: I mean to be fair if you take a look at R/Akalimains there have been a number of complaints ranging up players who had 3 million masterypoints on the old akali vs ones that just recently picked her up and in between. This feels like you wanted to nerf live akali in every way possible to make her as healthy as possibly for the rest of the playerbase that doesn't care for her. Not to mention it's obvious that the team behind akali forced us to basically focus on the shroud as her core identity piece when that wasn't what made akali, akali to us. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The sustain is shit compared to live akali, where you previously if you got low could back down do a quick jungle camp and get back to decent health whereas now you barely notice any sustain in general unless extremely ahead and even then its -insert missing enemy ping- in terms of vagueness. how the ult is handled is shit as well, still don't understand the forced cooldown in between the charges as it should be optional how quick you wish to use the execute rather than be forced to wait 3 seconds. screams leblanc before she got reverted in terms of wanting to artificially delay burst. this does **not** work. There's a reason lb got reverted back learn from these mistakes. anyways to list a number of complaints from community members so this hopefully would get some visibility. Though if you actually wish for feedback and critique it's all compiled within r/akalimains either way so.. - "I'm honestly surprised that almost everyone is just hyping up the rework when it's honestly not so great. I mean there are many things that I love about the new akali but the lacking sustain, removal of the resets and the 120s ult cd are honestly a big nerf and completely kill her playstyle. If I just want to go in and assasinate someone I could also play other assassins like Zed or Fizz. But I played akali because she was different.. short cooldowns, resets etc. you get what I want to tell." - " Akali caught my attention in the game precisely because she was a champion with quick decision making, although she was never really a tanker, she gets into the fights and does what needs to be done quickly, now appears to be a champion without mobility and extremely slow. Diana with her current kit is more of a assassin than Akali. It's not just about dealing damage, killing, or needing to buff the skills, but it seems like she lost the assassin essence with those skills." - "The ultimate cooldown itself, I feel like, is way too long. As an Akali, I want to constantly go in and out with my ult, that's the play style I loved. I am ok with the ult not doing so much damage, but I would like for it to be on lower cooldowns at least. This Akali feels nothing like the previous one, the play style is too different. There is ridiculous amounts of wait involved to the point where i think it's actually more similar to a mage with a burst ultimate or Zed even." - "Ultimate cooldown is very time consuming, between the first and second dashes." - "the CD makes me literally sick. She used to be rewarded an extra charge if she got a kill or assist. Now you get fucked. There's no more 1v5 potential. You run out of energy far too fast, your ultimate CD is a lifetime long, your Q eats too much energy with the only way of restoration being your W because your passive energy return requires you to spend x3 the amount of energy for 1/3 the return. The range on it is terrible too. Your E damage is absolutely horrible. Your W, if you W after being CC'd, the donut hole forms around you and you exit shroud for the duration of the CC and until you can move back into the shroud." - "Her Sustain is GONE - like GONE GONE , its extremely extremely bad compared to old Akali. This is one of the most disjointed things I am suffering with her , the fact that late game you can no longer go get all your HP back from a jungle camp is cancer. I suggest changing the heal on Q from % premigation damage done to healing % missing HP scaling by level." - "How is the new akali any better than the live akali. I mean the old passive, q, r are just the better versions of the new one. E is different than the live akali and the only difference for the w is that you can't be targeted by the turrets. Other than that live akali is just way stronger than the reworked one: " - "Old Akali could get two passive heals in 8 seconds on average - that's 0.9 AP. New Akali gets one Q heal every 8 seconds on average - that's 0.2 AP (though ad scaling is higher, but who cares about that). " - "I hate the long ulti cooldown.. I just..hate it , compared to the 30 second stack system we used to have. I understand that the extra power in the new ult has to be balanced by cool down but they could at least make it so if you dont used the execute portion of the ultimate the cool down gets reduced by 50%" -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Don't get me even started on the visuals.. Professor Akali's video rework spotlight included content he shot when he playtested at riot HQ back in April, and guess what... nothing and literally nothing of those visuals have been improved within the skins. everything has been left untouched and thank god there is some sort of proof to hold back as a referendum with what we have now and compare.. Akali has 5, freaking 5 skins that have a value of 975 RP or higher, and only 2 of them got fitting vfx... Silverfang akali got nothing, all star akali got nothing, nurse akali got nothing this is honestly unfair when reworks are done to fit the visual norm of today within the visual aspect yet here we have 3 975 rp skins that received no vfx whatsoever. and we all know that riot wouldn't dare to release a new skin for 975 rp with absolutely no changes or recolors in vfx as of right now in 2018. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Before i close off, don't take this comment as someone being a hater or trolling because that isn't the case, it's because i'm extremely passionate about Akali and to see the overall rework feel so "meh" in every aspect be it gameplay or visually (skins) is disheartening. it feels like we're just getting ignored just like how r/aatroxmains got treated even though they were **warned** before that aatrox would be completely different. while that wasn't the case here and her rework was promoted as a modernization of akali when iconic parts of her kit have been ditched..
