Sirhaian (NA)
: VFX Updates for Amumu, Lulu, Tryndamere and Ziggs
As a player against Amumu, it feels like the visibility of the per-character-hit-effect of the ult is lower than it is currently, but the visibility of the AoE size (i.e. the runes) is way up due to the brightness compared to live. That seems swapped in importance from where it should be. In particular: * If the AoE VFX is bright but the per-character-hit effect is hard to see, then I have to figure out "oh I'm in these runes, therefore I'm entangled, therefore I can't move or auto but can cast spells" * Vs, if the per-character-hit VFX is more immediately visible, it's a one-step process to recognize what that means and what my champ can still do. I recognize that it's a trade-off and that having both be at the same visibility level would be a ton of noise and lack clarity, but it feels like the balance is way too hard in favor of the runes/AoE effect over the per-character entangle effect. As a ziggs player: New effects look killer, thanks for the great work!
: To clarify. Neeko is better, faster at shapeshifting. Most Vastaya have some ability to change shape. Most arrive a shape that is comfortable, reflects the animal spirits connected to their tribe, and their own personality (needs wants). So it might take Rakan a few minutes to change the color of his cloak-- or a few hours to give himself stylish new horns. But he will always be kinda flashy looking -- because subconsciously he wants attention, and vaguely griffon like because that is what family and tribe reflect.
Related to the new Nid color story instead of Neeko: The vastaya that she rescues says "You called it… human", but there are no spoken lines from Nidalee calling the hunter a human up to that point in the story, only narration. Was this an oversight, or intentional? It seems far too glaring to be oversight; Riot is usually very good about these sorts of details. If intentional, does it indicate that the vastaya (who was reptilian, with a wide mouth and a strange lisp) could read her mind the way that Neeko was able to get thoughts from the people whose form she copied? I.e. that the male vastaya that Nid rescued is actually another one of Neeko's tribe? Edit: oh, or was that just actually Neeko in disguise?
: Tooltips Update
One thing I expressly _don't_ like about the Aatrox tooltips is that the text around the numbers changes, which makes scanning for the details added very complex. "Press shift to show more info" and then having a bottom panel show up while pressing shift is intuitive, but having the primary non-numbers text (i.e., literally everything after "10(+46) physical damage") change _in addition_ to the bottom panel makes me take a lot longer to compare and see what changed. In contrast, the Ezreal version (which I love) has exactly two things happen to the tooltip when shift is pressed: * The damage calculation changes to show more info * The bottom panel shows up with the rank scaling info. Those adjustments are much easier to scan through, and would presumably be consistent between champions. (In contrast, Aatrox-like text changes could be wildly different between different champs and different abilities, which makes quick information gathering hard). Hope this is useful feedback!
: > [{quoted}](name=EROTIC RAID BOSS,realm=NA,application-id=6kFXY1kR,discussion-id=Zlwreqeo,comment-id=00010000000000000000000100000000,timestamp=2018-06-18T21:50:02.197+0000) > > So if I understand right, this update is heavy on lore/art but light on gameplay changes? I'm pretty interested to see what exactly it is, given this is a first and there's a lot of champions I can think of that could use nicer art/vo etc. Aye. It's a long list. One of the reasons we're doing it is to test the viability of minor VGUs. How much will it resonate with players en masse, etc. We're all hoping it does. :)
Riot has done other VUs in the past (with or without minor accompanying GUs at the same time). Based off of the [champion update history](https://support.riotgames.com/hc/en-us/articles/202294884-Champion-Update-Schedule) and selectively choosing the ones marked "visual update" that I _think_ had minor gameplay updates at the same time, we get: * Alistar (2015) * Maokai (2015) * Karthus (2014) * Twitch (2014) * Heimerdinger (2014) * Garen (2013) * assorted others that I was less certain about. Do you think that these cases were significantly different than what you're doing now (specifically because those changes didn't have as much lore updates)? Or that the lessons have otherwise not carried over? I think it's pretty telling that there hasn't been a primarily-visual update in over 3 years, so I'm curious as to what thinking has changed at Riot between now and then.
