R0XTAR (NA)
: Last patch is stacked if you shielded the same target fast enough, even if it only lasted for 1.5 seconds.
The stacking was a bug - we did some backend work to shields and it caused Rakan's shield to start stacking. This was not the intent of the ability, so it was fixed for this patch. Sorry for any confusion!
: Petition for Riot to add a Scuttle Crab Plush to their Merch Store
Hey did you play in one of my games?? Because I don't remember someone with your name but I definitely remember saying that I would totally sign a petition for a Scuttle Crab Plushie...! <3 And I was playing with someone with "Riot" in their name. :3 Anyway, this is amazing and thanks for posting this and I am going to go sign that petition now zomg! <3
aítch (NA)
: That's actually not what I'm talking about. The completed coin passive of filling a point in an ability is way too powerful imo mid game since now rather then waiting till around 28-32 min you can get your power spike a whole minute or 2 faster which could potentially just throw champions waaaay outta line.
I think Meddler's point is that if they are giving up CS, then they are giving up power they could be investing in elsewhere, and if they don't give up CS, it will take a long time to complete the quest. In our internal playtests we had the coin completing as late as 40 minutes when picking up very few coins in lane. So the question then is whether or not a mid-late game skill point early (assuming you are not level 18 by the time the quest completes) is worth losing out on 850g (+ any missed CS that doesn't drop a coin) worth of power that doesn't expire?
: > the violent force of minion death Could we somehow harness this power for other means? Trebuchet Minions perhaps?
I'm not sure how much minions weigh - how many would you need in order to launch 90kg of minions over 300 meters? :3
: If hypothetically someone was already level 18 when they finished their coin quest, would the elixir just do nothing? Is someone completing the coin quest, and then replacing their coin item with spellthiefs/relic shield lines to complete that quest later in the game something reasonably viable, or are the quests intended to take long enough to make that impractical? How long is the spellthiefs delay? Will brand passive still result in reliable stacks?
The quests are intended to take long enough that it's impractical (and not gold efficient) to try to replace coin, but not tuned in such a way that you would hit level 18 before finishing the coin quest. That being said, if you ARE level 18, the elixir does do nothing. Re: Spellthief's delay, currently it is 1.25 seconds, so Brand passive can still use stacks, but stationary pools will only be able to get all of them if there are multiple people in the pool or if a single target stays in the pool.
: In testing, how feasible was it for a coin support who had successfully bullied their lane opponent under tower to grab coins under tower, and vice versa? Also how does the gold rewards of the coin line compare to the others?
In most cases we have seen supports successfully and safely collecting coins under tower. We did have one test where a player chose to try playing aggressively risky with Coin, and did end up with, shall we say, less than ideal results. :3 That seems to be the exception to the rule, however. Collecting coins under your own tower when losing lane is not difficult, but depending on the enemy comp you will run the same risk as usual for an enemy dive happening. You'll still pick up the coins while you run around your tower trying not to die to the dive though. ;) All joking aside, we are prepared to tune the risk under turrets should it be a larger problem than what we've seen in our internal playtests. As far gold generation, the Coin Line is tuned to have rough parity with the other two, ***excluding the coins generated by takedowns***.
Nerian (NA)
: Hey there. My comment is more of an idea I've been sitting on for awhile, and multiple friends think this is a good one. We'd like to see a damage mitigated stat come out for those champs like Janna and Lulu or even tanks who have shields like Naut, and Tahm Kench. This would help increase our sense of meaning in a match in post-game. Even seeing stuff from invuln shields like Kayle ult would be fun. It's just a thought I myself have had for a long time, being a long time Janna main. We need some recognition, too many people look down on supports and don't credit us for what we actually do half the time. It'd be nice to have a stat to say "Hey, look at all this shielding I did man."
We definitely agree that non-damage contribution needs more recognition in our game. We are looking at some technical difficulties that we've run into with some of the End of Game stats we wanted to add, but you can read more about what we were able to do in the [Utility Contribution Dev Corner post.] (https://boards.na.leagueoflegends.com/en/c/developer-corner/xE35BtAR-midseason-update-utility-contribution)
Shahamut (NA)
: what if they then buy another coin?
The quest progress does not reset between purchases, so you would not get another elixir.
: I'm wondering if proccing multiple Tribute charges will add, stack, overlap, or simply refresh the movement speed burst.
> [{quoted}](name=Deep Terror Nami,realm=NA,application-id=A7LBtoKc,discussion-id=uEdawln6,comment-id=0002,timestamp=2017-04-18T18:39:43.152+0000) > > I&#x27;m wondering if proccing multiple Tribute charges will add, stack, overlap, or simply refresh the movement speed burst. It will combine the duration of each stack. So the movement speed stays the same, but the duration increases.
