Larriet (NA)
: > [{quoted}](name=KenAdamsNSA,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=000700050000,timestamp=2019-08-20T19:33:44.380+0000) > > ** > Lux: Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. > Miss Fortune: Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. > Olaf: Hit X axes within Y seconds. > Draven: Catch X axes without dropping any. > Lucian: Land X ultimate shots against the same target.** > > These are all well within the realm of reality for Eternals designs, so great suggestions there! > > You bring up an interesting point about Eternals that increment when you accomplish a very difficult task, like your stacks @ 20m example. We could increment that Eternal every time you hit that goal. That's an awesome idea that fits well within the limits of the system! I'm not too sure how many champs have something like that (BF Swords purchased before x minutes on ADCs for example is a bit.... weird), but I'm super open to ideas in this space. > > To add a little extra context here, we are pretty against doing things like "% of Thresh hooks hit per game" or "Average anything" (those numbers can go down which makes missing a skillshot feel even worse, and we're not comfortable with that). An Eternal, in general, should only ever go up, but the conditions for that can be pretty flexible so long as they aren't gameplay-warping in a negative way. > > > ----------------------------------- > > I'll design jam on these with you! > > * Icons are a decent idea, but making 145 icons (and counting) is pretty brutal, and competes with other icons that a player might want to use instead. The pain point there is that if you love the Evelynn champie icon (me) but you want to flex your Eternals progress, you have a difficult decision to make. > * We've actually talked about recalls before. This one is promising, because we likely wouldn't use it for too many other purposes, and it works on your champ regardless of the skin you choose. Dig it! Would just need to be careful to not make this gameplay-impacting or damage clarity. > * Loading Screen flair is another interesting idea, but Eternals on the back of the loading screen player card kind of serve that need. We could maybe make those entries fancier somehow? > * Interesting idea on the ward! I think you run into the same problem as icons, but I like the "right to use" concept you have. > * Level up effect is interesting, but I worry about gameplay clarity for this. Especially since so many lanes can ultimately be won by a level 3 all-in (*cough* Talon *cough*) or hitting 6 and flash ult-ing, we should be cautious about how we approach this one. > > Great stuff! I wanna say that I actually really like having personal bests. In the Nasus example, it'd be nice to have both the incremental "get x stacks in a game [1/100 complete]" type mission as well as tracking your PB for highest stacks, ever. I like that the former makes you feel good for consistently doing well, but as someone who's performed a lot of activities with PB records (like running!!), I really value it, even if it takes weeks, months just to improve your PB by 1%. I hope you don't do away with it entirely. I also wanna say, as a player, it'd be great if there was some way for us to formally suggest more things. I think some are pretty okay ({{champion:61}} hit 3+ people with ult is very obvious/trite, but is a great skill-bases statistic!), but having things like "x number of kills" is pretty lame for the purpose of a progression system, even if it's a stat that is perfectly neat to see on its own. It's cool seeing people suggestions being passed along, but that's for just one Champion, and all that. Honestly I can tell there has been a lot of work put into it, but I get the impression a lot of that was work technical, experimental, and about creating Eternals as a product, rather than making individual Eternals. It's like when Chromas were launched: a bunch of them coming out very quickly because THE TECHNOLOGY IS FINALLY THERE, but they're all simple pallet swaps. Compared to now, where they always feature different designs&patterns and occasionally go as far as new ambient VFX (seriously, shout out to the Chroma team and how far they've come, mad respect). When I see simple Eternals, that's the impression I get. All that is to say I appreciate the work! Eternals, systemically, are already really cool and I'm excited for them! But even on my favorite Champions, the individual product is a bit lackluster. I don't think I'd spend money on them just yet. People have already suggested rewards that I'd love; I don't have anything to add. For me, Eternals are their own reward honesty; new forms of Player Expressions are EXCITING to me--all recently we got Little Legends, the Arena Skins, and now Eternals, and I love all of it, at least as products if not for how they're distributed/monetized (no Arena Skins for sale yet...). So having any of those rewards would be cool. Wanna say I agree that Ward Skins/Icons would be harsh for me; I'll use myself as an example. I LOVE Lux. Generally, I use Elementalist because I love it so much. I also use the Elementalist Ward Skin to match my skin. I like matching my Skin&Ward Skin, so I might not use a Ward Skin I get from Eternals. Heck, Lux already HAS a ward skin of her wand, and Star Guardian, Lunar Empress, and Battle Academia all have corresponding ward skins of their own. Sufficed to say having a new "generic" one wouldn't really catch my eye. If they're totally generic like the eSpirts foam-finger Ward Skins, it'd be even more disappointing. I use an Elementalist icon as well, because I love that skin so much. So for me, there's a good chance I wouldn't use either of those.
