: well they are keeping it for NA/EUW/BR so it's not a big deal depending on what region you live in
: No more featured games on the client?
Would be nice to have it back. I don't add a bunch of random people to my friends list, and I like the freedom (and silence) of Spectating over streamers. I'd even be happy with the ability to watch ARAM games again like it had up for a while. Better than nothing. I don't care about 90% of the news that clutters my client to begin with.
: I think he means, why does it dodge if you don't lock in.
To discourage the behavior of letting the timer tick away and wasting everyone's time. Requiring lock-ins puts pressure on you to press the button when you've made the decision, instead of letting the timer tick for absolutely no legitimate reason.
MicroBr3w (EUW)
: I'm only referring to the current issue of post-match grades not displaying and how that doesn't affect how the system is processing your rewards behind the scenes. The question you have is a bit different. I don't know the answer right now, but I'll dig around and see if I can find some specifics.
It seems like it's intended - I reread the FAQ and saw that someone in the premade had to score an S. I'm not sure how I missed that, especially since that's how I think it should be anyway. Sorry for the confusion.
: > [{quoted}](name=Rhykes,realm=NA,application-id=osqw6G4M,discussion-id=1vc5Exwe,comment-id=0001,timestamp=2016-03-16T15:27:02.331+0000) > > Are you sure it's working as intended? > > From what I understand, you earn a chest simply by completing a game where you _or_ someone on your team earned an S ranking, and then you cannot earn another chest while playing that champion _you_ played for the rest of the season. > > I've played two games with an S-scored player on my team so far, both of them had the score-screen announcement but neither of them awarded me nor my friends a chest. > > I don't know whether it's intended or not, but I was under the impression from what I've been reading that it was guaranteed under those conditions. You only get a chest if the person who got an S is in your PREMADE.
Ahh, that makes sense then. I must have missed that when I read over everything and watched the video. I prefer it that way actually, but I wasn't sure whether or not it was just bugged.
MicroBr3w (EUW)
: Post-Match grades not displaying, but Hextech rewards are being delivered
Are you sure it's working as intended? From what I understand, you earn a chest simply by completing a game where you _or_ someone on your team earned an S ranking, and then you cannot earn another chest while playing that champion _you_ played for the rest of the season. I've played two games with an S-scored player on my team so far, both of them had the score-screen announcement but neither of them awarded me nor my friends a chest. I don't know whether it's intended or not, but I was under the impression from what I've been reading that it was guaranteed under those conditions.
: Announcing the rotating game mode queue
: It's a good call out that tank ekko was a problem. When he was building tanky it was covering his intended weakness for a "im really fast but if you catch me i'll die" type champion. I agree with you here and one of our "We need a lot moreof this" was counterplay (the playing against experience).
> [{quoted}](name=RiotScruffy,realm=NA,application-id=A7LBtoKc,discussion-id=uOVIbuoi,comment-id=00060001,timestamp=2016-02-04T20:22:37.947+0000) > > It's a good call out that tank ekko was a problem. When he was building tanky it was covering his intended weakness for a "im really fast but if you catch me i'll die" type champion. > > I agree with you here and one of our "We need a lot moreof this" was counterplay (the playing against experience). In my opinion, "counterplay" doesn't quite fit the description here. Some champions are extremely frustrating to play against, regardless of how visible and exploitable their weaknesses are. Champions with very high amounts of CC or mobility in particular (but definitely more damage focused ones are not exempt) - ones that can seem to casually evade even the most dare-devil dives barely breaking a sweat. Sure, they fall under the category of "catch me and I'm dead", but when the act of actually catching someone proves to be more of a hassle than literally any other objective or goal on the map, that's not really fun. "Frustration" isn't limited to high CC or mobility champs either. Ekko is certainly one major example. He isn't satisfying to win against because most people probably didn't outplay _Ekko_, rather Ekko sucked and failed to perform to a reasonable level. His kit is insane, even if he became undertuned and shut-down, he's a constant and significant threat given his ability to do insane amounts of CC (and, by extention, damage) and then be lost to the fog of war before you're done being stunslowed. I'd gladly take some huge Ekko number buffs if it means we can trim off the extra champion worth of fat in his abilities. While I certainly agree a focus on "Counterplay" in champion designs is important, I believe you need to ask yourself more regularly whether or not the champion is actually fun for other people in the game. There's way more to designing a fun champion beyond "is it balanced, and does it have strengths and weaknesses?". Remember that every champion is impacting 9 other people in that game, and while "minigames" or complicated kits aren't _necessarily_ a bad thing for the person playing it, I don't want to be dragged into these silly games of **King of the Skarner Crystal** or **Kill the Swirly Camp Before Kindred Does**. I want champions to change the way I approach THEM. Make them cool, unique, but don't put in weird "PvE" minigames that nobody signed up to play, especially when only one person is going to be impacted by them. **Deny the devourer** is already stupid enough (how many more seasons do we need to deal with that?), we don't need champions that follow the same line of thinking. You should also probably reconsider an ability if the tooltips become excessively long, because that's probably a sign that the champion is going too far. If you can trim extra fluff from abilities and use that to make a second champion, you're probably making another Ekko, and nobody wants that.
