Meddler (NA)
: Quick Gameplay Thoughts: September 29
what about 20% cdr from runes... its kinda sucky that doesnt exist anymore also meteor and aerie are horrible on trap champs as they will betay your location and there is no sustained dmg mage keystone like dft anymore which isnt horribad
Yasuhiko (NA)
: Feedback Thread
a lot of good feedback, i hope riot actually realses a lot of the points you make would lead to objectively better designs.
Zaurok (NA)
: Suggestions on asthetics and functionnality...
i agree, i posted a lot of feedback during alpha telling them to get rid of all the annoying delays and fade ins and outs but sadly that was ignored.
: Assassin Roster Update - LeBlanc Direction
a major thing this rework needs to fix: you guys keep talking about how she "deceives" people and how you can "outplay" others using the w... but "outplaying" means makng the opponent pick a wrong choice when a right one is available. most cases of lb using w however do not offer the opponent a right choice, either you stay near the mark on the gound or you follow her, she will always get away because she can just make her choice after you made yours. that is not deceiving or outplaying, that is simply having a guaranteed escape. especially considering that with cdr w has a 6s cd and the mark lasts 4s which means bridging the time between casts can easily be done using r, 2s s not enough to catch up with a dash or blink. (zed w has the same problem of being a pseudo-outplay btw, although not as hardcore) btw, the time you post those things is horrible, its super hard to find the thread while roiters are actually still active in it.
: League client update Q&A: Profile and Collection [Now Complete]
we have already been promised an option to turn off in-client animations, but would such an option only entail things like animated backgrounds or also things like the chat window having a small expansion-animation when clicked or drop-down menus having an animation where they actually drop down instead of ust appearing? would 2 different options be reasonable since i could imagine them impacting performance in different ways. (i for one would keep the animated backgrounds activated since they actually look neat and turn off the animated interactible components which make every thing feel clunky and make me curse the responsibles together with their whole bloodline every time i click something) also, who the fuck goes around and downvotes actually insightful responses by rioters... like seriously why are you even here if thats what youre going to do....
: > [{quoted}](name=Smerald,realm=EUNE,application-id=A7LBtoKc,discussion-id=kIEywnhX,comment-id=0005,timestamp=2016-06-16T16:08:46.165+0000) > > How I can see my friend runes or masteries, we just won't be able or it wasn't implemented yet? This is in testing right now on the PBE alpha client :)
i feel like it should be more obvious as to what is on the regular alpha and what needs pbe access. the dev blog post for the current testing patch on the regular alpha listed bugs with those features under the known bugs section. so i open my client, i read something that suggests i should be able to see more on other peoples profile, but in fact i should not be able to but i do not know that. this let to me actually submitting a bug report for that... so i think it would also lessen the workload for those who have to read all the bug reports if the communication on those things is clearer.
: League client update Q&A: Profile and Collection [Now Complete]
what sub-tabs other than 'overview' are planned for the actual profile tab(considering a lot one would expect there went to the collection tab)? edit:typo
: League client update Q&A: Profile and Collection [Now Complete]
i assume you have not finished sifting through the feedback received via the in-client button for ptach .02 when you released your devblog where you touch on what feedback you received. will you never talk about older feedback again? will all feedback _eventually_ at least be read by someone who actually matters like a feature-relevant dev or is some of it just going to disappear into some dark folder never to be seen again if not straight out deleted by a filter? do you have people whose job it is to just read all the feedback and filter out repeating things before reporting to the appropriate dev? if so, will they pass what was actually written by the testers or do they write up some kind of summary using their own words?
: Though we expect our streamlined animations to be much easier on PCs when we're ready for release, we still intend to support as many potatoes as we can with an animation disable option.
i want to add that i hope the animation disable option does not only disable the obvious things like backgrounds and transitions but also things like: -when i open a chat, the box grows instead of popping up at full size, i dont want the growth animation -when i open a friend group the names run out of the group button instead of just being there, i dont want the nams unning out animation -openeing a drop down has the box actually dropping down instead of just instantly being there, i dont want the drop-down animation ... there are a lot of things like that hidden everywhere, and i would kindly like to inform you, i hate them all and want to disaable ALL of them. i actually dont mind the animated backgrounds, they look neat. but the other tons of small thingies, i hate them with the heat of a thousand stars. i know i am late to the discussion, but such is life if you dont live in the u.s. and there are no clues or links in any visible spots about posts like that in time. best regards
Lyte (NA)
: New champ select Q&A with the dev team!
i see a problem with distributing bans among multiple people: what is the point of banning j4 when lee and vi are still up? what is the point of banning zed when talon and lb are still up? you said in some other comment im too lazy to fish out again that you think the distribution of bans will increase diversity by allowing people to ban the counterpicks of what they want to pick. as you should be able to understand now, that is probably not true. quite the opposite in fact. most bans become irrelevant.