> [{quoted}](name=Larriet,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=0007000500000003,timestamp=2019-08-21T01:42:39.743+0000) > > I wanna say that I actually really like having personal bests. In the Nasus example, it'd be nice to have both the incremental "get x stacks in a game [1/100 complete]" type mission as well as tracking your PB for highest stacks, ever. I like that the former makes you feel good for consistently doing well, but as someone who's performed a lot of activities with PB records (like running!!), I really value it, even if it takes weeks, months just to improve your PB by 1%. I hope you don't do away with it entirely. > > I also wanna say, as a player, it'd be great if there was some way for us to formally suggest more things. I think some are pretty okay ({{champion:61}} hit 3+ people with ult is very obvious/trite, but is a great skill-bases statistic!), but having things like "x number of kills" is pretty lame for the purpose of a progression system, even if it's a stat that is perfectly neat to see on its own. It's cool seeing people suggestions being passed along, but that's for just one Champion, and all that. > > Honestly I can tell there has been a lot of work put into it, but I get the impression a lot of that was work technical, experimental, and about creating Eternals as a product, rather than making individual Eternals. It's like when Chromas were launched: a bunch of them coming out very quickly because THE TECHNOLOGY IS FINALLY THERE, but they're all simple pallet swaps. Compared to now, where they always feature different designs&patterns and occasionally go as far as new ambient VFX (seriously, shout out to the Chroma team and how far they've come, mad respect). When I see simple Eternals, that's the impression I get. All that is to say I appreciate the work! Eternals, systemically, are already really cool and I'm excited for them! But even on my favorite Champions, the individual product is a bit lackluster. I don't think I'd spend money on them just yet. > > People have already suggested rewards that I'd love; I don't have anything to add. For me, Eternals are their own reward honesty; new forms of Player Expressions are EXCITING to me--all recently we got Little Legends, the Arena Skins, and now Eternals, and I love all of it, at least as products if not for how they're distributed/monetized (no Arena Skins for sale yet...). So having any of those rewards would be cool. > Wanna say I agree that Ward Skins/Icons would be harsh for me; I'll use myself as an example. I LOVE Lux. Generally, I use Elementalist because I love it so much. I also use the Elementalist Ward Skin to match my skin. I like matching my Skin&Ward Skin, so I might not use a Ward Skin I get from Eternals. Heck, Lux already HAS a ward skin of her wand, and Star Guardian, Lunar Empress, and Battle Academia all have corresponding ward skins of their own. Sufficed to say having a new "generic" one wouldn't really catch my eye. If they're totally generic like the eSpirts foam-finger Ward Skins, it'd be even more disappointing. > I use an Elementalist icon as well, because I love that skin so much. So for me, there's a good chance I wouldn't use either of those. Personal Bests aren't going anywhere. Thanks for writing this up - I think you're going to be happy with some of the changes we're making. More soon! <3
: Hello, Thank you for dropping in! **For the mastery emotes: ** -I suppose I understand where you're coming from, especially if there is the intention of expanding upon Eternals in the future. Perhaps, instead of changing the mastery emote fully, the flames+the color of the gem in your emote change color based on the Eternals you have rekindled? It would feel a little better, in my opinion, than the current floating-above-the-emote details. Unsure about how much behind the scenes work this would entail though :( -I do hope you guys consider expanding the mastery system at some point! Features that have been coming to the new client have opened up so many opportunities for progression and I've pretty much maxed out all my favourite champions already. ------ **For Difficult Challenges** -Lots of people are already providing great examples here, so I'll leave them to it. -I will, however, speak for Cho'Gath. I would love to see stuff like this (Busty Demoness had the right idea with naming them. It's fun): * **Dine and Dash:** steal Epic Monsters with _ Feast_ , * **Screamin' To a Halt:** interrupt enemy channels/combos with _Feral Scream_, * **Stepped on a Nail:** Hit multiple enemy champions with a single cast of _Rupture_. * **Tyrannosaurus Flex:** Reach 15 stacks of _Feast_ in a single match. Cho'Gath's challenges should be accessible to both tank and AP Cho'Gath players. He's a bit of a challenge to make them for since he's got very consistent effectiveness in most situations, with only a small gap between his highs and lows. -Perhaps at some point we get an option for more ridiculously difficult challenges, with rewards we can earn to show them off. I miss the old days on my Xbox 360, grabbing weird achievements in Halo and L4D and I'd be very pleased to