Most of the opinions here are coming from nostalgia blinded people that have probably not even played akali yet. Ive played about 10 games of her on the PBE and her main play pattern is still kept in tact: jump into middle of the fight do some dmg > shroud > do more dmg. This akali just requires more skill and has a higher skill ceiling which allows for you to do some crazy shit which the last one couldn't even come close to. This rework doesnt cant even compare to Aatrox where his whole play style drastically got changed. Luckily for you, she still has a similar play style to the one currently on live. The ult cool down between casts feels pretty insignificant if you use it correctly as well. Her sustain is also pretty good if you dont spam q every 2 seconds and actually wait the 2 extra seconds for her energy to refill so you can get a heal. As for the visuals of the base skin at least I really dont see a reason to be upset about it except that it isnt exactly how live akali is. I kind of want to address the "I could also play other assassins like Zed or Fizz." The most other similar style of assassin in this game is khazix and that champion cant really be played mid or top to the success of akali.
: Cursor Update on PBE v3
The only issue for me and a lot of other people that I spoke to is that the new cursor seems too big. Please add a slider to change the cursor size. I would love to test this new iteration but it is a bit distracting since its bright now but also bigger.
Rioter Comments
: Holy shit for the love of god... BRING BACK TRACKER'S KNIFE!!!
Tracker knife prevents proactive play and as a primarily assassin player in high diamond I want that grange item gone :0
: where is the green smite
No fuck green smite just makes pro play a warding fest for 40 minutes, maybe this way people will actually do something now
: Update for 2/13 PBE Bug fixes and nerfs today. > Q Damage:: 30/60/90/120/150(+1/1.05/1.1/1.15/1.2 TAD) >>> 20/50/80/110/140 (+1.1TAD) > Emp Q ratio:: 1.35 >>> 1.3 > > Fixed a bug where Rengar could Q a third time for free if he got his 4th ferocity point with Q > Fixed a bug where Rengar would lose his Q if it was primed while Ferocity proc > > Fixed a bug where bolas thrown during leap could sometimes be cast in the wrong direction. **Thoughts:** The Q nerfs are in response to worries that we may be making him too bursty. Q1 feels like a good place to hit since it's the most unavoidable part of his combo. Overall, new Rengar does LESS damage than live Rengar, but he's gaining reliability through Q, W CD, and the ult MS + less Rengar sense for enemies. We feel it's best to err on the side of caution for initial release and buff him up in 8.5 if he ends up too weak. I tried fixing primed Q's being lost to ferocity and ended up making the most reliable triple Q we've ever seen. Oops. Fixed up that exploit and made Q's held during ferocity work as follows: ---If Rengar gets to 4 ferocity while Q is primed he will not lose the Q buff. ---If he uses EMP Q, it will remove the normal Q buff refresh the CD. ---If he uses a different empowered abiilty, the primed Q will cast and expire like normal. ---If he attacks with the primed Q WHILE ferocity is at max, it works but does not grant additional ferocity. Fixed the bola going in random directions. It now gets its target vector at time of cast, not on cast end. Currently looking at another bug where R is not propagating "Rengar sense" (the screen overlay enemies get while Rengar is nearby in R) properly to enemies in range. Thanks for all the help! Just one more day for feedback. Keep it coming!