Lyte (NA)
: New champ select Q&A with the dev team!
hm, i dont really like your desire to drop all queues without predetermined positions. when i usuaally dont know what and where i want to play when i queue up, that is only determined by my pick position and what my and the enemy team already picked once it is my turn. e.g. i am not going to blindpick kassadin mid but instead go for something on another postion entirelylike pick some jungler that fits our teamcomp or something) but when the enemy team already picked a champ that is weak against kassa in mid then i really want to pick that and go mid... i feel lke being flexible is a very important strength and allows someone who plays all roles on a decent level to beat people who only main cetain roles/positions(which means they play those on a high level and on everything else they are potato 5). this will be lost with the new champ select (that does not seem to be a disputable opinon but more likely a fact like 2+2=4) the result will be that people who i would consider to be the "better players" to be ranked lower than they should be and all the onetrickponies to rise in rank. do you have any plans to fix this?
eux0r (EUW)
: how to make auras (sona) feel strong
and if you want sonas e to not feel trashy switch from ms to another effect, ms is too strong a stat to buff to a noticable level and its also something continuous, which again makes it harded to be noticed. make it something unique where you can add a clear visual cue upon use, like 0.1xlvl seconds off of ability cooldowns when casting in range. (an ability going on cd is a clearly separated moment instead of the continous ms thing.) of course thats just an example but in general some unique utility would give her a clear role and "why am i picking sona" thing.
Rioter Comments
PWYFF (NA)
: [DEV BLOG] Keystone Masteries in the 2016 Season
"But we do believe that the improvements we’ve made to the system will result in a lot more players asking the question, “What do I want in my Talon mastery page?” instead of “what do I want in my offensive AD character X page?”" to me this looks like exactly what you did **not** do, quite the opposite. i dont see what other choices a talon would make compared to a zed. ill do some shameless plugs for my [angry rant](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/dluaqrW3-feedback-masteries-on-pbe) and my less angry and more concise [feedback](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/6PTuTXEL-feedback-for-riot) since all the concerns i want to bring up have been ignored so far. (look, im ok with you ignoring _me_ but please dont leave the problems unaddressed)
Pyro (EUNE)
: If you want to test the masteries, but you don't have a PBE account: http://pyroblasty.github.io/masteries/ made by yours truly. --- Questions to devs: 1. How are you going to push through the message that Cunning is the way to go for assassins and bursty mages? Do you expect the playerbase to adapt by looking at the streamers and build databases, or will you release a "champion spotlight" video for Masteries? 2. Both Bounty Hunter and Oppressor are pretty conditional - they give nothing unless you fullfill pretty specific requirements. Have you considered adding there something less powerful, but more reliable? 3. Deathfire Touch seems a little bit overused right now by every type of champion who used to go deep into Offense, junglers included. Is my observation in accord with your data, and if so is that a sign to buff Fervor of Battle, or nerf Deathfire Touch? 4. Can any champions of classes of champions expect compansation buffs to make up for loss of favourable mastery builds? (ie. Shyvana's loss of hybrid % penetration). 5. Why does Natural Talent feel so underwhelming? Somehow I can't really see the appeal of miniscule flat AD/AP per level compared to lifesteal/spellvamp which seem to scale much better into the lategame. 6. Have you considerd being more firm in differentiating between early power and lategame power masteries, for example by removing the scaling component from Natural Talent and Precision? 7. Why can't we choose more than one 5-point mastery?
i am alse very interested in 4 and 7. for the deathfire thing, its overused because the 2 alternatives are only made for one subclass, leaving anyone else who wants to spec into effence with no other choice, considereing the 30 second cd on thunderlord makes it pretty trashy.