Meddler (NA)
: I'd agree ADC damage is too frontloaded and arguably too anti squishy (hard to coexist near a late game ADC as someone who isn't tanky long enough to use your pattern). Shiv nerfs in 8.6 should bring that down a bit, expect we'll do more in or around midseason as well though.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=Tq9PnR6W,comment-id=00200000,timestamp=2018-03-14T16:37:49.283+0000) > > I'd agree ADC damage is too frontloaded and arguably too anti squishy (hard to coexist near a late game ADC as someone who isn't tanky long enough to use your pattern). Shiv nerfs in 8.6 should bring that down a bit, expect we'll do more in or around midseason as well though. If Shiv is too anti-squishy, what are your thoughts on moving it towards a more consistent damage model (aka always chains a small amount of damage, like old Ionic Spark)? Or is the Energized gameplay something you find valuable for that item?
Meddler (NA)
: Quick Gameplay Thoughts: March 7
1) What's your take on the Talon changes on the PBE (+.1AD on return W)? It seems very underwhelming compared to the power that got taken out of Duskblade and the fact that Talon hasn't been doing particular well lately 2) Any further thoughts on shielding adjustments being made in the next few patches? Is that still actively underway/what's the current thinking?
: "toxic player " the high majority just means some cry baby doesnt agree or like your opinion. So you must be toxic. Took buff?toxic, ks? toxic.
> [{quoted}](name=BigIronAlchemist,realm=NA,application-id=ZGEFLEUQ,discussion-id=qe8claqM,comment-id=0004,timestamp=2018-02-27T04:44:12.232+0000) > > "toxic player " the high majority just means some cry baby doesnt agree or like your opinion. So you must be toxic. Took buff?toxic, ks? toxic. Maybe I didn't make it clear, but at the end of the post I mentioned specifically about the players that were actually banned. I'm not using "toxic" colloquially, I'm using it as a short hand for the actual data that riot has relating to how punished players negativity impacted other people up until they were punished. It'd be interesting to see!
Kei143 (NA)
: I've been asking him for those for a while now. Hopefully having more people asking him would make him change his mind.
Rioter Comments
: As the concept artist on her, I'll jump in here. So to be completely honest, I look at the initial iteration of a LITERAL "rectangle cut from an otherwise complete shirt with the intention to show off cleavage" was a mistake on my part. While it's a very prominent design choice made in lots of character costuming in our game and others, it undermined what I was really trying to get at: that in this world Illaoi is a survivor-turned-resistance fighter squaring off against monstrosities of epic proportions. Thinking about what my intent was for that detail on her costuming, it's clear I was channeling every female survivor protagonist from blockbuster films, hit tv shows and classic games (that I can't name due to legal reasons). All of them have very similar elements in their design and something as simple as a tank top signals that feeling of surviving, having full range of movement, etc. Where the design is currently isn't a "look she has boobs!" detail, it's an intentional design choice that's been refined and discussed both here on the boards with you guys as well as between us internally. The other side of this rather touchy subject, especially in today's social climate, is that bigger women might feel it's offensive to HAVE TO cover up a character like Illaoi. I have a friend back home where I'm from who was super excited to see that there was a "big girl" body type being treated equally for once in her costuming. Look at other games and movies where there is a big, or muscular woman as a featured character... they're always seemingly covered up. What I took from that conversation is that while the intent to shield a female's characterization is super admirable, making assumptions that she should arbitrarily be covered completely is at best close minded. Ultimately this is one of the zillions of reasons we wanted to include you guys in the process. If we created this skin behind closed doors, I'm confident we would've eventually came to a similar conclusion. That being said, the ability to field a simple 2D sketch to our players before even entering production and building her has been both a huge eye opener and an awesome challenge that I feel we've met head on. Keep sending us your feels throughout the process, positive and negative. For our entire team, this has been one of the most engaging projects we've ever worked on due to the enthusiasm, feedback loop, and general hype you guys have sent our way. Fistbump!
