: Yorick Discussion **Open Discussion for Everyone's Opinions!**
http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/fxdG7M5t-yorick-discussion-open-discussion-for-everyones-opinions FORGOT TO MAKE A LINK LOL please share!:D
Rioter Comments
: Bloodstone Taric looks like he is wearing mime makeup
Yeah he looks like an Emo ass Vampire too me. I think he needs to have a slight color change lol
: Taric Feedback
He is way more of a support now. He only has 1 damaging ability and revolves more around his passive for damage output. The Rest of his Kit is all Sustain.
: Taric Feedback
I agree with a lot of this. Q I think the heal should either 1) cost less mana or 2) be at least a little stronger whether the ratios are increased or whatever. Taric's Old heal felt a lot stronger but did have a higher CD. W I think should be based off of Tarics max hp instead of everybodies, because I thought it was strange as well since you should be giving your adc the same if not bigger shield than yourself. E I really have no problems with however. Maybe a slightly wider AoE. R I actually really like his Ult. I miss his old ultimate but this new ult has A TON of potential. I noticed you were saying something about the heals CD being too long but considering his new passive takes 2 seconds off of his CD each proc I feel that all of his CD's are actually pretty appropriate.
: Taric Ult bug
It has a 2.5 second delay. Are you sure that wasn't the problem?
: Taric mana costs
TBH I don't really understand? I wasn't having any mana problems at all and I was spamming my E and W just to get his Q to 3 charges and wasn't running out of mana late game. Early game kind of but that's too be expected. Keep in mind the only Mana Item I had was Trinity Force.
: (Was told to post it here after i originally posted it out there) So someone on Surrender@20 posted this as their own 'tweak' to Fiora's updated splash and I honestly think its so much better than what's up now. Mostly it stays true to the original Fiora and as well keeping her signature hairstyle, don't you think? xP Please consider this...It's something that all Fiora players would love!{{champion:114}}
I like it I just think there's a lil to much hair over her eye lol
: I would like more something like this, is the "old Fiora" in a new splash art, not an "ugly 40 years old botox Fiora's mom" in a new splash art xD Edit: I have to say that I LOVE the new Kit, really :) GJ Riot!! But this make me even more sad about the ruined esthetic aspect :\ i saw they updated the face and some texture in the in game model, and now is fine, but they have to work more on the splash art IMO!
: I think the new 'Weak Spot' mechanic needs a weak spot (Kappa). I've got a great idea that doesn't chance the mechanic but instead gives a counter play for tanks against the true damage. I don't think tanks like Rammus and Malphite should be affected by this mechanic since they are tanks. But even though they are tanks they can not counter this mechanic since it's true damage. So I though that after reaching a certain amount of armor on a champion, the 'Weak Spot' mechanic doesn't affect that champion. It would make a lot of sense since tanks tend to have few weak spots. I really hope you consider this since it would give a nice counter play for tanks. Let me know what you think!
I see where you are coming from logic wise, how can a tank with massive armor have a weak spot? However, in terms of game play, her passive and ultimate are seemingly meant to help her against tanks. It does do true dmg based on max hp after all.
: Fiora BUG with E, still giving old active when activating ability instead of the new 2 hit active
: Same sentiment here. Solid gameplay changes, questionable character direction. It's sort of like how they removed a lot of Sion's "character" when he was reworked and made him way more serious. It was necessary for him because of how hilariously broken Sion was, but Gangplank didn't need this sort of treatment if you ask me. Gangplank is a good character to have as a goofball that doesn't take anything seriously, or at least not as seriously as he does in the rework. Plus, he don't got no hairs on his chest no more, what an obvious loss. EDIT: As I said to a friend today, > yeah they're trying to make him barbosa > when he's supposed to be jack sparrow
I Mostly dislike his new E. I like the idea but it feels really..... idek just bad. I don't see any convenient use for it in fights. Occasional uses sure.. not convenient.