PWYFF (NA)
: [DEV BLOG] Keystone Masteries in the 2016 Season
was it a concious choice to drop the ability to spend 30 points into one type of masteries (e.g. 30 defence) and instead make it mandatory to spread your points into other categories or was it just that nobody of the devs over used anything else than 21/9-type masteries? if yes i would be interested in hearing the reasoning. was it deliberate to drop support for champion+playstyle specific customisation(as you just said yourself) or was it just a result of you not being able to figure out how to do it well? its not quite clear to me from what you have written. lastly, for the feedback part: [ive been trying](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/6PTuTXEL-feedback-for-riot) to get through to you guys, but its basically impossible =( i really miss masteries of the type of blade weaving, spell weaving and arcane blade.
Rioter Comments
: How do you counter a good gnar
try to take a champ that has more global pressure or someone in a different role so your teams win conditions dont overlap with your enemies. even gnars worst matchups and counters are not strictly that bad, the worst a proper gnar will do is go even and then he still has better teamfight. all you can do is try to impact the game in another way, dont try to beat gnar, its a waste of time just like you dont chase singed.
PWYFF (NA)
: 2016 Season Update Discussion
how will position/role picks influence matchmaking? will matchmaking always ty to put one of each together? is it possible that 5 people who chose identical preferences (lets say jungle/top) get matched into a team? if not how do you go about not enforcing a specific meta(lets say double jungle)?
PWYFF (NA)
: 2016 Season Update Discussion
will the new client have a splash-screen as well? (i hope not)
Meddler (NA)
: Yes, there is now a limit of 18 points per tree, with a maximum of 5 per stat tier and 1 per keystone tier. It's possible some hybrid's might suffer from that, and need some follow up help, there are a couple of masteries that they really benefit from however (e.g. there's now one mastery that gives both AD and AP per level, rather than those stats being split across two different masteries).
i am sorry if i am necroing something but i just saw your comment on a [third party information aggregator](http://www.reignofgaming.net/news/32763-more-context-on-marksman-update-and-preseason) and seeing as it is really hard to get any reply as a non-NA i see little other options: seing a rioter say things like "If you felt good about the variety before, then you should feel even better going into this new system." makes me really sad, because it is simply not true. i made [a post](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/dluaqrW3-feedback-masteries-on-pbe) where i go into more detail/give some examples but the gist is: the masteries are taylored for generic builds and if you want to go magicdamage-attackspeed or something like that the masteries are just plain worse in comparison. they offer no proper way for unconventional builds to specialise and force you to take stuff you dont want with no conceivable reason.
Trebbi (EUW)
: uhm hybrid champs have the cunning tree and the start of the offensive tree. Example Akali Wanderer(for roaming), secret stash(early sustain),merciless(assination power), precision(hybridpen you get 8 of each at level 18). Thunderlords decree(burst) or Stormsurge(escape) Sorcery(dmg), double edged sword(dmg), natural talent(both ad and ap) and bounty hunter for snowball. also http://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/oOTbNjvA-gold-value-of-the-new-keystone-masteries
i see why you would think that way, seeing some possible specs being somewhat ok for some playstyles or circumstances, BUT there is no true customisation, no TRUE options, not a single mastery that is actually taylored to uncommon playstyles! i am talking about things like arcane blade or the weaving passives from the current tree. ad in your excample youre just confirming what i am complaining about. as a hybrid(or more precisely as anyone who wants to spec as much into damage as possible) i am FORCED to take things like wanderer, secret stash and dangerous game. on top of that i am forced to take the clearly inferior thunderlords decree(the 30s cd is horrible on most champs-playstyle combinations i want to play) if i want hybrid pen. on top of that saying "i can just go down the cunning tree" IN ADDITION to spending the rest of my points in offence (all 30 points spent!) to get something that has comparable offensive capabilities to a standard 18 ferocity spec but with the downside that i basically lost 12 points in the process which the standard build can spec into defence if they want...
: Who are the most OP champs who NEED to get nerfed?
all ad-caster-bruisers(like lee, vi, j4, wu and shit like zed) for obvious reasons (except for kha, at least when kha doesnt build bruiser). ad the ultra horribly designed fizz and gragas(just remove this shit, his mere exsistence takes value from every other champ lorewise on top of his op kit) to that and round it out by reducing the time yasuo can hold onto his knockup, at least for the first 9 or so levels.