  Rioter Comments
: > To address position shortages, we’re adding an autofill mode that can trigger when queue times are too long. I want to know how this will be indicated to the player. Do they get some sort of notification that 'autofill' is active and they might end up somewhere else, or are they not going to know until they enter champ select? I imagine that this would be indicated during role selection, but if it doesn't then that is horrible because people need to ensure they have runes/masteries and champions that will fit other roles, along with simply being mentally prepared for it.
Just to answer your question, you would see the message before you queue up whether or not you would be eligible - since this is in an effort to reduce extreme queue times, this effects mostly players in low population regions and high MMRs. We'll be looking out for negative or unexpected side effects so we can address them as they come up.
Kool6698 (NA)
: That sounds like an actual error rather than being gated by number of members. It's also possible that that all the members of your club have yet to be registered as being in your club, since the feature just launched and is probably receiving heavy traffic.
Agreed, we will have someone look into it. Thanks for reporting, everyone!
: For some reason I try and leave a club it wont allow me when I spam the leave club button.
Are you the owner? You can only leave a club as an owner after either kicking everyone or transferring the ownership to another member.
: What level should you be to create a club?
You should only need to be level 2 in order to create a club.
Smaux (NA)
: any chance that we can get more than 3 clubs in the future? (sry if this has been a repeated question ><)
We are thinking about it, but are keeping all numbers (like member count and club count) low to start.
: When people are offline in a club can they be organized after people who are online.
Hi, just wanted to let you know that our sorting is currently not functioning as designed and we are working on fixing it. :)
: Is there any way to search for clubs? If not, then is there ever going to be a way to do that?
Currently there is not, but it is on the top of our to-do list. :3
níćk (NA)
: how do you invite people to your club?
You can drag and drop people from your friends list, or right click to invite - we will be adding functionality to add people by name but are making sure we have checks in place first so that clubs can't just spam out player invites. ^_^
: What are the minimum requirements for the club to have a tag?
The requirement is to have a minimum of five players in your club.
: I got my club name I wanted so thats cool, but I can't set a tag. Keeps saying I don't meet the requirements, but there aren't any requirements listed anywhere so thats kind of confusing.
The requirement is to have a minimum of five players in your club. We will update the messaging as currently it is only on hover on setting a club and not in the window itself. Sorry for any confusion!
: You say it's possible to switch between tags, but is it possible to sport _no_ tag? Another thing, is it also possible to hide tags worn by other players?
It is possible to sport NO tag - click on the options wheel in the clubs panel (the middle tab of the friends list), and un-check "Show Clubs Tag". there is not an option at the moment to hide other players' tags.
: I have a few questions about this (in addition to my [other post](http://boards.na.leagueoflegends.com/en/c/miscellaneous/vekgp8za-limely-and-drevarius-on-leagues-social-systems?comment=000200010002) .), especially about the user limit for these chats: * Why do these chats have such a low user limit? Technical reasons? What is the thought process behind that decision? * How will you deal with people who complain about their chatroom name being taken (for example for groups that already exist and are known under this name)? * Is it, theoretically (!), possible to increase the user limit for certain groups? * Is it, theoretically (!), possible to increase the amount of chatrooms you can administer? I am asking because this will have an impact on several projects of the Volunteers. For example we have a gaming community called "Liga der Gentlemen" (=League of Gentlemen) which is focused on good behavior (=you flame once and you get kicked). This group is kind of successfull (>5000 members) but always had problems with the client chatrooms. The chatrooms are the main tool to find people for a match of League, but are often disturbed by trolls, scammers or banned members who seek revenge. I guess it's understandable that moderated private chatrooms are sort of our holy grail, we wanted this for years and it's the solution for our most urgent problems. But given our size of over 5000 members these chatrooms won't help us as much as they could with a higher limit. Of course we don't need 5000 spots (some of these 5000 are inactive and the remaining ones are not necessarily online at the same time), but at least 300-500 would be really nice. The same goes for other projects like our "New player mentoring" and I am sure there are a lot more community projects that would profit from bigger private chatrooms. I am sure you guys have your reasons for limiting the numbers....but I would like to know them if you are allowed to tell me. I hate not understanding stuff :( Greetings from the german volunteer team ! (imagine 60 people waving at you) edit: Almost forgot to mention that also the european Battleground Tournaments would be a lot easier to manage by Riot and the Adjudicators if we had bigger private chatrooms (I think they would need 130 spots).
