xALESIAx (EUW)
: I'm going to refund True Damage Ekko if you do not add a way to mute the in-game music.
> [{quoted}](name=xALESIAx,realm=EUW,application-id=3ErqAdtq,discussion-id=G0pXVroj,comment-id=,timestamp=2019-11-11T16:10:30.410+0000) > > It is fine if the music plays for the first 2 mins of the match, but not the entire game please. I am getting a headache listening to this same loop all game. I am struggling to focus on the game because of this music. The only way you stop this is by muting the music completely and playing with no music at all. > > I want to mute the True Damage music and listen to the SR music. Using the Updated/Classic does nothing as well. To follow-up with our plan: The fastest way to enable this kind of toggle will be to add a CTRL+5 emote that turns it on/off, so that's our goal for next patch. Pressing CTRL+5 will mute Ekko's music and enable the music for the map you're on, and pressing it again will unmute it and mute the map music. The better solution long term will be to add a musical note button next to your Ekko on the scoreboard (like the note next to DJ Sona) that you can click to mute/unmute your own music. That's higher scope and we'll try to get that in for a future patch.
xALESIAx (EUW)
: I'm going to refund True Damage Ekko if you do not add a way to mute the in-game music.
Hey folks. Sorry for the frustration around that feature. We're discussing what the best options are to get a toggle that allows you to go back to the default music. I'll keep you posted :)
: > [{quoted}](name=Xenogenic,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=00cb,timestamp=2019-09-07T01:37:47.595+0000) > > Alright! First, let me say: thank you all **so much** for taking the time to give us your feedback. We read all of it and use it to drive our discussions on next-steps. > > I've taken the feedback from Twitter, reddit, and this post to compile a list of changes to our proposed Eternals. However, let me mention up front: **this list is still not final.** > > We will continue to make adjustments to our initial proposed sets as necessary. The changes listed below are changes we are going to attempt, but we may end up having to take yet another path on any given Eternal due to feasibility, technical concerns, or other reasons. However, if we're able, we'll make these adjustments. > > Lastly, anything that says "REMOVED" doesn't mean we won't ever track that. It just means we're going to remove it from set 1 to prioritize something else. > > **Anivia** > > * [REMOVED] Kills to enemies within Glacial Storm > * [ADDED] Enemies knocked aside by wall > > **Amumu** > > * [UPDATED] “Number of Qs Landed” updated to “Number of Long Range Qs Landed” > > **Bard** > > * [REMOVED] Multiple (2+) enemy champions hit by Tempered Fate > * [ADDED] Number of double stuns inflicted with Q > > **Blitzcrank** > > * [REMOVED] Time spent under the effects of Overdrive > * [ADDED] Takedowns within 5 seconds of activating Overdrive > > **Braum** > > * [REMOVED] Number of projectiles blocked by E > * [ADDED] Damage blocked/mitigated by E > > **Camille** > > * [REMOVED] Kills to enemies affected by R > * [ADDED] Number of champions knocked aside by R > > **Evelynn** > > * [REMOVED] Damage dealt by E > * [ADDED] Kills within 2 seconds of exiting stealth > > **Fizz** > > * [REMOVED] Kills with E > * [REMOVED] Distance traveled with Q > * [ADDED] Skillshots dodged with E > * [ADDED] Bonus damage dealt to champions with W empowered autos > > **Garen** > > * [REMOVED] Time spent with (P) up > * [ADDED] Healing done by P > > **Ivern** > > * [REMOVED] Trigger seed damage > * [ADDED] Number of champions knocked up by Daisy > > **Jhin** > > * [REMOVED] Number of roots with W > * [ADDED] Number of max damage Q bounces into champs > > **Kai’Sa** > > * [REMOVED] Number of plasma ruptures > * [ADDED] Bonus damage dealt by rupturing Plasma > > **Kalista** > > * [REMOVED] Number of sentinels triggered > * [REMOVED] Stuns with R > * [ADDED] Rend stacks transferred to champions by Q > * [ADDED] Low health (<25%) allies saved with R > > **Karma** > > * [REMOVED] Damage healed with empowered W > * [ADDED] Total reduction to R cooldown from Passive > > **Kayn** > > * [REMOVED] W Multihits > * [ADDED] Number of transformations unlocked in under 10 minutes > > **Kennen** > > * [REMOVED] Distance traveled in E > * [ADDED] Number of enemies passed through with E > > **Kindred** > > * [REMOVED] Distance travelled with Q > * [ADDED] Champions executed with E > > **Kog’Maw** > > * [REMOVED] Kills due to Passive > * [ADDED] Number of attacks that hit champions beyond default/base attack range due to W > > **Leona** > > * [REMOVED] Passive marks consumed by allies > * [ADDED] Damage mitigated by W > > **Lissandra** > > * [REMOVED] Self healing done with Frozen Tomb (R) > * [ADDED] Champion kills within 5 seconds of taking damage from Frozen Tomb (R) > > **Lucian** > > * [REMOVED] Time spent hasted by W > * [ADDED] Q hits on champions that weren’t the Q target > > **Lulu** > > * [UPDATED] Knockups with R is now “Multiple champions (2+) knocked up with R” > > **Nami ** > > * [UPDATED] Nami ult hits increased from 2+ targets to 3+ targets > > **Neeko** > > * [REMOVED] Takedowns within 5 seconds of breaking camouflage from Passive > * [ADDED] Number of full Q triple-hits on champions > > **Poppy** > > * [REMOVED] Shields thrown with P > * [ADDED] Damage absorbed with P > > **Qiyana** > > * [REMOVED] Distance traveled with E > * [ADDED] Champions executed with Q > > **Riven** > > * [REMOVED] Distance dashed with E > * [ADDED] Number of three Q hits on the same champion > > **Singed** > > * [REMOVED] Distance traveled in R > * [ADDED] Time spent at 25 stacks of passive > > **Sivir** > > * [UPDATED] No longer going to attempt to track spells blocked by Ricochet (W) instead of Spell Shield (E) > > **Sona** > > * [REMOVED] Empowered Q Auto attacks > * [ADDED] Number of Power Chord (any) empowered autos against champions > > **Soraka** > > * [REMOVED] Time spent hasted by passive > * [ADDED] Number of enemy champions hit by Q > > **Shyvana** > > * [REMOVED] Dragon hits with R > * [ADDED] Number of stacks on Passive from killing dragons > > **Teemo** > > * [REMOVED] Time spent Moving Quick > * [ADDED] Champions killed by a poison tick from E > > **Tristana** > > * [REMOVED] Distance enemies knocked back with R > * [ADDED] Number of enemy champions knocked back by R > > **Twitch** > > * [REMOVED] Slow duration of Venom Cask > * [ADDED] Number of enemy champions killed within 5 seconds of exiting stealth > > **Veigar** > > * [UPDATED] “R kills on champions that had over 50% hp” changed to simply “R Kills” > > **Xin Zhao** > > * [REMOVED] Distance traveled with E dashes > * [ADDED] Number of champions knocked up by Q > > **Yorick** > > * [UPDATED] “Enemies trapped by W” changed to “number of enemy champions trapped with or bumped by W” > * [REMOVED] Towers destroyed while being damaged by the Maiden > * [ADDED] Number of times all 4 ghouls have lept on target hit by E > > **Zilean** > > * [UPDATED] “Levels granted by passive” changed to “total experience granted by passive” > > **Zoe** > > * [REMOVED] Distance traveled by Es that have put targets to sleep > * [ADDED] Number of picked-up spells used with W Us, Zac mains, are now crying in the corner of the blob room. All we wanted was a little love. All we wanted was a little blob. How can you do this to us ? WHERE IS THE ZAC ETERNAL CHANGE. We wanted the amount of blobs picked up, but turns out we will never see the light of the blob eternal. May our ideas R.I.P.
