: Be Victorious - 2019 Ranked Rewards
Oh, good idea; give it to Bbtrox. The champion people only played cuz he was strong and whose core player base left because you removed anything that made him who he was.
d00mface (EUW)
: A Theory About Sylas' Voice Actor
The voice I thought of listening to Sylas was Kormac the templar from Diablo 3 played by Dominic Keating.
: AP Fizz was pretty bad tbh. he had like 48% winrate and 3% pickrate or something. Tank Fizz was 100% dead. The rework brought both of them back to life, however not because it was a good one, but rather because Riot was forced to use high numbers.
I can live with 48%. That, to me says the champ just needs small number tuning or another op champ is edging them out of the "viable" selection.
: Whatever happened to getting on the FizzMains subreddit? There's been a lot of good feedback there. Personally, i disagree with your sentiment of a revert. Just lower his damage if you guys are that afraid of him.
Tank fizz wasn't even strong and ap fizz was in a good spot before the assassin rework hit.
: We played around with actually removing the DOTs from the rest of his kit and making his second W apply a really strong DOT - this didn't feel great in testing. The issue with DOTs is its hard to make them feel good and still be balanced. Most of the dots in our game are tied into other things or have some strong base damage/scalings to make the damage feel good (Teemo, Malz, Darius, etc) - you'll notice that these champions also have their kits strongly focused around the DOT. Hypothetically speaking, if we wanted to shift Fizz to be more strongly focused on his DOT, we'd likely have to shift the focus and power in the rest of his kit as well. So to answer your question, not likely IMO (unless we more strongly rework him)
There's plenty of power in his ult that I'm sure fizz mains would be fine with losing. It's a problem he's always had that, if he gets ahead he can just ult kill you every time you get back to lane. Why this wasn't the first thing addressed in the assassin update I'll never know.
FENIU (EUW)
: Isnt Fizz in a reasonable spot right now? Whats the point in making him stronger? Also what this will do, is bring back bruiser fizz because of a second auto reset and sheen proc.
Said the person who never plays Fizz.
Vekkna (NA)
: I'm confused. Can someone explain why the Fizz mains are mad that they have to CS without infinite AA resets, like every other AP assassin? Is it because he can't get one CS every 10-ish seconds using a ranged skill? EDIT: No, seriously. It's an honest question.
He's notoriously hard to CS with without getting bullied out of lane. Not all fizz mains are worried about no AA resets, but I can see why some people are. Most other assassins have something ranged to cs with that mitigates the struggles.
Meddler (NA)
: Few Fizz thoughts in tomorrow's post. Gist of it is PBE soonish, but probably not this cycle. Looking at better feeling ways than the current mark to delay some of his damage (stronger DoT, or multicast W or something else again).
A stronger DoT (the old % missing hp) would make me a happy fish boy.
Dracofae (NA)
: It only took me a cursory google search a few days ago - because I wanted to know - to discover the drop rate: the search revealed the drop rate of Gemstones to be set at around 3%, with a guarantee that you'll get a gemstone at least 1 in every 50 Loot Boxes. Did you even try to find out?
Hmm, I tried to find out back around when Dreadnova Darius came out and couldn't find anything other than people doing their own testing. I haven't heard anything about a guarantee, but I've heard of plenty of people who have only gotten a couple in the entire time since the system came out. You wanna provide a link for that claim?
: The item that's in testing today (THINGS MAY STILL CHANGE): Stormrazor B.F. Sword + Pickaxe + Dagger + 925 gold (3400 total) +65 Attack Damage +25% Attack Speed UNIQUE Passive: If you haven't attacked in the last 2.5 seconds, your next basic attack will critically strike. UNIQUE Passive: When you critically strike, gain 25% attack speed and 8% movement speed for 1.5 seconds. This shouldn't be able to generate higher burst than ADCs are already capable of - it just takes the RNG out of it. (Did I burst or not?) That rule is pretty impactful and, as I noted earlier, I have some reservations about Duskblade + Stormrazor purchases, but for max ADC burst, it isn't an increase.
Will attacking minions count towards the last 2.5 seconds? Do I need to chill for a moment right before I go in?
