I got my 1000th win :P If a riot employee can play with me that would be cool :P My IGN is PhysicallyNothin
PhysicallyNothin
When's a good time for you?
is this a real thing? I always thought this was a joke, since I don't play normals very often, I have no way to keep track of my total ranked wins throughout the past seasons.
eyes wide shut
> is this a real thing? I always thought this was a joke, since I don't play normals very often, I have no way to keep track of my total ranked wins throughout the past seasons. We totally play 1k win games!
So, I have gone over to S@20 and I found that Blood Moon Elise was going to be released. To be honest, I really liked the pink on it. Naturally, when the skin was mentioned with color changes, I found that it was quickly retconned to a deep red. Now while I usually like the ideas matching the concept, this just doesn't feel right on this little(big?) Spider(Human?) Riot please explain the reasoning behind the color change?
MoonMeander
The color change was based off of the feedback that we had received from players when she hit the PBE. Players felt that she looked more 'Popstar' or 'Heartseeker' than Blood Moon, and didn't fit as cohesive as other skins in the line. We listened to the feedback we'd received, and adjusted her color. With that being said, we've been listening to both sides of the issue - both the players who like the pink, as well as the players who like the red. The team has been discussing what, if anything, we're going to do regarding the final color of the skin. I've said this a few times around the boards, but it's super important that you guys, as players, comment and talk about what you **do** like, as well as what you don't like when it comes to new content. We can only make changes based off of the feedback we receive, so having well-rounded feedback is awesome to have!
Because that's really boring. I understand the reasoning behind tying factions together more, but I think of each champion as an individual first. They aren't rank and file soldiers who wear uniforms, so why should every champ have to have similar color schemes. Especially for somewhere like Noxus. Noxus has always seemed darwinian to me insofar as nobody cares who you are or what you look like as long as you can hold your own in battle. So if all champions end up with the same red and black color scheme, I think it would just rob those champions of their individuality. I can understand some champs following the themes though. Sion and Darius for example are the leaders of the Noxus forces so it makes sense, but I think making LeBlanc for example have a red-focused color scheme would hugely take away from her personality. The one I probably dislike the most is the Shadow Isles. So every Shadow Isles champion from now on will be the same shade of ghostly green? Sooo boring. I can understand if there are a few key champions who share a factions color schemes, but to make that extend to every champ in the faction would be an overreach imo. Anyone else have opinions? Yea or nay?
DynamiteGazelle
Hey there! I help flesh out the visual background of the factions and I thought I could give some context on this. Disclaimer: it's a team effort and color palettes of champions are not dictated by any one person. Ideally, we would not want to restrict champions from a faction to that specific color scheme. You're right, it's boring. It's a fine balancing line between having a variety of colors and between palette chaos. The idea is that we strive to have a logic and philosophy behind each faction's look and feel, rather than a strict dictation of what it should be. For example, the color palettes that people would wear in a faction might be dictated by their available geographical resources, how fashionable the people of that faction might be, or if colors mean anything symbolic to them. Things like that. Our goal is that there are stories behind why a faction looks the way it does. So, rather than saying "Noxus is red and black or get out", the goal is to be more like "desaturated, muted, warm colors -- use cool colors sparingly for distinct reasons". Maybe they just don't care that much about using a lot of dye -- not too inconceivable in a place like Noxus that's busy with other things. Personally speaking, I don't see Leblanc as an 'ordinary, every-day' Noxian. She wouldn't wear typical Noxian colors, because she's something else. She's not like everyone else. Neither would Draven, in my opinion, because he just has too much to say about himself. However, if all we have are 'exceptions', then we have no baseline and less sense of place. Hence the balance between embodying a faction and individuals who, through their quirks, establish the outer limits of that faction. Anyways, keep discussing! It's great to hear what you guys think and feel about this.
Cassiupeia, because she isn't OP anymore.
Sooko
Lol. We've joked about this internally. Low hanging fruit, but still funny :p
I don't even play Cassiopeia but I have a question: what about spacing out the bonuses a little more evenly? Like at 50 stacks, TF now heals then at X stacks get a 5% increase in power, then 10% CDR, then 10% more AP, then 15% more CDR, and so on? It seems like the power is gated very one-sidedly and it might feel better to play if there were more milestone to work for, more rewards feel rewarding. What do you think?
IronChefBoyardee
It's a good question. I challenge whether or not more rewards feels more rewarding. When the rewards are unnoticeably small, do they still feel rewarding? I think that's actually a big failure of the passive even as it stands now, as the 5% and 10% increased AP are both pretty negligible, and really only serve to detract from the mega boost that is the third breakpoint. I've been considering cutting those for a while now.
About the voice lines for her passive, you can just use some of her Ascension quotes since the game mode is gone and they are going to go to waste "To the clever go the spoils." "A Noxian always rises to the top." "It seems I must handle things personally." "Our every move led only to this moment!" "Yes! Now who shall have my attention?"
Cleopatra
We're working on getting some audio for the passive in the next patch or two, but somehow we didn't consider this... feels dumb lol. Good idea, I'll talk with our audio dudes on Monday and see what they think.
Great, you've taken feedback into consideration. Now what are you going to **DO** about it? How many more patches do we need to wait? How many months?
Stez007
First thing's first, make Cassiopeia 'playable' again, or, at least as strong as the majority of her competitors. That's a big part of the goals in 4.21. Then we can talk about testing the longer term improvements, first on PBE, and if they stick, then to live. It won't happen instantly, but I'll keep visibility on what we're doing and make sure to always try to loop the community in.