> [{quoted}](name=Neekotine,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=00cb0001,timestamp=2019-09-07T03:21:57.557+0000) > > Us, Zac mains, are now crying in the corner of the blob room. All we wanted was a little love. All we wanted was a little blob. How can you do this to us ? WHERE IS THE ZAC ETERNAL CHANGE. We wanted the amount of blobs picked up, but turns out we will never see the light of the blob eternal. May our ideas R.I.P. His third eternal in the original proposal is the number of blobs picked up. :)
: Eternals Feedback Thread: Set 1 Uniques
Alright! First, let me say: thank you all **so much** for taking the time to give us your feedback. We read all of it and use it to drive our discussions on next-steps. I've taken the feedback from Twitter, reddit, and this post to compile a list of changes to our proposed Eternals. However, let me mention up front: **this list is still not final.** We will continue to make adjustments to our initial proposed sets as necessary. The changes listed below are changes we are going to attempt, but we may end up having to take yet another path on any given Eternal due to feasibility, technical concerns, or other reasons. However, if we're able, we'll make these adjustments. Lastly, anything that says "REMOVED" doesn't mean we won't ever track that. It just means we're going to remove it from set 1 to prioritize something else. **Anivia** * [REMOVED] Kills to enemies within Glacial Storm * [ADDED] Enemies knocked aside by wall **Amumu** * [UPDATED] “Number of Qs Landed” updated to “Number of Long Range Qs Landed” **Bard** * [REMOVED] Multiple (2+) enemy champions hit by Tempered Fate * [ADDED] Number of double stuns inflicted with Q **Blitzcrank** * [REMOVED] Time spent under the effects of Overdrive * [ADDED] Takedowns within 5 seconds of activating Overdrive **Braum** * [REMOVED] Number of projectiles blocked by E * [ADDED] Damage blocked/mitigated by E **Camille** * [REMOVED] Kills to enemies affected by R * [ADDED] Number of champions knocked aside by R **Evelynn** * [REMOVED] Damage dealt by E * [ADDED] Kills within 2 seconds of exiting stealth **Fizz** * [REMOVED] Kills with E * [REMOVED] Distance traveled with Q * [ADDED] Skillshots dodged with E * [ADDED] Bonus damage dealt to champions with W empowered autos **Garen** * [REMOVED] Time spent with (P) up * [ADDED] Healing done by P **Ivern** * [REMOVED] Trigger seed damage * [ADDED] Number of champions knocked up by Daisy **Jhin** * [REMOVED] Number of roots with W * [ADDED] Number of max damage Q bounces into champs **Kai’Sa** * [REMOVED] Number of plasma ruptures * [ADDED] Bonus damage dealt by rupturing Plasma **Kalista** * [REMOVED] Number of sentinels triggered * [REMOVED] Stuns with R * [ADDED] Rend stacks transferred to champions by Q * [ADDED] Low health (<25%) allies saved with R **Karma** * [REMOVED] Damage healed with empowered W * [ADDED] Total reduction to R cooldown from Passive **Kayn** * [REMOVED] W Multihits * [ADDED] Number of transformations unlocked in under 10 minutes **Kennen** * [REMOVED] Distance traveled in E * [ADDED] Number of enemies passed through with E **Kindred** * [REMOVED] Distance travelled with Q * [ADDED] Champions executed with E **Kog’Maw** * [REMOVED] Kills due to Passive * [ADDED] Number of attacks that hit champions beyond default/base attack range due to W **Leona** * [REMOVED] Passive marks consumed by allies * [ADDED] Damage mitigated by W **Lissandra** * [REMOVED] Self healing done with Frozen Tomb (R) * [ADDED] Champion kills within 5 seconds of taking damage from Frozen Tomb (R) **Lucian** * [REMOVED] Time spent hasted by W * [ADDED] Q hits on champions that weren’t the Q target **Lulu** * [UPDATED] Knockups with R is now “Multiple champions (2+) knocked up with R” **Nami ** * [UPDATED] Nami ult hits increased from 2+ targets to 3+ targets **Neeko** * [REMOVED] Takedowns within 5 seconds of breaking camouflage from Passive * [ADDED] Number of full Q triple-hits on champions **Poppy** * [REMOVED] Shields thrown with P * [ADDED] Damage absorbed with P **Qiyana** * [REMOVED] Distance traveled with E * [ADDED] Champions executed with Q **Riven** * [REMOVED] Distance dashed with E * [ADDED] Number of three Q hits on the same champion **Singed** * [REMOVED] Distance traveled in R * [ADDED] Time spent at 25 stacks of passive **Sivir** * [UPDATED] No longer going to attempt to track spells blocked by Ricochet (W) instead of Spell Shield (E) **Sona** * [REMOVED] Empowered Q Auto attacks * [ADDED] Number of Power Chord (any) empowered autos against champions **Soraka** * [REMOVED] Time spent hasted by passive * [ADDED] Number of enemy champions hit by Q **Shyvana** * [REMOVED] Dragon hits with R * [ADDED] Number of stacks on Passive from killing dragons **Teemo** * [REMOVED] Time spent Moving Quick * [ADDED] Champions killed by a poison tick from E **Tristana** * [REMOVED] Distance enemies knocked back with R * [ADDED] Number of enemy champions knocked back by R **Twitch** * [REMOVED] Slow duration of Venom Cask * [ADDED] Number of enemy champions killed within 5 seconds of exiting stealth **Veigar** * [UPDATED] “R kills on champions that had over 50% hp” changed to simply “R Kills” **Xin Zhao** * [REMOVED] Distance traveled with E dashes * [ADDED] Number of champions knocked up by Q **Yorick** * [UPDATED] “Enemies trapped by W” changed to “number of enemy champions trapped with or bumped by W” * [REMOVED] Towers destroyed while being damaged by the Maiden * [ADDED] Number of times all 4 ghouls have lept on target hit by E **Zilean** * [UPDATED] “Levels granted by passive” changed to “total experience granted by passive” **Zoe** * [REMOVED] Distance traveled by Es that have put targets to sleep * [ADDED] Number of picked-up spells used with W
: Vi main here. Completely fine with the passive one as the accessible option. Max range q is meh. A lot of times call for closer range qs, so this one might encourage trying to pull off max range more often, even if not needed, which could effect gameplay. I need clarification on the punching one. Is this both aa and skills, or just aa? If it's everything it feels too easy, if it's only autos it pushes you into builds with more attack speed, which I'm not fond of on her. I would consider something like damage dealt while enemy is under your cc. Requires you to combo skills together without drying. Or total extra damage dealt from the armor shred on w. In general a lot of what I'm seeing on sl champions is 'use this once skill right' which is fine for one or two. But the third should require something that shows more overall mastery of the champion imo.
> [{quoted}](name=OnlyMostlyTrash,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=00b0,timestamp=2019-09-05T21:04:13.200+0000) > > Vi main here. > > Completely fine with the passive one as the accessible option. > > Max range q is meh. A lot of times call for closer range qs, so this one might encourage trying to pull off max range more often, even if not needed, which could effect gameplay. > > I need clarification on the punching one. Is this both aa and skills, or just aa? If it's everything it feels too easy, if it's only autos it pushes you into builds with more attack speed, which I'm not fond of on her. > > I would consider something like damage dealt while enemy is under your cc. Requires you to combo skills together without drying. > > Or total extra damage dealt from the armor shred on w. > > In general a lot of what I'm seeing on sl champions is 'use this once skill right' which is fine for one or two. But the third should require something that shows more overall mastery of the champion imo. For Vi, it counts abilities and autos - it's intended to encourage multi-hits, AA and spell weaving, etc.