get some of that same feeling in League! ----- **For Rewards** I'm going to just spitball a handful of them here (I've taken a quick glance at some of the other comments on the thread and will try to avoid repeating them) -I think a Homeguard trail like the one that comes with the Rainbow Poro icon could be really cool! Leave a trail of flames behind you to match your burning mastery emote, or to match the color of the Eternal you have ignited. -In a similar vein to the above, have your taunt emote be accompanied by a burst of the same flames! - Maybe a specialized hextech chest containing content related to your champion? I know HoTS has a similar system where leveling up your hero earns a chest guaranteed to grant you content related to that hero. (Although their hero-associated content is a bit more robust than what is available in League, so I'm unsure of how well this would carry over!) -Long-Term: An announcer related to the Eternal you have rekindled! You have pleased your Eternal, and now it presides over your matches. If Eternals are going to be expanded over time, this would be a super cool addition in the years to come. -Many champions still don't have icons related to them and could benefit from having some bordered icon depicting them (kinda like the special Icons that came with the chromas for the Project Reckoning event). A non-bordered version could also be made available for RP in the store. --------- Thank you for coming and inviting feedback, and thank you very much for addressing the points I brought up!
> [{quoted}](name=Void Kaiju,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=00070007,timestamp=2019-08-20T20:44:06.492+0000) > > Hello, Thank you for dropping in! > > **For the mastery emotes: ** > -I suppose I understand where you're coming from, especially if there is the intention of expanding upon Eternals in the future. Perhaps, instead of changing the mastery emote fully, the flames+the color of the gem in your emote change color based on the Eternals you have rekindled? It would feel a little better, in my opinion, than the current floating-above-the-emote details. Unsure about how much behind the scenes work this would entail though :( > > -I do hope you guys consider expanding the mastery system at some point! Features that have been coming to the new client have opened up so many opportunities for progression and I've pretty much maxed out all my favourite champions already. > ------ > > **For Difficult Challenges** > -Lots of people are already providing great examples here, so I'll leave them to it. > -I will, however, speak for Cho'Gath. I would love to see stuff like this (Busty Demoness had the right idea with naming them. It's fun): > > * **Dine and Dash:** steal Epic Monsters with _ Feast_ , > > * **Screamin' To a Halt:** interrupt enemy channels/combos with _Feral Scream_, > > * **Stepped on a Nail:** Hit multiple enemy champions with a single cast of _Rupture_. > > * **Tyrannosaurus Flex:** Reach 15 stacks of _Feast_ in a single match. > > Cho'Gath's challenges should be accessible to both tank and AP Cho'Gath players. He's a bit of a challenge to make them for since he's got very consistent effectiveness in most situations, with only a small gap between his highs and lows. > > -Perhaps at some point we get an option for more ridiculously difficult challenges, with rewards we can earn to show them off. I miss the old days on my Xbox 360, grabbing weird achievements in Halo and L4D and I'd be very pleased to get some of that same feeling in League! > > ----- > **For Rewards** > I'm going to just spitball a handful of them here (I've taken a quick glance at some of the other comments on the thread and will try to avoid repeating them) > > -I think a Homeguard trail like the one that comes with the Rainbow Poro icon could be really cool! Leave a trail of flames behind you to match your burning mastery emote, or to match the color of the Eternal you have ignited. > > -In a similar vein to the above, have your taunt emote be accompanied by a burst of the same flames! > > - Maybe a specialized hextech chest containing content related to your champion? I know HoTS has a similar system where leveling up your hero earns a chest guaranteed to grant you content related to that hero. (Although their hero-associated content is a bit more robust than what is available in League, so I'm unsure of how well this would carry over!) > > -Long-Term: An announcer related to the Eternal you have rekindled! You have pleased your Eternal, and now it presides over your matches. If Eternals are going to be expanded over time, this would be a super cool addition in the years to come. > > -Many champions still don't have icons related to them and could benefit from having some bordered icon depicting them (kinda like the special Icons that came with the chromas for the Project Reckoning event). A non-bordered version could also be made available for RP in the store. > --------- > > Thank you for coming and inviting feedback, and thank you very much for addressing the points I brought up! Homeguard trail is a cool idea! Definitely fits the bill of skin-agnostic.
