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: Extreme Healing [TFT] - Invulnerable Garen bug
I heard it mentioned that Cursed Blade heals the enemies when they stop being reduced star
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: It's not a suggestion, just a question.
it wouldn't work, the issue is that way more people want in than can be in. if you have 1000 people who want into a club that can only have 50 people, kicking those 50 people out will still leave ~1000 people waiting forever to get it. All that will happen is the 50 people who are in will feel kinda shitty, the 50 new people will get in a little bit sooner than they would otherwise as people normally leave at a steady rate, and then everyone else is still frustrated just the same. the only real solution is to increase the server available to handle the traffic, but they expect that when the game goes live soon to the live servers that CAN handle the traffic, this will no longer be an issue. doing nothing and letting things be ends up being optimal. They did add a little server space on Thursday I believe, but since then the traffic like tippled or more making queue times even more bottlenecked. They also improved the estimated time to login so it's more accurate.
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: Yasuo bugged in TFT?
not a bug. a tweet I think, today, posted that AP increases shield and heal amounts. If you have a 3+ sorc comp, Yas will get his shield increased. pretty strong! Yas isn't an exile, he's a sorcerer ;)
: @Riot: The PBE needs to handle dodges differently.
Make 'em unable to pick the new champ if they've dodged within the last week.
: no offense but those spacebar changes are utter garbage
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: PROJECT//: Overcharge game mode - coming soon to PBE!
Overcharge is unappealing to me. The fog of war is Way too much. When a team is overcharged, I feel useless. There's no way to gain points besides killing enemies, so the strategic depth feels very poor to me. When I play ascension, in the first game I see there is depth to strategy - and it takes many games to learn it. in this game mode, I don't feel that at all. I'm not interested in this game mode's strategy in anyway. It's a shame because, I think the "hop barriers by auto attacking" in a marksmen-only map is a cool design that inherently required strategic decision making. If there was better benefits and risks between using vents to move and using the "plants" to move, I'd enjoy that aspect for sure. especially if there was a longer path that is walk-only, especially if blast cones and vents reveal your movement but the long path is hidden. _________ which.... I think there should be a lot more visibility of where enemies are. Because you don't know where they are, you have to balance feeling rushed to race them for the mining carts, against being cautious so that you don't walk into enemy's vision and die to that advantage. overall, the game would A Lot improve just from removing a lot of the fog of war, or at least forcing movement between areas to reveal you. removing a number of the bushes, there's way too many. You don't need bushes to have fog. corners are a good way to have surprises than bushes. Giving better clarity about what terrain is walk-able and what isn't. give us a 15-second trinket with 800 range, and a minute long cool-down. maybe tweak those numbers a little. keep in mind ashe hawkshot, cait traps, and other champion-kit vision abilities when balancing the trinket. ADC's don't like rushing around willy-nilly like assassins, they like walking around cautiously near their teammates. only vayne and lucian and draven players like being crazy :P and good ezreals lmao. and corki too I guess. but, some ADC's like being more cautious, IMO the class as a whole is one that cares more about strategy than others - I mean any class likes strategy, but being the AD carry puts the importance of positioning to be a lot more critical to your success than other roles. does this make sense? this is what I'm meaning - that, where I am, where I go, this is the strategy of an ADC. positioning. "when" is something supports and tops care about. "how" is something mids care about. jungler is similar to what I'm aiming at really, the strategic depth that game modes like this one and ascension have - how you move relative to the enemy and to your allys, what everyone is doing, and best reacting to that? I think that ascension is a very good mode to race around on. I'd like this one to lean more towards the sneak around strat being good. race if you're running, sneak if you're ambushing. And I'd also greatly appreciate if there were multiple main ways to gain points. it feels like the only main way is to get kills, so if you randomly pick bad match-ups you just have nothing you can do and it feels miserable. Are summoners on reduced cool-downs? they should be. Probs on the ARAM level? maybe this isn't needed tho, if you give some changes elsewhere. Is it possible to make this map's view angled more towards top-down than normal? that would help a ton IMO. ________ Please make overcharged less omnipotent. just make it return half HP and half mana, remove invulnerability, reduce any of the buffs it gives to just 8 armor 5 MR, and 5 hp or something recovered per auto. also, 15-50 damage on the first auto in some way. like kircheis shard. Just that is enough to make 1v1 on overcharge difficult, but it makes it into a game with strategy instead of.... what it is now. Maybe you can find a way to make it feel more exciting than what I described, but what it is now is.. sooo over the top, dumb, unfun. I mean generally, if you give all stats a tiny buff, like, 5 ad, 5% AS, 5 flat move speed, 5 hp on auto, 5 damage on first hit on a champ. (like MF passive) 5 armor, All this together would really make a big difference, honest, you'd feel it. oh and a 5 hp shield that you get back 5 seconds out-of-combat. lmao! maybe make the number 4 for each, since Jhin is one of the new project skins ;) _________ and diversify point earning. have three objectives that give a buff to the team who owns them, like the two buffs in 3v3 map, but on shorter time frame. Have seven or nine objectives that counts up to overcharged. have one neutral monster in the middle that spawns every once in a while that rewards extra points, and gives you enhanced recall to buy and heal. Something that rewards an ace. have earning a kill worth a point, earning the small objectives 3 points, earning a kill when overcharged 3 points, killing an overcharged 5 points, killing the spawn monster 10 points, like you can solo it but if you do someone comes to kill you - so you need team coordination to take it. gaining overcharged is worth 15 points. ________ I'm just throwing some ideas out. I hope that things change up a lot. I like the near-instant re-spawn, I like the hoping walls by blast cone or by vent, I like that there is fog of war but I hate how much there is, I like that there are bushes but I hate how many there are, I hate how much everything looks the same - I should know immediately on my first game what zones are fog, what are visible, where I can walk and what is off the map, what bushes look like... bushes needs to be a lot more clearly different from the rest of the terrain. _________
: 3 random cosmetic fragments each 5 levels from level 45 | 3 cosmeticos aleatorios a cada 5 niveis
I'd really appreciate champion skin fragments, and for orange essence to be replaced with blue essence. I have all champs, so these changes to IP to essence does nothing for me whatsoever. Riot's making a big deal out of it and, all I know is they took away the advantage I had from having a full rune page settup, which it's 100% fair to have even ground, but now I feel like I put money into the game and got nothing in return. wards skins, emotes, sure that might be cute, but I don't plan on buying them to begin with, so I wouldn't feel rewarded by anything except skin shards.