: > [{quoted}](name=Xenogenic,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=,timestamp=2019-09-04T20:00:50.370+0000) > > Hey folks! I am Xenogenic, the Game Design Lead for the team that makes skins, events, and new content like Eternals. After announcing Eternals a few weeks ago, we’ve been having ongoing conversations with players to gather feedback and make improvements while we continue working on them. > > One of our changes to the feature is to build sets of 3 Eternals that are unique to each champion, capturing things directly related to their specific abilities or gameplay patterns, and not include common stats like Kills, Damage Dealt, etc. > > What we’d like to do now is list our proposals for each champion for the first set so you can give us feedback on what you like or don’t like, as well as make suggestions for ideas for things we should track in the future! > > A couple of quick notes before the list: > > * Some players want very skill-expressive trackers, while others want trackers that are more accessible and will grow large over time. So to that end, we’ve tried to include some of both for each champion and will likely continue that trend into the future. Be sure to let us know which type of Eternal you prefer, though. > * This is a rough draft type list, so there is some level of short-hand. > * For example, sometimes we may say “enemies” which really means “enemy champions,” not minions or monsters. > * Multi-hits means 2+ (or more) targets hit in a single cast of a spell. > * “Long range” casts of spells mean more than 75% of their max range, unless otherwise specified. > * Damage dealt, damage absorbed, damage dealt to, etc. refer to damage to/from champions, unless otherwise specified. > * We want Eternals that track high moments and successes without being gameplay warping, by which we mean: Eternals should not be asking you to do things that you don’t want to do or shouldn’t be doing (i.e. kills as support, casting spells specifically on yourself instead of allies or vice versa, etc.). If any of these feel warping to you, please call them out and explain why! > * When Eternals are fully “rekindled,” meaning all 5 milestones they track have been reached, they start tracking your personal best within each game. Keep that in mind for stones that might seem basic on the surface. Many of them become more interesting when tracking the highest/best amount you’ve done in a single game. > > Here are our proposals for Set 1: > [https://drive.google.com/file/d/1c8fLzByerZZrBPJmfRxZD8KgHO2Vn3UV/view](https://drive.google.com/file/d/1c8fLzByerZZrBPJmfRxZD8KgHO2Vn3UV/view) > > https://i.imgur.com/6Cx09kR.png[/img] **Realy like the new sets, any ETA when they will be available? I also got a Question on Janna** {{sticker:sg-janna}} > > "Multiply Allies Healed with one Monsun" does this tracks the Heal or the Targets? Lets say in 1 game i Ulti 4 times in the game: 3 people, 2 people, 5 people, 4 people - Whats the Value then? ° 4 Multiplie Allies healed with Monsun? ° 3+2+5+4 = 14 Multiplie Allies healed with Monsun? ° "5000" heal on multiplie allies. ------------------------------------------------------------------------ And riot pls remove/censor those trolls who offtopic and cry for the RP price.. this topic is about the Unique Trackers per Champion, not about the RP price....
> Lets say in 1 game i Ulti 4 times in the game: 3 people, 2 people, 5 people, 4 people - Whats the Value then? > ° 4 Multiplie Allies healed with Monsun? > ° 3+2+5+4 = 14 Multiplie Allies healed with Monsun? > ° "5000" heal on multiplie allies. Yes, that would be +4 multiheals with monsoon. On each cast, it checks how many allies get healed by it at any point, and if it's greater than the number required for the Eternal, you get +1 to it.
: So first I'll say the obligatory comment of saying this doesn't feel like payed content yet, we as the community do want to give you our money but we want it to be worth it. also please don't put these in chests, Apex had them as chest rewards and they just felt so bad to get a tracker for a character i don't play or care about, if they must go in chests make sure i can pick who they go to, like instead of giving me a {{champion:89}} eternal give me a tank one so i can use it on a tank of my choice. that would feel a little better. Now onto my review of eternals! I'll only be looking at champions i have at 5+ or have been trying to raise up higher, since i feel i understand what matters to them. sorry in advanced for the long post {{champion:266}} 1: feels good, makes sense and encourages playing him right. not very exciting but it works 2: it's ok... i personally don't like champion kills but i'll give this a pass since it requires aatrox to be in a certain state 3: its good, nothing too fancy but it works well with the first eternal or generally requires help to accomplish overall hes fine, not great, not bad. {{champion:32}} 1: exactly as it should be 2: kinda a boring tracker. "hit enemies with ability" doesn't feel unique to amumu or really to any champion. add the long range cast to it and it will become more interesting. 3: its good, except i can easily abuse this tracker by sitting at the raptor camp and using them to reset the cd {{champion:136}} 1: i think its good, encourages him to roam. but again if people are just trying to get credit i can just E before i get a solo kill or a gank 2: this is another tracker that's "hit enemy with ability" its not unique to any champion. how about instead track enemies knocked back from R, or even multiple enemies stunned by Q would be better 3: i'm not a fan of this one either, its basically hit enemies with abilities. not really sure what to do with this one, but its not feeling great right now {{champion:268}} 1: it's fine. i approve 2: yea its pretty good, but it still feels like hit enemies with ability. but i like it slightly more 3: not something i'd expect from his eternals so i'm happy to see it {{champion:432}} 1: why just enemy champions? this isn't only an offensive ability so it shouldn't be tracked as such 2: feels obvious but good 3: meh, i would rather have take downs 10-15 seconds after E. but its probably better as is since i use it more as a mobility spell to help collect chimes {{champion:201}} 1: exactly what i'd expect 2: also good 3: good so far my favorite set, they all are good stats to track on a character and feel mostly unique {{champion:31}} 1: yup i was hoping he would get total R stacks tracked 2: yea its fine 3: why limit aoe abilities to track if they hit at all? make more track multi hits {{champion:28}} 1: sure its fine 2: i feel its terrible. this is something generic that can be tracked on almost any character. stay away from these 3: love it. one of the most satisfying parts of her kit {{champion:3}} 1: i'm actually ok with this one being just hits rather than multi hits. 2: no. bad. stop tracking if i hit my spells. 3: its good. {{champion:41}} 1: good interesting gameplay stat to track 2: yes keep it. tracking bonus gold is very nice 3: also yes keep it another good set of eternals {{champion:150}} 1: yup keep it. 2: not really a fan... but its ok (would picking up mega gnar's boulder count? sorry weird technical question) 3: the overall purpose of the ability doesn't feel like it lends itself to just move around faster. sure it does that but theres other factors to track, like the AS buff {{champion:104}} 1: just get kills with ult is boring. add the long range tracker and maybe its better? 2: i actually like it a lot. it encourages healthy gameplay and spell weaving 3: the language used on this one sounds a little weird, but as always ill say stop tracking if my ability hits. its supposed to hit anyways {{champion:420}} 1: i'll give this kill tracker a pass because like aatrox it requires the champ to be in a certain state 2: no. that just tracking if my spell hit. track if i kill it 3: ok that's fine {{champion:39}} 1: yes its good 2: perfect and unique to her kit 3: was expecting something with her E but i like this more {{champion:202}} 1: i like it and yet i'm breaking my own rule of not using trackers to see if my spell hit 2: yes good 3: kinda good... {{champion:145}} 1: yes i like it. encourages her aggressive playstyle 2: as it should be 3: also yes. all good here. kinda reminds me of Braum's eternals but they all work {{champion:38}} 1: its good. i'm really happy you didn't just use a distance tracker on his R 2: yes! also a good reminder to people it actually interrupts! 