: > [{quoted}](name=KenAdamsNSA,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=0007,timestamp=2019-08-20T18:01:54.409+0000) > > Hi Void - thanks for taking the time to write this up! It's a really thoughtful post and I loved reading through it. > > I'm the Product Lead on Eternals, and I wanted to address some of the points brought up in this thread, because we talked about all of these points at length during development: > > * We discussed tying this into Mastery a bunch, but ultimately landed on making Eternals adjacent to the system because Mastery doesn't have any kind of RP value attached to it. It's a system that was built to be evergreen once for all champions ever, and Eternals has a roadmap that extends beyond the first set we release. We split the difference with Mastery Emote Upgrades (fun fact: we actually were unsure about this idea early in development, but players in our early playtests suggested it consistently as something they wanted). > > * Regarding the difficulty of certain Eternals, we want to find a happy balance that leans more towards "represents skillful play" than "ridiculously difficult". Some of the original Eternals we designed were almost never incrementing in our playtests, which resulted in players feeling like the system either wasn't working or getting very little satisfaction from the progression. We DO want to make tricky Eternals, but they need to be something that the player mostly has control over, like iiGazeii's suggestion of Jhin grenades hit after killing 3 units prior. > > * Regarding price, we're taking steps on this. You'll hear more soon. > > * For rewards from Eternals, I'd love to open up this discussion to the group: **What rewards for rekindling sets would you think would be satisfying?** BEFORE YOU ANSWER, I'm afraid I have to put a few limitations on you to make sure we don't annihilate scope / make Eternals feel good by tacking on another content type as a reward. Try to think of something that feels self-contained, and usable on the champion regardless of the skin they choose. That means no skins, no chromas. Other than that, hit me. > > Again, thanks for this thread. It's been really fun to read through this. I'm excited to share updates with you all soon. > > Cheers, > > Adriaan I suggest some new sort of animation. Like how some champions have a ctrl 6 (kaisa helmet, pyke sword shimmer) give a ctrl 7 with eternals that adds a shimmer somewhere or changes the step path of your champion (see guild wars 2 legendary weapons). These things can apply to all champions especially the walk path and is a suitable reward that is self contained.
> [{quoted}](name=GedweyStenr,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=00070008,timestamp=2019-08-20T22:05:13.431+0000) > > I suggest some new sort of animation. Like how some champions have a ctrl 6 (kaisa helmet, pyke sword shimmer) give a ctrl 7 with eternals that adds a shimmer somewhere or changes the step path of your champion (see guild wars 2 legendary weapons). These things can apply to all champions especially the walk path and is a suitable reward that is self contained. Can you send me a video of the walk path? That sounds pretty cool.
: > [{quoted}](name=KenAdamsNSA,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=0000000100000000,timestamp=2019-08-20T18:08:56.877+0000) > > These are great! I'll send these to our lead designer. > > (The names are fun too. :D) Ok so i don't want to see any eternals stuff show up on my screen ever, currently it sounds like the only way i can do that is by muting people every match :/ i want a checkbox that says disable eternals, i don't want to see it or be bothered by either my ally or enemy yasuo spamming how many times they dabbed i don't give a crap.
> [{quoted}](name=Karn Bishop,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=00000001000000000000,timestamp=2019-08-20T21:02:49.636+0000) > > Ok so i don't want to see any eternals stuff show up on my screen ever, currently it sounds like the only way i can do that is by muting people every match :/ i want a checkbox that says disable eternals, i don't want to see it or be bothered by either my ally or enemy yasuo spamming how many times they dabbed i don't give a crap. There's an option in the Interface menu that lets you hide milestones forever if you so choose. You won't need to do it per game. The options for muting milestones are: * Show All * Show Self and Team Only * Show None Hope that clarifies things.
