: Regarding Ornn W, I'm hoping that I can provide a bit of some of the reasoning for why we opted to remove it. This wasn't something that was removed trivially as a "oh this guy needs a nerf we should take this away!", and was something that designers on Live Gameplay, Champion, and even off team talked about a ton before making the change. **What we liked about Unstoppable on W:** 1. It provided a satisfying high moment for Ornn when he outsmarted his opponent/s by blocking their cc. 2. It was a unique skill test on a tanks kit that players could master. **What we didn't like:** 1. CC Immunity on a low cd ability meant that windows of engagement were low for his opponents (this may be less of an issue now that the base cd has been increased). 2. You didn't get much in the way of feedback when playing against Ornn when your cc was blocked. At times it could even just feel like a bug, "Why didn't my stun work?" or you just had to accept that a guy walking at you breathing fire was immune to cc (kind of a weird thematic). 3. You were indiscriminately punished for trying to do something to Ornn when he was using his W in most cases. When he used his W, the only realistic counterplay was to not interact with him until the ability/shield/brittle proc had fallen off. You couldn't stop the channel, you couldn't easily sidestep him, he had a shield to soak any of your damage, etc. 4. Unstoppable added another mechanic to an already loaded spell when factoring in the passive. You got damage from the w, damage from the brittle proc, zoning power from brittle even if you didn't proc it, a knockback if you attacked them while brittle, a shield, cc immunity...might be forgetting something. When stacked on top of eachother, it somewhat trivialized the importance of lane phase for Ornn - meaning he was typically able to make it through unscathed, and even if he fell off post lane phase, it meant his opponent had little opportunity to gain or press a lead against him in very the most critical part of the game for them. What it boils down to is that the conversation wasn't about whether the mechanic made Ornn too strong from a performance standpoint, but rather that it led to undesirable gameplay that couldn't really be tuned around or learned. Disclaimer: I'm sure I forgot a plethora of points for both what we liked and what we didn't, but I want to stress that this wasn't a decision that was made lightly. Having a cool mechanic taken away always feels bad, and we try to avoid it as much as possible, but there are some rare times when we believe that it's the right thing to do. There may be a point in time when we can revisit his kit and add some mastery somewhere (or even make his items cooler now that players have more experience with that particular system), but for now he's likely in a reasonable spot for at least some time. What would you guys find cool as a replacement assuming that you couldn't get unstoppable back on his W?
> [{quoted}](name=Maple Nectar,realm=NA,application-id=3ErqAdtq,discussion-id=Nrb6qpge,comment-id=000e,timestamp=2018-03-15T20:51:39.020+0000) > > Regarding Ornn W, I'm hoping that I can provide a bit of some of the reasoning for why we opted to remove it. This wasn't something that was removed trivially as a "oh this guy needs a nerf we should take this away!", and was something that designers on Live Gameplay, Champion, and even off team talked about a ton before making the change. > > **What we liked about Unstoppable on W:** > 1. It provided a satisfying high moment for Ornn when he outsmarted his opponent/s by blocking their cc. > 2. It was a unique skill test on a tanks kit that players could master. > > **What we didn't like:** > 1. CC Immunity on a low cd ability meant that windows of engagement were low for his opponents (this may be less of an issue now that the base cd has been increased). > 2. You didn't get much in the way of feedback when playing against Ornn when your cc was blocked. At times it could even just feel like a bug, "Why didn't my stun work?" or you just had to accept that a guy walking at you breathing fire was immune to cc (kind of a weird thematic). > 3. You were indiscriminately punished for trying to do something to Ornn when he was using his W in most cases. When he used his W, the only realistic counterplay was to not interact with him until the ability/shield/brittle proc had fallen off. You couldn't stop the channel, you couldn't easily sidestep him, he had a shield to soak any of your damage, etc. > 4. Unstoppable added another mechanic to an already loaded spell when factoring in the passive. You got damage from the w, damage from the brittle proc, zoning power from brittle even if you didn't proc it, a knockback if you attacked them while brittle, a shield, cc immunity...might be forgetting something. When stacked on top of eachother, it somewhat trivialized the importance of lane phase for Ornn - meaning he was typically able to make it through unscathed, and even if he fell off post lane phase, it meant his opponent had little opportunity to gain or press a lead against him in very the most critical part of the game for them. > > What it boils down to is that the conversation wasn't about whether the mechanic made Ornn too strong from a performance standpoint, but rather that it led to undesirable gameplay that couldn't really be tuned around or learned. > > Disclaimer: I'm sure I forgot a plethora of points for both what we liked and what we didn't, but I want to stress that this wasn't a decision that was made lightly. Having a cool mechanic taken away always feels bad, and we try to avoid it as much as possible, but there are some rare times when we believe that it's the right thing to do. There may be a point in time when we can revisit his kit and add some mastery somewhere (or even make his items cooler now that players have more experience with that particular system), but for now he's likely in a reasonable spot for at least some time. > > What would you guys find cool as a replacement assuming that you couldn't get unstoppable back on his W? I'm wondering what are your thoughts on champions with abilities to buffer cc? Examples: Riven, Trist, Galio, ezreal, etc. much of the reasons listed above apply in reason to CC buffering. While you could say that buffering against cc is a skill expression of the champion, it still feels bad to play against, maybe due in part to a lack of "cc buffer" in the description of the ability. I didn't mind Ornn's unstoppable. I knew how it interacted and that reduced much of the frustration in playing against him.