: So having played him several games (in different lanes) I can say its a welcome rework and fun overall ;-) Few things that got my attention could use tweaking : 1. His passive. Like someone else said, it should not be applied on regular minion it goes wasted too often or if saved disrupts his farming. 2. Silver Serpents. Like many, I agree it takes too long to stack 500 of them. It would be nice if a pretty good player could improve his ultimate at roughly the rate he gets an ulti level up. Instead of a late game extra that you won't see in many games that end quickly, make it more like a situational flavor. 3. There's a serious flaw with his E : any range champ will aa once and get rid of the Powder Keg without risking anything. It's simply useless. Even less fair considering GP is melee and his Q is medium range with a CD. 4. CD on W and R are a little too long still imo (compared to other long range/global ulties). 5. His ulti damage waves are too spaced out. Enemies can walk away most of the time with only 1 hit (if not at all). In the video the enemy barely gets hurt by running along the diameter, which no player would do. Thanks
> [{quoted}](name=Dantelia,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=YJt8HMZQ,comment-id=0014,timestamp=2015-07-08T16:37:29.519+0000) > > So having played him several games (in different lanes) I can say its a welcome rework and fun overall ;-) > > Few things that got my attention could use tweaking : > > 1. His passive. Like someone else said, it should not be applied on regular minion it goes wasted too often or if saved disrupts his farming. > 2. Silver Serpents. Like many, I agree it takes too long to stack 500 of them. It would be nice if a pretty good player could improve his ultimate at roughly the rate he gets an ulti level up. Instead of a late game extra that you won't see in many games that end quickly, make it more like a situational flavor. > 3. There's a serious flaw with his E : any range champ will aa once and get rid of the Powder Keg without risking anything. It's simply useless. Even less fair considering GP is melee and his Q is medium range with a CD. > 4. CD on W and R are a little too long still imo (compared to other long range/global ulties). > 5. His ulti damage waves are too spaced out. Enemies can walk away most of the time with only 1 hit (if not at all). In the video the enemy barely gets hurt by running along the diameter, which no player would do. > > Thanks His New E is a little lame. It is almost (emphasis on almost) useless. It has some uses and thematically I do like it, however it is too easy for enemies to destroy and it is too distracting to attempt to hit the barrel in combat. I was thinking of a mechanic where you could activate it gain to explode the barrel but then you wouldn't be able to chain them together. I understand Riot wanted to add skill and counter-play to GP's kit but it shouldn't be easier to counter a champion than it is to play a champion. I love everything else Riot has done with him, although I'll miss that satisfying pop that was his crit. I have faith that Riot can fix the current problems with his E because right now I think Riot will lose a lot of GP fans with this ability. His New E shouldn't be a farming-mechanism only, it makes me sad. Edit: I also agree it is too hard to upgrade his ult.
: > [{quoted}](name=kajioni,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=06Aml5vA,comment-id=00010000,timestamp=2015-07-09T19:37:14.493+0000) > > I noticed this as well ( I have been playing him more) however, they are not that useful to negate ganks. I have tried and failed multiple times. It is just too easy to avoid them, plus ranged attacks can destroy them meaning they can destroy the barrels without getting close and getting rewarded for it. I see some uses but over all I do not see enough for them to either keep it, or to at least give it a different way for enemies to destroy it, kinda like Rek Sai's Burrows. They're kinda more as deterant for tower dive champions, Like Riven or XZ
But having an ability as just a deterrent is a little counter-productive.
: Gangplank Feedback Thread
His New E is a little lame. It is almost (emphasis on almost) useless. It has some uses and thematically I do like it, however it is too easy for enemies to destroy and it is too distracting to attempt to hit the barrel in combat. I was thinking of a mechanic where you could activate it gain to explode the barrel but then you wouldn't be able to chain them together. I understand you guys wanted to add skill and counter-play to GP's kit but it shouldn't be easier to counter a champion than it is to play a champion. I love everything else you guys have done with him, although I'll miss that satisfying pop that was his crit. I have faith that you guys can fix the current problems with his E because right now I think you will lose a lot of GP fans with this ability.
: They give GP a great wave clear. Also you can use them to escape. YOu have one (or more) of them between you and your tower...a gank is coming you go back but they catch you:you can destroy on of them to slow enemies offensively maybe it's hard to hit someone but you can zone enemies Try to drop 2-3 of them very fast. The enemy has no time do detroy them all. you can destroy one to do lot of damage! the nice thing is that they applies on hit too
I noticed this as well ( I have been playing him more) however, they are not that useful to negate ganks. I have tried and failed multiple times. It is just too easy to avoid them, plus ranged attacks can destroy them meaning they can destroy the barrels without getting close and getting rewarded for it. I see some uses but over all I do not see enough for them to either keep it, or to at least give it a different way for enemies to destroy it, kinda like Rek Sai's Burrows.
: Well... Its great to plant them where you think a teemo is and Destroy them..
Lol that is a funny observation.
: What's the issue with being able to see enemy CS and KDA in the new HUD? We've actually made it more available than in the Live HUD by adding it to the target frame as well as the scoreboard. We'll fix the kill callout sizing and level pip bugs.
If nothing else please put a ping button back on the mini-map. I don't like pressing the keyboard to ping. I like just clicking and there are probably a lot of people who feel the same way. (2 buttons were unnecessary)
: Maybe Riot won't be selfish and will listen to us.
I think the Ryze update proves they don't care lol. So many bad comments about that and they went with it anyways.