3: also good. i approve surprisingly good trackers on Kassadin. good job {{champion:10}} 1: its actually really good, but i'd like to see it also track something like if i gain an assist through it. so if i ult a friend but they kill the target before it actually deals any damage 2: no. why would you track a spell's kills, especially if it deals execute damage? 3: meh, would've preferred a tracker for Q {{champion:85}} 1: perfect tracker. i love it 2: not a fan. i can't miss this spell, and it tries to force me to last hit with it 3: doesn't feel like that's what should be tracked. maybe instead track all enemies ran through (minions and monsters included) {{champion:203}} 1: yes. much like Cho'gath's tracker i approve 2: it's purpose isn't for travel, why track it like that? 3: yes love it. i was hoping this would be one {{champion:127}} 1: yup it works for her 2: actually i approve of this, despite it kinda breaking my rule of tracking if an ability hits 3: its fine... i was hoping we would see some sort of a combo tracker, like an E+W combo {{champion:90}} 1: not a fan, there's better things to track 2: i like it, how many voidlings have i made? 3: instead of dot damage (which makes it sound like it would track damage from liandries torment as well) track my dot uptime. how long have a kept E going? if there's enough enemies or enough hp it never has to fall off {{champion:57}} 1: multi hits are better for aoe spells 2: while i like combo trackers, this is too easy of a combo. W cant be missed and sets up Q to be almost impossible to miss 3: yes this is a good one {{champion:56}} 1: its good, except i might extend the duration the tracker times. but it's fine as it is 2: yup i approve 3: kinda interesting... not bad. maybe you could track how far the shadow trails from Q become? just a thought {{champion:78}} 1: yup perfect and unique 2: terrible. don't use this one. instead track something like E stuns. 3: i actually kinda like it. its a fun tracker {{champion:133}} 1: normally no, but in this case yes because of how important roaming with R is to her gameplay 2: its fine, it can stay 3: the purpose isn't to travel. instead track how often i find someone with W {{champion:497}} 1: yup its good, keep it 2: yes it can stay 3: yes, thank you for having a multi target on this {{champion:92}} 1: not really a fan. would rather track how often i stun or knock up someone 2: actually an interesting tracker. keep it 3: why not track the damage blocked from it? {{champion:14}} 1: could be a multi hit tracker. 2: sounds fun 3: yes please {{champion:16}} 1: i like it. keep this around 2: not bad... i personally would've preferred a self healing tracker from Q 3: sounds pretty good. especially in hectic team fights where you have to heal everyone left and right {{champion:50}} 1: its fine. maybe track the healing received from it instead 2: perfect tracker. actually unique 3: yes its a good one {{champion:223}} 1: yes that would be great. i have saved my idiot friends so many times and i would love to see how much 2: yes i approve. 3: kinda boring... {{champion:163}} 1: yes i love the combo trackers 2: surprised me with this one. i like this hit enemies with spells because it requires a little more 3: ehhh its fine... {{champion:91}} 1: perfect kinda tracker for an assassin 2: kinda good? idk not that excited about it 3: i like it even though a lot of the time a full combo is enough to kill a squishy {{champion:412}} 1: nope. don't track if i landed the ability. what if this one tracked if they died during the stun? so it actually tracks if it was a "death sentence" 2: yes its pretty good 3: oh lord here comes the thresh memes. but in all honesty i like it {{champion:23}} 1: yes, like i've said on other champs if the tracker requires me to be in a certain state its good 2: yes. i was honestly expecting something about how far i traveled with E (please don't do that 3: yes! something critical for this character {{champion:110}} 1: i'm ok with this because it requires a fully drawn Q. but i still think multi hits is better 2: there's the multi hit! 3: yes a very good tracker for varus {{champion:45}} 1: love the passive stacks trackers 2: i'm mostly ok with it... i saw someone else comment that it creates unhealthy gameplay and i agree, but i dont like the idea of a tracker of if i got a kill from R. that can go on almost any champ 3: im a fan. put them in the cage! {{champion:254}} 1: yay a long range tracker! 2: interesting... i really like this but i have questions about it. do Q and R count as punches? 3: yup that's a good one {{champion:112}} 1: yea its fine because it feels like its more than just "hit enemies with spells" 2: not a fan of R kill trackers 3: yea this one is ok {{champion:106}} 1: feels pretty specific. like the only way to progress it is to use it the moment i flip them with Q 2: this is good. its specific which i like. although you don't always want to do that. but i still approve of it 3: yay the unkillable bear tracker! {{champion:101}} 1: not a fan. 2: it's a given on the sniper mage but it's good 3: yes. make me be accurate ok i have more notes but i've apparantly reached the text limit so i'll leave it at this. i hope i was helpful in identifying what the issues with eternals are
> ok i have more notes but i've apparantly reached the text limit so i'll leave it at this. i hope i was helpful in identifying what the issues with eternals are Very helpful. I appreciate it. :)
: As a Garen one-trick, not a single of the Eternals for Garen sounds exciting. Yes, I kept in mind the note about rekindling and personal best in a single game. * Enemies killed with R is just grinding, and after rekindling it's just barely better than counting kills. * Damage dealt with E is incentiving grouping for team-fights, which Garen is bad at. But beyond that, it's entirely out of your control, and tracking personal best will just show how much you were able to dumpster your laner when you had an easy match-up. At best boring, at worst warping. * Time spent with passive up is strongly correlated with game length. Getting a good score won't be about avoiding poke or anything skill-full, it will just be about dragging out games... EDIT: in contrast, Kled Eternals are much more interesting. Getting the delayed trigger on Q that enemy can avoid if you don't play correctly, getting good R with accurate prediction of where enemies will be 3-5 seconds ahead, and proper use of your passive away from base. Yeah, fine, that's what I want to see, that demonstrates mastery and skills.
> [{quoted}](name=DeathBurst,realm=EUW,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=0067,timestamp=2019-09-05T01:11:48.844+0000) > > As a Garen one-trick, not a single of the Eternals for Garen sounds exciting. Yes, I kept in mind the note about rekindling and personal best in a single game. > > * Enemies killed with R is just grinding, and after rekindling it's just barely better than counting kills. > * Damage dealt with E is incentiving grouping for team-fights, which Garen is bad at. But beyond that, it's entirely out of your control, and tracking personal best will just show how much you were able to dumpster your laner when you had an easy match-up. At best boring, at worst warping. > * Time spent with passive up is strongly correlated with game length. Getting a good score won't be about avoiding poke or anything skill-full, it will just be about dragging out games... > > EDIT: in contrast, Kled Eternals are much more interesting. Getting the delayed trigger on Q that enemy can avoid if you don't play correctly, getting good R with accurate prediction of where enemies will be 3-5 seconds ahead, and proper use of your passive away from base. Yeah, fine, that's what I want to see, that demonstrates mastery and skills. I appreciate the feedback. What are some things you'd be more excited to track on Garen?
: I don't really dig that they're in these kinda awkward Microsoft word-style variants that make it a hassle for me to read. Would you care if I converted it into a possible excel format?
