: Thanks for the bug report! What visual quality settings are you on?
* 1920x1200 screen resolution * Anti-aliasing enabled * All video settings set to Very High
  Rioter Comments
Rioter Comments
: New Machete Heal seems to strong
> with this new heal you could jungle like up to 10 camps and scuttlecrab in between Sure, but you would miss out on a good chunk of bonus gold if you don't base to upgrade Hunter's Machete.
: Nautilus
Attack speed runes and masteries are your friend!
Rioter Comments
: Camera lock Bug! [Doesn't Unlock]
When the camera won't unlock for me, I'm usually able to click and drag around on the minimap, and that forces the camera to unlock.
: > [{quoted}](name=squidbear,realm=PBE,application-id=cMKtzQHY,discussion-id=mGJfZsjG,comment-id=0000,timestamp=2015-03-07T01:44:52.388+0000) > > Your idea would make the enchant way too strong (6% of 4000 HP = 240 DPS). Something like 1.5% could potentially work (1.5% of 4000 HP = 60 DPS), then early game would look something like (1.5% of 2000 HP = 30 DPS) which is comparable to the current implementation of Cinderhulk. > > I do kind of wish Cinderhulk and Sunfire Cape had more differentiation, rather than sharing a passive that differs pretty much only in raw damage output. Actually, that's not how I was suggesting it would work; I was saying that the immolate passive would be replaced by a sort of poison armor; 6% of max health over 3 seconds on hit. The gromp poison armor would remain non-scaling. It seems to me it's idea is to increase clear speed, which would be preserved.
Oh, I see now. So remove the AOE damage from Cinderhulk, but have it deal higher DPS to targets that attack the wearer? That could probably work, though I'm not really sure how meaningful such a change would be in the grand scheme of things. Honestly, I wish that Thornmail + Gromp Smite bonus and Sunfire Cape + Cinderhulk had passives that were more unique to each other.
: Cinderhulk is really a good item but it shows some Problems with Tank itemization: - It helps your clears at a point where the help isnt that much needed anymore - Cinderhulk or Bami's Cinder only boosts your mid-lategame, and there isnt much you can do if you fall behind early - CdR is really hard to get as a tank (Frozen heart is especially bad on Reksai,Shyvana,Zac) - While Sunfire Cape is statwise not a bad choice on Tanks its now off the table bc the auras lock each other out. While i find it awesome that Riot thinks about tank junglers and are working "diversity" a bit more to make it actually happen ( I mean right now, there are like 5-7 Junglers that are viable even if you arent snowballing out of some luck in the early game) I think that Cinderhulk is a small step but not enough to solve the Problems with Tank junglers entirely
Regarding CDR: One possibility besides changing item stats could be to replace the useless [Runic Blessing](http://leagueoflegends.wikia.com/wiki/Runic_Blessing_(Season_Four_Mastery)) mastery with something similar to [Enlightenment](http://leagueoflegends.wikia.com/wiki/Enlightenment_(Season_Two_Mastery)) from Season Two. Though that may be too strong for a 1-point mastery, the trade-off is that the CDR is scaling rather than flat, and it's only accessible in the second to last tier in the Defense tree (i.e., it would specifically be targeting tanks).
: Replacing Cinderhulk's Immolate with Poison Armor?
Your idea would make the enchant way too strong (6% of 4000 HP = 240 DPS). Something like 1.5% could potentially work (1.5% of 4000 HP = 60 DPS), then early game would look something like (1.5% of 2000 HP = 30 DPS) which is comparable to the current implementation of Cinderhulk. I do kind of wish Cinderhulk and Sunfire Cape had more differentiation, rather than sharing a passive that differs pretty much only in raw damage output.
: > [{quoted}](name=squidbear,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=1zxfs9BA,comment-id=002d000000000000,timestamp=2015-03-05T10:44:53.935+0000) > > I think you may have misunderstood me; modifiers from runes and masteries are indeed calculated for both base health and bonus health, but the modifier calculations for base and bonus health are done separately, with the results added together to get the total health. mmm actually what i see in the equation there is that the 0.25 is not being considered as "extra hp" but as same level as runes/masteries, which is my point, this is wrong, and the extra hp from the 0.25 of cinderhulk should actually be 0.25 * 1.12 if you are using the runes
In general, stat modifiers (from runes, masteries, or items) in League are additive rather than multiplicative.