Rioter Comments
: The masteries on PBE are so perfect.
thats what i thought too, at first... then i realised that basically every form of playstyle differntiation has been majorly shafted. want to play magic damage attack speed or physical damage burst? nope, our masteries are tailored for physical damage attack speed and magic damage burst. want to get attackspeed AND spelldamage on azir? nope, you are not allowed to opt out of defence/utility in favour of your own choice! playing aatrox? you are not allowed to get lifesteal AND ad! want to play something tanky without relying on the most boring but most effective stat: flat max hp? we dont care, youre not allowed to get regenration or tenacity AND resistances what about hybrid builds? haha, no, we already told you you have to CHOOSE between battering blows and piercing thoughts even though you would be willing to pay the points there insted of unlocking some tier 2 keystone in another tree you dont want! want to speck all your points into one tree? nope, instead waste points on masteries you do not want, not only in another tree, but also by forcing you to choose between bad and worse to get to something totally unrelated (want the execute damage increase? choose between runic affinity and secret stash first! you dont want either? tough luck, no damage for you. want to spend all your points for defensive increases? nope you gotta spend 40% into either damage or random shit!) you had widely differing mastery pages for many different mages in season 5? "rejoice", you have only one valid path for ALL the mages! there were situations and champions where going something like 13/17/0 or 9/14/7 was a good choice in season 5? please, everything has been "streamlined" and condensed down to 18/12/0 and its cyclings only with the ultra exceptional 6/18/6 somewhere! no need for needless thinking! ... its better to let people make tradeoffs by choosing in WHICH tree and WHICH bonus-combinations they put their points instead this meaningless limit of 18 points per catgory and pointless exclusion of stat-combinations. (and by that i do NOT mean i want multiple tier 3 keystones, that those are exclusive is a GOOD idea, the rest of the forced shit NOT.)
Reimυ (EUNE)
: I have won 2 3v5, but they are NOT fun. I barely won just because the enemy team was stupid, if i was playing against opponents that know how to play i would have left too.
well, i had fun in mine, i like fighting against the odds but that is no excuse for leaving my games... i will still report every leaver, no matter the circumstances, because the action is wrong, thats something basic though i understand pardonning leaves due to uncontrollable circumstances
Hibeki (NA)
: Yup i should be forced to continue playing a lost cause and have a punishment if I don't want to be forced to. It's not even a 5v5 that we were just losing, two people were afk since level TWO, and I should be forced to play a guarenteed loss because two idiots want to continue having fun, as if it would even make a difference having 2 people instead of 3. No, I'm not in the wrong, fuck them, and fuck you.
"guarenteed loss"... ive won such games, not just once
: Kassadin- A look at his roots and what he could be.
good thinking, the problem with balancing kass atm truly is his blink-nuke pattern, a more sticky-dps-pattern is probably far healthier, i especially like the silence-on-cast debuff
eux0r (EUW)
: some feedback for riot
p.s.: high-mobility assassins with high juke potential, like zed and fizz are inherently flawed, because in most matchups they are, in a way, the only ones who are allowed to play. if you make the first move against them they will use their outplay-kits and then nuke you, which means if you make a move, you lose and if they make the first move, well, they nuke you because they make their move when they see an opportunity to do so. basically the situation forces the lane-opponent out of the game(im talking about an adequate level of skill on both sides of course, you cant base an argument on someone just failing to do what they should/want to do). this is especially problematic with combo-mages. after a certain elo midlaners simply cant really blind-pick combo-mages because there are hardcounters like zed/fizz even though riots design philosophy actually prohibits hardcounters
Rioter Comments
: Latest on Cassiopeia
hello stashu, in your posts up until now you havent mentioned anything concerning the skill-ceiling of cassiopeia. i, and meanwhile some others, have commented on a loss of gameplay-mechanics that could be mastered to "distinguish the good cassiopeias from the best". i would like to ask you to read my [earlier post](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/1jXwf2BP-latest-on-cassiopeia?comment=0041) on this matter for further details. please bear in mind, that while it might sound like i want you to get rid of or reintroduce old mechanics, i dont really judge any of the components by any other measurement than possible mastery: dont read my post as "graaaaah, revert to the old cassio you *&%§+!", i dont mind the new cassio as long as she gets balanced in the end. what i do mind is that playing cassio has become less engaging and that i would like you to introduce(not necessarily re-introduce, might just be something new) _more_ways_to_express_skill_ since cassio has lost a lot in that department since her rework. im sorry if im repeating myself, but since the forum has an option to sort by "best" (this option is crap and should be removed btw) i cant be sure you read any comment on that topic until you reply to one.