Rioter Comments
: Hey everyone, Thanks for the feedback so far. Taking it all in and delivering things that come up often to the relevant contributors. **Bug Fix** Thought I'd first let you in on a major bug we're trying to clear up. Currently the after-image on his ult is not working as intended. Whether or not you can see it on the enemy team is kind of up to random chance at the moment, sometimes it's visible, sometimes it isn't, sometimes it looks correct, and sometimes it looks like an exact copy of Ekko! Intended functionality for enemy team vision of the clone is as follows: If you can see Ekko, you can see the clone. The clone disappears if you can't see Ekko. The clone looks like a team-colored version of the one Ekko sees, not a fully textured copy of him. We're working to get it there so bear with us. **W delay** Second, a note on the W's 3-second delay. Frankly, it's very much intended. It's a predictive skill that you should be thinking about using BEFORE you fight, not something you should be using to react to the Vi who just jumped on your face out of nowhere. This feeds in to the goal of giving Ekko numerous things to feel "smart" about. Is it skillful to split second spell-shield a Vi ult right as she hits you? Sure. It's SMART to predict that Vi's going to ult you in 3 seconds and detonate a giant shield and stun on her face right when she's about to get her punch on. It may feel unreliable at times but my hope is that these failures make the success case feel all that much sweeter. **Why AP?** So Ekko to me thematically does not feel all that out of place in the AP space as he's a kid who isn't really all the physically strong but instead is leveraging the hextech powers of his Zero-Drive to move through and influence the timeline as well as damage opponents. Mechanically AP scaling is important on Ekko because it helps us regulate his maximum damage potential (no crazy AD basic attacks to worry about) which in turn allows us to give him crazier stuff in terms of mobility and CC. The power of Ekko's slows, hastes, stuns, and movement is only okay because the amount of benefit he gets out of standing there wacking an opponent affected by them is capped by his spells and AP ratios. Also helps to regulate things like tower pushing and vamp, which tend to get pretty crazy on chars like Zed and Talon. They kill you, heal up off the wave, take your tower, and then gank bot. For as powerful as Leblanc is at least she doesn't wreck your towers or remove all the damage you did to her before she died (and yes Ekko's R does that but it's on a CD). Are AD assassins bad to make? No, not necessarily, they just gain access to a whole new set of powerful things that I felt should not be as strong on Ekko.. **Changelist** Putting in a few nerfs for Ekko that should be out sometime tomorrow. After watching a number of PBE games we feel that Ekko tends to get pretty trainy (runs you down and beats you to do death with basics) especially when ahead. Additionally, his tower taking is pretty crazy. To combat this we're reducing the bases and scaling on his basic attack and hitting the AP ratio on the W passive. Hopefully this should make it a bit harder for Ekko to snowball and make him a bit less oppressive when doing so. **Stats** Reduced base attack speed to .644 from .658 Reduced AS/lvl to 3% from 3.5% Reduced AD/lvl to 3 from 3.5 P Q **W** On-hit AP ratio reduced to 1% missing health per 45 AP from 1% per 35 R Thanks again for all the feedback, will keep reading it and responding when I can.
I absolutely love Ekko, however I kinda feel weird when I use him. His W's active feels too slow to me. I know its to allow counter play but when you really think about it like 70 to 80% of Summoners out there use flash. This allows plenty of counter play. I think a 2 second delay is long enough, or you could at least allow it to scale better into late game (E.g. 3/2.75/2.50/2.25/2) His Q is pretty fun although him being a melee champ the return of his Q should do damage around him as well only because with his E I tend to accidentally get confused because the teleport is so fast that the return feels a bit wacky and misses as a result although this is not that big of an issue cause its nothing practice cannot fix. His E maybe just make the teleport animation just a little slower for clarity. His ult is awesome but the shadow that follows you is not all that clear. I lose it in team fights and I play 3s mainly. Its color would most likely be even harder to follow due to TT's color scheme. As far as Nerfs go.. His passive is like Diana's passive on Ultra Steroids. Does a massive amount of damage, procs from abilities and gives movement speed if its a champion. I think the base needs to be put down just a little bit. His Q wrecks. Playing it, I love it, playing against it.. I'd probably cry inside. Nerf a little.. His E is perfect. Willing to debate this if anybody wants too. ESPECIALLY YOU RIOT :P Lastly, Ekko is a solid champ, definitely buying him at release.
: Quick question, I know enemies can see the trail left by your ult, but can they still see it if they dont have vision of Ekko himself? It would make it really hard to run away from enemies if they could see exactly where you're going even if they're far behind. Love the champ btw. Very fun! :D
TBH I was kinda wondering this too.
: Yep, he's intended to be a bit tankier with passive up, and a bit squishier without it up. If he gets on you during his passive, prepare to feel bullied. If not, try to push him around.
I didnt like his passive. It was way too unreliable and the shield isn't strong enough for the 5 stacks thing.
: Ryze Update Gameplay Discussion
I like the new ryze, however, his Q can now be blocked by minions. Being that this is his bread and butter ability this can pose to be a problem. A lot of the strong mid lane choices like Ziggs, Ahri, Xerath, Syndra, etc. don't have to worry too much about minions getting in the way. Ahri and Xerath can launch their high damaging skill shots right through minions and don't need to worry about that stray minion walking in front and messing up their combos. Ziggs can quite literally ignore the minions and just target you, sure the minions can get in the way potentially but for the most part he can launch bouncing bomb over your minions and hit you. As Ryze there isn't too much he can do to counter that. He's pretty low range, and he has to worry about minions being in the way, which causes him to almost automatically be out matched by the popular mid choices. Being that the whole point of this update is too bring him up to speed with other champions I feel as though his Q should remain a skillshot but pass through minions, damaging them at a reduced amount and stopping at the first enemy champion hit. I also think his W and especially his E should have a larger range. Edit: His q also needs a slightly higher travel rate. He's a lightning mage, he shouldn't feel so slow.
Rioter Comments

kajioni

Level 30 (PBE)
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