST!
Looking for friend to queue up with on Team Builder! justjoekingg feel free to add me :)
: Thoughts on Xerath
Slight tweeking on his E would be much appreciated, and perhaps making his ult shots have a higher missle speed (or at least maybe widen the AOE or bring back the isolation damage since it's so hard to land now)
: [Team Builder] - Should be optional
Team builder is going to be a separate queue when it launches... at least that's what I last heard about it.
Rioter Comments

justjoekingg

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