I just took a look through the blogs to compare the concept art to the modeled and textured version, and I have to say that the tanktop looks looooads better and gives her a strong T2 Sarah Connor vibe (which I'll get to say even if you can't ;) ). Like, it makes more sense as a piece of clothing than the weird rectangle-cut-out-of-armor thing going on, it shows off her strength and size (I'm a (gay) dude and totes jealous of those abs and shoulders), and it just feels a little more realistic. Obviously, you could have gone for a more armored theme, but if you wanted to show skin then I think was a good option to do it.
Sparkle (NA)
: Do you? Cuz I really hate that. I'm sorry to be the bearer of bad news for you Colossus fanatics, but that bug should be fixed with the 7.24 patch. Instead it should remember your last selected page from game to game.
> [{quoted}](name=Riot Sparkle,realm=NA,application-id=yrc23zHg,discussion-id=kVorigk0,comment-id=0002,timestamp=2017-12-05T06:02:37.609+0000) > > Do you? Cuz I really hate that. > > I'm sorry to be the bearer of bad news for you Colossus fanatics, but that bug should be fixed with the 7.24 patch. Instead it should remember your last selected page from game to game. Is there any plan to add permanency to the "show advanced details" checkbox? I really hate having to re-check it constantly.
DyQuill (NA)
: > [{quoted}](name=LankPants,realm=OCE,application-id=6kFXY1kR,discussion-id=z1dTsaQ6,comment-id=000000000002000400000001000200010000000200000002,timestamp=2017-12-01T03:26:07.854+0000) > > So who does this actually appeal to? Because from what I've seen the reaction to this change has been overwhelmingly negative. There was actually no reason to make this change, it's just change for the sake of change and all that ever accomplishes is pissing off people who liked the old way better. > > As for the diversity point, you could change 70% of League's champions to be gay and it wouldn't impact their story at all. So why Varus, one of the very few champions who's sexuality was interwoven into his original story? It feels forced, heavy handed and flat out wrong. Boards has been pretty negative, so I get where you're seeing that. Reddit on the other hand has been less so. And on Twitter, we got a ton of positive support. But even within those, there are differences - some positive comments on Boards, and some negative ones on Twitter, and so on. The channel/forum is ultimately irrelevant. It's about players overall, and we've seen players all over have every reaction, from super pissed to overjoyed. We're still sorting through it and getting a sense of how we did, but I'm pretty confident that this "actually appeals" to a good amount of players. I guess what I'm saying is - echo chambers are real (not just Boards, but reddit and Twitter and everywhere), and there are more than a few players that are excited about these changes, just as there's a good number here that are very much the opposite.
DyQuill, I know you're getting overrun in this thread because people are having a hard time with the new lore....but thank you so, so much. If it means anything to you, this post on /r/gaymers (one of the most active generic gay subreddits) is overflowing with praise and gratitude for this, and I know I appreciate it. https://www.reddit.com/r/gaymers/comments/7gn9xh/first_gay_representation_in_league_of_legends Besides "wife and child" -> "male heartlight" conversion, and the fact that the act of corruption was less well-informed than in the old story, I really think the heart of it is still the same, just more fleshed out. Thanks for giving some of us our own story.
: I saw a few of these reports last week (more than usual), and raised them to a few teams that have the manpower to track them down. I don't have any form of update for you, but it doesn't seem like a small subset of players have been experiencing this, and it doesn't appear to be hardware related. Hoping to know more tomorrow (I'm going to talk to the teams that were investigating). UPDATE: So as it turns out, the nature of this issue is rather finicky and hard to track down. We're going to be sending out instructions to everyone that playtests daily so that in the event they experience the fps drop, they can just use a command to spit out a performance dump and our engineers can look at the trace file. Given the occurrences of this, I'd expect that we could "hopefully" repro it soon and figure out a fix!
I have an issue where I lose all new frames for about ~1 second every once in a while, but my FPS doesn't change radically (UI reports a drop of maybe 5-10 right after the lost frames, but then goes back to normal). Is that likely to be the same issue that you're investigating? Or is the issue you're reporting a more consistent FPS drop over a few seconds?
Wuks (NA)
: Filter Help & Support from Red Tracker? That's the plan!