: Patch 8.8 Notes
"At the moment, no matter how far ahead she is, LeBlanc needs to stick around for around 2 seconds to have a shot at killing a target. It feels pretty awkward having the right thing to do often be holding off on using your abilities (until your passive has cooked)." {{champion:105}} {{item:3070}}
: Patch 8.8 Notes
"Fixed a bug that was causing gemstones to drop 5% more often than intended." Oh good one Riot. Glad you caught that bug. Meanwhile we don't have any inkling of what the drop rate is, I haven't gotten a gem in half a year and some people haven't gotten a single one in the entire time since hextech crafting came out. Yeah I'm really glad you fixed a bug that was hindering your cash grab. But hey, I got a skin shard for a skin I have in my last chest; at least I didn't get a champ shard.
: Patch 8.4 notes
Why does Riot still think Ornn is strong?!?!?! Did they not get the memo that they nerfed him into insignificance?
Meddler (NA)
: Quick Gameplay Thoughts: January 31
Whenever a non-marksman has become playable bot it has been because it's something that's totally dominating marksmen. Seeing as your current strategy for balancing ADC is playing whack-a-mole with whoever is op, it seems you risk having those top spots populated by mages leaving marksmen players out in the rain. You say this is not what you intend, but Riot's track record with balance working as intended doesn't do much to assuage my concern.
: Patch 8.2 notes
Everyone but Riot saw that Nunu buff being too much from miles away.
: It's closer to in between. Usually the TL;DR workflow (meaning there is much more but it's complex to describe all the various timings due to how our patch dev cycle works) is: 1) Live Gameplay has their sprint planning, which is when they discuss as a team what they want to work on (this can be underplayed characters, OP characters, whatever!) 2) Live Gameplay may or may not sync up with the playtesters for whatever respective character they're working on BEFORE THEY ITERATE. This is usually pretty casual and could be summed up with something like: "Hey, what things stick out to you when you're playing this character?". Playtesters generally get assigned characters that they've played a lot or are within their realm of expertise (I mostly playtest mid or bot lane stuff for example). 3) Live Gameplay iterates and implements a changelist 4) Playtest reads the list, playtests it, and gives feedback. This step can take a while depending on whether or not we feel we got enough insight from our playtests. Being overconfident based on likely-too-small samples is where our team has made mistakes in the past 5) Live Gameplay decides whether they want to adjust or continue with current list, and the cycle repeats. Hopefully that's enough insight to be interesting to you
I've worked in programming so I can tell you're using Agile development style. With such short cycles though I'm confused why a problem champ can sit for 1, 2, 3, or the entire season's worth of patches. When something finally happens it's just to nerf them into the ground and put someone else on top for that role. Why don't we see more gradual tweaks over time? (and don't say, whiny players who cry out for champ removal)
Broporo (NA)
: Those presets are stuck for the time being since we know some players will need some suggestions to get started. This also makes it possible for players who haven't bought *any* rune pages a chance to play with different options. You'll be able to make more custom pages by buying them in the shop, and I believe I heard someone mention the possibility being able to hide those presets in the future.
Really scummy move there. Pretty much every champion needs custom rune setups now, whereas you could get by with just a few in the old system. I've lost games because I forgot to change my runes, and I'm forced to dodge every time I get autofilled because I don't have a support page and don't have time to 100% familiarize my self with support runes. I know you don't control this stuff as someone in support, but I really don't see anywhere else that a rioter has responded to this. You need to pass it up the chain that people are NOT happy.
: Patch 7.23 notes
PEPE KENCH! YES!
: Nothing planned right now. Got any ideas?
I know this thread was a while ago, but just thought I'd chime in. Back when the update was announced and after it dropped there were tons of Fizz mains giving you guys ideas with well reasoned arguments for how they would fix Fizz's problems. Should more work be done on him, how are we to expect anything to have changed and for our voices to be heard this time around?
: Patch 7.16 notes
Urgot's W currently triggers plants. I'd like it if you'd change that. When you're running away, you'll just use it for the shield but then you trigger the blast cone and can't use it to get away.
Meddler (NA)
: We think it's been quite positive so far, in terms of opening up lanes to champions who were previously struggling more. Was a little bit overtuned, pretty confident it being a viable starting choice will do good things for the game now though.
One thing I noticed that I like about the item is that it made wacky troll picks like mages top less obnoxious early game. Thanks for this one.
: So, about those SKT skins... 2017 Edition
Are you gonna fix Jhin's portion of the splash? It's really dampening the excitement I had for this skin. Look at the character model of Jhin ulting, then look back at the splash and you'll know what I mean.
: Vision Ping
When I first heard about this I thought it was going to be a "please ward this" ping. The actual ping you created is definitely a good one but could we maybe also have a green ping with different wording. It's quite a nuisance to ping drag or baron or some other location and then have to clarify in chat that you just want them to ward it.