> [{quoted}](name=Humpelstilzche,realm=EUW,application-id=cIfEodbz,discussion-id=vekgp8za,comment-id=000c,timestamp=2015-09-17T12:12:44.108+0000) > > I have a few questions about this (in addition to my [other post](http://boards.na.leagueoflegends.com/en/c/miscellaneous/vekgp8za-limely-and-drevarius-on-leagues-social-systems?comment=000200010002) .), especially about the user limit for these chats: > > * Why do these chats have such a low user limit? Technical reasons? What is the thought process behind that decision? It is currently for technical reasons - we are hoping these will be popular and want to make sure we can handle the load. The plan is to slowly increase this number once we are live and keep an eye on performance so that we can take any necessary steps to increase our capacity as needed. > [{quoted}](name=Humpelstilzche,realm=EUW,application-id=cIfEodbz,discussion-id=vekgp8za,comment-id=000c,timestamp=2015-09-17T12:12:44.108+0000) > * How will you deal with people who complain about their chatroom name being taken (for example for groups that already exist and are known under this name)? We are working with the different Riot regional offices to identify groups that already exist so that we can reserve those names. On live they will show up as reserved, but we have asked the regional offices to give us as much information as they can about the group, so that we can free up the name(s) for the appropriate (i.e. verified) community members. Please talk to your local Riot community representative if you have concerns about existing groups slipping through the cracks. > [{quoted}](name=Humpelstilzche,realm=EUW,application-id=cIfEodbz,discussion-id=vekgp8za,comment-id=000c,timestamp=2015-09-17T12:12:44.108+0000) > * Is it, theoretically (!), possible to increase the user limit for certain groups? > * Is it, theoretically (!), possible to increase the amount of chatrooms you can administer? We will not be able to increase the user limit for certain groups - that number is controlled by region/shard. Similarly the number of chatrooms that you can own is a number that is not configurable.
: Looks great. I haven't checked the PBE version because I don't have access so it may be fixed, but one thing has kept me from autojoining chat rooms in the past: the sounds from it. It's impossible to turn off sounds just from one chat room. I need/want sounds in the client overall (if I'm messaged, if I need to accept the game, etc.) but having a chat room where sounds play when players join or say something means my computer is often pinging a ton when I have no current interest in the chat room. All that is a way of saying: Can we have the option to turn off sounds for chat rooms either in general or (even better) one by one? Thank you!
> [{quoted}](name=Zorasterful,realm=NA,application-id=cIfEodbz,discussion-id=vekgp8za,comment-id=000d,timestamp=2015-09-17T12:54:37.170+0000) > > Looks great. > > I haven't checked the PBE version because I don't have access so it may be fixed, but one thing has kept me from autojoining chat rooms in the past: the sounds from it. It's impossible to turn off sounds just from one chat room. I need/want sounds in the client overall (if I'm messaged, if I need to accept the game, etc.) but having a chat room where sounds play when players join or say something means my computer is often pinging a ton when I have no current interest in the chat room. > > All that is a way of saying: Can we have the option to turn off sounds for chat rooms either in general or (even better) one by one? > > Thank you! These chat rooms are NOT going to have sound notifications. :D That being said, we're looking into ways that we can notify the player that there are unread messages without doing anything as disruptive as flashing or playing a sound _every single time_ since we do expect chat traffic to be higher in these rooms in the long run. :)
: This might be slightly off topic, but I feel like the underlying tech is related, so I'm going to fire away. Right now, it's common for me to make a group of fewer than 5 and queue up in normals. Sometimes we don't have the luxury of having voice chat open, so we have to rely on the group chat. Some problems I've noticed with said chat: * If you're typing something in the lobby, and the lobby owner hits Play, you lose everything you've typed. (including the chat history from the lobby) * If you're typing in the group chat and the accept notice comes up, you lose what you were typing when you get into champion select. * You can't use the group chat while you're at the champion select screen, as the group chat disappears. This is problematic if you need to continue a conversation or change a plan that doesn't involve your newly added teammates. * Your previous group chat is gone when someone dodges in champion select. * You lose the chat once again when someone declines the match or cancels the search. In my mind, these chats should be more persistent than they are. By any chance are they covered by these changes?