Just noticed this happening this morning. NICE :D
Rioter Comments
Broporo (NA)
: Thanks for the heads up! Essentially these are saying the same thing, as "matchmade" is referring to a game mode where you enter a queue to be matched with 9 other players. I'll look into getting this updated since it's led to a bit of confusion for some players.
> [{quoted}](name=Broporo,realm=NA,application-id=osqw6G4M,discussion-id=kmyEFOu9,comment-id=0000,timestamp=2017-08-22T03:53:10.629+0000) > > Thanks for the heads up! Essentially these are saying the same thing, as "matchmade" is referring to a game mode where you enter a queue to be matched with 9 other players. I'll look into getting this updated since it's led to a bit of confusion for some players. "Matchmade" == "9 players" isn't accurate though. The last missions in each line require just a matchmade game and can be completed in TT, in contrast to the wording on the mission cited by the OP. (I just completed the Final Boss: Blitz one in TT)
Simurgh (NA)
: If you find yourself punished by the Instant Feedback system, you'll end up at level 0 or 1. We're calling level 0 'Dishonorable', since its the lowest you can drop in the Honor system. You'll need to work your way back up to earn back your rewards and standing.
It really sounds like you've figured out a way to expose your internal 'account standing' metrics while also providing a gamified system for promoting good sportsmanship. As a long-time league player this is exciting to see, good stuff!
Porocles (NA)
: ~~As I understand it, the messaging meant any matchmaking mode for Summoner's Rift. Twisted Treeline, ARAM, or Poro King would not have unlocked eligibility.~~ Hope that helps clear things up, and that the icon comes your way! **Update**: I was wrong! Any matchmade mode minus customs should grant the icon, including Twisted Treeline!
> [{quoted}](name=Porocles,realm=NA,application-id=osqw6G4M,discussion-id=FuktdfYI,comment-id=000000000000,timestamp=2017-04-25T21:00:10.822+0000) > > **Update**: I was wrong! Any matchmade mode minus customs should grant the icon, including Twisted Treeline! Thanks! I was dreading having to get a qualifying SR game in by the deadline. Cheers!
Porocles (NA)
: There will be a lot of eligible players, so it's going to take some time to roll them out to everyone. Per the[ promotion page](http://na.leagueoflegends.com/en/news/champions-skins/champion-release/xayah-and-rakan-available-now-launch-promotions), give us about 2 weeks after tomorrow. Hang tight until then!
Hi Porocles, Do TT games count for this promotion? The promotion starts off with the quote: > Earn a special summoner icon by bringing Xayah and Rakan together _**on the Rift**_ But then also > Any completed normal, ranked, or bot game mode will count (custom games excluded) Is the "on the Rift" just fluff verbage, or should the second quote also say "on Summoner's Rift"?
: Midseason Durability - Goals and Direction
So with today's (4/6/2017) PBE patch, the Abyssal/Banshee's swap has been seen for the first time. Reasoning behind that swap? The given context (" aiming to put both items' unique effects on stat lines that feel more appropriate to them") seems like exactly the opposite of what you've done: you've made the tanky-AP item (Abyssal) into a pure-tank item, and made the pure-tanky item (BV) into a tanky-AP item...for no clear reason. Abyssal having both AP, magic amp, and MR was great for tanks like Malph, mummy, Sej, Zac, etc, and made it a not-awful choice on plenty of shorter-range mages ("battle mages" in your nomenclature?) like Vlad or Kennen. And BV being a hugely tanky item (HP, MR, spellshield) was a great all-in-one MR item too, for everyone from assassination targets (ADCs) to first-in initiators.
: Hello, hello! I appreciate the feedback! We're already in the process of looking at potential solves for Alpha Strike both in terms of SFX and VFX. I can sync up with the pod about the other SFX feedback you've brought up, too! :)
Hey Katey, Are there any concerns that Alpha Strike telegraph's Yi's initial target/eventual return point too heavily compared to his base? It seems like that SFX/VFX could be problematic since it's such a stark contrast that it could make a difference even outside of high-level play (where they're already occasionally selective about what skins provide competitive disadvantages)
: Volibear is Ursine, so he can come off of that list. Nunu is human, and Wilump is a yeti. They aren't Vastayan. Ahri is obviously a Vastayan, as she's mentioned in the new lore, but I don't think any others on that list can be considered Vastayan.....they aren't "humanoid" enough. Maybe Nami or Wukong, but they could be different races too.