Reav3 (NA)
: I would't say never. Nothing is ever absolute at Riot as we constantly re-evaluate priorities and what will have the highest player value. We stopped doing pure VUs because they really didn't have much effect on the game at all for the amount of time spent on them. In fact, many players didn't even notice when we did them at all. Lee Sin, for example, doesn't have the most up to date visuals in the game. That really doesn't prevent players from playing and enjoying Lee Sin. He is still one of our most popular champions. When we did a VU on Karthus it didn't really change player perception or engagement with Karthus either. The gameplay updates and big VGU's have a enormous effect of players engagement and enjoyment of the game so we started to prioritize those over VUs. That isn't to say we will never do VUs again, just that they aren't currently the highest value thing we could be doing at the moment. While VU's don't take as long as a VGU, they do take time and would slow down the cadence of our big VGUs by quite a bit. Our big VGUs have a much bigger impact and are also in much higher demand from our player base, in fact many of our players want us to do the big VGU's faster.
One thing I'd like to see is if a champion receives a class update and really needs a VU, they aren't just left in the dirt seeing as they'll likely not receive a VGU for an incredibly long time after that.
Meddler (NA)
: Yep. We'll be looking at both buffs and nerfs, potentially some functionality adjustments as well.
Just make it easier to escape her chains. Even with a dash there's little chance you're getting out of that ridiculous radius.
: Because reducing base damage and increasing AP ratios clearly encourages players to _not_ purchase AP over tank items...
I'm not referring to this current change; I'm talking about the rework itself being pointless and a failure. Yeah, this patch is better for AP than AD, but what was the point of changing him in the first place?
Meddler (NA)
: Ahri - From memory the two issues the team believe are most worth looking into are reliability of damage and early farming/waveclearing. Early game champs are often more mana than CD gated, especially when it comes to pushing, hence the consideration of higher Q mana costs. In terms of reliability the Q's much less reliable than W/R hence consideration of those for possible nerfs. If looking to reduce early safety or harass Q CD could be a thing to hit though certainly. Jhin - I'd expect Jhin to do poorly in a meta with BotRK as a really good early buy. We'll probably need to trim a bit off Blade which should help him a bit. Looks like we might have overhit the Lethality items as well, so might put a bit of power back in there at some point which, depending on what form that takes, might or might not help him out too. Morde - I'd be surprised if Morde getting XP off Relic shield kills by allies was enough to break him if it's not happening already. He's currently in a pretty stable spot though, which is tough with a kit like his, so wouldn't be inclined to take the risk without stronger reason. It's unintuitive and a bit feel bad however, so seems like a solid fix whenever we want to give him a little bit of extra power.
I just don't understand why you simultaneously hit Jhin from two fronts, lethality and DFT at the same time. Seeing as a lot of people have stopped using DFT altogether, do you think you might have overhit it a little as well?
: Patch 7.10 notes
"Guys even though tank Fizz has faded out let's rework him to prevent tank Fizz and reintroduce tank Fizz. Meanwhile AP Fizz will be absolutely slaughtered." -Riot Games
Zok72 (NA)
: Possibly. Giving up the damage from doran's ring would be a serious cost but maybe not enough to offset the strength of the defense+mana combination.
Here's an idea. Give Dshield a passive that generates mana when you get hit by stuff. Mages aren't likely to put themselves in a situation where they're getting hit just to get mana, whereas bruisers are trading all the time and a bit of mana compensation is nice.
: Ping muting testing soon
I have really mixed feelings about this. I love the mute function, most of the time you don't need to say specific things and if you're having a bad game it really helps you from getting even more tilted (I've had a number of comebacks after I muted an annoying teammate). I understand why people want to mute ping when they have a teammate spamming them, but I foresee issues with people getting easily tilted and muting chat and ping, when the person wasn't even ping spamming them and miss out on important coordination. Perhaps a solution would be to allow players to activate stricter ping throttling on a specific teammate.
: > [{quoted}](name=CloudeComputing,realm=NA,application-id=A7LBtoKc,discussion-id=uEdawln6,comment-id=000d,timestamp=2017-04-18T19:08:10.034+0000) > > Why is the {{item:3301}} reward so boring compared to the {{item:3303}} and {{item:3302}} passives? A single bonus skill level? Even if that has a large impact, it will be very subtle whereas the other two have some interesting gameplay effect that happens as a result. I think you are unserestimating the part where takedowns now gives you gold and Mana back. Its basically a free {{item:3165}} with gold attached.