> First off, thanks for spending so much time with this analysis. Well written/thought out, good read. > > I'd love to go through this section by section and respond, but generally I agree with everything, and my complaints would be very nit-picky-- so, sorry if my response is a bit brief and doesn't do your post justice. > > Your bigger points are all pretty spot on. If a passive like this is supposed to work, it should identify the coolest things about a champion or their fantasy, and augment/play them up, rather than just give power. The point-by-point justification of Rengar's passive rewards may have reached a little bit, but ultimately it's true, they play up his fantasy, and Aspect of the Serpent doesn't really. This was quite the elucidating comparison. > > In any case, I found this post to be incredibly helpful. You've taken what a lot of people were feeling and really dove deeply into to, explaining and clarifying much of where it was coming from, and beyond that outlined a good path/direction to take moving forward. Not that I think you speak for everybody, but I believe you captured why many people have been disappointed with the passive. > > I deeply appreciate all the time you spent here, and it will certainly affect the way I think about these problems moving forward. > > Thanks again. Statshu, I wanted to actually thank you for listening. I know we as a community can lash out and be a bit venomous when we get upset, so it helps to hear that you agree with us and may consider working in a direction we as a community want as a whole. May I suggest a collaborative session with the community to strike up new ideas for fixing the passive? It may bring things out of the rut they're in and potentially turn you guys on to some new ideas that never occurred to you. With that being said, I think a major flaw with the way you've handled this has been a lack of explanation on why you felt this passive fit. For the entire time I've been on this forum discussing this new passive, I never once heard you mention in any thread that it was supposed to represent her embracing her curse. That tidbit would have probably helped many people to understand what direction you're going with this and perhaps even help them to embrace your ideas a little easier and get into the same train of thought when discussing where to take it. On that note, I feel like if she's embracing the power of the serpent, the emphasis granted by the passive, should it stay, should be straight buffs to her poisons at the various milestones. Here's a few ideas: - A stronger poison occurs when hitting an opponent with both Noxious Blast and Miasma - Increasing the spread speed or increasing the radius of Miasma. - Adding a mild stun or root to miasma should an opponent sit in it for a long duration. - Decreasing the delay on Noxious Blast - Adding the poison amp to her auto attacks. - Adding a slow/attack speed debuff to enemies hit by Petrifying Gaze. - Strengthening the MS buffs/MS debuffs on Noxious Blast and Misasma. Additionally, E should be reworked. Drop the bonus effects, as they only tend to emphasize the focus in her kit. If anything, E should have an execute style effect that deals more damage to damaged foes, similar to Elise's Venomous Bite. Also, I don't see why Twin Fangs couldn't have the Deadly Cadence effect attached to it and affect it alone - this would prevent the effects on her poisons and give you an incentive to go all in when the time arises; Both of these effects in tandem feel snake like and emphasize it's use in finishing off enemies rather than as her main form of DPS. If her poisons get some semblance of their power back, with the added bonuses from a modified Aspect, they would be the main focus, leaving E and R to control and kill when foes start to run. Again, thank you Stashu for your time and for listening to us. I only hope that you can make the changes we as Cassiopeia players wish to see, as that will make us happier, make our beloved mage beloved again, and save you and your team the time it takes to constantly devote time to this balancing the reworking so that hopefully you can move onto other more pressing projects.
Oleandervine
Thanks for suggesting some mechanics that you would like to see on the passive. I think a lot of those fit the general idea of what would be required for something in that slot, but the ones that make the most sense to me are the ones that deal with Poison directly. If there's any lesson to be learned from Toertferngatr's post, it's that we should be focusing on the core identity of champion, and sharpening that through these sorts of growing passives. That said, there might be other areas to explore, like her ultimate, as that thing is just super cool. My favorite one from this particular list is 'the longer an enemy stands in miasma, the stronger miasma becomes,' kind of like Toxic from pokemon :p. Anyway it makes sense to me, as we'd get to keep the flat damage relatively low so it wouldn't function well as a poke spell, and would really be emphasized as an area control spell. Definitely something to think about.
A big take away from this that I like is adding a passive to Cass that directly affects her gameplay, as well as Aspect of the Serpent. I honestly didn't even think of that before, but if a stacking passive can work and an actual gameplay passive can work, then why not both? Rango does it and he's fun as hell.
Scampy
Yeah that's why I haven't given up yet. The idea of mixing the two together isn't flawed in and of itself, it's just that we may not have landed on the proper mechanics *or* rewards yet, which makes it seem pretty hopeless. But, I definitely think we can get there.
Belated happy Thanksgiving all! Here to bring you another update on Boards. Earlier this week we rolled out a fix for preview and editing of comments. One of the key pieces of feedback we heard was that creating comments and seeing their previews was distracting, if not too similar — especially when editing. The output was also different than the text entry. FYI: this rollout seems to have introduced a few bugs which our team are actively working to squash. Also continuing update on features and fixes we are working . The Quoting + Reply improvements are next and may be pushed out as soon as next week, depending on QA and bugs (no promises but we're working hard to get it to you). This should help with the clarity of who was quoted along with conversations in both Discussion and Chrono views. See below for the other items we've got on our list and as always leave questions or feedback in the comments below: * Quoting & Replying Update — *(soon tm)* * ~~Character Limit Evaluation (Comments + Discussion)~~ **DONE** * Formatting Update — *In progress* * Improvements to Comments — *In progress, part 1 rollout done* * Update to the Red Tracker * Pagination / Endless Scrolling * Bug Fixes — *Ongoing* * Continued Clarity Adjustments — *In Progress* * Search improvements * Mobile improvements — NEW
Working as intended? I think they're ugly and annoying, so I'm hoping it isn't a design choice...
Rilke21
Hey can you provide a screenshot of what you're experiencing along with browser and OS. Hopefully this will help us troubleshoot what's going on.
@Brackhar/anyone who worked with him on original Cassiopeia: If you're around, fact-check me. ------------- In another thread, Stashu mentioned this: > So, the question is, what sorts of things make sense to come over game time in ways which you can't control super well? One answer is 'just make it an evolution system like Kha'Zix/Victor,' but I think that design space is starting to get a bit crowded and it's really important that we preserve what makes those champions feel unique. Stats sort of work, but they create a similar feeling of the game playing keep-away with your power. Somehow the Twin Fang augment works, as it's power in a way which adds some softer decisions and doen't really change Cassiopeia's combat pattern. So, if we're going to swap out the stats for more interesting things that feel exciting to get rather than necessary, it would have to fit along these lines. Honestly, I think a much better comparison for Cass would be a different evolution system: {{champion:107}} {{item:3417}} {{item:3167}} {{item:3407}} {{item:3414}} {{item:3454}} : Yo. Rengar's Bonetooth Necklace is a good example of a linear evolution passive that *does* work without feeling boring--and while he technically doesn't NEED it to function, it does successfully give him a linear evolution path that feels fun--and more importantly, meaningful. Let's look at it: > UNIQUE Passive - Mementos of the Hunt: Rengar collects trophies when killing Champions and gains bonus effects based on how many trophies he has. Kills and assists grant 1 trophy. > > 3 Trophies: Rengar gains 25 Movement Speed whilst out of combat or in brush. > 6 Trophies: Increases the range of Rengar's Leap by 125. Active upgrades at 6 Trophies. > 12 Trophies: Thrill of the Hunt's duration is increased by 5 seconds. > 20 Trophies: Thrill of the Hunt's Movement Speed while stealthed is doubled. *(Unlisted: According to LoL Wiki, Rengar gains the upgraded trinket effects at 20 trophies as well.)