> [{quoted}](name=LivingLuxury,realm=NA,application-id=6kFXY1kR,discussion-id=Y6mAxFci,comment-id=000000010000,timestamp=2017-04-03T21:18:21.578+0000) > > Volibear is Ursine, so he can come off of that list. > Nunu is human, and Wilump is a yeti. They aren't Vastayan. > > [...] I don't think any others on that list can be considered Vastayan.....they aren't "humanoid" enough. Maybe Nami or Wukong, but they could be different races too. The point was just to see which champs might get retconned into being Vastayan instead of whatever their lore was before. For instance, I don't think we've seen any new lore on Volibear as a part of any of the events over the last ~3 years that "overrode" the previous lore, so it's entirely possible that the Ursine are just a specific, bearish tribe of Vestayan. Same goes for Fizz and Nami; their original lore put them each as members of distinct races, but there's no reason that those races are variant Vastayans. Previous to this story, Ahri's lore was that she was a fox who always longed to be human and stole a dying sorcerer's magic in order to do so; now we know she's actually Vastayan. That kind of retcon means that basically any animalistic humanoid could actually be Vastayan. I agree that some of those listed are a bit more animal than human, but I seriously doubt Riot would introduce a whole new race just to give Ahri a new backstory. I expect we'll see more of these near-humanoid animal-people champions turn out to also be Vestayan rather than each being a unique wonder child (Ahri, Wukong) or member of races with no other story development (Nami/Fizz/Volibear). Nunu was just included because, who knows, maybe Wilump (and yetis in general) are actually Vestayan. Just spitballing there Β―\_(ツ)_/Β―
Solideus (EUNE)
: Yeah that is probably the case. I wonder if ALL anthropomorphic races on runeterra are Vastaya, though? Would be a pretty clever explanation for all these animal-people!
That would definitely clean up some champ lore. Here's the list of all the non-yordle, non-elemental, non-Ascended, non-Void animalistic champs, none of which have new/recent lore AFAIK: * Ahri * Alistar * Fizz * Nami * (Nunu/Wilump??) * Edit: Rengar * Twitch - though I think he _does_ have new lore that places him firmly in the Zaun Experiment Gone Awry camp. * Volibear * Wukong Edit: and to note explicit exclusions from this list: Rammus has Shuriman-event-era lore that _could_ mean he's either Ascended or a Vestayan, Skarner is a member of an explicit race that is presumably _not_ Vestayan, Warwick is a Zaun experiment, I'm assuming Shyvana is still a half dragon but maybe that's a possible member of this race too, Elise was a human who was explicitly granted power by a Shadow Isles spider god, and Swain is presumably using magic for his stuff but maybe he's a raven-person like the pig-person in the new story.
: Yep. Well, spotted.
Question about content delivery while you're here: Are their any plans to make 'event'-style pages (e.g. the big Demacia dump, or the big Piltover/Zaun pages) more accessible post-event in the Universe site? As it stands, it is basically impossible to re-visit content that was all delivered together unless you happened to keep the microsite URL around (e.g. [Piltover/Zaun](http://na.leagueoflegends.com/en/featured/piltover)); once the event passes, you're forced to scrounge through individual champion pages to find those related stories. Like with all of the (super cool!) Demacian stories that just...aren't featured on the Universe main page anymore because of this (also super cool) update.
: I haven't ever intentionally fed but I have been punished for raging my butt off at a intentional feeder and of course you know the rules! No toxic no matter what! That aside I highly doubt a intentional feeder would come out and say he was banned.
> [{quoted}](name=LegendmakerGX,realm=NA,application-id=ZGEFLEUQ,discussion-id=zUEyZiKx,comment-id=0002,timestamp=2017-03-16T09:04:34.474+0000) > That aside I highly doubt a intentional feeder would come out and say he was banned. Sure, but you can also just keep watching their match history and (if they have a history of playing _every single day_) notice the gaps.