Jamnon (NA)
: I can't tell which post he replied to
the "idscussion view" really sucks because its not cronological and the cronological view has no propper reply-functionality, why not just make a cronological view with all replies in collapsable nesting-mode tacked onto them?
Aeon123 (NA)
: Updated Summoner's Rift Q&A (11/7)
hi, first i want to say that overall you did very good work on the map, looks really good but there is one thing that bothers me: will the brushes recieve more work until the final release? from what ive seen so far the edges of the brushes (look at top-lane now) look too sharp. i understand that a clear distinction is necessary for gameplay-clarity but it looks really ugly and artificial: will you somehow try to fix it? maybe something like smaller grass at the edges just outside the actual brush area and something like reed or some other distinguashable plantlife where the actual brush is? thank you for your time and efforts
: > I actually wouldn't mind if Riot reverted her E reset mechanism back to pre-rework, where it **resets** *ON HIT,* but keep the quality of life change where it **checks** *on cast,* that way if a creep dies before your E lands, it won't screw you over (& you still won't get mana refund), and it returns an element of skill which I've always really liked in Cass's play, in that a Skilled Cass will know when to get in close to a target to up the potential DPS. > > This solution retains the QoL to the E, returns an element of skill lost to her current iteration, and address Stashu's desire to make moving with her more easy. **AND** you can still get those extra Fangs out by getting close, which you're already kinda forced to do. > > It also potentially opens up some of her power-budget to be reinvested in her Q or W, since you won't be getting as many Fangs out in most circumstances. I'd like to comment on this and say that if Riot is considering upping the CD on the reset of Twin Fang, you should rather do this instead. It adds another element of skill/decision making to playing Cass and will help retain that "fluid" feeling you get with the .5 second reset if you get close enough. I'm sounding like a broken record, but I'd *really * hate to see the reset raised to a flat .6 or .7 seconds. It just felt so wrong and clunky when it was .7 seconds (when she was bugged on release). I'd much rather have the reset depend on distance than have it just raised if that is a path being considered. To make clear, though, I think the flat .5 second reset as it is right now is the best. It feels absolutely awesome.
i agree with that, please leave the kiting and dps up to player skill, dont interfere by making mashing E the singular ideal and default action we players can take
: Latest on Cassiopeia
hello stashu, i would advise against a static increase of the cd-reset. this would only take away options from the player: "do i increase my dps at a cost of mobility or do i sacrifice a little dps to move more?" that is a meaningful choice and one of riots core design-philosophies which i wholeheartedly support. upping the cd to a higher level where there is only one option:"move _and_ dps" at an optimal mix without demand for playerskill takes the game out of the players hand and even if not completely at least to a certain degree which is obviously a step in the wrong direction. to those who think cdr is not very effective on cassio: cdr is very important when playing cassio against opponents who dont suck majorly since it gives cassio more safety when her poison is dodged/missed or her e-reset is denied/missed which means _reliability_ which is probably her greatest weakness. building 40% cdr on cassio basically translates to "cassio becomes 40% more reliable"
: Latest on Cassiopeia
greetings rioters, **i would like to address a point nobody else talks about in any of the threads:** cassio is becoming easier and easier to play with less opportunities to express mastery and skill. to explain further i will compare cassio-v1 to cassio-v2 (cant look at v3 as i am not on the pbe). this is all not dependent on the actual powerlevel. passive: v1: managing stacks and deciding when/how to build them/keep them up and when to drop them was, at least for parts of the game, a meaningful choice v2: big numbers lategame with "rewards" (which feel more like finally dropping your shackles) for things you should be doing anyway Q: v1: the cd on the ability being the same as the duration meant that building cdr was a meaningful choice since it meant a tradeoff between potential single target dps and the ability to more reliably poison targets in the first place and actually reacting faster in fights where switching targets may be a good choice frequently v2: even with the free cdr from the passive, the minimal achievable cd is higher meaning less of the possibilities/choices of v1 and more of "spam E on whatever is poisoned" W: v1: similar to Q but with cdr having the additional layer of being able to have 2 pools out at the same time for certain time periods which allowed cassio to make team-fight deciding decisions like funneling the ennemy team closer together by pooling both flanks v2: with the increase of the minimal achievable cd this has become more of just a defensive ability: intead of being the playmaker, youre forced to only use it to not be the target of ennemy plays e.g. placing it under yourself at all times a zed is in the vicinity effectively removing the ability from your pool of usable things E: v1: the cd-reduction on-hit meant that managing the distance between yourself and the target was a meaningful tradeoff between dps and