* The Bonetooth necklace page on LoL Wiki mentioned something about the Head of Kha'Zix giving increased vision range to Knifecat in brush as well, but it wasn't on the Rengar page itself. A few major things stick out: * Rengar has a separate, highly iconic passive already and doesn't require Bonetooth Necklace to function This I think would probably be the first comparison most old Cass players would make; it does not require much explanation. I will say that Viktor has no passive besides the Hex Core and its upgrades, though--I think that what's important is that he's balanced around not needing Necklace. That being said: Thresh is balanced around needing his souls to scale properly, so perhaps there are better reasons than this. * Rengar's effects grant him effects he can explicitly play around, bonuses that are not easily mimicked by convenient itemization/masteries. All of Bonetooth Necklace's bonuses give Rengar a new strategic tool or enhance the strategic potential of his existing tools. The first bonus makes him even more dominant in brush--and the out-of-combat movement speed also makes him consider roaming to find more trophies. The second bonus improves one of his most iconic abilities--his brush leap--by improving its cast range (which, as Stashu mentioned of Syndra in another thread, is normally sacrosanct.) The third bonus lets him ult from a further distance--or more effectively psych out his opponents. The fourth bonus lets him hunt from even further away--and lets him get to his opponents more quickly, giving them less time to react. Righteous Glory and Boots of Mobility and are the only two things that can vaguely mimic the bonuses Bonetooth Necklace provides--and neither are 1 to 1 fits for those bonuses. * The Necklace stacks in a visceral manner that Rengar is strongly rewarded for pursuing. Necklace rewards Rengar for getting kills/assists. Kills and assists are good, but Rengar wants them more than other people do, so he plays in a way meant to get him more kills/assists than other champions. Kills and assists also feel inherently good to obtain. * The Necklace gives Rengar an "Aghanim's Scepter"--making his highest moment [his ultimate] feel even better to use. Rengar's passive makes his high points--such as being strong in brush--feel even better. As such, he isn't compensating for something. * Some of the Necklace's benefits are strategic advantages (such as stronger roaming potential). Strategic benefits (like Dragon's new "global stacking passive" and the MS boost out of combat on Necklace) provide an effect that changes how you play in the long-term--appropriate for a stacking passive meant primarily to give benefits over a long-term period of time. * The Necklace--and its enhancements--_all tie into some aspect of Rengar's fantasy/gameplay_. This is probably the thing that sticks out the most to me. Rengar is a *trophy hunter*--as Rengar gains more and more trophies, he gets a passive that gives him...well, a trophy collection. As he claims trophies (kills/assists), he gets to feel more and more accomplished. His bonuses also *enhance* his gameplay in ways that *make him feel like a hunter* (or a *goddamn lion*, that's also part of his fantasy). Rengar gets more movement speed in brush and while out of combat, letting him reach his quarry faster while tracking them (or fighting inside his hunting grounds, brush.) The range increase takes one of the most iconic parts of Rengar (his passive) and makes it even stronger--anything the tall grass touches is his. His ultimate gets first a duration boost, letting him track his quarry longer and psychologically toy with them, while his final boost makes the rush of hunting your quarry becomes all-consumingly fast. All this combines to make Bonetooth Necklace totally work out for Rengar. **Bonetooth Necklace tl;dr:** Bonetooth necklace works because Rengar doesn't need it to function or be satisfied and it's satisfying both to stack and benefit from stacks. Most importantly, it fits his flavor like a glove. -------------------- {{champion:69}}: Back to me. Now, before we get into Cass's passive, I want to discuss her fantasy/thematic identity/flavor for a moment. The boards have all been stirring with her "venom mage" fantasy/gameplay, which seemed to strongly take a back seat to her "mage ADC" gameplay when the Cassiopeia rework was initially launched. However, Cass's theme ultimately encompasses more than that. She also draws on the mythological Medusa, a woman cursed to be a monster with snakes for hair that could petrify those who looked at her (hence Cass's ultimate); she also plays up the "snake" aspects considerably. While her venoms might be a key aspect of what made her enjoyable, they were also part of a larger fantasy--the fantasy of a [naga mage](http://en.wikipedia.org/wiki/N%C4%81ga) or more likely a *viper/cobra mage*: watching at a distance, harassing with poisons while swaying with deadly cadence, then lashing away at a weakened opponent, striking bite after bite after bite until they succumb to venom and blood loss. Her viper/cobra (and perhaps naga) inspirations are probably why her Twin Fang has been played up so much in her rework--yeah, some cobras spray their venom, but vipers and many other cobras *inject* their venom--and also note that the naga, according to Wikipedia, as described in the Mahabharata as "ever bent on biting other creatures." As hinted, Deadly Cadence also might have had ties to her "cobra mage" feel in that it strongly encouraged her to cast Q every 4.5 seconds, giving her a sense of rhythm (much as a cobra's sway has rhythm). However, it had a much more cerebral connection to her various fantasies/inspirations than her other abilities--and while I think that the "rhythm" aspect of Deadly Cadence should be reincorporated into Cassiopeia somehow (possibly through a second passive), it still felt a bit tacked-on from a flavor perspective and I can see why it was replaced. From that same flavor perspective, Cassiopeia's (much loathed) new passive, Aspect of the Serpent, initially seems even more tacked on. However, as I researched this wall of text, I realized something: Aspect of the Serpent ties another aspect of her "medusa fantasy," the curse, directly into her gameplay--as she learns to embrace her curse, she grows stronger and stronger. *If done well*, it could really give the player that same feeling of embracing a terrible curse--and truly becoming the hyperscaling Medusa monster Stashu originally intended. Thinking about it that way, I can see why Stashu stuck to his guns--that's actually a really cool idea. A "fully realized" version of her passive would indeed make sense on Cassiopeia. The main problem with it, then, is that the execution was horrible enough to turn Teemos to stone. [I think Stashu has noticed this as well](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/rfB1OUVF-stashu-thought-on-cassiopeia-passive?comment=0000), but I think I have an additional perspective to add here. As it stands, _the passive's stacking mechanisms and bonuses don't actually make you viscerally feel like you're embracing the **aspect of the serpent**_. That, I think, is the crux of the issue. While the application method *vaguely* feels appropriate (in a very cerebral manner), that's it. It's weak and doesn't even have interaction with her other Medusa-specific ability. > Yeah definitely. I've experimented with a number of more 'interesting' mechanics as rewards for the breakpoints. Ultimately, they all, much like the current stat-y one, created a feeling in the player of "but why do I have to wait?" Basically, when you get a tool that alters the way you approach your core combat pattern, the kit feels incomplete without it. The healing on E is kind of cool and adds some decisions, but none that really change the way you approach combat, except that now you are kind of just stronger. I think the issue is that rather than embracing the curse and its power, you're embracing some lifesteal on your autoattack replacement (which does vaguely make sense) and two stat boosts that can be directly replicated by useful itemization. For the more "interesting" mechanics--again, the issue is that it shouldn't just make her feel stronger, it should make her feel like she's embracing the curse and being rewarded with the curse's power as a result. It's probably a good idea to use mechanisms that make her more interesting--but unless they make you feel like you're embracing the curse and further enhance