: > [{quoted}](name=KenAdamsNSA,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=0007,timestamp=2019-08-20T18:01:54.409+0000)**What rewards for rekindling sets would you think would be satisfying?** * Unlocking champion-specific Summoner Icons for that champion and all skins for that champion you own or later purchase (specifically that champion/skin's in-game icon, for ease of use). * Visually enhanced recall particle effects (something I believe players would really be interested in). * Loading screen flair. * A special ward that you can only equip when playing a champion you've rekindled a set for. * Some sort of fun level-up effect or particle effect upon hitting level 18? I know some of these step slightly onto already pay-for-flair portions of the game, but you could implement multiple of these solutions and let players consider the Eternals as part of that opt-in flair if they desire one or more of the rewards. Additionally, removing the **Personal Best** callout in favor of callouts for breaking specifically "difficult" breakpoints seems better. As a Nasus player, for example, I'm less interested in breaking my best stack count (upwards of 1200), since I'd never realistically *see* that at any point afterwards. I'd be a lot more excited by seeing every game that I get a pop-up reminding me that I've broken 500 stacks by 20 minutes. The problem with a new person best is that it is, by nature, a very rare visual reward. Making that more common could help increase the perceived value. ------------------------------------------------------------------- As far as the Eternal's themselves go, I'd love to see more that emphasize really showing your skill when playing a champion. For example: * **Lux:** Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. * **Miss Fortune:** Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. * **Olaf:** Hit X axes within Y seconds. * **Draven:** Catch X axes without dropping any. * **Lucian:** Land X ultimate shots against the same target. When it's just "get kills" or "hit two+ people with a big AoE" it really doesn't give the bragging rights I'd personally like to see.
> [{quoted}](name=The Djinn,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=00070005,timestamp=2019-08-20T19:01:29.313+0000) > > * Unlocking champion-specific Summoner Icons for that champion and all skins for that champion you own or later purchase (specifically that champion/skin's in-game icon, for ease of use). > * Visually enhanced recall particle effects (something I believe players would really be interested in). > * Loading screen flair. > * A special ward that you can only equip when playing a champion you've rekindled a set for. > * Some sort of fun level-up effect or particle effect upon hitting level 18? > > Additionally, removing the **Personal Best** callout in favor of callouts for breaking specifically "difficult" breakpoints seems better. As a Nasus player, for example, I'm less interested in breaking my best stack count (upwards of 1200), since I'd never realistically *see* that at any point afterwards. I'd be a lot more excited by seeing every game that I get a pop-up reminding me that I've broken 500 stacks by 20 minutes. The problem with a new person best is that it is, by nature, a very rare visual reward. > > ------------------------------------------------------------------- > > As far as the Eternal's themselves go, I'd love to see more that emphasize really showing your skill when playing a champion. For example: > > * **Lux:** Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. > * **Miss Fortune:** Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. > * **Olaf:** Hit X axes within Y seconds. > * **Draven:** Catch X axes without dropping any. > * **Lucian:** Land X ultimate shots against the same target. > > When it's just "get kills" or "hit two+ people with a big AoE" it really doesn't give the bragging rights I'd personally like to see. ** Lux: Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. Miss Fortune: Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. Olaf: Hit X axes within Y seconds. Draven: Catch X axes without dropping any. Lucian: Land X ultimate shots against the same target.** These are all well within the realm of reality for Eternals designs, so great suggestions there! You bring up an interesting point about Eternals that increment when you accomplish a very difficult task, like your stacks @ 20m example. We could increment that Eternal every time you hit that goal. That's an awesome idea that fits well within the limits of the system! I'm not too sure how many champs have something like that (BF Swords purchased before x minutes on ADCs for example is a bit.... weird), but I'm super open to ideas in this space. To add a little extra context here, we are pretty against doing things like "% of Thresh hooks hit per game" or "Average anything" (those numbers can go down which makes missing a skillshot feel even worse, and we're not comfortable with that). An Eternal, in general, should only ever go up, but the conditions for that can be pretty flexible so long as they aren't gameplay-warping in a negative way. ----------------------------------- > * Unlocking champion-specific Summoner Icons for that champion and all skins for that champion you own or later purchase (specifically that champion/skin's in-game icon, for ease of use). > * Visually enhanced recall particle effects (something I believe players would really be interested in). > * Loading screen flair. > * A special ward that you can only equip when playing a champion you've rekindled a set for. > * Some sort of fun level-up effect or particle effect upon hitting level 18? I'll design jam on these with you! * Icons are a decent idea, but making 145 icons (and counting) is pretty brutal, and competes with other icons that a player might want to use instead. The pain point there is that if you love the Evelynn champie icon (me) but you want to flex your Eternals progress, you have a difficult decision to make. * We've actually talked about recalls before. This one is promising, because we likely wouldn't use it for too many other purposes, and it works on your champ regardless of the skin you choose. Dig it! Would just need to be careful to not make this gameplay-impacting or damage clarity. * Loading Screen flair is another interesting idea, but Eternals on the back of the loading screen player card kind of serve that need. We could maybe make those entries fancier somehow? * Interesting idea on the ward! I think you run into the same problem as icons, but I like the "right to use" concept you have. * Level up effect is interesting, but I worry about gameplay clarity for this. Especially since so many lanes can ultimately be won by a level 3 all-in (*cough* Talon *cough*) or hitting 6 and flash ult-ing, we should be cautious about how we approach this one. Great stuff!