> [{quoted}](name=DrCyanide,realm=NA,application-id=cIfEodbz,discussion-id=vekgp8za,comment-id=0006,timestamp=2015-09-17T00:43:25.091+0000) > > This might be slightly off topic, but I feel like the underlying tech is related, so I'm going to fire away. > > Right now, it's common for me to make a group of fewer than 5 and queue up in normals. Sometimes we don't have the luxury of having voice chat open, so we have to rely on the group chat. Some problems I've noticed with said chat: > <SNIP> > > In my mind, these chats should be more persistent than they are. By any chance are they covered by these changes? Not off topic at all; we agree that this experience is sub-par! :( We want to solve this problem for sure; however, it is not covered by these changes. We do have plans to fix this in the future, so rest assured it is most definitely on our To-Do list. :3
Daen (NA)
: 1) Haha fair enough! I appreciate the answer regardless, and definitely agree that League of Legends is better with friends. :P 2) I see. My expectation is that this isn't something on which you can elaborate, which is fine. Thanks though!
> [{quoted}](name=Daen,realm=NA,application-id=cIfEodbz,discussion-id=vekgp8za,comment-id=000200010000,timestamp=2015-09-17T00:12:40.567+0000) > > 1) Haha fair enough! I appreciate the answer regardless, and definitely agree that League of Legends is better with friends. :P > > 2) I see. My expectation is that this isn't something on which you can elaborate, which is fine. Thanks though! Your'e welcome! Sorry I couldn't say more, but hopefully [sooooooooooooooooooon........](https://lh4.googleusercontent.com/-FW5KebB3AI8/TrGguR1RYQI/AAAAAAAASxc/r2y5YxNDFi0/Why%2BYou%2BNo%2BLike%2BCats%2BGifs%2BMM.gif) :3
: Will there be a team checking on how people are using the system? Because from my many years on the internet I expect people to abuse their powers over a chatroom.
> [{quoted}](name=MrLittleThor,realm=NA,application-id=cIfEodbz,discussion-id=vekgp8za,comment-id=0003,timestamp=2015-09-17T00:15:28.427+0000) > > Will there be a team checking on how people are using the system? Because from my many years on the internet I expect people to abuse their powers over a chatroom. Player Support will have the tools it needs to be able to audit the chatroom activity (not just chat) as needed if problems arise and are reported. Hope this helps! :)
Daen (NA)
: So, overall: This has been my single biggest desire within the League of Legends social atmosphere for years, and it's incredibly exciting to me that we may finally have a legitimate place to maintain clans and other types of communities. That being said, I have some questions: **Social Systems** 1) What are some of the projects you are interested in pursuing under the umbrella of social systems? 2) Would something like player volunteer systems (e.g. Emissaries of the League) be part of your wheelhouse? --- **Persistent Chat Rooms** 1) Does the name for a chat room need to be unique from all other chat rooms, or does the player login identifier suffice? 2) What will happen to existing chat rooms with established userbases and purpose? 3) Will the persistent chat rooms still be found by knowing the name and typing it in, or would the display name of the creator be used instead? 4) Will there be a way to browse persistent chat rooms? 5) Is the user limit the same as current chat rooms? --- Thanks!
> [{quoted}](name=Daen,realm=NA,application-id=cIfEodbz,discussion-id=vekgp8za,comment-id=0002,timestamp=2015-09-16T23:46:40.324+0000) > **Social Systems** > > 1) What are some of the projects you are interested in pursuing under the umbrella of social systems? > > 2) Would something like player volunteer systems (e.g. Emissaries of the League) be part of your wheelhouse? 1) League of Legends is so much better with friends that we are exploring several different methods of encouraging and facilitating social play but everything is in very early stages so nothing more to share yet! :3 2) We are aiming in the future to be able to empower communities and potentially individuals who are interested in making League a healthier environment for learning. We are not doing anything directly with player volunteer systems but are looking instead into what tools we can provide to make this a better experience.
: But I already had all my FB friends on league...so where did mine come from O.o
> [{quoted}](name=Phioxsyn,realm=NA,application-id=Ag8jgd8Q,discussion-id=9MHgnKEc,comment-id=0000,timestamp=2015-06-08T18:37:50.773+0000) > > But I already had all my FB friends on league...so where did mine come from O.o Sorry my wording was confusing! As mentioned by Valkyrie Witch, you actually get the boost from linking, not necessarily from adding friends.
: ty, i dont have that particular feature but i really appreciate the fact that you posted this info which seems to come from reddit to the boards.... well played oh... and i thought maybe a weird choice of links.... is this to remind us to use the search function as well?