: [CLOSED] PBE Bugs & Feedback Thread: PROJECT: Vi!
I don't think project Vi looks very Project. it feels like she's some kind of rugged warrior, not a cyber theme.
: Zoe Bug Thread
I have a concern about Zoe's W - if she is in the game, it seems that no matter where a flash is used a bubble drops, etc. This is hidden power where timing flashes and other sums is easier while zoe is in a game - for her team - as in the heat of the moment you might not notice or be sure - but since the bubble is dropped? "oh, can confirm, they burnt flashes yupyup." not only that but, sometimes you might not have vision of their summoner/item use, and walk into the bush or move your view screen and now you know.
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: check ornn at 0:09~0:11 , u'll see that he has the shield from the guardian passive
I see Maokai getting a visual effect when he kills a champ, but there isn't the grey bar that also comes with a shield. I see a visual effect that Kayn and Thresh get earlier in the fight, and also that appears to go around Thresh as he dies. I see Yi has a visual effect when he kills Ashe, and also tho it's harder to see it when he gets an assist on Kayn's death. This looks a little different to the Effect I see on Thresh. When it triggers the first time, I'm not sure but it seems to both trigger on Kayn AND Ashe? I am not sure if that makes sense, nor if ashe's effect is the same one or a different one, or what? I feel like Maokai's visual effect looks different than either of these visuals, and it definitely triggers when he kills Rek Sai with an auto-attack. Overall, I'm not familiar enough with the runes to name which Mao and Yi has, or the behavior of Thresh's rune exactly, but hopefully my observations can help us name what's happening? To me, it looks like Maokai is standing near thresh for a significant time before getting the effect that surrounds him. So, to me, it looks like it triggers from getting the kill on RekSai.
: [Suggestion] Better Position for Rune Stats Display
the top left corner does have use right now- if you click on a champion, minion, monster, turret, it brings up the stats in the top left corner. for me, this would be counter-thematic as my runes are my stats, and belong in the bottom with my stats, not at the location with other champ's stats. What I'd like to see, is the ctrl+C toggle switches back and forth between the two without a third state with it off - just plain C already toggles it on and off. naturally both these toggles can be edited in the settings.
: Guardian "rune" bug..?
I'm not sure what you're referring too, which champ, which rune, which shield?
Rioter Comments
: [Idea] Give runes more color identification in pre-game selection
: Equalise was disabled a long time ago. Simply put, it wasn't used for testing. People used it 5 seconds before they blew up a Nexus, which is a very unsportsmanlike thing to do.
huh! well theres a simple solution to that tho, make it a one-time vote at 14 minutes or something.
: Victorious graves fan edit
That white shoulder really does well to balance out the piece's colors, I'm quite surprised :O the darker purple sure helps too :)
: [CLOSED] PBE Bugs & Feedback Thread: Victorious Graves!
guys the base skin should be less exciting than the queue chromas - we want people to show off their queue! if the base skin is better than all the others, than no one gets to show off their individual accomplishments in comparison to the others
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: Katarina Moonwalk Bug?
in live for a few weeks I've noticed a lot of moonwalking. I thought it was just my graphics settings being low, but I saw it happen once in a streamed game on twitch, tho I suppose that doesn't discount the possibility that that player had low settings to. What I observe is - some action is taken, such as an Ashe using W, and then a move command is given that moves the champ away from the direction they are facing, and sometimes it looks as if they moonwalk. if that describes perfectly what happened to your champion command, it's something that's been going on for a few weeks now, on live, not just here on pbe. not that that's a solution or answer tho lol, just that I've seen something similar xD
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lofi n chillhop

Level 38 (PBE)
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