There’s been a couple posts suggesting to implement a color trail for rengar q (kind of like chogath e or infernal Nasus q) if this is something that could be done that would be awesome but bugs should take priority first imo thx again for everything you’ve done for us <3 (my name is troll no hate plz)
: PBE update for tomorrow (2/7) Tomorrow you're going to see a number of bug fixes and tweaks flowing in for Rengar. Here's the list: >**Balance Tuning:** >Q - >Buff duration for on-next-hit:: 5 >>> 3 W - >Empowered W base damage increased to 60 (to match base W) R- >Enemy champions near the closest enemy who can sense Rengar are also alerted of Rengar's presence > Armor shred on ult 10/14/18 >>> 12/18/24 > >**Tweaks and Bug fixes:** > W animation no longer interrupts attack animations > > Q no longer has old Q's range indicator > Tiamat active now plays Q's animation (complete with particles) if used in combination with Q (plays normal attack animation otherwise). > > Ult no longer crits targets Rengar attacks in melee range (without leaping) and now properly applies the bonus damage and shred. **Thoughts** I was thinking of "solving" triple Q by making the empowered Q buff fall off when the Passive timer does. A number of you suggested that it would feel better and not be all that abusive if we just reduced the amount of time he can hold the Q after casting it. Seemed like a good middle ground. We'll see how it plays out. Ran some numbers on comparative shreds and the R shred felt low, especially late game. Bumping it up as I want to encourage jumping to closest. This could be risky and may need to revert once we do a more complete damage analysis The overall goal of reducing range at which enemies sense Rengar with the updated ult was to allow him to better dodge wards and pick off solo targets. The intended counterplay in a grouped up situation is that the person he's stalking's allies can still pickup on the fact that Rengar is coming and move in to help out. As such, trying out a mechanic where the closest target (the one with the eyes above them) adds "Rengar sense"( the screen tint everyone gets when in the reveal range) to allies in a circle around them. Hope is that this mechanic makes it easier for a Braum who's chilling within a screen of his ADC to realize they're getting hunted and move in to help, while still preserving the ult's ability to skirt around enemy vision. People said my tiamat implementation could be better so I tried again. Please tell me if it's finally working the way you expect. FINALLY - Thank you to the people who sent me Rengar's old bonetooth icons <3 I tested them internally and decided NOT to swap them with what's on live. Why? Given how small they are, the black background makes them pretty hard to read. At a glance, it was much more difficult to tell how many Bonetooth stacks you had. Thanks for the all the feedback and help. Iteration continues. Does anyone have any strong feelings for or against Mecha Rengar's new Q animation?
The Mecha Rengar q animation should swing up on empowered q as was suggested by someone else. So when you q >> emp. q in succession he is cutting down and up, this could look really cool. The rengar community cant thank you enough for how closely youve interacted with us and considered our feedback thank you so much <3 (My name is troll plz no hate)
: Response to Cho'gath Visual update
This is just a link the the boards and not a particular thread
Rioter Comments
: Swain R is just to much
This has happened to me as well.
: Rengar VFX bug
Ye the the q animation/effects look really weird. Cant really put my finger on it. It looks and feels really weird early levels but then it feels better. I think the effects play before the q fully goes off.
: PBE Bugs & Feedback Thread: Ally Skin Previews in Champion Select
I feel like this could be done a lot better as well as showing other information. What I had in mind is when hovering over the portrait of your ally a card shows up that shows level, roles chosen, masteries and skin chosen. It’s always good to know when someone is autofilled and something like this could show a lot of information in a nice compact way. Or it could be displayed in the middle and have an option to X out of it.
: Honestly the health bar changes should be reverted
I much prefer the old one as well but I think there is little to no chance that they will be scrapping this health bar update. So providing feedback about how to improve the new ones in the direction of the old ones would be beneficial for everyone
: We hear you and we are tweaking the size and colors based on feedback. Thanks!
Thank you for considering this feedback! Sorry that you guys had to work hard on something that has not been received very well. Also by now you guys might have heard about the ammo system and how many people think it is underwhelming and doesn't make the health bar come together like the old one. Would be great if you guys could do something about that aswell. Thank you again {{sticker:slayer-pantheon-thumbs}}
: Circle? Plz no (Personal opinions)
Lol. The ammo system is a straight downgrade. So much for this "update" {{sticker:slayer-jinx-unamused}}
: Healthbars in pbe
We will most likely just have to deal and suffer through the cancer that is the new health bars.
: Make HP bars optional and customizable (to please.. Everybody!)
Ye I would much rather have the option to switch between the old and new ones. The ammo system looks like a straight downgrade, I cant believe theyre even considering these "improved" health bars.
  Rioter Comments
: Health bar (PBE)
Ye seems like a downgrade
: I dont like new health bars
I dont like the new healthbars either, too big, bright and bulky
: New life bar looks like from a mobile game.
Ye not a fan. Theyre too big, bright, and bulky.
: New health bars
From a pure design standpoint, current ones are much better. The new one look like they're from a phone game.
: The new health bars are horrible
LOL me and my friend said the exact same thing once we got into a game to check it out ( they look low res and like a mobile game). This is a complete downgrade from what we have now. I think if they just add animations it would be fine but damn do they seem bad. Defiantly should have an option for old health bats.
: [CLOSED] PBE Bugs & Feedback Thread: Mecha Rengar!
