Rioter Comments
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: August 24
Meddler, I've already posted for today, but I guess I just want to vent at you a little bit. I and a few others from the Rek'Sai community have been active in these posts for the last week or two since you mentioned Rek'Sai buffs being looked at for 8.17 looking for context and bouncing some ideas around. Usually you guys are pretty good with communicating what you guys are doing with posts like this and follow up contexts, or when plans change. For some reason, you have gone completely silent on this topic, which is frustrating. We're not going to be angry if you say "hey, they got delayed" or "we changed our minds, she doesn't need them" or whatever. We know you're busy and you might not have enough time to explain your reasoning, but it's definitely frustrating for that point to have been actively brought up by you near the beginning of this PBE cycle and for it to be left up in the air without any closure. No ill will or disrespect intended, just frustration.
Meddler (NA)
: Quick Gameplay Thoughts: August 24
Are the Rek'Sai buffs you mentioned near the beginning of this patch cycle no longer being looked into?
Meddler (NA)
: Quick Gameplay Thoughts: August 22
Meddler, a few weeks ago you mentioned looking at Rek'Sai for buffs. Are those still planned, and, if so, what direction are they going to be?
Meddler (NA)
: Quick Gameplay Thoughts: August 17
Regarding Rek'Sai: I know you guys are hesitant to help her in ways that would enable her as a tank and that was also the main reason for her game-play update, but almost all of her buffs post-rework have been to give her more damage scalings. Lack of damage is not something I have ever felt on the updated Rek'Sai. Since you mentioned in your previous post she is being looked at for buffs, would it be possible to give her help in other areas? I'm curious to know your thoughts on potentially decreasing the interval on tremor sense blips, as it is her most unique utility compared to other fighters. Not back to the pre-nerf interval, but somewhere in between? Another area that has potential for improvement is the wonkyness of her current ult upon landing ("clunky"); it feels like there's a lock out on being able to basic attack upon landing for about a second, which can often be the difference between life and death in close duels or in the thick of teamfights and is especially relevant when you use the ult for the untargetability and not as a finisher. As it stands, her passive regeneration is irrelevant past early skirmishes and has a very weak per level scaling. It becomes negligible after the first ten minutes of the game. Maybe something could be done with that? Setting aside my suggestions for what could be done for her in her current state, I would also like to ask what you guys see as her intended gameplay pattern? Personally, in her current state I see very little incentive to actually dive into and stick around in teamfights; her new/recalibrated kit lends itself much better to almost entirely assassin-like patterns and builds. Is this consistent with your views of her gameplay identity?
Meddler (NA)
: Quick Gameplay Thoughts: August 15
Regarding Rek'Sai: I know you guys are hesitant to help her in ways that would enable her as a tank and that was also the main reason for her game-play update, but almost all of her buffs post-rework have been to give her more damage scaling. Lack of damage is not something I have ever felt on the updated Rek'Sai. Since you mentioned in your previous post she is being looked at for buffs, would it be possible to give her help in other areas? I'm curious to know your thoughts on potentially decreasing the interval on tremor sense blips, as it is her most unique utility compared to other fighters. Not back to the pre-nerf interval, but somewhere in between? Another area that has potential for improvement is the wonkyness of her current ult upon landing ("clunky"); it feels like there's a lock out on being able to basic attack upon landing for about a second, which can often be the difference between life and death in close duels or in the thick of teamfights and is especially relevant when you use the ult for the untargetability and not as a finisher. As it stands, her passive regeneration is irrelevant past early skirmishes and has a very weak per level scaling. It becomes negligible after the first ten minutes of the game. Maybe something could be done with that? Setting aside my suggestions for what could be done for her in her current state, I would also like to ask what you guys see as her intended gameplay pattern? Personally, in her current state I see very little incentive to actually dive into and stick around in teamfights; her new/re-calibrated kit lends itself much better to almost entirely assassin-like patterns and builds. Is this consistent with your views of her gameplay identity?
Meddler (NA)
: Quick Gameplay Thoughts: August 10
Meddler, regarding Rek'Sai: I know you guys are hesitant to help her in ways that would help her as a tank and that was the main reason for her game-play update, but almost all of her buffs post-rework have been to give her more damage ratios. Lack of damage is not something I've ever felt on the new Rek'Sai, so I was wondering if it would be possible to look to helping her in some other way instead? Curious to know your thoughts on potentially decreasing the interval on tremor sense blips, as it is her most unique utility compared to other fighters. Not back to the pre-nerf interval, but somewhere in between? Another huge pain point is the wonkyness of her current ult upon landing ("clunky"), though I think a lot of that has to do with the normal camera being unable to follow the dash effectively. Recently I played Zoe for the first time and was pleasantly surprised by the smoothness of the "zoom out, then back in" camera when she ults and it made me really desire that for Rek'Sai, though I know that would take considerably more engineer time.