> [{quoted}](name=CaptainMårvelous,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=007d,timestamp=2019-09-05T06:13:23.007+0000) > > I don't really dig that they're in these kinda awkward Microsoft word-style variants that make it a hassle for me to read. > > Would you care if I converted it into a possible excel format? Wouldn't mind at all :)
: While I'm still not yet onboard with Eternals, I do have one question regarding them: If a Champion Recieves a Visual and Gameplay Update (ala Fiddlesticks & Volibear), what would happen to their Eternals? Does the Progress reset since new objectives/stats have to be added in or does the customer have to pay for new Eternals?
> [{quoted}](name=Agent Corgi,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=001f,timestamp=2019-09-04T20:35:35.230+0000) > > While I'm still not yet onboard with Eternals, I do have one question regarding them: > > If a Champion Recieves a Visual and Gameplay Update (ala Fiddlesticks & Volibear), what would happen to their Eternals? Does the Progress reset since new objectives/stats have to be added in or does the customer have to pay for new Eternals? If the update invalidates old Eternals, which many VGUs would, we will retire those Eternals. You will get to keep their status forever but they will become "retired." Then we will design and build new ones that you get for free for having bought the old ones, since we are switching them.
: I worry about the Veigar “R kills on champions over 50% HP” one. If I was trying to rekindle this immortal, I’d likely make non ideal gameplay choices trying to R people from higher hp than strictly necessary. Eternal shouldn’t encourage non ideal play.
> [{quoted}](name=WillChristiansen,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=000b,timestamp=2019-09-04T20:19:34.275+0000) > > I worry about the Veigar “R kills on champions over 50% HP” one. If I was trying to rekindle this immortal, I’d likely make non ideal gameplay choices trying to R people from higher hp than strictly necessary. Eternal shouldn’t encourage non ideal play. Fair criticism! Would you prefer just kills with his R, then?
: Are milestones permanent or on a per-game basis? For Chogath, would I get a notification every time I get to 10 stacks but also get one when (if) I reach a personal best? Or is it a flat number of notifications as I reach milestones and then one for my personal best which I will likely almost never see? (Also for his specific challenges, putting the multi hit on q seems more fitting to me? With ult stacks already being the most basic of basic skills, asking a little more with the q doesn't seem unreasonable.)
> [{quoted}](name=Void Kaiju,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=000a,timestamp=2019-09-04T20:19:02.704+0000) > > Are milestones permanent or on a per-game basis? > > For Chogath, would I get a notification every time I get to 10 stacks but also get one when (if) I reach a personal best? > Or is it a flat number of notifications as I reach milestones and then one for my personal best which I will likely almost never see? > > (Also for his specific challenges, putting the multi hit on q seems more fitting to me? With ult stacks already being the most basic of basic skills, asking a little more with the q doesn't seem unreasonable.) Milestones go across games. So let's say you have "Kills with Jhin's R." It tracks those kills game after game, and the first milestone might be something like 5. Then the next might be 10 or 15, etc. until you get to a higher number for milestone 5 (let's say 50). Once you've finished milestone 5, it continues tracking all kills with his R forever, but it also starts showing you your personal best within each single game.
  Rioter Comments
: Final boss Veigar isn't considered a battle boss skin, why is that ?
> [{quoted}](name=And l am Ironman,realm=EUW,application-id=3ErqAdtq,discussion-id=eBazIgqN,comment-id=0009,timestamp=2019-06-28T21:04:04.149+0000) > > Final boss Veigar isn't considered a battle boss skin, why is that ? Wasn't intended. We implemented and sent out a fix for it - should be good to go now.
: This is not intended. We're looking into it
> [{quoted}](name=Xenogenic,realm=NA,application-id=3ErqAdtq,discussion-id=bZ5MEnEf,comment-id=0001,timestamp=2019-06-28T23:30:48.897+0000) > > This is not intended. We're looking into it A fix was generated and should be deployed, so you should be good to go to use that skin. Let me know if you continue to see that issue. Sorry for the missed progress in the meantime
: "Fight!" mission excluding Final Boss Veigar in requirements?? Why???
Madjack01 (EUW)
: > [{quoted}](name=Xenogenic,realm=NA,application-id=3ErqAdtq,discussion-id=GN0cboPj,comment-id=000a,timestamp=2019-05-13T17:52:05.687+0000) > > Hey folks! First, let me apologize for these effects causing issues, and for not having a toggle for them in this event. > > The tl;dr is: the way we are rewarding and utilizing the finishers is new for Summoner's Rift/ARAM, and as such, we didn't have the time or bandwidth to have engineers rework this so that a toggle could ship with the finishers. We chatted about it at-length and ultimately decided we would rather ship them with no toggle than not ship them because we couldn't do a toggle, but we knew there would be some level of frustration and risk with that. So again, my apologies for making League less enjoyable for you in the meantime. > > When and if we release them again for ARAM/SR, we should have had the time by then to build a toggle for the content type so anyone that doesn't want them on can disable them. Just out of innocent curiosity: how much work goes into implementing a toggle like this? In my layman's mind such a thing looks like a simple line of code (please forgive the ignorance).
It depends on the content type, but for this one, it's not easy. Some of the toggles are easier and a designer like me can make them, actually, but this one would've taken engineers (programmers) and given the size and complexity of the rest of the event, we couldn't have them work on this over the other things they absolutely had to do to ship the whole Trials event. That's always the frustrating/sad part about making games. We have a million great ideas but time and people are limited, so the Grand Idea always gets chiseled down into something we can actually make - and it's often nowhere near as good/epic as the original idea, but that's reality. :)
: I don't mean to harp on you, but the way you're saying it is basically "we're sorry, we didn't think about it and that it makes league less enjoyable for you." When it should be, "Safety is our Number 1 priority when it comes to our players and this will be brought up immediately." I mean you're kidding right? These people know the risk of playing your game and do it anyway because it makes them happy. The sad thing is, I don't even think you know what these seizures can really do. They play your game and they have FAITH that someone looks out for them while doing so. So when they run into something "flashy" do you think they can say "Oh, no more league for me." or do you think they topple over and potentially give themselves brain damage? This is what I don't like about Riot. People like us, we GIVE you this information for free. Infact we basically PAY YOU to receive our feedback and yet where does it go? In one ear, out the other. Hire me man, I know what to do. Just something to think about. Peace
I'm not sure how you arrive at me saying "I'm sorry, we didn't think about it" when I articulated how we had multiple conversations about the toggle. Just to repeat: we had many conversations about it and multiple meetings about it, and we decided in the end that even though we did not have the time/resources to ship with a toggle, we wanted to get finishers and spawn ceremonies into the competition. It was either ship without a toggle or don't ship it at all, and we felt that bringing them to the competition was better despite not having a toggle than not shipping them at all.
: New House Mission Finishers Trigger Epilepsy
**UPDATE: ** Disregard the original message below. Because we take photosensitive epilepsy issues extremely seriously, Trials finisher animations have been disabled. When we bring finishers back, we’ll make sure players have the option to turn them off themselves. Turning off finishers does mean that we'll have to adjust rewards for players participating in the Trials event. We're figuring out those details now and will post an update once we have one. We’re also going to investigate more deeply in the meantime to determine what problems (if any) finishers have. _____________________________________________________________ Hey folks! First, let me apologize for these effects causing issues, and for not having a toggle for them in this event. The tl;dr is: the way we are rewarding and utilizing the finishers is new for Summoner's Rift/ARAM, and as such, we didn't have the time or bandwidth to have engineers rework this so that a toggle could ship with the finishers. We chatted about it at-length and ultimately decided we would rather ship them with no toggle than not ship them because we couldn't do a toggle, but we knew there would be some level of frustration and risk with that. So again, my apologies for making League less enjoyable for you in the meantime. When and if we release them again for ARAM/SR, we should have had the time by then to build a toggle for the content type so anyone that doesn't want them on can disable them.