I don't believe that part of the item existed back when I left this comment. It's likely they added it precisely because it was underwhelming.
: @Riot: Why is it possible to dodge Auto-Fill Duty
If you didn't let people dodge autofill they would just feed, intentionally or not. They're being forced into a role they don't want to play, so not only is it a role they're not as good at, but they're in a bad mood because of autofill which can only lead to reduced performance. Auto fill exists to reduce queue times, but why is that a priority when the person is going to dodge or play like garbage anyways.
: Hitting level 6 first in bot lane as almost any support, I guarantee you is significantly more immediately impactful than the other 2. I can agree that after that the value drops off hard, but the race to 6 bot is a massive point in the laning phase, and can't be undervalued.
Yeah, I thought about that after commenting, but they didn't specify when exactly you would likely earn the bonus. I agree though, if it's pre 6 then yeah, that's decent.
: Live Gameplay always monitors champions after large systemic changes and rebalances if necessary
But then the next large systemic change roles around before they're even done figuring out all the things that got thrown out of wack. Do you think you'll ever slow down for a bit to get things settled?
Swarovsko (EUW)
: {{champion:43}} {{champion:37}} {{champion:16}} (yes, she pokes with her q){{champion:12}} {{champion:412}} {{champion:53}} {{champion:267}} {{champion:26}} {{champion:201}} {{champion:432}} noone of them just sits back and shield, they all try to do something between poke, engage, hook etc... {{champion:40}} {{champion:117}} are the only ones who "just sit back and shield", but how can you blame Janna with those mana costs, AA with no range and clunky animation? If they wanted supports to be even more interactive then I was expecting more than collecting coins.
So few of the champions you bring up even take coin. The ones that do need more counterplay. The ones that don't now might have the option to do so. Who knows, Janna's mana problem may be over addressed by the coins, and she'll become an unstoppable spam-bot.
Swarovsko (EUW)
: "lemme get the coin xd" *malzahar ults* *dies* In a bot lane dominated by mages how are you even supposed to walk near them with squishy champions like {{champion:37}} {{champion:267}} {{champion:40}} {{champion:16}}? That's a disappointing idea honestly. I don't know why you're forcing squishy supports to sit on minions who died near the ENEMY champions. Also, would you imagine how many free hooks thresh and blitz will have? That's disappointing, really disappointing. I was expecting more.
It's creating an interaction where there was none. The supports that just sit on the back line should have some kind of gameplay they have to engage in, rather than free gold and an unkillable adc. If this results in those champions being underpowered then it provides an opportunity to bring them up to being more impactful, creating real gameplay.
Limely (NA)
: Midseason Support Item Update - Live on PBE!
Why is the {{item:3301}} reward so boring compared to the {{item:3303}} and {{item:3302}} passives? A single bonus skill level? Even if that has a large impact, it will be very subtle whereas the other two have some interesting gameplay effect that happens as a result.
: > [{quoted}](name=Adalvar,realm=EUW,application-id=A7LBtoKc,discussion-id=Ejyoz66h,comment-id=0006,timestamp=2017-04-11T02:31:47.295+0000) > > What about {{item:3508}}? The item is a parallel to {{item:3031}} . Is it not getting any adjustments like Infinity is? > > Will individual ADC's see changes to their kits to follow with these itemization changes? Currently don't think I need to touch Essence Reaver to keep it relevant on its best-case users. If I'm wrong about that, it's easy enough to do a follow-up change. No individual kit changes to Marksmen at midseason, most likely. I'm sure we'll have to do some tuning once things begin to shake out, of course, but there's nothing obvious enough to justify preemptive changes.
The problem with {{item:3508}} currently is that it becomes a relatively gold inefficient item when your team gets an ocean drake.
Meddler (NA)
: We won't be doing small tank reworks for mid-season (weren't happy enough with our track record on mini-updates during class updates previously). We did hit on some Amumu stuff we thought was promising, we'll be trying to get that out in 7.7. instead though since it's stuff that's pretty standalone.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=yOe5FROl,comment-id=00060001,timestamp=2017-03-23T17:51:14.570+0000) > > weren't happy enough with our track record on mini-updates during class updates previously "You don't say." -Fizz mains
: I mean you do have a point. I've been spamming tali games and only until I got to around level 4 or 5 did I actually preform well. She does however have a kit that's kind of like yasuo's:Simple abilities that can be used together in complicated ways. She does NOT need a damage buff,I know that for sure xD.