Meddler (NA)
: Quick Gameplay Thoughts: July 13
Meddler, regarding the Rek'Sai buffs on PBE currently (increased bonus AD ratios), is it possible to instead look at buffing her in another area? I know you guys are hesitant to help her in ways that would help her as a tank and that was the main reason for her gameplay update, but damage output is not something I ever feel lacking in while playing her. Curious to know your thoughts on potentially decreasing the interval on tremor sense blips, as it is her most unique utility compared to other fighters. Not back to the pre-nerf interval, but somewhere in between?
Meddler (NA)
: Quick Gameplay Thoughts: February 21
Meddler, After reading the current details of the new keystone, it felt like the appropriate time to post this. In the current runes ecosystem, some champions feel like they fall "between" trees, where they aren't drawn to any one particular keystone or path stat bonus strongly enough. Have you guys ever considered some kind of "keystone" option where the "keystone" enables you to mix the minor rune tiers of several trees (3+) together? e.g. I choose this "keystone," and I come up with a rune page that is: Sudden Impact, Coup de Grace, Transcendence, Perfect Timing, Cosmic Insight? It's sort of a meta-"keystone" in that it lets you break the normal rules of creating a rune page (making choices) in exchange for not having an actual keystone. Limits could still be placed by, for example, preserving the decision in individual rows (i.e. no Coup + Cut Down + Last Stand or Magical Footwear + Perfect Timing, etc.) and/or forfeiting path stat bonuses partially/entirely. Interested in your thoughts regarding such an option, positive and negative implications alike.
Meddler (NA)
: I think there's a decent amount of value in letting some players go deeper into vision than others (specialization of skill/output, lack of even vision across the map etc). Pushing all warding onto trinkets has some problems as a result. One useful thing we saw with the Ardent Censer rushing though was that quite a few more people were interested in playing support if they got to buy a 'real' item first', rather than being forced to spend their initial gold on vision. Once pre-season's settled down we've got some interest into looking at whether we can make that a reasonable option without screwing your team on needed vision.
What if a new Inspiration keystone upgraded yellow trinket to the older/stronger level 9 yellow trinket or something more powerful than current sightstone, with maybe an increase in total stealth ward limit on the map at one time (+1 = 4?). Essentially, choosing this keystone would provide you with an additional item slot (by forgoing sightstone), a somewhat faster charge regeneration on trinket, and maybe a slightly higher ward limit, still at level 9 or after X amount of time, etc. as needed for balance. As an avid support player from S2 that has drifted away from the position over time, Sightstone, despite helping to solve a lot of the "inequality" issues that plagued the support role (low income, ward stacks as full build, etc.) has always felt like a huge nerf to one of the utilities that felt the most tactically satisfying to provide for my entire team, and I've always wished I had the ability to spec into even a fraction of the vision power I used to be able to provide by sinking a lot of a resource (back then, gold) into something as tactical/strategic as vision. I understand part of the reason for the creation of the per player ward limit of 3 was reducing the overall safety of neutral areas of the map, but I think there is a gameplay space available for such a rune in the game that would feature significant decision making between raw offense/defensive power from the other trees, and a distinct identity/niche of utility among the other Inspiration keystones. I doubt most champions/roles would be willing to give up that kind of power, but I think a lot of supports could potentially be interested in the option without always crowding out the others (I believe most vanguard supports would have a big decision between this and a Resolve keystone, while true mage supports would be forfeiting a lot of kill pressure by not choosing Electrocute or a Sorcery keystone). Obviously, the current sightstone system would remain so that supports that didn't choose this keystone could still spec into the vision game, even if not as heavily as those that did choose the keystone. Aside from the above, I think the system would provide some other nuances in decision making and player roles; i.e. I mention the keystone upgrading the yellow trinket rather than a sightstone item because it would limit the player from being a master-of-all vision specialist with a souped up sighstone and the current sweeper-- with this keystone they'd be all-inning on providing vision, but would still need the help of their team to provide vision denial more significant than placing a new pink ward each time they want to clear something. Compared to non-Keystone players having a mix of both with a sightstone and a sweeper. And maybe this would just be me, but I would even consider testing a keystone like that in situations like picking a lane assassin early in the draft and then watching the enemy team draft something like Shen, Lissandra, Lulu where I'm almost guaranteed to not be providing any meaningful role in teamfights and my main contributions will likely be from catching out/picking off isolated targets or splitpushing, both of which would be aided tremendously by a more powerful spec into vision.
Meddler (NA)
: Quick Gameplay Thoughts: June 30
What happened to the Cho'Gath E changes that were mentioned last week?
: He won't retain the Live toggle damage, and in the testing we've done so far he hasn't had issues keeping his mana up in lane despite the changes. There be some issues with Q that we're overlooking that I can check with the designer. Other things that could make it feel inconsistent is lag/packet loss, but there's no way of me being able to tell without being in a game where it happens. Might be some small tweak that needs to be made, but no promises because I don't actually know if that's an issue that exists or that we can solve. I think he's a good candidate for new VFX across the board at some point, but for now I think we'll just be looking to do some tweaks to his E. Certainly believe that at some point it'd be great to make his Q look a little more...uh...good :P but sadly our artists are on several other projects that we can't devote too much time to just Cho at this point in time.