her "high points", they're still going to fail to provide an answer to the "why have to wait" question. Not only that, but the stacking mechanisms--poisoning people and time--are very, very subtle. Perhaps "poisoning champions" could *also* stack a reworked Deadly Cadence (providing some tactical benefit that feels like embracing her curse *in the moment*--then strategically improving her in the long run)? What about making kills/assists provide extra stacks ("killing people with venom and fangs" is certainly a serpentine thing to do--and it also lets Cass progress through her power curve faster if she gets ahead [like other champions with hyperscaling power curves--which was one reason why her power curve felt so bad in the first place])? At least one effect should provide a strategic bonus. One pair of changes I think might produce a VERY good "max stacks" effect (albeit a crappy one for Dominion) that would also fit her "hypercarry" power curve: let her Twin Fang target towers without stacks (normally going on full CD while doing so), then let Miasma corrode and damage structures at max stacks of Aspect of the Serpent. Boom--Cassiopeia suddenly becomes a much bigger threat, one that with Sorcery elixir can shred towers in a matter of seconds (albeit far later than when Azir and Ziggs reach that point, and with worse counter-siege potential than either.) The raw impact of the effect more than justifies the wait--*she can now poison and Twin Fang even buildings to dust*. It should be paired with another thematically-appropriate final passive (since tbh it does feel a bit "metagamey"--and again, Dominion loses out), but still--it works. Additionally, the final bonus (or at least the penultimate bonus), rather than simply giving more %ability power, should enhance her ultimate somehow. It's the *signature* Medusa ability; the Medusa-themed passive should interact with it somehow. It's one of her highest points; like Rengar, an ult enhancement from the stacking passive would be in order. Finally, I'll say this: If you find a direction for Aspect of the Serpent that works, give Cass voice lines related to her passive. Vayne has a line for learning Silver Bolts and Syndra has multiple lines for hitting max level on each of her basic abilities; Cass has...nada. **Cass's passive tl;dr:** The "embrace the curse" theme of her passive makes total sense for a Medusa-inspired champion; what doesn't make sense is everything else about her current passive; I have some ideas about how to make the passive more interesting. I apologize for having bad formatting after the final quote, but please--actually read this section for details; I've been thinking about this for 8 or 9 hours and writing this for like 5 or 6 of those. ;_;
Tortferngatr
First off, thanks for spending so much time with this analysis. Well written/thought out, good read. I'd love to go through this section by section and respond, but generally I agree with everything, and my complaints would be very nit-picky-- so, sorry if my response is a bit brief and doesn't do your post justice. Your bigger points are all pretty spot on. If a passive like this is supposed to work, it should identify the coolest things about a champion or their fantasy, and augment/play them up, rather than just give power. The point-by-point justification of Rengar's passive rewards may have reached a little bit, but ultimately it's true, they play up his fantasy, and Aspect of the Serpent doesn't really. This was quite the elucidating comparison. In any case, I found this post to be incredibly helpful. You've taken what a lot of people were feeling and really dove deeply into to, explaining and clarifying much of where it was coming from, and beyond that outlined a good path/direction to take moving forward. Not that I think you speak for everybody, but I believe you captured why many people have been disappointed with the passive. I deeply appreciate all the time you spent here, and it will certainly affect the way I think about these problems moving forward. Thanks again.
Does said writer work on their lore as well?
Ginnjii
Usually the same person yeah. As with any part of creating a champion it's a team effort to a fair degree though, with support/feedback/suggestions from both the rest of the team and other people from the same discipline.
Recently I played a game against an Azir {{champion:268}} in dominion. Before we were let out of base, he had used his abilities to hop over the wall and claim one of the turrets. Since they had a lead, they could afford to keep 2 players bottom the whole game. Ultimately, the enemy team won. Pretty unfair exploit, I'd think.
Zowie Blaze
Yeah, that's very much a bug and an unfair experience. We've got a fix for that in testing at the moment, if it goes well that should be fixed in the next patch. If not, definitely the patch after.
I'd wager probably someone on the character design or lore team?
Ginnjii
Yup. Each champion team includes a writer who writes a script for that champion with input from the rest of the team.
As the game is modernized factions gain more of a set visual identity and new champions are more rigorously tailored to fulfill their fantasy all-around. Some older champions didn't emerge with these guidelines yet in place though, and there might be chances for improvement thematically given the efforts of the VU team. {{champion:30}} is a good example of a theme being pushed to new glorious heights after an update, and also clearly placing him within the Shadow Isles' visual identity. What champions do you think could gain most from their fantasy, theme or affiliation being solidified in an update?
Solideus
Go on...
more like happy TANKsgiving, amirite! anyone? anyone? back to 4 player tank team builder...
Conuvus
I'm thankful for my tank, too! Thank you for building tanky so you can hold the front line and soak up damage for me! I know you won't walk away with many (if any) kills and you'll probably have more deaths than the rest of us, but I appreciate you!
The fact that you're ignoring massive outcry about how we hate the passive, simply because you think players don't know what they want, is ENORMOUSLY insulting. You haven't even given us an avenue to share our ideas about what a better passive could be, but you're convinced that the absolute last thing to be reworked should be the passive. We may not see eye to eye on Cass, but people are calling for your removal from the rework and I'm the only guy saying no that isn't being downvoted below the threshold. You're not a bad guy, Stashu, but if you want everyone to give you the benefit of the doubt, then you need to give it to us. Make a passive suggestions thread. Is that unreasonable to ask for, after how long this has gone on? If nothing comes of it then so be it, but at least you're showing that you give a damn what we think. Also I'm totally forum haunting you BooOOoOOOOooo...
Scampy
> Also I'm totally forum haunting you BooOOoOOOOooo... Lol I noticed-- but seriously, I do appreciate how much you care about Cassiopeia/telling me when it feels like your voice hasn't been heard. Anyway, yeah, I haven't made that sort of thread. That said, in [this thread](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/1jXwf2BP-latest-on-cassiopeia) there was actually quite a lot of brainstorming on the passive, and I asked things like, "What would you want from the passive at that point in the game?" and generally just tried to keep the brainstorm going. I got a pretty good idea of what players wanted based on what was suggested, but also what was upvoted and what was downvoted haha. So, that's mostly why. I also want to see what people have to say about 4.21 before making any moves like that. Lastly, I know a suggestions thread seems harmless, but even if a suggestion there gets really highly upvoted, there's no guarentee that we could put it in the game, and that breeds a lot of disappointment and frustration that I'd like to avoid (I think I've had my fill of that for a bit). But yeah, that's a move I'd definitely make if we decide for sure that the cool parts of Aspect are really just unsalvageable, as everybody fears.
You are definitely right here. In-and-out seems to have become the very deifnition looking at many recent champion releases. I admit, it's really fun - even though it actually is kinda broken since many old champiosn lake the approprite tools to respond to it. Galio knows only one way: In. And even that doesn't work to well since he can't keep up with everybody dashing away. I know you're busy with reworking Cass: But do you have some thing in mind that might help him? I really think a slight CD on E would already be a great help to make him feel more impactful in siege-battles. Or the speedbuff on his E could possibly be doubled for himself. (Or the range increased when passing through an ally?)