She needs quality of life changes (like an actual indicator for her E), then they could adjust damage to balance. They need to make her easier not stronger.
: {{champion:163}} Just gotta love how Riot forgot Taliyah {{item:3070}}
They won't give her a skin till they know people will buy it (aka people are playing her). They need to fix her kit in order for her pick rate to go up. Her skill floor is too high giving her a strong barrier of entry.
: > [{quoted}](name=CloudeComputing,realm=NA,application-id=ZGEFLEUQ,discussion-id=FrILlWp7,comment-id=00f000b5,timestamp=2017-03-10T19:22:47.075+0000) > > Maybe Riot could add a function for us to "Avoid" a player. If someone reports a teammate it auto-avoids or you can just hit avoid. This provides an alternative to outright reporting when the person did something that's not necessarily ban-worthy, but you'd rather not play with them again. Blizzard tried it with overwatch. It got brutally abused and completly failed. https://arstechnica.com/gaming/2016/06/blizzard-removes-ability-to-avoid-this-player-in-overwatch/
> [{quoted}](name=Cantabrum,realm=EUW,application-id=ZGEFLEUQ,discussion-id=FrILlWp7,comment-id=00f000b50000,timestamp=2017-03-10T21:13:51.431+0000) > > Blizzard tried it with overwatch. > It got brutally abused and completly failed. > > https://arstechnica.com/gaming/2016/06/blizzard-removes-ability-to-avoid-this-player-in-overwatch/ The way I understood it, it got abused in Overwatch because you could avoid enemies. This resulted in people avoiding skilled players so they wouldn't have to play against them. The way I'm proposing is only for teammates and even if you avoid someone they can still end up being an enemy. There may still be issues, but it seems that it would be better than the alternative of just banning everyone who doesn't enjoy the game in the way that we do.
: Here we are again! The case of_ “Unusual Pick that Throws A Game on Its head”_ vs _“The Teammates going WTF Is Going On”_. [If you’re just tuning in we previously covered this topic with a similar case in December: “Support Singed isn't bannable, but that's not the point”. ](http://boards.na.leagueoflegends.com/en/c/player-behavior-moderation/79aGu3wR-support-singed-isnt-banable-but-thats-not-the-point?comment=006b) We feel that the situation between these two edge cases are very similar. But it’s obvious we need to keep updating a few processes to smooth out any rare repeats in the future. And rare is what we’d call this; it’s a very unique edge case that seems to only present itself once every few months among thousands of audits that we process. Let’s re-iterate our stance from before: **Q: Can I get banned for choosing a champion or strategy that is outside the current meta?** A: 100% no. Choosing a champion or strategy outside of the current meta is not a factor we take into account when reviewing accounts. On any given day tens of thousands of players are making unusual picks in the game and they’ll never receive penalties in any form. **Q: So why does this issue keep coming up? What makes it different?** A: Riot Gromp said it best in the previous post when they stated: “...common sense and good sportsmanship say that experimenting players need to clearly communicate intent and win conditions to their teammates.” League of Legends is a team game and sometimes the biggest challenge can be coordinating with 4 other strangers who share a common goal; victory. If a player is going to rewrite the rules for the rest of their team then there is more pressure to properly communicate to everyone what they want the plan to be, and what they think everyone should do to achieve it. But wait! Communication doesn’t stop after you press the Enter button on your keyboard; and that’s where we saw a problem in this particular case. All of us need to be aware of the difference of communicating “with” someone vs. communicating “at” someone. _Telling your team what you’re going to do and then ignoring them isn’t really working with them it’s holding them hostage_. Telling your team what you want to do and actually working towards a common plan is a central part to playing any team based game. In this case what we observed was an expert Nunu counter-jungler throwing the meta on it’s head with a respectable win rate of 53%. While pretty impressive on it’s own, we also found that nearly 50% of their games were reported by teammates as frustrating and unfun. Keep in mind, this isn’t just teammates in losing games, this is teammates across all of his games; victories included. The message was pretty clear to us, this player is serious about_ Making Nunu Great Again_ but they are leaving a trail of dissatisfaction, frustration, and anger in their wake. Winning is not the end all be all of League. We want players to have fun but not at the expense of teammates. Ideally this means players will coordinate among themselves in a given match and react to the unique circumstances they end up in. If a player is consistently forcing “their vision” on the rest of the team **and **refusing to adapt to their needs we reserve the right to intervene. That’s what happened here (and before with the Singed case); players cried out how terrible the experience was for them and we intervened. Moving forward we’re going to keep updating our processes for these edge cases. We will still be on the lookout for situations where a player is creating a really negative experience for everyone else and we will intervene when necessary. In this case it’s undeniable that TakeTheDraw wants to win even if their approach leaves a lot to be desired. The effects on others in his games were enough for us to lock the account and we stand by that. But our agents were not properly prepared with a process to handle this edge case when they wrote in and that is on me. I will be working with the team to clarify an escalation process that emphasizes clearer feedback and opens the door for ban reductions if we believe that someone can make changes to their play style allowing them to continue crushing the meta but not at the expense of their teammates.