HeazonZ (NA)
: I think a good solution for this could be adding a secondary effect to her burrowed q. Something like this: rek’sai gets increased movement speed when moving in the direction of enemy champions currently revealed by prey seeker. That way when you are chasing an enemy in burrowed form, off of just tremors, hitting prey seeker is much more vital to the chase and kinda makes sense thematically. The bonus movement speed you get would also make up for the cast time and missing it, or if the enemy puts in the effort to dodge it, could lead to them getting away which is often the case as of now.
> [{quoted}](name=HeazonZ,realm=NA,application-id=3ErqAdtq,discussion-id=bE5AaZri,comment-id=000000010001,timestamp=2018-03-02T05:19:42.888+0000) > > I think a good solution for this could be adding a secondary effect to her burrowed q. Something like this: rek’sai gets increased movement speed when moving in the direction of enemy champions currently revealed by prey seeker. That way when you are chasing an enemy in burrowed form, off of just tremors, hitting prey seeker is much more vital to the chase and kinda makes sense thematically. The bonus movement speed you get would also make up for the cast time and missing it, or if the enemy puts in the effort to dodge it, could lead to them getting away which is often the case as of now. Thats not the problem at all, you already get bonus movement speed while burrowed. The problem is that all tremor sense does currently is tell you that someone is there. Its very hard to gauge direction, the space between tremors is 1.5 seconds. Which makes it kinda hard to predict both movement and position to land prey seeker. Adding bonus movement speed onto the Q would add quite a bit of power which Rek'sia really doesn't need.
: > Her only utility and the thing that honestly distinguishes her from everyone else is her tremor sense which is neat but mostly doesn’t provide anything for your team to benefit from. I think this is much less true now that Tracker's is gone. I wouldn't be surprised to see Rek'Sai make a bit of a resurgence based on a lot of recent systemic changes to the game. * Tracker's is gone (Tremors is more valuable) * PTA buffed (seems to be her highest performing Keystone) * Aftershock getting nerfed (nerf to Aftershock Rek'Sai, but again, she seems to already perform better on PTA, so this hurts her competition relying on Aftershock more than her) * Cinderhulk getting nerfed (she seems to be pretty clearly on the Warrior train atm at a cursory glance) * Warmog's getting nerfed (she doesn't seem to pick it up as a core item right now anyway) If the argument is that she's imbalanced on the weak side, I'm not sure that's true. If it's that she's unsatisfying or not useful, that's pretty subjective (though not necessarily wrong I suppose).
> [{quoted}](name=RiotRepertoir,realm=NA,application-id=3ErqAdtq,discussion-id=bE5AaZri,comment-id=0000,timestamp=2018-03-01T20:20:45.665+0000) > > I think this is much less true now that Tracker's is gone. I wouldn't be surprised to see Rek'Sai make a bit of a resurgence based on a lot of recent systemic changes to the game. > > * Tracker's is gone (Tremors is more valuable) > * PTA buffed (seems to be her highest performing Keystone) > * Aftershock getting nerfed (nerf to Aftershock Rek'Sai, but again, she seems to already perform better on PTA, so this hurts her competition relying on Aftershock more than her) > * Cinderhulk getting nerfed (she seems to be pretty clearly on the Warrior train atm at a cursory glance) > * Warmog's getting nerfed (she doesn't seem to pick it up as a core item right now anyway) > > If the argument is that she's imbalanced on the weak side, I'm not sure that's true. If it's that she's unsatisfying or not useful, that's pretty subjective (though not necessarily wrong I suppose). So Rek'Sia is arguably my favorite jungler, hands down. My typical build is cinder, Titanic, deadmans, black cleaver, adaptive helm, boots. I think shes in a good place right now. I may switch to warrior after the cinder nerfs, but I value the added tankyness in team fights, so we'll see. anyway I think shes in a good spot, but I think there are some quality of life improvements that can be made. Awhile back her tremor sense was nerfed, which was completely valid. but its currently in a state where if you're chasing "prey" it can be very hard to determine their direction. I think buffing the vision on tremor sense to an increase in tremors sensed for those directly in front of reksia would feel so much more satisfying. If that makes sense? not to where it was originally, but enough so that you can track them while you're hunting them in the jungle. Another quality of life change I would make is the clarity on her E, specifically where are you going to come out? Can I tunnel under this larger piece of terrain? Making the E ability indicator dynamic rather than static, with the "end" tunnel where you will actually emerge would be a whole lot less frustrating when trying to tunnel under large parts of the map. But anyway, I really enjoy this champ.