Kowe The Ewok
Well, to truly make Galio interesting, I think we'd need to take a good long look at his whole kit, which would require a ton of support from other disciplines as well (art, animation, etc). That said, there might be some small things we can add to make him feel good about. Even adding something to his Q that says "marks target. Galio's basic attack deals bonus damage to target = x% of his ap or mr or w.e, consumes mark." This mechanic is pretty overused so I'd be hesitant to do that specifically, but anything that could give him an optimization case while improving the feel of his basic attack would likely go a long way. Anyway, I'm looking into a few champions at the moment, so no promises, but I'll keep him in mind and in discussions, maybe me or another designer could find some room for him some time.
This post, isn't at all about any of her moves, it's not a hate thread, it's not complaining about her rework. It's solely about the passive. Tell me your thoughts. Here's my questions. I like the idea, but it's not working whatsoever, wouldn't you say this would be better on a new champion? After you started working on a new rework(Which is now complete and being pushed to live) Why insist on keeping the passive? How does her new passive better fit in thematically vs her old passive? Why do you refuse to change it after so much dislike has been placed on the new passive not getting the job done? If you were to change it, what are you looking at as new possibilities for a passive? Would you consider bringing back Deadly Cadence and working with that? Thanks in advance for your time, I know that people are being.. hasty on the new rework without most of them actually knowing whether or not it works, but I would just like to know what your thoughts are.
shadowarcher6
Sure, I'll take some time to answer these. > I like the idea, but it's not working whatsoever, wouldn't you say this would be better on a new champion? Sometimes we put mechanics on a kit to achieve some sort of gameplay related goal, like fitting into a pattern, encouraging a playstyle, or solving some other problem, and sometime we do it because they're just super cool. The Aspect of the Serpent mechanic, a slow-build stacking passive which gives rewards at certain points, was thought to be pretty much all of these for Cassiopeia. It emphasized the identity we were going for, encouraged interaction in lane, and had a promise of being really exciting. It's accomplished a lot of the things it was meant to, but it fell miserably flat on the cool aspect and ended up feeling more like shackles than anything else. The idea of dramatically growing in power over game time through play is a cool one, but our execution was underwhelming. I want to get her into a more balanced state to truly eliminate any power variables before conclusively stating anything concrete about how the passive in its current state could feel (god that was wordy, sorry about that), but yeah it seems like it could use some work. That said, in a fully realized version of the passive, yeah I think it fits on Cassiopeia. If it never gets there, then no, certainly not. > After you started working on a new rework(Which is now complete and being pushed to live) Why insist on keeping the passive? Some of the above, but, basically, me and many of the other designers saw the promise in the passive but felt that a number of surrounding variables (power levels, weak poisons, clunky stacking mechanisms) were keeping it from actually feeling cool. We hoped to fix these surrounding problems to let the cool parts express themselves. We'll see how that goes. I suspect it's not quite enough yet and that the mechanics could still use some work, but our changes for 4.21 will definitely do some good for Cassiopeia and Cassiopeia players. > How does her new passive better fit in thematically vs her old passive? I'm not really sure where Deadly Cadence fit in at all thematically :<. Mechanically it made a lot of sense to me (Cassiopeia should be empowered to cast a lot of spells), though there were some realllly weird incentives there (like casting at the ground to keep it up, even while no enemies were around). But Snake Mage has little to do with rhythm (cadence) or reduced mana costs. Ultimately, for a fun play experience, gameplay comes before thematics, but when the two tie-in some real magic happens, and that should always be the goal. To me, Aspect of the Serpent has a few more thematic hooks than Deadly Cadence. Through poisoning her foes, Cassiopeia becomes more and more adept at wielding the curse that befell her once normal body. She's driven to poison enemies, and as she does, she unlocks the potential of her new powers. This may not be the perfect marriage of thematics and gameplay, but I think it stands up pretty well. > Why do you refuse to change it after so much dislike has been placed on the new passive not getting the job done? I feel like I've answered this above :p > If you were to change it, what are you looking at as new possibilities for a passive? Cassiopeia has a few really cool patterns. * Her fishing with Q's pattern, to get that MS boost for E follow-ups * Her on-the-fly kiting pattern of Q/E/E/Q/E/E, using W and R as necessary * Her turn-and-burn pattern, where she hits an E or two than lands a fat Q and walks away So, likely something to encourage one or all of these. > Would you consider bringing back Deadly Cadence and working with that? Ehhhh maybe. I had some gameplay issues with that one but there was *some* cool stuff there. So maybe if Aspect truly doesn't work out, and some form of Deadly Cadence*realllly* accomplished what I described in the above section, then maybe, though I find it unlikely. > Thanks in advance for your time, I know that people are being.. hasty on the new rework without most of them actually knowing whether or not it works, but I would just like to know what your thoughts are. No problem! I'm definitely not going to be able to answer all of these types of posts, but I'll take time to explain my thinking here and there. Hope this helps!
Why is it that you have to be level 6 or higher to make comments on some topics? I wanted to report an issue with the 4.20 patch, but can't make a comment or post because I'm not level 6. Is there any easier way to drive people away from the game by not allowing them to make comments, new or not? Especially when it's on the relevant forum topic.
Deraj01
Sorry about that! Unfortunately it's because there are many low level accounts that were previously being used to spam the Boards, and old Forums. We instituted a minimum level requirement here to prevent a lot of that. It had a huge impact. :/
by all means this isnt an xpeke, but still pretty entertaining
LITTLETROLLBUTT
I've done that same thing but without actually finishing the game more times than I'm proud of.
I came to notice that he's one of the 3 least popular champions (the other two being Urgot and Cassiopeia). Personally - I like his utility and his poke is also nice, not to mention that he performs really well against popular picks like Fizz. He has great poke and waveclear which both have become even more important with the pre-season tower changes. (Also Abyssal got buffed) So, why do so few people play him?
Kowe The Ewok
While his abilities are all strong individually, they don't really have a flow that feels particularly rewarding. What I mean is, you can W yourself for AP before casting your abilities, and that feels kind of clever, but it doesn't feel particularly good because it's not very exciting. Likewise, you can slow a target with Q so that you're more likely to hit E, or use E to approach a target to hit your ulti, and all of this is smart play, but doesn't feel quite like the combos that other champions have access to. Renekton E'ing through a minion to W/Q enemy champion, then E'ing back to safety is both smart play and feels super rewarding, like you've done it right. Ulting on Vayne and then using a stealthed tumble to get in position to condemn someone into a wall is clever and feels amazing. Galio can cast W to get that slight AP boost from his passive, Q to slow the enemy so as to get a guaranteed E, which will allow him to run up and R, but this will never feel as good as that Vayne play or even the simple Renekton trading pattern. That's my theory anyway. Oh, also Galio's basic attacks are super lame, which is actually a pretty big deal for a melee champion.