> [{quoted}](name=Wickedfates,realm=NA,application-id=Ag8jgd8Q,discussion-id=9MHgnKEc,comment-id=0001,timestamp=2015-06-08T20:49:23.319+0000) > > ty, i dont have that particular feature but i really appreciate the fact that you posted this info which seems to come from reddit to the boards.... well played > > oh... and i thought maybe a weird choice of links.... is this to remind us to use the search function as well? It was linked from the "Notice" on the front page of the subreddit regarding the 4-win IP boost... I promise at one point the comments revolved around said topic, but somewhat quickly derailed into a discussion about the search function......... ^_^
  Rioter Comments
: Find your IRL friends in League now
Since I have seen many comments asking about how to opt in: First of all, I'm glad you are excited about our feature. :3 It truly warms my heart. <3 We have launched in Turkey and are launching in OCE today. Barring any issues we anticipate rolling out to the remaining Riot regions (so not Tencent/Garena regions) within a week or two. Once the feature is live in your region you will be able to opt in from the client - the friend and search buttons will merge into one big friend button that you can click to add friends or link your Facebook account and view recommendations.
deephaus (NA)
: I'm not seeing the option in this 5.8 update. Clicked on the Add Friend icon as instructed on the FAQ and don't see it. Please help.
What region are you in? We launched in Turkey first, and are launching in OCE today, but are rolling out to other regions within the next week or so, with the exception of Garena and Tencent regions where some coordination and collaboration is required to integrate the feature.
: Could someone tell me very clearly how to opt into this. I dont see it anywhere
When the feature goes live in your region you will be able to opt in directly in the client - there will be a notification to point you in the right direction. :)
Declined (EUNE)
: > [{quoted}](name=Limely,realm=NA,application-id=mNBeEEkI,discussion-id=UI23BK1n,comment-id=00060000,timestamp=2015-02-28T01:52:51.981+0000) > > Currently all queues are equally weighted in the determination. There are already some tweaks we are planning to make in order to increase relevancy of the recent playstyle, but we are also open to feedback and are interested in knowing what players feel best represent their playstyle compared to what you would see in their in-client match history. Technically speaking, 'Play Style' refers to how you play and interact with opposing players irregardless of champion choices, and the name of this new project is annoying me ever so slightly. I have a minimum of 2k games as Draven, and I don't wanna look and see that my 'Playstyle' is Draven, when I know it to be aggressive, with a smidge of bait.
> [{quoted}](name=Declined,realm=EUNE,application-id=mNBeEEkI,discussion-id=UI23BK1n,comment-id=000600000000,timestamp=2015-02-28T02:23:29.314+0000) > > Technically speaking, 'Play Style' refers to how you play and interact with opposing players irregardless of champion choices, and the name of this new project is annoying me ever so slightly. > > I have a minimum of 2k games as Draven, and I don't wanna look and see that my 'Playstyle' is Draven, when I know it to be aggressive, with a smidge of bait. Thanks for your feedback! Unless you have *recently* been playing a lot of Draven, you won't see that your "Recent Playstyle" is Draven. The determination is based on a subset of your recent games and doesn't look very far into your history (by game, not by date).
Sohleks (NA)
: So there's no literal answer. It's trying to intelligently sum up all of your recent games?
> [{quoted}](name=Sohleks,realm=NA,application-id=mNBeEEkI,discussion-id=UI23BK1n,comment-id=0011,timestamp=2015-02-28T01:34:02.814+0000) > > So there's no literal answer. It's trying to intelligently sum up all of your recent games? Currently it is trying to intelligently sum up a subset of your recent games, but we are working on leveling up that intelligence. :)
: The icons at the bottom mean the lane and the role you were in. So In mine I have two icons, one being the icon for top lane and the other being an icon for bruiser. My friend, on the other hand, has a jungle icon (the one that looks like a bush) and the marksman icon, because he had a couple games where he went teemo jungle. As for why it chose those icons as the playstyle and why it chose that champion (mine being sion, despite only having him in my recent match history 3 times and never having played him in ranked) I have no idea. An explanation for that would be helpful, but I've explained the icon meanings.
> [{quoted}](name=TMSkinner,realm=NA,application-id=mNBeEEkI,discussion-id=UI23BK1n,comment-id=0006,timestamp=2015-02-27T16:01:20.408+0000) > > The icons at the bottom mean the lane and the role you were in. So In mine I have two icons, one being the icon for top lane and the other being an icon for bruiser. My friend, on the other hand, has a jungle icon (the one that looks like a bush) and the marksman icon, because he had a couple games where he went teemo jungle. As for why it chose those icons as the playstyle and why it chose that champion (mine being sion, despite only having him in my recent match history 3 times and never having played him in ranked) I have no idea. An explanation for that would be helpful, but I've explained the icon meanings. Currently all queues are equally weighted in the determination. There are already some tweaks we are planning to make in order to increase relevancy of the recent playstyle, but we are also open to feedback and are interested in knowing what players feel best represent their playstyle compared to what you would see in their in-client match history.

Limely

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