AD Yuumi (NA)
: The reveal is missing something that got locked in too late for localization. Beauty in Death - Killing blows spawn a blooming flower on the corpse that reveals and slows enemies nearby before detonating for damage.
While I don't think that alone fixes the core problems I feel exists in the character's theme, it is a pretty big deal. Glad to see this is the case.
Rhykes (NA)
: That's the problem. If you watch the ability videos again and forgot for a moment that you were looking at a champion that had the mind of an artist, could you gather any of that based on the graphics, or even playstyle? Strip the champion down to its bare mechanics and there is nothing thematically or gameplay-wise that distinguishes him from.. well, anyone. This was an opportunity to play on the psychopath artist concept that could have been done in any number of ways. Arcing skillshots, graphics, or wonderful effects. They could have symbolically designed him around the idea of a deranged artist and his skills could have reflected that. They could have played on the idea that artists have an eye for detail by giving him an extremely unique ult that has different effects per bullet, and puts the burden on the player to think like a strategic artist to make the most of them for the sake of "beauty" (winning the fight). Skillshots with curving paths (think Diana) for "brush-strokes" for lack of a better term. And if nothing else, they could have considered two sets of ability visuals. One for Jhin, that of beauty, and that for everyone else, that of violence and terror. The video was intended to be a perception from his mind, yes, but I would expect such a concept to be present in the champion itself. The character lacks passion, which is at the heart of every artist.
@TrueAwesomeness Apparently I can't reply to you directly. "There are many kinds of art" is the point that some of us are trying to convey. Many of us upset with this design are not upset that he doesn't **literally** wield a paintbrush or **literally** wield a chisel. What the character lacks is passion, inspiration, creativity. He lacks the traits that make an artist regardless of discipline, an artist. Visuals are not a necessity to convey this point however this was a fantastic opportunity to capture them. His gameplay is very generic for a marksman - which is okay, it's a good kit, but is it a good kit for _Jhin_? I don't believe so. Jhin deserves a kit that puts the player in the troubled mind of a twisted artist. Ability names alone are not captivating. As a player, I need to be put into the mind and body of the champion when I play it if the developers want to convey a certain feeling to me. They could have captured the struggle of creating true art with a hint of unpredictability or challenge with slightly curved skillshots. They could have allowed us to experience the frustrating moments where we compulsively throw out emotions out for the world to see in desperate hope that we create something majestic in the form of an ult that has multiple effects and requires quick-thinking and good decision making skills to make the most out of each individual bullet in an effect. The ult could have also been a wonderful way to convey the rich feelings one experiences when their imagination comes to reality. It's an ult, and would be a powerful one at that, it should capture that moment by finally showing others what Jhin sees in his own heart through the form of the tree for example; even if all it was was a satisfying graphic upon getting a killing blow. Alternatively, they could have had two sets of effects. That of beauty and wonder for Jhin, and violence and terror for all else.
: You focused too much on the flash and less on the substance. The four killed in the trailer and the four killed in the profiles all pointed to what makes this guy different. They were all killed with ONE shot. That's what this guy is all about. The one shot kill. Consider that attack speed and crit chance all build up this guys attack damage instead...he's likely going to have the slowest attack speed but the highest ad stat in the game.
I disagree. The flashiness is not necessarily what I believe the champion is missing, though it could go a long way in doing the concept justice. I feel he lacks substance - and more importantly, he lacks passion. I don't get a psychopathic virtuoso vibe from this champion, not from his model, his gameplay, or his visuals. From a gameplay perspective, he has some weird interactions with existing stats. His actual P-QWER is nothing special. None of the buttons I press or decisions I would make around them captivate me and put me in the mind of a psychopath, nor an artist. The kit would be fine if it was on a character trope - but this was a missed opportunity for something truly mesmerizing, flashy aren't a must.
: Nooo, you got it all wrong. The teasers just teases which champs he would display his abilities against. They literally have nothing to do with anything.