It's simply a 35 minute compensation for having her old ratios scrapped and her earlygame weakened. Even the CDR is just a poor apology by increasing the cooldown on her Q by 33%. The lifesteal gained is the only real feature gained and to be honest - it doesn't even make sense! Is she a vampire now? --------------------------------------------- I appreciate Stashu's effort to fix this broken rework. But I can't see it working out if her passive is solely based on compensating what was taken away from her and a single added bonus which doesn't even make sense lore or gameply wise. ------------------------------------- It could be fun if her stacking passive was about adding utility to her poison, like adding Magic Resist Shred, Slows or lowering the enemies attack damage. Currently however it's just dull and unrewarding. I dare say that old Cassio players will never accept it as logn as it's sole purpose consists in manipulating her powercurve to have a worse earlygame.
Kowe The Ewok
Hey! Thanks for sharing your thoughts. The sole purpose of the passive is not to compensate what was taken away, but I can definitely see how it appears to be that way. A big part of it *was* to curb the oppressive lane bully pattern, but the other parts were to offer her a unique way of growing in power that was meant to be exciting and rewarding. As you say, however, it's landed in a place that's a bit dull. Were working on making sure we've get some poison feel back and get her into a balanced state, largely by flattening out her ridiculously steep power curve a bit. This'll likely hit in 4.21, and it's likely that the passive will still feel a bit flat even on a balanced champion, so we'll be evaluating that as we go and be ready to make changes to make feel less like a shackle and more like a cool way of growing power.
Professor Eyebeam skin please.
Imperial Red
His passive was called "Research and Destroy"
He's not op, at best he gets fed in lane and attempts to end the game fast but can't do that well anymore(ult nerf). Every time I say he needs a buff or a change to his kit to be more healthy for both sides I get told he's fine or he doesn't deserve a buff because he's broken when fed. Who isn't broken when fed? Why has Riot given Darius nothing yet? Why do people of boards hate Darius with an absolute burning passion?
Varin Omega
I think the main reason is that there is nothing on Darius's kit that is dodgeable or meaningfully outplayed. When Darius is strong, you can't get near him without dying. Likewise, there's very little Darius can do to outplay hit opponents. When he is weak, he can't get near his opponents. I'm overstating both of these a bit, but that's more or less what's going on there I think. There's a lot of cool stuff about Darius, like his steeply ramping in-combat threat and a repeatable true-damage execution ultimate. But the way everything is currently set, he leads to a bit of a binary experience of "he just killed me over and over again and there was nothing I could do :(," or "Wait... there was a Darius in that game?"
i mean really don't need to say much hes really strong right now... i mean REALLY STRONG. and now ppl are taking {{item:3718}} item into the lane which holy shit makes him broken. RIOT plz.....
The Abyss Lord
Yeah he's a littttttle crazy.
Hi i have been wondering if you as a proffesional game designer could take up some passive ideas and explain why you would think they are bad/don't fit. Personally i would love for all of her power (that is extra ap, cdr, and other stats) to be available from the start and then have her passive give her a lot of utility such as move speed, slows, poison spreadening or other things like that. I know there are some pitfalls in a lot of things we as players suggest but some feedback on it would be valuable to better be able suggest new ideas.
LongFur Fox
Yeah definitely. I've experimented with a number of more 'interesting' mechanics as rewards for the breakpoints. Ultimately, they all, much like the current stat-y one, created a feeling in the player of "but why do I have to wait?" Basically, when you get a tool that alters the way you approach your core combat pattern, the kit feels incomplete without it. The healing on E is kind of cool and adds some decisions, but none that really change the way you approach combat, except that now you are kind of just stronger. As a comparison point, consider Syndra. Her ability augments don't *really* change the way the abilities function. They just sort of add some power (increased damage, increased slow duration, etc.). The one that really stands out to me is the increased cast range on the ultimate. Cast ranges are pretty sacred as far as I've learned. Opponents learn approximately what your threat range is and then play around it, so when that changes things get really whacky. I think it's okay for Syndra since nobody really learns to play around the range of the ultimate, as it only happens once per fight and often within the range of her other abiltites. But when you do this for Noxious Blast or Twin Fang or other abilities that are nearly always up and core parts of a Champion's threat, things start to break down. There are champions who are all-about increasing threat range, like Kog'Maw and Tristana, but that aspect is core to the champion identity, so players learn to play around it. As a point of contrast, consider Kha'Zix. His W, E, and R change pretty dramatically when they're evolved. It's pretty important here to nail down the differences between Kha'Zix and Cassiopeia. What is it about Kha'Zix's abilities, which dramatically change his threat ranges and counterplay, that doesn't leave the Kha'Zix player feeling like she's missing something when she doesn't have them? Is it something about the evolution system, or the individual abilities themselves? I think it's pretty clear that it's the evolution system, but what about it? I think a lot of it has to do with it being a core part of the champion's identity, that both kha'zix players and opponents know going into a game that that's his thing. But it doesn't end there. I think the choice there and the reliability is really important. Kha'Zix (and Victor also) can choose to get their preferred upgrade about as early as they can want it. The augmentation of abilities is much more in the hand of the players in these cases (and even to Syndra) and so it doesn't feel like the game is witholding a core ability for them, but rather they get to upgrade their champion *how/when they want to.* That's the prevailing theory anyway. So, the question is, what sorts of things make sense to come over game time in ways which you can't control super well? One answer is 'just make it an evolution system like Kha'Zix/Victor,' but I think that design space is starting to get a bit crowded and it's really important that we preserve what makes those champions feel unique. Stats sort of work, but they create a similar feeling of the game playing keep-away with your power. Somehow the Twin Fang augment works, as it's power in a way which adds some softer decisions and doen't really change Cassiopeia's combat pattern. So, if we're going to swap out the stats for more interesting things that feel exciting to get rather than necessary, it would have to fit along these lines. Sorry for the rant, hope that helps!
> Yea, it may be the case that wave clear is still something that we need to look into after the next patch. There's no question in my mind that these upcoming changes will be buffs, so let's see how it turns out and Stashu will make more adjustments if they are needed. > > Thanks for giving us reasonable and productive feedback that we can use. I'll forward the mana itemization ideas along to the Systems designers that work on that stuff. Oh thank you very much. :)
Khristophoros
Here are my thought's on Cassiopeia's waveclear: There's a certain baseline of minion wave control that is necessary for a champion to function in League of Legends, especially if they fall behind a little. The original Cassiopeia changes really hurt her waveclear, particularly for her W, but also in her Q ratio for early game. However, they were supposed to enable a different farming pattern, which involved poisoning the minions and last hitting them all with E for the mana return. This is not as effective as Q/Wing the wave as Zerath, Ziggs, or old Cassiopeia, but it was intended as a viable means of controlling the minion wave nonetheless. Of course, it's possible that it simply wasn't functional enough, or maybe it was minimally functional but her other strengths weren't expressing themselves sufficiently to account for her weaker waveclear. So, with the upcoming changes, maxing Q first should be much more viable than previously (and thus should be a more accessible waveclear tool), and E will have 0.55 ap ratio at rank 1, so even that should be a better last hitting tool at early ranks. Further, she'll have a flatly more powerful lane presence with the other surrounding changes, which should leave her weaker wave clear as less of a crippling weakness.