Wow this skin is really nice and feels so smooth to play. Great job on it rito! Although it is great it has some flaws and the most major ones for me and a lot of others as I have noticed are the following * Auto animation after q - Just looks super weird with this skin since he doesn't actually have a knife to stab down with. * The head area looks a bit dull - Maybe extending/adding spikes that go backwards king of like dreadlocks? Example http://images.goodsmile.info/cgm/images/product/20131127/4139/27239/large/e5a59741458b51fab09b171792b3b436.jpg Hope you guys take this into consideration and thanks for the skin!
Rioter Comments
: Kayn's name in chat should change to Rhaast if you pick Darkin form.
Ye and "Shadow Assassin" should be named to Shadow Kayn
Rioter Comments
: The Darkin form power wise is fine, has OKAY sustain, but into a half tank DPS Yasuo i got smashed full build plus pots. So i think is in a good spot, good into tanks and mages, poor into sustain and DPS as well as countered by hard CC. The shadow assassin form does feel very weak damage wise. I think this is due to several things. Kayn's shadow assassin Q and R have very poor base damages and scalings, what i would do is increase the base damage slightly but give them good scalings, and OR increase Q scalings and make the R an execute on missing health. Second i think the items Kayn builds synergise to his darkin form more than his shadow form, i think if lethality and less DPS/Health synergised better with his shadow form then it would allow him to build more flexibly. Finally i think if his passive was extended to 5 seconds in his shadow form, or the increased the bonus damage, would give him more of a window to burst people down, He is extremely kitable and thus the extra two seconds on his passive would give him more leeway to do good burst. if i was going to change just one thing though, its the R damage in shadow form, really needs increased AD scalings, like hyper, and base damage. Even in the one or two games i played vs bots to warm up, I'm level 18 full build. they are level 11 bare two/three items and my ult tickles them.
> [{quoted}](name=nogginthenog,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=pF0uPBlA,comment-id=0001,timestamp=2017-06-28T18:06:20.579+0000) > > The Darkin form power wise is fine, has OKAY sustain, but into a half tank DPS Yasuo i got smashed full build plus pots. So i think is in a good spot, good into tanks and mages, poor into sustain and DPS as well as countered by hard CC. The shadow assassin form does feel very weak damage wise. I think this is due to several things. Kayn&#x27;s shadow assassin Q and R have very poor base damages and scalings, what i would do is increase the base damage slightly but give them good scalings, and OR increase Q scalings and make the R an execute on missing health. > > Second i think the items Kayn builds synergise to his darkin form more than his shadow form, i think if lethality and less DPS/Health synergised better with his shadow form then it would allow him to build more flexibly. > > Finally i think if his passive was extended to 5 seconds in his shadow form, or the increased the bonus damage, would give him more of a window to burst people down, He is extremely kitable and thus the extra two seconds on his passive would give him more leeway to do good burst. > > if i was going to change just one thing though, its the R damage in shadow form, really needs increased AD scalings, like hyper, and base damage. Even in the one or two games i played vs bots to warm up, I&#x27;m level 18 full build. they are level 11 bare two/three items and my ult tickles them. Yea I was playing Kayn and by late game I would pretty much get smashed by everyone who built even a tiny bit of health. A support zyra with liandry's and rylai was able to 1v1 me :(
: A Discussion on the Power of Kayn from Early-game to Mid-game
I think hes a bit too strong at the moment. Red form never dies and blue form one shots everyone so I dont think he needs any buffs maybe some slight nerfs tbh
Rioter Comments
: Kayn death animation
Shadow Assassin form overcame and killed Rhaast, so it makes perfect sense why the scythe doenst blink when its dead
: Kayn/Rhaast Feedback
Ye, it should really be called Rhaast as well as the "Shadow Assassin" should be named Shadow Kayn
: Kayn, NEEDS CHANGES STAT
I totally agree, I feel like the name Shadow Assassin is just so general and has no personality. Shadow Kayn would be way better
: This new champ is absolutely awesome. Buuuuut...... the new skin just feels so empty. It needs something more :/ {{sticker:slayer-jinx-unamused}}
> [{quoted}](name=NaimPBE,realm=PBE,application-id=cMKtzQHY,discussion-id=Os2hs1jE,comment-id=000c,timestamp=2017-06-28T04:03:31.056+0000) > > This new champ is absolutely awesome. Buuuuut...... the new skin just feels so empty. It needs something more :/ > {{sticker:slayer-jinx-unamused}} ye base skin is wayyyy better
: Ahh, I see. Is there a reason they do this?