Meddler (NA)
: Quick Gameplay Thoughts: March 3
Thanks again for doing these frequent "dev thoughts" posts. I think they really reinforce how tuned-in Riot is to the community and really help us see what's going on behind the scenes in a way that (the more active/vocal parts of) the community appreciates, as opposed to a black box that just outputs patch notes. Thanks Meddler!
Shrieve (NA)
: The Q we're tinkering with has a different range and width profile from the live _Stretching Strike_. Our end goal is to have something that feels a little more physical and Zac 'goo-like' instead of an instant pop of AoE damage. Also you can expect something more interesting than a slow.
> [{quoted}](name=Shrieve,realm=NA,application-id=A7LBtoKc,discussion-id=vLEjALxZ,comment-id=00010002,timestamp=2017-02-28T21:22:19.387+0000) > > Also you can expect something more interesting than a slow. Is it safe to say that new Zac is going to have a "stick/drag" mechanic somewhere on his kit? (e.g. dragging around champs hit by the ult, or comboing Q in some way for the same). Based on your post, it seems like CC mechanics that emphasize the "stuck to me" part of his gelatinous-ness could be interesting/in-line with your goals. Or maybe some sort of "decreased MS away/increased MS towards" Zac mechanic for that rubber-band feeling?
Meddler (NA)
: Sort of. Current changes in testing don't change Prey Seeker itself substantially but do offer a bit more combo with another part of her kit that makes it feel situationally quite a bit better. We don't have the budget to pump substantial power into Prey Seeker, we would like to make it feel more satisfying at least in some circumstances though.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=gHuszPYh,comment-id=0000,timestamp=2017-02-23T19:40:37.628+0000) > > Sort of. Current changes in testing don't change Prey Seeker itself substantially but do offer a bit more combo with another part of her kit that makes it feel situationally quite a bit better. We don't have the budget to pump substantial power into Prey Seeker, we would like to make it feel more satisfying at least in some circumstances though. I.e. something like Prey Seeker provides a tag/buff/debuff that empowers the unburrow effect/sonar in FoW/whatever you've changed about how tunnels work?
Meddler (NA)
: Quick Gameplay Thoughts: Feb 22
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=pzTvkfpU,comment-id=,timestamp=2017-02-22T18:02:55.449+0000) > > * Aatrox - has changes on the PBE today, note though numbers haven't gone through final tuning yet > Care to discuss the thoughts behind passive stat bonuses during Aatrox's new Blood Rush? (Note: [Changelist is here](http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/mw9R6lgt-75-cycle-aatrox-changes-coming-to-the-pbe) for folks who haven't seen it) 20% fill per ability cast/hit effectively it turns the passive into a counter like Rengar/Annie/Jhin/Corki, except instead of getting a cool instant-damage payoff or a meaningful tactical choice/opportunity, it just provides some free (though powerful) stats with no counterplay other than "disengage if you can" and no best-case other than "stay in battle as long as you meet the stat requirements for doing so". It seems like the goal of that part of the changes are to: 1. Reward staying in combat over long periods of time 2. Give him some combat power once engaged (to reinforce the diver play patterns) 3. Create windowed power that opponents can attempt to counterplay. but it still feels very stat-checky/feast-or-famine with the only counterplay option being "disengage if you can & don't have the stats to beat him" Granting a passive stat buff during Blood Rush just feels very meh compared to ability-counting mechanics of the above champs, and also very meh when more thematic/obviously visible mechanics like a shield or bonus health drain (e.g. Vlad's empowered Q) could deliver the above goals as well as have more clarity & counterplay involved.
Rioter Comments
Statikk (NA)
: Can you give us some insight into what you consider to be Talon's current identity?