: Patch Chat with the Playtest Team - 8.2
Ok, I think its fine that Ornn isn't unstoppable anymore. But if he isn't unstoppable anymore, then why does he still have a self slow on his W?
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: January 19
Meddler, I'm worried that the item changes to supports are going to make them significantly stronger early game and then affect their utility post laning phase. I'm just having a hard time getting on board with this change. Can you help me be more ok with this change to league? I really like the way support items are right now, I feel like I have a lot of choices with my build being a support, but I feel pigeon holed this way. I feel like I have less item choices even though I have a free slot open this way.
Rioter Comments
Rioter Comments
: > [{quoted}](name=SmashYoMoM,realm=NA,application-id=LqLKtMpN,discussion-id=bfZAENE3,comment-id=0023001700040007000000010000,timestamp=2017-11-21T18:13:14.111+0000) > > Is there a reason why Zeo has been disabled after the maintenance? She shouldn't be disabled, I see her in the Store and someone was playing her in a Coop v AI match with me a few minutes ago.
> [{quoted}](name=Son Golin,realm=NA,application-id=LqLKtMpN,discussion-id=bfZAENE3,comment-id=00230017000400070000000100000000,timestamp=2017-11-21T18:45:14.230+0000) > > She shouldn't be disabled, I see her in the Store and someone was playing her in a Coop v AI match with me a few minutes ago. sometimes Zoe is disabled in the champion selection page and sometimes she isnt
Rayven (NA)
: Preseason Healthbar Update v3
Oh I didn't even see the DR icon prior. Its too small for the health bar, maybe if it was a little bit bigger than the level box? but adding icons is adding additional information in a team fight. I was wondering if actually changing the color of the health in the health bar for health status effects has been considered or explored?
Rayven (NA)
: Preseason Healthbar Update v3
So something I'd specifically like to see regarding health bars is status changing color effects directly affecting a champions ability to be damaged. Damage reductions, damage amplifiers, invincibility, resurrection, Stasis. Tryn and Kayle are probably the biggest culprits of this especially in a team fight. Having their health bar turn gold lined in red might be a way to clarify the invincibility. But the ~problem goes deeper. There are champions who when activating an ability gain massive damage reduction, such as Galio and Alister. So the questions I come to is: -Should this be telegraphed -if telegraphed, will this hurt the ability of those champions -should a champions ability to be viable be conditional on if damage reduction is telegraphed or not? Just some food for thought.
  Rioter Comments
Keyru (NA)
: Boards Moderation Discord Verification
Ashelt (NA)
: No queue pop-up, frozen queue timer upon exiting queue, and constant disconnects
Hey Ashelt, I talked with Broporo about the issue I was experiencing, and since I thought our two issues seemed similar I wanted to drop back by here and drop off what he recommended to me . https://support.riotgames.com/hc/en-us/articles/209765743/ He said my issues were all connection based, and gave me this handy tool to help me figure out exactly where my problem is. Hopefully it helps you out!
: The client keeps banning me because its not working properly.
I started having quite a few issues with my client as well about 4 days ago now, I'll drop the link to my thread. https://boards.na.leagueoflegends.com/en/c/help-support/s7eMlcVI-riottechs-knowledgeablecommunitymembers-major-client-glitches-and-freezing Are you experiencing similar problems with your client? or just specifically issues with your client starting a game?