> [{quoted}](name=brytah,realm=PBE,application-id=cMKtzQHY,discussion-id=dAQpcLc8,comment-id=00000000,timestamp=2017-06-28T01:51:18.282+0000) > > Ahh, I see. Is there a reason they do this? Think they just want to test the ban system
: Riot please..
yup made a post about this as well
: No blind pick? This makes it much harder to test Kayn.
Theyve done this before in the past, but ye I made a post on this as well
: [CLOSED] PBE Bugs & Feedback Thread: Soulhunter Kayn!
Champion Feedback: Cant play champ because everyone bans it in draft{{sticker:slayer-pantheon-thumbs}}
Rioter Comments
Rioter Comments
: Hey, ya'll! Sorry for our lack of responses in this thread. Doesn't mean that we weren't taking in all this feedback though! Unfortunately, with how complexly tied his animations, model, VFX, and SFX are to each other due to his evolution, we weren't able to make too many adjustments, while also handling all the bugs on him. Here are some quick points on some of the feedback we got from multiple sources. * We were able to up the spikiness and readability on his Evolved W, since that was a gameplay concern. Unfortunately, it also took a while to figure out a clean and effective way to accomplish this due to Kha'Zix's complexity. * Adding in processed VO lines is pretty much a no-go when a skin reaches PBE unless we want to completely remove the skin from the patch and push it off to a later date because VO processing requires a full re-Localization of the VO lines across all regions, which there's unfortunately just not enough time for. We honestly should have accounted for this during development by understanding that you all would've liked similar Dark Star processing to Thresh as opposed to Varus who had no processing. * The difference between splash art and model is something that you can trace back to many skins because the purposes of splash art and in-game model are similar but ultimately have different goals. The model must support gameplay, readability, and clarity on top of aesthetics, whereas splash art strives to depict a version of the skin where we can show off the character in higher detail and accentuate the fantasy behind the skin, particularly through specific story moments for the character. The variances between model on Summoner's Rift vs. the Dark Star Kha'Zix you see about to devour some sad planets in space are attributed to the different colorization, story, and lighting in those two different settings. * We understand that some thought that he looked too similar to Mecha instead of Dark Star, but we wanted to push the boundaries of what a Dark Star could look like with Orianna and Kha'Zix and felt this particular version of Dark Star Kha'Zix was stronger than the other concepts we had. We tried to alleviate the Mecha look by adjusting the polygonal/geometric look of his claws and wings by giving them a starry/galactic scrolling texture overlay; however, it ended up looking too similar to Void instead of Dark Star, so we reverted the changes. This was a good learning experience to vet the thematic cohesion of the model better during earlier stages.
Well thats unfortunate, oh well, we always have mecha :)
Rioter Comments
: The glaring issues with Zac's rework
Really hate the new walking animation, old one was so much better
: PBE Bugs & Feedback Thread: Dark Star Kha'Zix!
Many people are saying this looks too robotic and I think I know why: 1. The glowing mark on his head stands out too much, it would be much better if it was a subtle detail like[ thresh's mark](http://imgur.com/a/ue7k3) 2. The gray parts look too metallic so maybe a recoloring of those bits would make it look less robotic Also another thing is the splash art looks, hands down amazing while the in game skin looks like its lacking something Maybe make the claws a bit more like the splash art? From the looks of this in game picture the claws dont have a bottom part [(heres what I mean)](http://imgur.com/a/Niz0U) and are also a different shape in general, the in game has really sharp edges angles while the splash has really smooth claws (personally I like the smooth claws more) TL;DR You guys should try to make the ingame skin looks as much as possible as the splash art Edit: Just noticed this but the head in game is attached while in splash its floating like other dark star skins, hope that gets fixed ^^
: Hmm, he lacks the ambient particle effects other skins in this line have, maybe he could be trailing cosmic dust/"planet blood" from his claws? Also, evolved R looks really really similar to unevolved R
Having cosmic dust trailing his claws would actually look really nice
: lol if half the V slash did magic and the other half would do physical that would be cool. so if you have good aim you could chose what damage type to hit them with, if only.
Riot doesnt like difficult mechanics like this one so something like that will most likely never happen :(
: 7.5 cycle - Aatrox changes coming to the PBE
Can we please see some sort of change to his passive that helps him in the jungle? I really like jungle aatrox and it would be sad if his passive was just useless while Im farming camps. Maybe have the cool down of the passive refresh when attack large monsters?
Rioter Comments

thicc booty2

Level 39 (PBE)
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