: instead of that can you put the mission as an AND rather than OR? that way everyone will need to reach 1k ms as nunu for the plat icon. If someone already did the mission, give them the nunu one anyway. Can also make it sound like a joke "Nah, i still want you to reach 1000 ms as nunu <3", and they cannot move ahead without finishing this one.
Not to fix it this quickly, no. And to get the platinum icon, players will still have to complete the other two impossible missions as-is because they do not have B objectives. We felt this was the best way to resolve this quickly for people that didn't mean to complete the first B objective and no longer had a chance to do the other ones.
: April Fools VS. Event Mission List
Update at 4:41 PM PST: We've heard your feedback about missing the Nunu objective but still wanting to do the other Impossible Missions. We're pushing an update that will unlock the 2nd Impossible Mission for you regardless of how you completed the first one - meaning if you placed 3 wards, you will still get the 2nd Impossible Mission. This will be live shortly. Sorry for the frustration and thanks for giving us your feedback!
Kimuto (NA)
: "play like a pro" Mission not working.
Did you win? I went on a losing streak and kept not getting credit until I finally won a game as Xin Zhao, so it appears to me as though it's bugged and requiring a victory and not just playing-as (or it's worded incorrectly, whichever)
: Nunu Gameplay Bugs / Tooltip Missings / Inconsistencies
Going to comment on each point individually. :) Section 1: 1) This is a weird interaction but the cleaves are supposed to do a percentage of his total attack damage, and not necessarily mimic crits etc. I will clear up that visual so it doesn't look like a bug. 2) This does sound like a bug. I will investigate 3) The knockup does increase in duration. Do a short cast or snapcast and you will notice a very minor bump, whereas a large snowball does a full 0.75 second knockup. 4) There are 3 visual sizes to the ball - small, medium, and large - but the distance it rolls grows linearly and is not tied 1:1 with the visual size (i.e. a small snowball can roll a range of between X and Y, as can medium and large snowballs, up to the maximum distance) Section 2: 1) Yeah this is definitely undesirable. I'll fix this for 8.21 2) Not a bug. It's intended to grow to maximum output with 5 seconds and leave the player another 5 seconds to navigate if need be. 3) Not a bug. This initial slow was added to make the spell much less useful for fleeing trouble. 4) Not a bug. Slow immunity is intended. I will add this to the extended tooltip that we're shipping in 8.21 5) This "rollover" damage has been added to the tooltip for 8.21 6) I've removed the collision case with small summoned monsters like Zyra plants, Zz'Rot minions, etc. It will now only collide with large summoned pets like Tibbers, Daisy, and Yorick's Maiden (it already collided with clones like Shaco's clone etc.) 7) Not a bug. It's intended that the snapcast/short-casts have minimum damage/stun outputs 8) Not a bug. It's intended to stop on hitting any enemy unit 9) Not a bug. The slow duration is intended to be equal to how long the ability was channeled. I will add this clarification to the new tooltip Section 3: 1) This is sort of true. He has a maximum speed he is allowed to achieve based on his current level and boot tier. That formula is a bit complicated right now and I'm working on simplifying it. I will add pertinent information to the new extended tooltip so speed values are stated. 2) Related to the above, his maximum speed is capped but it grows per level because we didn't want him reaching absurd speeds at low levels when enemies don't have boots and can't dodge as well. When I simplify the formula, I'll put in relevant information on the extended tooltip 3) This is a bug. I'm extending the cast range to basically infinity. 4) Not a bug. This is just an interaction with the spell. You can still get the slow but the enemy has to know exactly when they're at risk of being rooted or safe. Thanks for compiling all of these. I really appreciate it :)
Jobriq (NA)
: Nunu W damage?
Nunu & Willump are still using our old tooltip system, since the new system came online at some point during their development. I'll be converting their tooltips to the new system, hopefully for 8.19, which will result in them providing a lot more information and accuracy. :)
: Nunu snowball crashing bugs?
The former sounds like a rule we'll discuss fixing, and the second one sounds like a straight-up bug. I will take a look at it. Thanks for bringing it to our attention. :)
: My Nunu Appreciation, love Killaburn
<3 It's been a blast to work on Nunu & WIllump, and I'm overwhelmed with the positive feedback we've been receiving already. I'm looking forward to more feedback after they're on PBE and live. {{champion:20}} Thank you for your passion and posts about these two.
A Nunu (NA)
: @Riot What you should know when giving Nunu his VGU.
Thanks for taking the time to share your thoughts and passion with us :) It's way too early for me to go into specific details, but I will say that we share a lot of the same sentiments in regards to what we think is important for Nunu and how to improve him without losing that Nunu spirit. Having read your post, I'm confident you'll like what we've been doing. Sorry for such a vague, PR-style response. I generally try to avoid it but I'm just too hyped about this project and wanted to let you know that we're reading this feedback and focused on delivering the best new version of Nunu that we can. I look forward to seeing your feedback when we end up revealing more :)
E Zaire (NA)
: Will these changes affect how Hard CC or Loss of Control affects her ult?
> [{quoted}](name=E Zaire,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=006c000100000001,timestamp=2018-02-27T20:41:57.218+0000) > > Will these changes affect how Hard CC or Loss of Control affects her ult? No - hard CC will break it still
: > projects in flight Oh god now I'm gonna spend the next 3 months arguing with myself about if this phrase has an underlying meaning, why have you done this to me...
> [{quoted}](name=Katrahaska,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=006c00010000000000000002,timestamp=2018-02-28T16:15:14.048+0000) > > Oh god now I&#x27;m gonna spend the next 3 months arguing with myself about if this phrase has an underlying meaning, why have you done this to me... Belatedly, this has no hidden meaning :P
: Hello Xenogenic, short question: Has Quinn's base AD adjustment been scrapped? Or is it simply not on the PBE yet?