> [{quoted}](name=Riot Asyrite,realm=NA,application-id=A7LBtoKc,discussion-id=demk2EEi,comment-id=0029000100010000,timestamp=2017-06-23T19:49:34.431+0000) >I think he's a good candidate for new VFX across the board at some point, but for now I think we'll just be looking to do some tweaks to his E. Certainly believe that at some point it'd be great to make his Q look a little more...uh...good :P but sadly our artists are on several other projects that we can't devote too much time to just Cho at this point in time. I don't know about his E (maybe more Kha'Zix W ish?) but his Q VFX looking more like Vel'Koz W and E would be so cool, even if it had to wait until eventually™. Also you forgot to mention the current HD blue sound waves of silence on his base W. :P
: Took a look at this today and everything is working on my end. Do you have a video of it happening? Might help me track it down.
OK, so I first noticed/reported this bug a looooooooong time ago and I re-reported it to you without thoroughly re-testing it. My bad on that because the issues have changed slightly. The good news is the Gentleman skin doesn't have this problem anymore, so all good there. However, the issue _is_ still on the Battlecast skin, and I went ahead and made a video of me mass Feasting on minions in the practice tool with that skin to demonstrate the issues the skin currently has: 1. The original bug, base Cho's gobbling SFX playing over/after (hard to explain, watch the video) the custom Battlecast VO/SFX. [Easier to distinguish between the two with headphones.] 2. The inconsistency that occurs because of the recent stacking mechanic changes and Battlecast's custom VO lines that occur on reaching max stacks still triggering after an executing Feast when you have 5 stacks going towards 6 (i.e. reaching 6 stacks). [**NOTE:** I stay capped at 5 in the video because of the new minion/non-epic cap.] I know the phrasing is weird, but I'm saying it this way because the practice tool revealed that the flag for the VO seems to be "after an execute Feast when you have 5 stacks", _not_ "having 6 stacks". 3. Because of the second issue, I'm _speculating_ (but can't confirm) that something similar occurs with the custom Battlecast VO lines for reaching 3 stacks (the old "half way there" count), but since stacks can't be lost anymore it's a lot more tedious to test for. In my 7 test runs I didn't hear the "half way there" VO line at all, but like the "max stacks" VO line it isn't something that occurs every time the stack condition is met (i.e. some games you don't hear them). I'm just including this as a reminder to check those VO line flags out as well. Video: https://youtu.be/jCk6KEVf03I Sorry for the video quality, frame rate issues, lack of editing to remove extraneous capture, etc. freeware OP. It should be more than sufficient to show what I'm talking about, though. Let me know if you need any more information.
  Rioter Comments
: Ayo! Following up with the team again today! (Sorry for the delay, was AFK on vacation for a bit!)
This bug still exists. Just reminding you guys for my beloved Cho'Cho'. {{sticker:zombie-nunu-tears}}
: SHUT UP AND GET IN THIS KLED Q&A
Is Skaarl male or female? To quote some voice lines: "You should run! Skaarl likes his food lively!" "Hey, what was that? Of course I don't need Skaarl... but he helps." "Oh, she'll see, she'll see! She'll come strolling back when I turn them interlopers into a purée." "Calm down, girl!" "Easy, girl, easy!" And most of the Rioter posts I've seen seem to refer to Skaarl as a female. Or is this "confusion" all just a side effect of all that mushroom juice? EDIT WITH ANSWER FROM ANOTHER POST: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/exb3AssJ-shut-up-and-get-in-this-kled-qa?comment=004a0000
: Hey Allusions - Thanks for the report! We're aware of the issue and are working on a fix! :)
Yo Riot KateyKhaos, Can I ask you for a status update on the fix? I know it's not game breaking or anything and there are probably a lot more pressing issues, it's just this bug gets under my skin whenever I play Cho. :/
  Rioter Comments
: Hiya EndOsiris! Thanks for bringing this up! :] Do you happen to remember if you experienced this bug with a Base Skarner on the enemy team? Or were you the only Skarner in the game?
I don't know about the topic creator but I experienced the same bug. Here's a few more details I can give you from my experience: 1. Summoner's Rift, Normal Draft (Only Skarner in the game) 2. Happened for movement, attacking, and ability VO (Q, R) seemingly at random 3. Sometimes I had two VO play at the same time, sometimes it chose just one (either original or Battlecast) 4. Seems to me very similar (if not the same?) to a bug in the last few patches (that just got fixed this patch) with Cho'Gath and the VO with his two legendary skins. I would hazard to guess, with the Omega Teemo report in the above comment, that it probably affects other skins with changed VO as well (maybe just legendary skins? Not sure if something like Battlecast Vel'Koz or Kog'Maw with just a filter is affected). Hope this helps, will add that as annoying as this bug is, there was a moment where I heard "I miss my kind" followed up by "abandon your kind" a few seconds later and it was pretty eerie.

Allusions

Level 180 (NA)
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