safety and a meaningful expression of skill v2: the increadible focus of your power-budget on this ability means that you dont care about anything. once you reached 6 items "if poisoned, mash button" will always be the winning strategy, no need to care about anything(except the obvious dodgin of skillshots which prevent you from casting E like stuns or knock-ups) since noone can out-dps you anyway. R: ok, nothing really changed here of course this is not the complete picture since things like mana-management through E-lasthits is also an expression of skill/mastery but i would still argue that overall **cassio does not deserve her high difficulty rating anymore**. disregarding whether she is op or up, the new cassio is **less fun to play** which is really sad. i would love it if you increased her skillcap, ideally as much as you can, surpassing her previous level, if possible. conserning what you said about the q not being dodgeable: first, i dont really mind it being dodgeable, as you can see from my post i am in favour of it being more difficult to land. but i still see a problem with increasing the delay, which is basically a nerf, without putting the power somewhere else to compensate. considering that you have to place yourself at a dangerous distance for it and just how important the ability is for cassio to land to be able to do anything at all it feels kinda unfair when compared to a lot of the pseudo-skillshots already in the game which have high power because they are skillshots but are actually not dodgeable (except for flashing them or something similar, but thats not really a valid argument for balance). im talking about lux-E, gragas-barrels, jayce-combo, xerath-Q... they all have to just aim at your current position and it is physically impossible to walk out of the aoe(if you dont believe me, get a friend and try it in a custom game, just aim at the current position of the target, no need to lead) also, i would really appreciate an answer from a rioter just to know that my post has been read, it can be an empty post for all i care, i just want to know if i have to repeat myself or if i can stop annoying people with this. thank you for your time
: Join the team for a Summoner's Rift Q&A
will the brushes recieve more work until the final release? from what ive seen so far the edges of the brushes (look at toplane now) look too sharp. it might be good for clarity but it looks really ugly and artificial: maybe something like smaller grass at the edges just outside the actual brush area and something like reed where the actual brush is.
Canastus (NA)
: About Cassiopeia and the recent PBE changes
greetings rioters, after reading the rioter-rundown i would like to address a point **nobody talks about** : cassio is bocoming easier and easier to play with less opportunities to express mastery and skill. to explain further i will compare cassio-v1 to cassio-v2 (cant look at cassio-v3 as i am not on the pbe). passive: v1: managing stacks and deciding when/how to build them/keep them up and when to drop them was, at least for parts of the game, a meaningful choice v2: big numbers lategame with "rewards" (which feel more like finally dropping your shackles) for things you should be doing anyway Q: v1: the cd on the ability being the same as the duration meant that building cdr was a meaningful choice since it meant a tradeoff between potential single target dps and the ability to more reliably poison targets in the first place and actually reacting faster in fights where switching targets may be a good choice frequently v2: even with the free cdr from the passive, the **minimal achievable cd is higher** meaning less of the possibilities/choices of v1 and more of "spam E on whatever is poisoned" W: v1: similar to Q but with cdr having the additional layer of being able to have 2 pools out at the same time for certain time periods which allowed cassio to make team-fight deciding decisions like funneling the ennemy team closer together by pooling both flanks v2: with the increase of the minimal achievable cd this has become more of just a defensive ability: intead of being the playmaker, youre forced to only use it to not be the target of ennemy plays e.g. placing it under yourself at all times a zed is in the vicinity effectively removing the ability from your pool of usable things E: v1: the cd-reduction on-hit meant that managing the distance between yourself and the target was a meaningful tradeoff between dps and safety and a meaningful expression of skill v2: the increadible focus of your power-budget on this ability means that you dont care about anything. once you reached 6 items "if poisoned, mash button" will always be the winning strategy, no need to care about anything(except the obvious dodgin of skillshots which prevent you from casting E like stuns or knock-ups) since noone can out-dps you anyway. R: ok, nothing really changed here of course this is not the complete picture since things like mana-management through E-lasthits is also an expression of skill/mastery but i would still argue that overall **cassio does not deserve her high difficulty rating anymore**. disregarding her overall powerlevel, the new cassio is **less fun to play** which is really sad. i would love it if you increased her skillcap, ideally as much as you can, surpassing her previous level, if possible. also, i would really appreciate an answer from a rioter just to know that my post has been read, it can be an empty post for all i care, i just want to know if i have to repeat myself or if i can stop annoying people with this. thank you for your time
: Cassiopeia Plans!