: > [{quoted}](name=squidbear,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=1zxfs9BA,comment-id=002d0000,timestamp=2015-03-05T08:05:27.264+0000) > > The calculation used by the game is probably: > > In this case, base health modifiers are most likely calculated separately from bonus health modifiers, with the results of each added together to get the total health. > > For example, if your champion's base health is 2000, then > > rather than > > Disclaimer: I haven't tested this. the equation there seems wrong: if you say that masteries and runes only work with "base" health, then by all means, it should never affect giants belt so, it should be instead of your second calculation: (2000 * (1 + 0.09 + 0.03)) + (380 * (1 + 0.25 +)) =2715 my point is, masteries and runes are "out of game" additives. as such, health should be fully accounted for by "ingame" modifiers, and THEN multiplied by external % as mentioned before, % runes are worst than per level runes until you manage to reach the 4800hp mark (without runes/masteries) (which makes them quite a low value rune if you ask me)
> the equation there seems wrong: if you say that masteries and runes only work with "base" health, then by all means, it should never affect giants belt I think you may have misunderstood me; modifiers from runes and masteries are indeed calculated for both base health and bonus health, but the modifier calculations for base and bonus health are done separately, with the results added together to get the total health.
Rioter Comments
: mmm too bad no one answered the questions of my first post.. anyhow, here is some related stuff: - using seals and quints of %hp plus mastery, i have theoretically 12% more max hp. plus the 25% "only for bonus hp" of cinderhulk. when i buy a giants belt (380 hp) it actually gives me 520 hp, so i guess its calculating it wrong, i expected 532hp (380hp + 95hp (25% from cinderhulk) ) *1 12% = 532hp some math is not working as expected. (and the difference adds up quickly) ------------- - also, while checking this, i noticed that %hp runes give the same amount of a per level rune only when you reach 4800 hp (without the extra %!! ) so you are seeing full effect when your max hp is 4800 hp * 1.09 = 5232 hp (which is kindda weird to get before lvl 18 anyway!!) so in a nutshell, all %hp runes are only ever worth in champs that can regularly go up to 5232 hp before lvl 18. you also risk having a low income game and never reaching the money needed (or be forced to buy non-hp items) just a thought and some maths
The calculation used by the game is probably: >380 \* (1 + 0.09 + 0.25 + 0.03) = 520.6 In this case, base health modifiers are most likely calculated separately from bonus health modifiers, with the results of each added together to get the total health. For example, if your champion's base health is 2000, then >(2000 \* (1 + 0.09 + 0.03)) + (380 \* (1 + 0.09 + 0.25 + 0.03)) = 2760.6 rather than >(2000 + (380 \* (1 + 0.25))) \* (1 + 0.09 + 0.03) = 2772 Disclaimer: I haven't tested this.
: We placed so many wards it started getting to a point where my FPS dropped from about 50 to 17. Vision OP {{item:2044}}
> [{quoted}](name=Clairvoyance,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=fhUEzg3X,comment-id=00060000,timestamp=2015-03-05T00:52:14.769+0000) > > We placed so many wards it started getting to a point where my FPS dropped from about 50 to 17. Vision OP {{item:2044}} Who needs *Clairvoyance* when you have the entire map warded? ;)
: Can we make our own tabs in Champion select and organize them as we want?
I think a custom tagging system would work really nicely for something like this; and the best part is that a tagging system is already in place! Riot would just need to allow players to create their own tags for sorting champions.
: So they get 30 months of immunity?
Possibly; it really depends on whether or not PBE uses the same system.
Rioter Comments
: the first link is for the live servers and the other link is for the pbe servers... pbe now is offline
Yes, but on the PBE boards I would think that menu link should go to the PBE Service Status rather than the NA Service Status.
: Bard's ult creates no more toxicity than Janna's ult or Alistar's W does. It just takes some practice to know when is the best time to use it. So far, my best uses have been to freeze 3-4 members of the enemy team while our own team kills the unfrozen enemies.
Agreed. Also from my experience so far it seems like bad Bard ults are inherently hilarious, so there's always that concession.
Rioter Comments
: The drop shadow is intended, at the very least. The button is intended to look as though it is not directly part of the page, as if it is floating a short distance off of it. Notice it floats on that same spot when you scroll down.