> I'm kind of jealous of Canada's thanksgiving! Feel like US thanksgiving is cut short by its proximity to Christmas. > > Also, lemme get some of that brisket pls :O hehe ya I can see that. But it also means you guys can have this whole black friday thing which is great for Christmas shopping! ;) Sure, just come up to Canada before we eat it all and you can have some. It's not going to last long though lol
Eleshakai
I need a smart ping option for "hey save some of that for me".
"Blah blah blah we want to make champs have different power curves and here's a wall of text on the game design philosophy behind it blah blah blah" But it's irrelevant because we understand the concept and the actual issue is that a 90 minute power curve makes a champion worthless. Either change the meta into a defensive grindfest or don't make power curves like this.
Khristophoros
Quite simply, you're right. I've spoke quite a bit to this, bottom line being her curve is wayyyy too steep. 4.21 changes do a number of things to address this. * Her passive stacks more quickly and reliably * Her Q ms and E ap start higher than before and no longer scale with rank * The Twin Fang debuff straight up adds a lot of power to her at all stages of the game This should go a long ways towards solving the problem you're addressing here. I also think it should ease a lot of the other concerns surrounding the changes, but we'll definitely see. So please give them a chance and let me know what you think!
I'm thankful that thanksgiving was over a month ago! I'm also thankful for that awesome Brisket I made last night. Brisket sandwiches are heaven on a bun. It does not get better than that, it really doesn't.
Eleshakai
I'm kind of jealous of Canada's thanksgiving! Feel like US thanksgiving is cut short by its proximity to Christmas. Also, lemme get some of that brisket pls :O
Lyte, Your Speech was very interesting, it actually makes me rethink my experiences on League.. I found it very interesting how by changing font colours the effects changed completely ! http://gdcvault.com/play/1017940/The-Science-Behind-Shaping-Player
Ryval Envy
Thanks! Hopefully you keep your eyes peeled as we're doing another talk about player behavior at GDC 2015. We're going to go over 3 years of lessons we've learned, mistakes we've overcome, and a look at the future of League.
Yay! Jungler appreciation! xD I'm thankful for the chance to hunt down farming junglers with Rek'Sai sometime in the near future!!
Arveanor
I can't wait for someone to win a base race with a back door tunnel.
HMMM. "Ao Shin someday, won't be soon." Does this mean... that someday he won't be "soon" anymore? Such as he's released at the start of 2015, therefore it's someday and is no longer soon!?
Jixx
For purposes of these sort of timelines the start of 2015 counts as 'soon', or even 'very soon'. Ao Shin's genuinely a long way off sorry.
I'm thankful for the new Sion, and his infinitely stacking health. If he were me on thanksgiving he'd probably break 9K.
Arcaneswrath
And when his stomach runs out of HP, he lies down for a bit, wakes up, and keeps eating. Sounds like thanksgiving all right.
So tell me, was Priscilla, Queen of the Shadow Isles originally slated to be voiced by Hugo Weaving? :P
ClocksAkimbo
I doubt it alas, but man, that would have been amazing.
You're clearly taking something away from her if you nerf her E-ratio along with its flat damage and the one on her Q. Especially Twin Fang will already require MORE than the 700 AP it previously needed just to get even with her pre-rework self. She's worse in every aspect, in the end you'll be spending EVEN more mana than before just to get off the poison-enhancer from her E. She'll be already oom from 2-3 rotations of this, hardly leaving her any mana to even use her E on minions. Too bad that Twin Fang requires her to get very close to her target thus leaving her incredibly vulnerable which is unacceptable in scenarios where she's behind thus turning her disadvantage bigger and bigger. Since she has no other way of dealing damage, she'll be pretty much irrelevant for the rest of the game. This kit will never function as long as the focus on her Twin Fang remains. And for this to change, you need to alter her passive into something greater than mere ap-enhancers which only show results if you're actually snowballing since the effect heavily relies on your ap-build. Just by purchasing defensive items, you're gimping yourself. You're forcing her to pursue a glass-cannon build which is almost impossible if you start losing your lane. You'll be stuck with pitiful bonuses until you reach a full itemset which will be far too late then to make a difference anymore. Her passive alone is entirely insufficient at turning her into a hypercarry, so it feels like a waste of time and effort to even gather stacks.
Canastus
The multiple ranges of power that Q -> E give to her kit give her in my opinion a good risk/reward curve. This same principle applies to a ton of champions (ziggs, Ahri, Velkoz, Jinx, varus, thresh, morgana, etc) -Long range Q gives her poke, wave clear, and a safe fallback option when she doesn't want to fully commit to a dangerous range. -High payoff but shorter range E gives her increased power when she wants to all in I think that a lot of her success really does come down to numbers. Theoretically she could be tuned up to near unstoppable levels of power with a variety of changes (movespeed on Q, Damage on any spell, etc). Give the upcoming patch changes a try and see if they help her as much as we think they will.
> The passive encourages her to trade and interact with her opponent in lane, this doesn't necessarily make her a lane bully. From the work that Stashu is doing for her in the upcoming patch, we hope to make her power curve less steep than it currently is. The changes he is working on felt really good to play as a Cass player for multiple reasons: > > -Buffs, because honestly she is weak on live currently > > -Poison focus, the payoff for a successful trade or all in pushes the power back into her poison damage, matching and enhancing the thematic feel of the kit > > -More elegant passive play - by simplifying the way she stacks her passive it actually makes the choices more interesting and clear with less complexity. Do I try for Q poke on my enemy laner, do I use Q for waveclear and farm, do I E enemy for good trade damage, do I E to last hit for my mana restore, etc. The decision making felt really rich to me when I playtested it. > > The current plan is to get these changes to live next patch, but it's never a finished product. If more work is to be done after that, so be it. We're in it for the long haul. Thanks for the reply. Could I interest you in my other thread? http://boards.na.leagueoflegends.com/en/c/gameplay-balance/374T4OEH-hey-riot-mana-itemization-could-be-more-interesting It's interesting I promise you. Also btw, I think what really hurts Cass is the fact that she can't waveclear very well anymore. And IIRC the upcoming changes only buff her single target damage, which isn't going to fix that. Gutting the base damages on her poison AoEs really ruined her waveclear and that's kind of essential for her to compete in mid.
Khristophoros
Yea, it may be the case that wave clear is still something that we need to look into after the next patch. There's no question in my mind that these upcoming changes will be buffs, so let's see how it turns out and Stashu will make more adjustments if they are needed. Thanks for giving us reasonable and productive feedback that we can use. I'll forward the mana itemization ideas along to the Systems designers that work on that stuff.