after reading through a lot of the comments i think most people could be made happy with the following changes: scrap the passive everybody hates (it can be replaced through adjustments to basenumbers and ratios) add a passive that restores mana by damaging champions or something like that, that forces you to interact with your laneopponent move the heal-on-E-hit to the E itself, maybe with some stack-collection for the satisfaction of lasthitting with E tack some additional effects onto the poisons, something along the lines of mr-shred on w or whatever there, all points addressed, everybody happy ps. add some distance-damage relation to the E pls
: Cassiopeia Plans!
dear designers, i mentioned it earlier, but i suppose you didnt read it since it is not mentioned inyour last reply: the new cassio has a _reduced_skillcap_. managing the distance between you and your target to balance safety and dps just right was an important aspect of mastering the old cassio which is gone now (the flight time of the projectile reduced your dps with the old cassio, meaning that sitting on someones face increased your dps due to earlier cd resent on e). please consider bringing it back, so that mastery of the champion is more meaningful. for the rest: blahblah-whatever-the-others-said-no-need-to-repeat-it-again-blahblah if you want a rewarding stacking gameplay, why not put the heal on the E with a nasus-Q-stacking-machanic (but diminishing returns are probably needed for balance)? this might free the passive for some mana-refund-gameplay-passive
: Cassiopeia Plans!
greetings, i hope i fit your desired form of critique first, my most pressing concern: as far as i see it, noone has mentioned the one gameplay mechanic _completely_lost_ with the QoL-changes: **increased dps through reduced distance to the target**. for those who dont know what im talking about: twinfang used to reset its cd the moment it _hit_ a target, which meant that being closer resulted in reduces flight time of the projectile which in turn meant earlier cd-reset and therefore more fangs and a higher dps. this was a very interesting aspect of mastering the champion i very much miss and i would be very glad to see it come back in some form (a snake has to actually come close to bite you, after all). for the next point i first need to clarify something: a misconception people seem to have is that cdr was useless on the old cassio. this is wrong. it was extremely essential because it allowed you to keep everyone around you poisoned in a messy fight so deciding whom to attack is an _actual_meaningful_choice_ instead of "whoever is poisoned". i always built morellonomicon and the grail on the old cassio, so i could control fights which in turn allowed me to actually win 1v5 through kiting and chosing when to twinfang someone or not, as long as the opposition did not have a vi or some other inevitable engage. (also, this playstyle required a lot of mana regeneration to work, so both items were necessary in that regard as well) this means that the increased cd on the poison combined with the cdr from the passive takes away cassios ability to control fights. the reasoning "noone builds cdr on cassio anyway" for "lets increase the cd on the poison and give her cdr later on" not only diminishes the amount of viable builds due to the risk of wasted cdr (free stats mean power has been taken away somewhere else afterall) it also _increases_the_minimal_cd_ of her poison-abilities which in turn is an overall _nerf_ and one of the reasons cassio is too weak. the passive plus the reduced base damages forces cassio to build a lot of flat ap. this not only reduces the effectiveness of alternate builds _again_ but also is just increadbly uninteresting. building items for their additional effects (like rylais or morello) encourages diverse playstyles and makes the game as a whole more interesing over longer periods of time. everyone just getting high stats is boring. i hope you _actually_manage_to_fix_ her mana costs now. the high cost plus refund mechanic meant that you got drained of mana extremely fast through little trades in situations where both teams hover around each other with no way of getting it back since your team always ruins your twinfang-lasthits. _relying_ on the refund was a big problem. you may continue now ;P

eux0r

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