Ashelt (NA)
: No queue pop-up, frozen queue timer upon exiting queue, and constant disconnects
Sounds like you're experiencing similar problems that I'm currently experiencing :/ I'm going to drop the link to my thread and maybe one of our threads will be answered by someone who knows more than us. https://boards.na.leagueoflegends.com/en/c/help-support/s7eMlcVI-riottechs-knowledgeablecommunitymembers-major-client-glitches-and-freezing best of luck
: Unable to join game after champion select.
I've been having issues with the client launching the game window. if you experience this issue in the future try ctrl+alt+delete and making sure all instances of league of legends is closed. I've had issues being unable to launch the game if there is an instance of it running in the background
: @RiotTechs @KnowledgeableCommunityMembers Major client glitches and freezing
I should mention, that once I am able to get into a game I do not experience any sort of glitch or freezing or any abnormal ping spikes or frame drops. All problems are occurring in the client outside of game play
Rioter Comments
: IMPORTANT NOTICE TO RIOT
Hi, sorry support Shen main here. I typically get an S on support shen when I am in the 5/0/25 range for a score. best of luck! My advice is if you want to get that S take him into the jungle, its less common for shen to be in the jungle so you are competing with a smaller pool, so those scores will likely be good enough to get that S ranking. Plus I really like jungling Shen as well. I recommend trying out Jungle item + Titantic Hydra + Trinity Force thats my go to jungle shen build at this time.
Rioter Comments
L4T3NCY (NA)
: This guy. This guy right here.
Go crazy, run a mile instead of just a lap, eat the whole pizza instead of just a slice, burn your exes house down! I believe in you! Also, for all random outside of ARAM please add the entire champion pool or not include the free weekly rotation.
Meddler (NA)
: Should still be a good option on Enchanters, looking to make it a broader option too though (should still be an appealing choice on Blitz or Thresh for example both of whom have been regular uses at times).
As a Thresh and Blitz main the itemization change back when it was changed to raptors cloak was pretty terrible. having the point runner passive was a huge nerf to zz rot portal and not a good passive if you want to roam. It's not a good choice for armor and for an early investment it doesn't feel good.
: What item(s) are you thinking? Like Warmogs? Or are there others that come to mind?
Hey, I know I'm a little late to find this thread, but if we're on the topic of tank items I think a great potential item to add to the game is a health based sheen item. There's been plenty of games I'd like to have that spell blade passive while playing a tank, but I couldn't justify building a gauntlet based on their heavy AP team comp or based on other game specific factors. I don't have a unique variation of spellblade in mind for this, but maybe some sort of bonus damage based on health plus some added MR for a brief period.
Meddler (NA)
: Quick Gameplay Thoughts: March 28
Hey Meddler, Just wanted to chime in on bard, also as a player with over 150K mastery points on him. There are a couple buffs that would really help Bard out. 1. A set travel time for his ult instead of his ult taking longer to get somewhere based on the distance. 2. Faster ult self cast (Faster AOE Zhonya if Bard is within the Ult cast zone) 3. Knock up and cc immunity while in magical journey for everyone 4. Meep refund if target dies or becomes untargetable before auto reaches the target. open to hear any thoughts on any of these ideas!
: As *ChaosanimeX* mentioned, the suspension times are all recorded in Pacific Time (since that's what Riot operates under in NA). It looks like the suspension has already ended, so let me know if you have any questions.
Hey Targon, would it be possible to just add the time zone abbreviation to times normally for league related content? I know for the LCS I never know when its on because the time zone isn't included. Its simple, but it sure would improve my experience with league!
: I think the site always goes with your time zone. Dunno exactly how it knows but it's never been wrong for me.
during the LCS often I would look at the schedule and plan my day accordingly, but the initial start never matched up. it was hours off, and I could never find any where that said a time zone to know exactly when it would start.
Rioter Comments
: Hey, just chew on this. I'd rather get a champion fragment than them not having implemented this system
You just replied to a post I made nearly half a year ago, the system has since been refined, and they have added features to hex tech crafting that gives champion shards more value. You're commenting on a system that readily undergoes changes every 2 weeks 5 months late, you missed the boat of being relevant.
: Match grade rating is based on a lot of factors, not just K/D ratio. You're essentially graded against everyone else who plays that champ in that lane/role and graded on the scale of performance from everyone on the region. If you're looking to get an S, I'd recommend watching some gameplay from some high skill players who main Ashe. This will give you an idea of what a top tier performance with her looks like. Let me know if you have any questions.
Fairly recently you guys said you would change the way supports were graded. Well I've had games where I go like 3/3/30 and I am unable to get above an S- on champs like thresh and blitz.