That's the problem. If you watch the ability videos again and forgot for a moment that you were looking at a champion that had the mind of an artist, could you gather any of that based on the graphics, or even playstyle? Strip the champion down to its bare mechanics and there is nothing thematically or gameplay-wise that distinguishes him from.. well, anyone. This was an opportunity to play on the psychopath artist concept that could have been done in any number of ways. Arcing skillshots, graphics, or wonderful effects. They could have symbolically designed him around the idea of a deranged artist and his skills could have reflected that. They could have played on the idea that artists have an eye for detail by giving him an extremely unique ult that has different effects per bullet, and puts the burden on the player to think like a strategic artist to make the most of them for the sake of "beauty" (winning the fight). Skillshots with curving paths (think Diana) for "brush-strokes" for lack of a better term. And if nothing else, they could have considered two sets of ability visuals. One for Jhin, that of beauty, and that for everyone else, that of violence and terror. The video was intended to be a perception from his mind, yes, but I would expect such a concept to be present in the champion itself. The character lacks passion, which is at the heart of every artist.
: It's nothing new. {{champion:222}} Jinx LOVES to blow up things and kill people. {{champion:203}} Kindred are poetic about their job. (Lamb at least) {{champion:80}} Pantheon loves the idea of dying on combat (Or combat in general, but that sorta implies the probability of dying at any point) Aside from that, we have Pyro from TF2 with the same perception of things. I'm not saying riot stole the idea, it's definitely different, but it's not impressive or new either.
It's not new - but it had an enormous amount of potential to do something different with the concept. They could have given him a playstyle that symbolically relates to an artist's struggle, spell effects that are beautiful through the eyes of Jhin's player but violent and harsh to others. They could have incorporated concepts from the teaser trailer into his ult to give it a more dynamic purpose beyond "shoot a few times and hope it gets a kill". A disturbed artist is a shamefully underutilized trope that has immense potential in games with any amount of magic or fantasy. Riot had a terrific opportunity to do something truly different without necessarily creating an entire kit of never-before-seen and grossly overpowered mechanics, but they dropped the ball completely. The kit, the playstyle, the effects - they all scream "generic marksman" while the character "generic psychopath".
jipsnip (NA)
: Jhin is the only one that sees the artistic verison of his merciless killing. He is a psychopathic killer that sees beauty in murder.
Check my response to ViashinoWizard.
: Keep in mind, the teaser is called _Mind_ of the Virtuoso. It's how Jhin perceives his killings, which is much different from what's actually happening in the real world. Plus I think the way he has to deliberately pick, plan and set up his fights is pretty artistic.
I understand that the video is a perception thing, I don't literally expect things to explode into flowers and butterflies. However, I believe most artists would agree that the art they intentionally display they want others to see its beauty. Their work is their passion - that should be a prominent theme with this character. The ult in particular would be a great way to set Jhin apart from all other long-range ult champions by making his visions a reality. All I got from this champion is a marksman in a mask that goes PEW PEW PEW SUPERPEW and things die. :\
Rhykes (NA)
: I find it rather odd that there's almost nothing "artistic" about his playstyle, his kit, appearance, or graphics. I'm assuming he has unique taunt interactions with a few champions, but beyond that, the teaser seems... amazing but totally irrelevant. I don't see why they didn't add something like getting a Killing Blow with an R bullet summons a tree on the enemy's corpse that grants a small amount of vision and slows around them for a couple seconds. It would be more unique than yet another super-long range skillshot ult, and would help tie the teaser with the champion more. Disappointed, but at least he looks more engaging than other marksmen... not that that is particularly hard to do.
As another thought, they could have really sold the artistic concept with his ult even further, granted I would be concerned for his power. Each bullet could have a different effect (same order each time). Instead of just mindlessly dumping all 4 bullets into one poor victim, switching your sights from one person to the next based on the next effect would separate the good Jhins from the bad and could have incredible team-fighting potential. And once again, another opportunity to tie in the video. A silence, a vision tree... I believe the clever use of target swapping would fit the virtuoso theme way more.
: Champion Reveal: Jhin, the Virtuoso
I find it rather odd that there's almost nothing "artistic" about his playstyle, his kit, appearance, or graphics. I'm assuming he has unique taunt interactions with a few champions, but beyond that, the teaser seems... amazing but totally irrelevant. I don't see why they didn't add something like getting a Killing Blow with an R bullet summons a tree on the enemy's corpse that grants a small amount of vision and slows around them for a couple seconds. It would be more unique than yet another super-long range skillshot ult, and would help tie the teaser with the champion more. Disappointed, but at least he looks more engaging than other marksmen... not that that is particularly hard to do.