> [{quoted}](name=ProfDrDeath,realm=EUW,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=007c,timestamp=2018-03-10T10:59:24.955+0000) > > Hello Xenogenic, > > short question: Has Quinn&#x27;s base AD adjustment been scrapped? Or is it simply not on the PBE yet? Not scrapped, no. Had a problem with my pipeline where those changes weren't properly flagged as needing to be submitted. Got it figured out today and they will be going live with the other changes
Samoof17 (EUW)
: > [{quoted}](name=Riot Xenogenic,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=,timestamp=2018-02-24T02:16:19.710+0000) > > Hey folks! As Meddler mentioned, we&amp;rsquo;ve been looking at ways to improve Quinn in the short-term, so this post is going to outline some changes we&amp;rsquo;ve been testing and are coming to PBE next week. The changes are not currently targeted for 8.5, but we&amp;rsquo;d love to get your feedback as soon as possible. > > https://ddragon.leagueoflegends.com/cdn/8.4.1/img/champion/Quinn.png > > So, with that said, here are the goals for our changelist: > > * Increase her overall power, particularly by late game, without increasing her ability to bully in lane > * Improve the quality of life for Quinn players by fixing a number of bugs, especially with her ultimate > * Reduce the number of rules and exceptions around Quinn&amp;rsquo;s ult so it&amp;rsquo;s more fun to use > * Shift a little of her early game power into late game power > > And here are the changes we&amp;rsquo;ve been testing: > > **Passive - Harrier** - Quality of life improvement and power increase > > * Auto-attacks that are already in-flight will now trigger and consume the Harrier mark > > **Base Stats **- Shift some of her early game power into late game power > > * Starting AD reduced: 62 &amp;gt;&amp;gt;&amp;gt; 59 > * AD per level increased : 2.4 &amp;gt;&amp;gt;&amp;gt; 3 (AD at 18: 103 &amp;gt;&amp;gt;&amp;gt; 110) > > > **R - Behind Enemy Lines** - Bug fixes, quality of life improvements, and teamfight usability improvement > > * Fixed a bug that would sometimes prevent Skystrike from firing > * Skystrike now applies her Harrier mark to all enemy champions hit > * Fixed a bug where Skystrike would deal double damage if fired by re-activating her R > * Channeling no longer breaks when taking damage > * Removed the in-combat state that would refresh R&amp;rsquo;s cooldown every time combat was entered > * Taking damage from non-minions while channeling or while Behind Enemy Lines is active no longer breaks the channel or form. Instead, the movement speed bonus is removed for 2 seconds. Taking damage from minions no longer has any effect. > * Fixed a bug causing Behind Enemy Lines to immediately end when used while attacking a turret > * Fixed a bug that would cause movement orders to be removed or ignored while casting Behind Enemy Lines > * Returning to the fountain now automatically casts Behind Enemy Lines if it has been learned > > As I said above, this is not currently slated for 8.5, so we have some time to discuss it and test it on PBE. Please let us know what you think. Thanks! > > &amp;ldquo;_Sometimes I swear that bird is just showing off_.&amp;rdquo; - Quinn Hey man, thanks for all your effort. Although all of these changes seem awesome (at the least, they are really nice for us quinn mains) are you considering the huge nerf duskblade is probably getting in 8.6 ? Quinn builds this item every game and I'm afraid it will render her a lot worse than she already is right now. Thanks a lot and flash{{summoner:4}} on !
> [{quoted}](name=Samoof17,realm=EUW,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0079,timestamp=2018-03-07T13:13:45.418+0000) > > Hey man, thanks for all your effort. Although all of these changes seem awesome (at the least, they are really nice for us quinn mains) are you considering the huge nerf duskblade is probably getting in 8.6 ? Quinn builds this item every game and I&#x27;m afraid it will render her a lot worse than she already is right now. > > Thanks a lot and flash{{summoner:4}} on ! We've been discussing this a fair amount. We feel that with a build of Ghostblade and Shiv, it's not as significant a problem as it might seem, and with the changes I list, there are some notable buffs, so we expect the overall effect of the changes - even with the Duskblade nerf - to increase her power slightly.
Pineconn (NA)
: Did some playing around on PBE. Fellow longtime Quinn mains will probably chastise me, but the passive changes feel weird. Proccing Harrier mid-flight without the triple arrow/special AA launch SFX is unsatisfying, even if it’s a buff to Quinn. Some kind of new Harrier proc SFX (and making the triple arrow a crit effect instead?) would help remedy this, but sound/visual/animation changes might be out of this project’s scope. If these QoL changes are deemed to be too strong and sound/visual changes are out of the question, I’d almost prefer Harrier to stay as-is on live. The buff is nice, but the feel is... strange. I’d like to hear other Quinn mains’ thoughts about the feel of the new Harrier.
> [{quoted}](name=Pineconn,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0074,timestamp=2018-02-28T14:40:30.947+0000) > > Did some playing around on PBE. Fellow longtime Quinn mains will probably chastise me, but the passive changes feel weird. Proccing Harrier mid-flight without the triple arrow/special AA launch SFX is unsatisfying, even if it’s a buff to Quinn. Some kind of new Harrier proc SFX (and making the triple arrow a crit effect instead?) would help remedy this, but sound/visual/animation changes might be out of this project’s scope. We're working on giving the impact on the Harrier mark its own sound so that proccing them in this fashion is more satisfying. :)
: Has there been any talk about Quinn’s ult visuals by any chance? It’s a non-gameplay concern, but I’d love to known if you guys have seen our complaints about it or if you just disagree with changing it/don’t have the scope at the moment to revert it back to the pre-rework version
> [{quoted}](name=Valor Bot,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=006c000100000000,timestamp=2018-02-27T19:08:17.461+0000) > > Has there been any talk about Quinn’s ult visuals by any chance? It’s a non-gameplay concern, but I’d love to known if you guys have seen our complaints about it or if you just disagree with changing it/don’t have the scope at the moment to revert it back to the pre-rework version We've been reading the feedback and seen the complaints, but modifying it is out of scope for this project, unfortunately. We have a lot of projects in flight and these Quinn changes are something we could do without negatively impacting them as they travel down the path to shipping.
Azjin (NA)
: Just wondering, does this mean that if you back with low mana and the intent to teleport immediately into combat, it'll take longer to recover to full mana before leaving base? EDIT: Ignore this, just remembered cancelling ult mid-channel refunds the mana.
> [{quoted}](name=Azjin,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=006c0001,timestamp=2018-02-27T17:44:26.748+0000) > > Just wondering, does this mean that if you back with low mana and the intent to teleport immediately into combat, it'll take longer to recover to full mana before leaving base? No. It's not currently charging you the mana when you gain the ult by going back to the fountain.
: Quinn Changes Coming Soon - Strike from the Sky!
Edited to add the following updates for (R) Behind Enemy Lines * Fixed a bug causing Behind Enemy Lines to immediately end when used while attacking a turret * Fixed a bug that would cause movement orders to be removed or ignored while casting Behind Enemy Lines * Returning to the fountain now automatically casts Behind Enemy Lines if it has been learned
: Does this mean that Quinn won't be getting the rework that would be needed to make her and Valor feel like an actual team? Or are these just some improvements to make her feel better to use until the rework?
> [{quoted}](name=HalcyonDweller,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0069,timestamp=2018-02-26T17:51:28.732+0000) > > Does this mean that Quinn won&#x27;t be getting the rework that would be needed to make her and Valor feel like an actual team? > > Or are these just some improvements to make her feel better to use until the rework? This is just a nip & tuck and doesn't exclude her from a VGU in the future. I have no idea when/if that will occur, though.
Baedaf (NA)
: Given that you've announced your changes I'm guessing they won't change much now, but I can think of a way to make Quinn's ult interact even more with Valor. Instead of a rain of arrows at the end (which imo doesn't really make sense for a scout) her ult could give a buff when using Q or E. E.g., Q: Valor maintains his speed and does extra damage or maybe a slightly longer blind; E: Quinn is launched even faster doing extra damage or maybe briefly stunning the target (hard CC might be a bit weird for her though). One for a better AoE and one for better target selection. Love Quinn, so glad you guys are fixing her up. Have you guys fixed the bug where the tooltip says Skystrike will do 0 damage?
> [{quoted}](name=Baedaf,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0053,timestamp=2018-02-25T02:46:51.918+0000) > Love Quinn, so glad you guys are fixing her up. Have you guys fixed the bug where the tooltip says Skystrike will do 0 damage? That'll be fixed before the changes ship, yes.