: I have also encountered this issue, I have attempted using the client repair option, reinstalling League Of Legends, yet this bug continues to persist. I have noticed that this issue has occurred when I updated Windows for it's Anniversary Update.
Now that I am thinking of it, I likely encountered this issue on updating my windows. I have since upgraded my pc and no longer am encountering this issue. I suspect that to correct this issue that you will need to not only uninstall the game but delete the supporting files in the league of legends folder in your C drive.
Porocles (NA)
: It seems like you are losing access in champion select due to an unstable connection. Continuing to crash out like this will result in harsher [queue dodge ](https://support.riotgames.com/hc/en-us/articles/201751844-Queue-Dodging)penalties, so it's important that you use your lower-priority queue time to resolve any issues. I recommend going through our[ Troubleshoot Connection](https://support.riotgames.com/hc/en-us/articles/201752664-Troubleshooting-Connection-Issues) guide to get this fixed up, and doing any testing in custom games for now to prevent further infractions. Good luck!
This would be the appropriate time to clear his infractions since he is having connection issues. K thnx bye
: http://www.bing.com/images/search?q=thresh+funny&view=detailv2&&id=71EE275A59DD073577445410B5FA8B9D3DE35D1F&selectedIndex=134&ccid=6acLpWKO&simid=608028574005070807&thid=OIP.Me9a70ba5628e15de96668d78fbfce8ceo0
: In my opinion, Ekko is a really unique champ who is fairly well balanced as an assassin, but people don't know what makes him weak and so say hes OP. First off, contrary to what a lot of people say, Ekko is a fairly high skill-cap champion, all about predicting where the enemy is going to be and essentially being one step ahead. Because of this, he can also be very predictable himself, and recognizing when the Ekko player shifts their style based on different situations makes him MUCH easier to play against. Of course, the same can be said for most champs, but it's especially true for Ekko because... he is insanely cooldown reliant, especially when full assassin. An Ekko without W up? Unless you are either jesus or 20/0, you will die so fast in fights. Without E or Q? you aren't going anywhere. Without Ult? There goes your biggest utility spell. And even with those skills up, just by playing smart you can avoid a LOT of his damage. Even inhigh gold/mid plat I STILL play against people who go "hurr durr Ekko is zhonyas, lets all stand right next to him so he can blow us up with his ult." HIs passive is super good as a kiting and burst tool, but his Q travels pretty slowly and even at point blank range he is usually sacrificing the second hit in favor of the easier passive proc. He is definitely strong, I will give you that, but also SUPER squishy (again, as assassin). I think of him as the Yi of mid, he does a ton of dps, has good utility and survivability, but is incredibly vulnerable to a smart opponent, especially hard CC. Stun an Ekko and he's dead, guaranteed. Again, this is just my two cents, but I don't think he needs to be nerfed as AP.
Typical assassin: ultra high damage, little CC. Typical Utility Champ: Low to moderate damage, multiple forms of CC Ekko: Ultra High Damage, Multiple forms of CC. Him sitting at an 83% ban rate isn't just because of tank Ekko. It should be pretty self evident that there's multiple things wrong with him I'm not sure how you're not seeing that.
: Ekko Buffs/Nerfs
Ekko needs to be nerfed across the boards... Being a utility assassin gives him the damage to burst people out, and the utility so that they cant get away. Him having high damage AP ratios doesn't solve the problem with ekko.
: Why are the mods telling me to post something on "Gameplay" when it is valid on "help & support"?
I think a bigger question now is: Why is this silly little mod trying to argue when OP posted screen shots of riots definition of the board? The mods job is to follow riots wishes, not make up their own rules.
: > But is lack of mobility even a problem that needs to be 'solved'? I wouldn't mind hearing more about the thinking that went into the item, and if there's any fear that like deadman's plate before it, itll just become the must buy option for every mage regardless of their mobility I don't know if "lack of mobility" needs to be solved, but I do think that there either needs to be costs to mobility or answers to it for those who lack it, and my _personal opinion_ is that LoL hasn't done a good job of putting appropriate costs on mobility in the last few years, and so I feel compelled to give champions that don't have burst mobility a few more of those answers to it.
you could work on fixing the ultra high mobility, high damage, no mana cost champs. {{champion:64}} {{champion:157}} {{champion:238}}
: Right, the voting did choose the champion, and the games chose the thematic. I spoke with the QA chick on this, and we don't have plans to change the color of her body because she is meant to be on fire, as opposed to having exposed human skin. This was something we discussed in the development of the skin. We appreciate the feedback, though!