Fluud (NA)
: GAMEPLAY Trinket rubble activating Teemo shrooms.
Came here to post this exact issue. Just happened in my last game.
: oohhhhh!! make a game mode in which all scaling(ad / ap ratios) are reversed. like instead of caitlyn's having ad ratio give it ap ^-^ and see how insane that would be ~
That... actually sounds like it would be really cool.
: Champion Mastery hits PBE
I can't actually tell if this is a serious feature or an early April Fool's joke. I kind of suspect its the latter since, while I think this is an awesome idea, it seems so horribly thought out that there's no way this is more than some PBE fun times. Only ranking up is neat but unless the time investment is huge across the board to climb the ladder, it seems like this is a lot of hassle for what will ultimately be little reward. Should we suspect everyone to be on the last tier of numerous champions within the span of weeks, or are we talking months even with whatever the system defines as an ideal score? Also, the complete lack of retroactive experience is a HUGE mistake. While it's perfectly understandable that performance is a relevant factor, no doubt the simple "win/loss" part can be retroactively used to give a slight nudge forward off the bat? I also feel like you should be able to go down in progress if you do poorly, however you cannot drop down actual tiers. You have to play hard and do well to move forward, but once you've reached the threshold you're guaranteed not to fall lower. At least give players some motivation other than rate of earning to play well and master their champion. Please rethink this system, I would love to see something like this but not in this incarnation.
: Dev Blog: Exploring Runeterra
Personally, I think this is a great change. I've always absolutely hated League of Legends' lore, not because it was badly written, but because all ideas concluded with some spiel about joining the League of Legends. It was completely stupid, and felt far too forced for even the most enticing character to be interesting. You dishonored yourself and seek redemption in the League of Legends? You like to show off so you join the League of Legends? You tripped on a rock and so you join the League of Legends? How can people appreciate that as good storytelling? I still think there should be more ways that lore is expressed in the game (or through other mediums), as my interest in the game's story is still heavily lacking when all of it is disregarded because lore has absolutely no influence or restrictions on the gameplay. (I'll also note, that this is a good thing - if Riot were to begin heavily restricting certain combinations of champions to be on the same team, ESPECIALLY just because of the lore, that's obviously a HUGE negative for the game as a whole, I don't even need to get into that.) More story-based events, more special matchup "quests", and things like that are always nice however. I feel like League of Legends could be compared to Super Smash Brothers. The story does not matter in that game, but all of the characters have fully fleshed out stories and ideas that you may have, or could, experience in other games. Something tells me that Mario and Princess Peach aren't going to battle to the death (unless he's teaching her a lesson for cheating on him with Bowser ;) ) SSB's story is nothing more than a kid playing with figurines (literally!), but the characters themselves are special. This change will pull me more into the story of this game, but they still have to do more than bury their story deep in a website I rarely check for me to get interested. The official website is the last place I check for news, everywhere else just redirects me here the few times I feel like posting a comment. As a suggestion, you should put links into the client's lore pages to the champion's page, since now I will probably read them going forward because I won't have to worry about what ridiculous reason that was pulled out of a hat as to why they joined the League of Legends.
: Patcher & Landing Page Refresh on the way
Still clinging to your stupid idea to hide the spectate section for "more relevant" information, Riot?
: If you're talking about the Featured Matches in the upper lefthand corner of the live client, we'll still have the ability to put those matches on the landing page, but the update lets us replace it with news or content depending on what's relevant at the time. If you're talking about Spectate in general, you'll still be able to spectate your friends through the Friend List! {{champion:161}} {{champion:161}} {{champion:161}} {{champion:161}} {{champion:161}} {{champion:161}} {{champion:161}} {{champion:161}} {{champion:161}}
"What's relevant at the time." Excuse you? What's relevant at the time is what I feel like reading, looking at, or watching. Please don't try to tell me you know what I care about, and hide the spectate list because of a championship game that's days away, a legendary skin that I couldn't care less about, or whatever other thing you think is more interesting FOR DAYS AT A TIME for some reason, than live games that I can watch during a slow day. Being able to close out of your annoying splashes was a blessing, please don't make that mistake again. If you want to add arrows to flip through or give us the ability to close out of your "relevant" news, fine. Just don't completely block it out, and all is well.
: Update to Summoner’s Rift headed to PBE
New music too? :D Hoping what we heard in the trailer, we'll hear in the map.

Rhykes

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