Maybe Riot could add a function for us to "Avoid" a player. If someone reports a teammate it auto-avoids or you can just hit avoid. This provides an alternative to outright reporting when the person did something that's not necessarily ban-worthy, but you'd rather not play with them again. Another solution is to improve the dodge system. Maybe give people a freebie queue dodge once per day and actually incorporate a dodge button so people don't just wait out their timer. If a player gets dodged on a lot make sure they're communicating right away so people aren't being made to wait last second in a queue that's just gonna get dodged.
: Patch 7.5 - Revisiting Aatrox
Why is his W still called blood price... the allure of Aatrox was dealing insane damage with the health cost it incurred but needing to keep an eye on your hp and switching at those last moments to regen back up.
: Blast cone plays are too fun. Shame.
Meddler (NA)
: 1. From memory yes, it does work with Forbidden Idol, Athene's and Ardent Censer. Censer especially's an interaction we're cautious on, conclusion off testing so far has been it's probably ok so we'll leave it proccing healing effects and adjust if necessray. 2. Kayle should offer the full scaling when melee, half when ranged (what she's tagged as changes, in the same way form swappers work). 3. No major changes for Ohmwrecker/Banner, possibly some stat adjustments. 4. We like the split buildpath locket/Banner offer and a split pushing active's a reasonable pairing with a defensive item. In terms of Ohmwrecker overlap we've never had a version of Ohmwrecker we've been particularly happy with. I expect we'll likely remove it and reuse the name for something else (it's an old 'Refer a Friend' reward reference so we want to keep it around in some form as a result).
Funny that Ohm doesn't play League at all anymore afaik.
Meddler (NA)
: I've played occasionally on OCE when back home, or in Australia, for work or a holiday. I don't do so regularly though given the ping's much higher than the NA servers. OCE server was also created after I moved to the US, so I never built up a friends network there specifically, though some people I know do play there mainly now. Udyr needs a bit of balance work in general. Not a high priority right now, given we've been focusing on bigger things, we did test some possible changes a few weeks back to see if they were a direction worth more exploration though. Something that showed some promise was allowing him to level to 20, thereby finally getting to max out that 4th spell and giving him a late game boost. Confidence in that direction's still mixed though, given some concerns that that's not when he really needs power added most and that if we're doing level cap exceeding other characters might be much stronger thematic fits. Probably get back to looking at that again at some point though.
The thing is, tiger and phoenix aren't unique enough from each other; They're both just damage outputs. If you could make their purposes more unique or clear then this could be interesting.
: What are your guys' thoughts on the interaction between Olaf ult and blast cone? I just remember this game where an Olaf on my team was trying to escape the enemy with his ult active and so he hit the blast cone and didn't go anywhere. He ended up dying.
We could just... you know... get rid of blast cone.
: Hey Goku! There aren't any immediate plans to buff Taliyah. While her overall win rate is low, it is difficult to justify buffing her because she has a high win rate for experienced players and she continues to see occasional pro play (mainly in LCK and EULCS).
Have there been any discussions on improving her E indicator? It's really hard to tell where the circle of the actual hitbox is. Instead you just have this line that tells you which direction they'll be traveling. This isn't really helpful in comparison because, for a newer player of a champ you need to learn the size of a hitbox; direction is something most people get intuitively.
: Hextech as in the theme or Hextech Crafting skins? If the latter, yes definitely! We're just careful about which champion gets them since it is somewhat gated content. (Champs with a lot of skins of various tiers in their catalog = good candidates!)
Please no. I don't like the idea of what amount to $100 or more skins. I think you should do champion mastery skins that are somehow tied to the loot system of course. Then there's an actual meaning behind someone having that skin.
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Clôude

Level 198 (NA)
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