> [{quoted}](name=Statikk,realm=NA,application-id=A7LBtoKc,discussion-id=EjFNREfn,comment-id=00100000,timestamp=2016-08-04T23:17:22.178+0000) > > Can you give us some insight into what you consider to be Talon's current identity? Two of things I most enjoy when I play talon: 1. High CDR builds that allow me to ult on a ~40 second CD. Often the early CDR comes at the cost of direct combat effectiveness, but it means I get to have my R back up more often. The versatility of the R as a engage, disengage, AoE, and burst tool all in 1 makes it extremely fun to find different uses for, and not necessarily feel like I've "wasted" it in a sub-par use if it will be back in short order. It's a cooler, more-fun, more versatile stealth ability than the stealth/kit combos of Shaco, Eve, and Twitch in my opinion. 2. The AoE aspect. I am not a great league of legends player (**massive understatement**), but knowing that I contributed damage to the team fight in a meaningful way by hitting a bunch of dudes with W+R+hydra (even if I didn't manage to kill my primary target) allows me to disengage without feeling like I've blown my whole load for nothing. (Combined with high CDR, this usually means i'll be able to get behind my own backline long enough for my basic abilities to come off cooldown and jump back in when the other team has been reduced in numbers). As a final point, my love of high/early CDR builds on Talon usually means I take CDR boots over mobi; i'm sure the mobility you're amping up here will be cool, but I'll be sad to see the AoE tradeoff made to support it :(.
Jaredan (NA)
: We haven't done just a few sentences for a new Champ in quite a while (though there has been some delays on some pieces of the written intros here and there). I'd love to know why you have that impression so we can do better for you in making the content more readily available. Is it due to issues with being able to view centrally housed content on the webpage? Or is it primarily from not having it contained within the client? Genuinely just trying to get feedback to help us as we think about doing a better job of making the introductory stories of our Champions more available. Also, I can assure you, the ChampUp and Promo teams have put together a good bit to reintroduce Taric.
> [{quoted}](name=Jaredan,realm=NA,application-id=6kFXY1kR,discussion-id=Yh0lWsl2,comment-id=00040002,timestamp=2016-04-05T02:41:06.775+0000) > > Or is it primarily from not having it contained within the client? Like everyine is already saying, that part is the problematic one. The discoverability of the lore write-ups is just so much drastically lower than they could be, so all this cool content goes very much unseen by people who aren't as active in the wider LoL community. People don't expect to have to leave a primary game client in order to receive first-class info (e.g. nearly anything published from a game's primary developer). Out-of-client info channels should be reserved for 3rd party information sources (e.g. s@20, RoG, lolwiki, etc) that are not required to appreciate the full depth of the game being constructed around you. Destiny is a prime example where 1st class info (Grimoire Cards, which are like little lore tidbits) are not available in-game and it makes the whole experience weird unfun (compared to the Codex in Mass Effect). (Yes, Bungie uses Destiny's design to feed into making their other website festures more discoverable, but LoL's site is already linked to in the client a ton and there isn't much going on in the main LoL site that is actually unavailable in the client outside of guide-style info for new players and advanced match history).
Decrit (EUW)
: well, even without boot power she gets free power without occupying item slots. that' s something unique for her :D
You're totally right, and that's a huge benefit I think! She now has a slot she could potentially put 2k more gold into than the usual 1100 to 1500 that goes into boots and enchantments now, and that's also 1100 more gold she has on her main stats in the mid game rather than just on movement.
: The reset on the spell is gone, but the cooldown is 1 second or less baseline.
This is probably my favorite change here for making Cass easier to play without necessarily lowering her large number of inputs. Trying to sync poison duration with spellcasting and the reset timing and such always meant I'd get locked out for 5 seconds in the middle of an otherwise nearly-unbroken string of poisoning, which was always disappointing (though clearly also due to my own lack of skill). That change seems very nice for those of us without the skill or network quality to pull that poison chaining off optimally but who still like to spam E at shit. Also, and this goes without saying hopefully, that the new W effect is just so much more awesome for making it a useful spell rather than "just an AoE slow". Seems like an awesome direction to take it and really lends itself to her having a unique niche in counter-engagements or target picks/ganks. "Hard to run from a snake bite" is a great theme!
Meddler (NA)
: Original intent was diving fighter. At this point though she's more initiating tank than anything else though and we've ended up balancing her around that.