: > [{quoted}](name=iiGazeii,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=00000001,timestamp=2019-08-20T03:56:42.311+0000) > > I really want Eternals to feel personal to the champion in question. If the "leaked" stats are anything to go on, then I really don't think I'll be buying an Eternal, simply because I don't care about seeing how many kills I've gotten or how many times I've cast my ult. > > My favorite champion is Jhin, and his leaked Eternal is: > Ult kills > Kills > Root Duration > > That's kinda boring, and doesn't highlight the truly satisfying and impressive moments of playing Jhin. > > When I'd much rather see things like: > Fourth shot kills > Quadra kills > Trap kills > Kills from more than 2500 units away > Grenades hit on champions after killing three other units > > I want Eternals to track the things that makes champions my favorite, not just a generic stat tracker. I could list a few good ones for Miss Fortune. - Double Down: Q Ricochet Criticals onto champions from killing the initial target - No escape!: Bullet Time waves that hit 3+ targets - Still burning: Longest duration of Guns Blazing (because with Love Tap the cooldown can be reset before the effect expires) - Bullet Hell: Highest total damage done with a single cast of Bullet time - "Can't touch this!": Escapes made after activating strut (no damage taken between using Strut in combat and leaving combat) I know I added names. I think that helps create some engagement with the stats tracked.
> [{quoted}](name=Busty Demoness,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=000000010000,timestamp=2019-08-20T16:29:34.627+0000) > > I could list a few good ones for Miss Fortune. > > - Double Down: Q Ricochet Criticals onto champions from killing the initial target > - No escape!: Bullet Time waves that hit 3+ targets > - Still burning: Longest duration of Guns Blazing (because with Love Tap the cooldown can be reset before the effect expires) > - Bullet Hell: Highest total damage done with a single cast of Bullet time > - "Can't touch this!": Escapes made after activating strut (no damage taken between using Strut in combat and leaving combat) > > I know I added names. I think that helps create some engagement with the stats tracked. These are great! I'll send these to our lead designer. (The names are fun too. :D)
: Eternals: My Thoughts/Hopes for the Product.
Hi Void - thanks for taking the time to write this up! It's a really thoughtful post and I loved reading through it. I'm the Product Lead on Eternals, and I wanted to address some of the points brought up in this thread, because we talked about all of these points at length during development: * We discussed tying this into Mastery a bunch, but ultimately landed on making Eternals adjacent to the system because Mastery doesn't have any kind of RP value attached to it. It's a system that was built to be evergreen once for all champions ever, and Eternals has a roadmap that extends beyond the first set we release. We split the difference with Mastery Emote Upgrades (fun fact: we actually were unsure about this idea early in development, but players in our early playtests suggested it consistently as something they wanted). * Regarding the difficulty of certain Eternals, we want to find a happy balance that leans more towards "represents skillful play" than "ridiculously difficult". Some of the original Eternals we designed were almost never incrementing in our playtests, which resulted in players feeling like the system either wasn't working or getting very little satisfaction from the progression. We DO want to make tricky Eternals, but they need to be something that the player mostly has control over, like iiGazeii's suggestion of Jhin grenades hit after killing 3 units prior. * Regarding price, we're taking steps on this. You'll hear more soon. * For rewards from Eternals, I'd love to open up this discussion to the group: **What rewards for rekindling sets would you think would be satisfying?** BEFORE YOU ANSWER, I'm afraid I have to put a few limitations on you to make sure we don't annihilate scope / make Eternals feel good by tacking on another content type as a reward. Try to think of something that feels self-contained, and usable on the champion regardless of the skin they choose. That means no skins, no chromas. Other than that, hit me. Again, thanks for this thread. It's been really fun to read through this. I'm excited to share updates with you all soon. Cheers, Adriaan
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