Ah, I see. The drop shadow makes sense now, but I still think that the blue hue should be standardized across buttons for consistency.
Rioter Comments
: I'm pretty sure it modifies their base health and isn't really treated as true bonus health, like Thresh's soul collecting modifies his base armor and isn't treated as bonus armor.
Hmm, interesting. I could have sworn the old SotAG health modifier worked with Cho'Gath's ult stacking.
: The loss of Tenacity on the item also kind of locks tanks into getting merc treads in most situations.
Although I agree with you, I think making the purchase of Tenacity a more meaningful decision is a step in the right direction for the game. But I also don't believe that Tenacity should be married to Mercury's Treads; if the enemy team is all AD with high CC, players aren't afforded the choice to itemize properly against them. Tenacity just seems like a stat better fit for enchants, health items, or niche offensive items.
: Totally reasonable feedback, but there are some elements getting over looked here. The first would be build order. It's pretty rare that a fighter goes jungle item into Randuins. Fighter's generally are going to opt into damage items, and eventually grab some health. This means that Cinderhulk is less effective for most of the game for them. Tanks, on the other hand, will often opt into builds that are very defensively oriented. The nature of defensive stats also mean that the effective health growth on tanks means that even with early frozen hearts, Cinderhulk is going to make tanks noticeably more tanky, while also giving them better access to their gold income. This is still a bit simplistic, but there's a reasonable case for Cinderhulk favoring Tanks, and if we find that the current tuning doesn't make this true, we have the space to change that quickly as needed.
As a tank, I love pairing Cinderhulk with Righteous Glory. However, I too am a bit concerned by the lack of accessible CDR that synergizes with the new jungle enchant. {{item:3800}} Honestly, I would much rather have Righteous Glory be buffed with +10% CDR instead of +150 health. Yes, health is great; but, now that Juggernaut is no more, it is much more difficult to fit CDR into item builds until very late in the game without sacrificing the health scaling benefit that makes Cinderhulk so great for tanks. So I guess ultimately the question is: Do you really want to make tanks choose between health and CDR? In my opinion, such a distinction is counterproductive to the goal of strengthening the tank's core identity as a beefy initiator and crowd controller.
: This is with every Champion, but i dont know why. :/
My guess is that it has something to do with the angle at which the pathing is calculated from. This might explain why the pathing zig-zags when calculated from base, while when closer to the gate the pathing is more what you would expect it should be.
: Tanks on Fire - Incoming Cinderhulk + Gromp changes
From what I can tell, there seems to be a nasty bug related to Cinderhulk's Immolate stacking that causes unwanted auto-attack cancellation. At first I thought it may be strictly a Nautilus bug, but I only seem to encounter it after purchasing Cinderhulk. For more information, I have outlined my bug hunting process (including a GIF showing the issue) in this thread: http://boards.pbe.leagueoflegends.com/en/c/bugs/aBeiv8H0-nautilus-auto-attack-cancellation-bug
: Do you know the amount of time it takes for the names to be available? Its ok if you dont!
Assuming it works the same as Live: > Each Summoner Name will have 6 months of inactivity protection upon creation. > > Each Summoner Name will earn an additional month of inactivity protection for each Summoner level above 6. > > Inactivity is defined to be a period in which no games of any kind have been played on the account. > > When inactivity protection expires, your name will be available to be claimed through the Summoner Name Change service in the store. Source: https://support.riotgames.com/hc/en-us/articles/201751914
: Nautilus with new tank jungle item and changes
I think the big distinction between fighter and tank junglers now will be in their ability to either pressure lanes early or initiate and peel mid to late game, respectively. For a coordinated team I think it is still fairly easy to take large advantages in the early game with a jungler such as Jarvan IV or Vi due to all of the lane pressure they provide. However, if tank junglers and their team can stick together until mid and late game, they may rightfully gain an advantage in team fights.
: I guess this maybe intentional so that the Cinderhulk only gets boosted by item health you buy and not by health that's applied from champ stats. However, i am not sure.
I think if that's the case, then there needs to be clarification on the item itself because I'm pretty certain the health gained by those champion abilities is considered "bonus health" for all intents and purposes within the game.
: [Nexus Turrets] The sound keeps sounding when they aren´t working.
I also ran into this bug the other day. Not sure what causes it, though. Maybe target switching?
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Rioter Comments

squidbear

Level 30 (PBE)
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