So, per your other post on the intended strengths, weaknesses, and general characteristics of juggernauts, what are the parallels for diving fighters? * Strong diving capability (clearly) - generally this means access to mobility that could be both offensive _and_ defensive ({{champion:59}}, {{champion:24}}, {{champion:254}} ) in contrast to other classes/champs who may only have mobility in one direction or another ({{champion:89}}, {{champion:201}}) . * What kind of defense capabilities? Consistent or windowed? Health, regen, or resistance-based? Magic vs physical resistances? There's evidence for defenses that are all over the map - cooldown-based that gets better with more targets {{champion:59}}, consistent single-target regen based {{champion:19}}{{champion:266}} , etc * What kind of offensive capabilities? Consistent, windowed, good vs tanks or squishies or both, etc? * What kind of CC capabilities? Separate from mobility or tied to it? * What stat bindings besides the defensive ones mentioned above?
Skias (NA)
: Nasus is either worthless or a brick wall. His passive Makes harrassing him away super difficult with new masteries. Either situation, hes super boring to fight, like shen. He could use a remake, hard. If anything, get rid of his lifesteal and give him an actual interactive mechanic.
> [{quoted}](name=Skias,realm=NA,application-id=3ErqAdtq,discussion-id=ew8uq3FM,comment-id=000f,timestamp=2016-01-12T04:51:44.737+0000) > > Nasus is either worthless or a brick wall. His passive > Makes harrassing him away super difficult with new masteries. Either situation, hes super boring to fight, like shen. He could use a remake, hard. If anything, get rid of his lifesteal and give him an actual interactive mechanic. Agreed, which is why I referenced how "stat-checky" he and Singed are. Either defenses are tuned too cheaply, or specific items are overtuned (e.g. Doran's Shield in previous iterations) and nothing you do can overcome how easily they'll counter your damage...or the opposite problem happens, and they can't do anything but be pushed out of lane. It's a feast or famine situation that's heavily dependent on item tuning, the amount of ranged harass in the top lane meta, and playstyles that heavily depend on having 0 interaction with the enemy for the first 15-20 minutes (either in order to generate stacks for Nasus, or to do silly things like proxy farm and piss people off until your Tear and RoA are stacked for SInged)
: God bless, we still have tanks viable in the top lane.
> [{quoted}](name=xApexPredator,realm=NA,application-id=3ErqAdtq,discussion-id=ew8uq3FM,comment-id=0000,timestamp=2016-01-11T18:13:40.659+0000) > > God bless, we still have tanks viable in the top lane. True, there's definitely a discussion on whether or not tanks are in-meta right now at all. My focus is really on how enjoyable they are to play against compared to other classes in the laning phase.
  Rioter Comments
: The only exceptions to those rules are specifically stated in ability tooltips. Specifically "applies on-hit effects."
Absolutely correct, I just couldn't remember exactly how the rules worked with them (e.g. Nasus Q, or Sheen, or Ezreal Q, or Fizz W Active), and felt like it was a minutiae that could be left out. Also, I think it's technically "on next hit" effects, not "applies on-hit effects" that are the ones that act strangely.
Rebonack (NA)
: Lee Sin ranged, melee, tanky DPS, assassin, mage, tank, support, jungler. He excels at *everything.*
Which is, of course, **sooooooo** healthy for the game. :(
: It's so his E helps him sustain a fight and give him a boost of HP (As it applies magic damage). It's not stealing life, it's giving him a surge of willpower, or as the name states; "Iron Will"
> [{quoted}](name=Raise Dongrs,realm=NA,application-id=3ErqAdtq,discussion-id=F7mza234,comment-id=00010000,timestamp=2014-12-23T17:34:31.904+0000) > > It's so his E helps him sustain a fight and give him a boost of HP (As it applies magic damage). That's not how spell vamp works. Spell Vamp returns HP based on ability damage, not magic damage. I.e., if I'm Pantheon and have 20% spell vamp and chucking spears all over the place (doing physical damage), I get 20% of the HP back of each spear's damage because it is a spell (a.k.a. an ability), not because of the damage type. Put another way: life steal effects auto attacks and spell vamp effects abilities (regardless of dealing physical, magic, or true damage - it even applies to damage from Smite). So Lee Sin's spell vamp applies to **all** of his damaging abilities.

Maxxston

Level 100 (NA)
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