They don't want her to be a lane bully. But... the new passive encourages her to be a lane bully or else she wont get her stacks quite as fast. Her passive is contradicting what riot wants to do with her general playstyle; They'll be better off if they throw it in the trash. Most of us hate it anyhow.
BrickRocket
The passive encourages her to trade and interact with her opponent in lane, this doesn't necessarily make her a lane bully. From the work that Stashu is doing for her in the upcoming patch, we hope to make her power curve less steep than it currently is. The changes he is working on felt really good to play as a Cass player for multiple reasons: -Buffs, because honestly she is weak on live currently -Poison focus, the payoff for a successful trade or all in pushes the power back into her poison damage, matching and enhancing the thematic feel of the kit -More elegant passive play - by simplifying the way she stacks her passive it actually makes the choices more interesting and clear with less complexity. Do I try for Q poke on my enemy laner, do I use Q for waveclear and farm, do I E enemy for good trade damage, do I E to last hit for my mana restore, etc. The decision making felt really rich to me when I playtested it. The current plan is to get these changes to live next patch, but it's never a finished product. If more work is to be done after that, so be it. We're in it for the long haul.
Internal names can be pretty placeholder ish at times and many champs spend a while being referred to as something else before we figure out a final name for them. Sometimes that's a moderately serious name like Seth, sometimes it's something jokey (Vel'koz was 'Professor Eyebeam' for a few months for example).
Meddler
The internal splash for Sion rework had him stepping on a teemo. Shame that didn't make it into the final....
Can we hear some other placeholder names?
Kobila2000
At one point in development, Rek'Sai was referred to as "Joan T. Burrow-woman." Believe me, no one was more shocked than me when the reveal came out and she wasn't still called that! Up until a very late point, Jinx was called "Seven." (Before Vi fans jump in here, let me state for the record that this name had nothing to do with Vi. ) And as is already known, Jayce was named "Apollo".
In the spirit of Thanksgiving, I'd like to give props to all the junglers out there. I know that it's a high-pressure job and people yell at you a lot if you don't make the entire team happy, but I just want you to know that I'm super grateful every time you come through bot lane to serve us up a piping hot plate of the enemy ADC with a side of support (and if we're lucky, a dragon for dessert!). When I first started playing League of Legends, I learned how to play from a friend of mine who would pick jungle just to cover for my newbie mishaps in lane. It wasn't until I started playing frequently without him that I realized how much I had depended on my jungle to keep me in the game and let me focus on trying to win lane. Thanks, Louie! Also, as a Thresh main, I'm extra-thankful for the junglers out there who blindly trust my ridiculous lantern dive gank attempts and are forgiving when they (inevitably) fail. Trust me, the five times I accidentally lead you to die under the enemy tower are worth it for the one time we pull off something out of a KR solo queue highlight video. So here's to you, junglers! May your ganks be praised, your mistakes forgiven, and your Baron smites true. Everyone else, hug your jungler and tell them you're grateful for them (so that you don't have to do their dirty work :P ). Happy Ganksgiving! What are you thankful for this year? I'd love to hear some of your stories (League-related or otherwise)!
Bug in your system. Lets leave it up. You know their is a bug. And you are going to force people to use your terrible ticket system to get out of punishment when they have served..... You got to be kidding. Tickets can take over a week to get a response!!!!!! Plus they refuse to actually look at any info you provide they use templates that say provide x, when you already have done that. I am not even being punished and i find this extreme.
Kchaosrei
We're not leaving the bug up, we're working on the fix and getting it into the game ASAP.
I have reached my 1000th win recently and was wondering if i could get a two letter msg from the BaconHawk Overlord herself saying Hi
TheKittenofDeath
Yo
so idk if anyone else is having this problem with the new leaver buster but first of all i got low priority queue after leaving 1 game which is kinda silly secondly the low priority queue is bugged i think. you wait out the duration and then it just restarts and you never get to join the game this happened to me twice and im on my 3rd round atm
repslice
In rare cases, some types of older hardware are seeing a bug where they get repeated timers instead of going through to matchmaking. A fix is already in for patch 4.21. For the time being, a few things that might help are to close other programs when you are playing League (so that only League is running). If you write a Player Support ticket someone can help run through tech support options with you.
If they can be answered before an official Q and A, then that would be great, but if not, I'm just sort of posting them so I remember. Basically, it comes down to her name. There are a few things we know about her: 1. She's from the void 2. Her Runeterra home is the Shurima Desert. 3. Non-Verbal monster. Communicates with clicks, calls, and various other monster sounds. Possibly non-sentient, instinct based creature. The first of the void champions 4. Feared by Shurima denizens for generations. How did she get her name? All other void creatures can communicate, and are self aware. They know their names. Is she part of a larger pack of creatures? Would they be Rek'Sai as well? Did the people of Shurima name her? She's been around long enough that she's pretty much a legend. Honestly, I doubt it. They would have to be pretty lucky to get her name with the apostrophe in her name. Maybe they literally just refer to her as "The Terror of the Deep". Cool, that's fine. I'm sure her crossing over will be explained. But basically, how does an apparently non sentient creature get a proper name. It would be like the Lock Ness Monster showing up one day and saying "Hey, guys. It's Frank. My name is Frank. Jesus", before going back under water. It may seem like a small thing, but I think names are important as they confer identity and direction. Hoping a red chimes in, or someone with some semblance of an answer. Thanks guys, Songslinger
Songslinger
Not my area of expertise, so do recommend asking these questions in the Q&A about her (which is likely to be either next week or the week after at a guess). Couple of things I can help with though: * Rek'sai is her specific name, her species are called the Xer'Sai * Rek'sai's the largest, most distinctive, most dangerous of the Xer'Sai - there are other creatures out there like her, but they're not in her league
Really good similar example: Pink ward placement. The ways people use pink wards has gotten a LOT smarter as time goes on, which was very clearly notable when following the S4 LCS.
Cuix
Great example, and yeah, we'd be very happy to see tunnel placement follow the same sort of trajectory pink ward placement has.
Additionally, we said we'd never do a healer. Instead, "what will it take to do a healer" was the better question. I'll say it straight. You guys were right on some of this stuff and helped us understand our limitations we'd created. It's a hard ship to turn, but I'm glad we are doing it.
Morello
> I'll say it straight. You guys were right on some of this stuff and helped us understand our limitations we'd created. It's a hard ship to turn, but I'm glad we are doing it. A big +1 to this from me. We've been pushing on some particular things for new champions as you've mentioned and player feedback calling out where we should improve/where our past releases have sometimes fallen short of the mark's been enormously valuable. Also wanted to say thanks for the thread. Discussion can get pretty focused on what's problematic at times, and while that's really useful to hear it's also very helpful to cover the what's going well side of things sometimes too.
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