: The change to the passive proves that you either listened to the community or played Quinn before, which is good. Because the champion is this intricate, I think you need to clarify which role you want Quinn to be seen in, before adressing anything else (much like the balance team did with ekko and lucian). Just completely gut her capability of being an adc or a top laner, and make sure that she is viable in at least one of these roles. From there you can then build up and add to her "secondary" role, as was done for ekko! From playing her I think the major flaws she has in top is her lategame uselessness if she fails to carry the game 1v9 (this issue is sorta addressed here, not sure how the extra ad is going to feel). For ad her main problems are her range, which is a problem for quinn all troughout the game, then again I can understand how Quinn's range is hard to look at because increasing it too much would make her op together with her E. tldr is don't be scared to change the champion more drastically (some ad and QOL won't resurrect her), but be sure of why you do it :D
> [{quoted}](name=7ime7urner,realm=EUW,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0047,timestamp=2018-02-24T17:08:42.586+0000) > > The change to the passive proves that you either listened to the community or played Quinn before, which is good. > Quinn isn't one of my highly played champions, so that particular change came out of feedback from people who love playing Quinn.
: > Channeling no longer breaks when taking damage Is this refering to all damage, or just non-champion damage?
> [{quoted}](name=ProfDrDeath,realm=EUW,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=002e,timestamp=2018-02-24T09:35:18.222+0000) > > Is this refering to all damage, or just non-champion damage? All damage. Anything besides minions hitting her during the channel or during her ult remove the movement bonus for 2 seconds, however, so hitting her repeatedly means she can't move faster.
: Just copy paste Sion's code lmao jk oh well I tried :x
> [{quoted}](name=DaiGurenZero,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=003900000000,timestamp=2018-02-24T18:54:25.820+0000) > > Just copy paste Sion&#x27;s code lmao jk oh well I tried :x If only it were that easy... :P
: Xeno coming in with the changes. If she becomes relevant can you make a project Quinn skin and have her look like a Recon Frame from a certain dead game?
> [{quoted}](name=8bit Soul,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=004b,timestamp=2018-02-24T19:01:29.688+0000) > > Xeno coming in with the changes. If she becomes relevant can you make a project Quinn skin and have her look like a Recon Frame from a certain dead game? {{sticker:sg-janna}} RIP
: I'm looking forward to these changes! I will post more thoughts when I have more time! Are you going to be monitoring this for feedback for a while?
> [{quoted}](name=FlashnFuse,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0016,timestamp=2018-02-24T03:54:20.874+0000) > > I&#x27;m looking forward to these changes! I will post more thoughts when I have more time! > > Are you going to be monitoring this for feedback for a while? Yep, absolutely :)
Azjin (NA)
: Gonna edit this with a full response later, but quick question: Do Runaan's Hurricane secondary bolts proc Harrier marks? If not, can they (now that mid-air autos will)?
> [{quoted}](name=Azjin,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=000b,timestamp=2018-02-24T02:58:31.851+0000) > > Gonna edit this with a full response later, but quick question: Do Runaan's Hurricane secondary bolts proc Harrier marks? If not, can they (now that mid-air autos will)? Yes they do
: After level 6, could Quinn spawn with R active? Every Quinn always presses R before leaving the base.
As others said, she does on revive but not on recall. I'll look into making that change as well.
Marisa (NA)
: I feel like some of these changes look very much like almost straight buffs, but I'm not actually sure Quinn needs major strength increases right now. According to champion.gg, Quinn's winrate top lane is one of the highest right now at ~53%. Will you be watching her performance on 8.4 and evaluating how much strength she needs for this change? I will say that the quality of life improvements are much welcomed.
Yes, absolutely. Overall, we are looking to increase her win/loss but not by much.
  Rioter Comments
: Adding skill expression and new angles to Xin Zhao made him a better champ
Thank you :) Passed along the feedback to the rest of the team that worked with me on Xin Zhao as well, in case they don't see the thread.
: Xin never had that many particles to begin with, but removing the unique ones on secret agent xin zhao (the brief case shields when he ults) is a little insulting.
Not intended. We're looking into it. Thanks for bringing it to our attention
: I can't log into the PBE forums, so I'm reporting a Xin rework bug here. After using his W Xin will just stop attacking nearby enemies for a second or 2. It doesn't happen every time but I got it to happen alot when attacking a jungle camp. I'll include a replay when I find out where the replays are stored for the PBE. EDIT: https://youtu.be/rnewx7ztMXM
Thanks for that. I'll investigate, try to reproduce it and then fix it. Really appreciate the video
Tazokh (EUNE)
: Hey @Riot Xenogenic Long time Xin player/main here (since season 1'ish). Been hoping servers but this is me on EUNE currently. http://eune.op.gg/summoner/userName=Tazokh I would like to thank you so much for bring Xin to the rework table =D. Really do. He has been my favorite for a long time and I always get the occasional "oh wow no skill champ" haha, so I am looking forward to this gameplay update. I have several concerns and feedback being a pretty decent Xin main. 1. Passive: Will Xin still retain the armor debuff on last attacked target? That passive was/is crucial with dealing with super tanks along with the botrk build path. 2.W: - I really like the change to the W and look forward to it. From what it sounds like, is it similar to a Rengar - Q ?? - I hope there is no movement pause when he casts it. - Also will it be longer than the E dash range? - if so, is it possible for W-E-Q - Would you consider having the slow on the first part of the W? as E already has a small aoe slow. 3.E: - I use my E very carefully when playing Xin, I try to either wait for enemy flash or save it for a hasty exit if things go sour. - The attack speed steroid now granted to the E pretty much is a intentional force to use E at the start of a gank to get the attack speed buff off. - Will it still have AP ratio? I occasionally go Rageblade on Xin. I would get the stacks and then E for more dmg. 4.R: - A much needed change. But will the Arena zone follow Xin ? - Sometimes I will try to flash and get behind the enemy backline and R knockback a priority/out of position target into my team. This was the only thing I felt needed proper timing/understand and a bit of skill . I hope this is possible, but with the zone created it will incite Xin players to stay in?? On a Fun note - I have always questioned Xin's R. like theoretically how does his spear knock back people. If anything if he cast at their feet, they would be knocked up. lol. Perhaps the spear would go 360 and knock people to the side till they are all lined up. haha that would be fun. Then you could direct which direction you want them to line up to. It feels like these changes will make Xin quite strong and competitive pick, almost as strong as when he was launched(hextech gunblade days). I hope so xD But on the other hand I feel he will still pretty much be the same(dash-knockback-knockup), where will the skill expression come in to play? W? From my perspective, Xin shines super early game, and loses leverage as lanes collapse and team fights begin. Then after that he usually is best at forcing a split push or playing suicidal. He is quite strong in 1 v 1 with his passive. But careful understanding and switching of priority targets as the game progresses is key for Xin. Xin also has massive diversity in build paths from going decently tanky build> to utility xin build to >full out mental dmg build. So I hope he can carry on with his diversity, but with the changes will Xin also get a small stats check? Vi has always been my Xin 2.0 . Do you reckon Xin will be able to compete with Vi? kk thanks, sorry long post, Taz
I'll try to answer all of your questions :) 1 - the armor shred is not on his passive, currently. This was a part of the stats that had to be removed to make his newfound utility/flexibility balanced. 2 - He does pause while casting W and it's range is much farther than his E range, which was precisely to give you more flexibility in your ability order (so yes, you can W to slow them at range, move up and then E, if you'd like) 3 - I wouldn't say E is required, but I think that's less punishing than it might sound given the range and slow of W. You can more-safely E to targets at the start and then use W if they dash/flash away to slow them and catch back up, etc. It's damage does still scale with AP 4 - Yes, the guard zone/arena does follow Xin. Regarding skill expression, W definitely has a lot of ways to show skill/mastery, as does correctly using (and capitalizing) on the ult's protection.
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Riot Xenogenic

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