So Miss. Dr. Flapjack's Fiance, is she supposed to be on fire or to be fire??? The skin looks good, dont get me wrong. Bumping up the richness of the blacks a tad would really make her pop imo. but great jobs to you and your team!
: W is self castable, Q is self cast and loses 3 seconds cooldown instead of 1 second per auto now. He can spam more than ever before.
Is it? I haven't watched anything from the PBE yet.
Rioter Comments
: Wait, can you ult people inside the journey? What happens when the journey expires? You can't just leave people in an altenate dimension like that, Bard!
well, i never tried that, but recently riot just changed the way cc works, that you will finish your dash or mobility affect before the cc takes place. however, I don't think this extends to bards ult, but to be honest I haven't tried since they altered the interaction between cc and mobility.
: This seems suspicious. Not sure if I have the bravery to try this out in a game. For the OP: I felt similarly when playing Bard. He does actually have a pretty good win rate over game time curve. As in, he tends to get better late game. Clutch ultimates and map mobility through magical journeys do some work, perhaps? I do start to care less about those chimes, so I like your suggestion of making them more essential as the game goes on. We make them too required and people will just go chime-hunting all game, though. Tricky balance.
A reset on magical journey on kill or assist would be a nice buff for Bard. Other champs have similar mobility resets, so I believe this wouldn't be out of the line. The other part of magical journey that feels wonky to me is being able to be knocked out of it. Targeting while in journey just feels funky in general.
RiotBok (NA)
: This usually would mean there's a network connection problem somewhere that is preventing you from fully connecting to champ select, especially if this happens frequently. I'd recommend going through the steps in our [Connection Troubleshooting](https://support.riotgames.com/hc/en-us/articles/201752664-Troubleshooting-Connection-Issues) article, which will provide some potential fixes and help us get more information if it's not fixed by those steps :)
Hi RiotBok, I've been having a seperate issue for about 3 months, if you had time would you mind checking it out? http://boards.na.leagueoflegends.com/en/c/help-support/cMkVFsU7-unable-to-interact-or-see-post-game-screen
  Rioter Comments
Rioter Comments
Jubly (OCE)
: You realise you're complaining about a free feature put into the game that allows you to get skins without spending money? If you have all the champs wait until a new one comes out and combine three champion shards to get the new one. At the end of the day this is a little extra on the side from the actual game..
Well, this little free feature promotes higher level of gameplay, it encourages players to spend money to buy key fragments based on the exponential key drop rate, which resets monthly. Due to this exponential rate, key fragments become increasingly harder to acquire, assuming you didn't understand that. Now complaining about this free feature helps in 2 ways. 1, making chests more desirable in their functionality and their rewards it helps improve player satisfaction in the long run. 2, by making chests more desirable to players, more players will spend money on keys to open their chests. Now idk if you just didn't think about this at all, or what. But providing Riot with feedback will help their business strategy. So at the end of the day this is a little extra on the side from the actual game which riot and the player base can benefit from..
A Ocean (EUW)
: Not talking about actual ally-castable spells, where it has its use, but about [this](https://www.youtube.com/watch?v=wf5lrUR6U0Q).
yup! this is exactly what I initially referred to! good video!
A Ocean (EUW)
: Yea, at least on Reddit literally nobody uses this "feature".
I only ever use it if I'm playing Soraka or Taric and I'm trying to heal an Ally in a team fight, or if they're surrounded by minions
Meddler (NA)
: Cass has been challenging because her playerbase includes multiple groups of players with different wants. Some want a pure poison, nothing but DoTs approach. Others want the machine gun E playstyle. Still others want a mix between the two. With this update we're trying to make each group feel like their needs are being better met, even if the kit may not be exactly what they're after, rather than focusing on one playstyle at the expense of the others.
What they player base wants in addition to what has been said, is to be able to buy boots, however boots are only half as effective, since only 1 boot may be worn on the end of the tail. This would further extend to the additional effects from tier 2 boots. jk, this message is strictly for the lolz
Meddler (NA)
: Hmm, that does look pretty unhelpful, just tried it out in game and results in the occasional 'where's my ult going' if trying to track a target near the minimap. We'll look into removing that with the upcoming Vel'Koz changes.
If this wouldn't be too much work also, if offensive cast spells which do not directly interact with teammates, that the targeting be removed from clicking on their player icon above the minimap. Such as Casting R with Ezreal, and you aim to to the bottom right of your screen and cast, and you see your ult heading top lane because you accidentally cast it over your top laners Icon.
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Nicorus

Level 149 (NA)
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