: Does Lissandra view the Poro King as an enemy? How does the king feel about Sejuani riding one of his subjects of late? Who is your favorite champ to play in this mode? I play a lot of ARAM and can sometimes get tired of matches where it is obvious whoever rolled more poke will win. The poro spells make me enjoy this map so much more than usual. Obviously the poro toss is too strong to keep, but are there any thoughts of adding unique summoner spells like this to the normal mode? Do you feel guilty when you dispel the king? What is your favorite poro skin? This mode and Ascension both seemed significantly more involved than some of the other modes where you just changed how many players were on a team or something. Did this mode take significantly longer to make than say Hexakill, and do you feel you are near the upper limit for the amount of new stuff that can be added in a FGM within the schedule you want to keep? Or should we expect someday to see a mode with a significantly altered map, ten new summoners to choose from, while one player takes control of the jungle monsters and can walk them around the map (with URF mode enabled, of course). Thanks so much for my new favorite FGM, I really love featured game modes. I look forward to these events more than new champs. Especially eager to see 2v2 return, all for one to return for Kalista and Rek'Sai shenanigans, and of course whatever you have planned that is brand new. Merry Snow down!
Does Lissandra view the Poro king as her enemy? Does the salmon view the hawk as his enemy? Does the mouse think of the cat that is stalking him as an opponent? I doubt that Lissandra is aware of the Poro King at all.
: New Summoners Rift Over Edge
What you are noticing is a problem with an inconsistent texel density across the map. It is noticeable at all levels of quality but is exaggerated on Very-Low settings. I am personally working on resolving this issue. Thanks for the feedback.
Xones (EUW)
: There's a spot behind Baron in which people can ward and have it impossible to be taken out when Baron is up, meaning that it guaranties vision for one team over the baron pit, here's a picture of the spot.
> There's a spot behind Baron in which people can ward and have it impossible to be taken out when Baron is up, meaning that it guaranties vision for one team over the baron pit, here's a picture of the spot. We are discussing solutions for this.
: The reasoning is very sound for the muted palate and is successful. However certain areas of the map can blend into the regular walk path. The areas you can move should stay washed out for sure but the walls and boundaries could use a bit more contrast or color variety added to them. Walls and boundaries are just as important as abilities and vfx in certain situations. Many of the same values and colors can be found in the walls and floor, especially in the blue buff areas. Blue and green are to close together, they blend together to well which results in a flattening effect between the extruded rocks, plants, and features alongside the floor in those areas. If the rocks and plants in those areas were given some yellow undertones to help pull the greens further from the blues It could liven the terrain up a bit without blowing out the contrast. The red buff areas are great as they are though.
> The reasoning is very sound for the muted palate and is successful. However certain areas of the map can blend into the regular walk path. The areas you can move should stay washed out for sure but the walls and boundaries could use a bit more contrast or color variety added to them. Walls and boundaries are just as important as abilities and vfx in certain situations. Many of the same values and colors can be found in the walls and floor, especially in the blue buff areas. Blue and green are to close together, they blend together to well which results in a flattening effect between the extruded rocks, plants, and features alongside the floor in those areas. If the rocks and plants in those areas were given some yellow undertones to help pull the greens further from the blues It could liven the terrain up a bit without blowing out the contrast. The red buff areas are great as they are though. Could you post a screenshot of the problem areas. We want to keep those boundaries as clear as possible, if there is progress we can make in that area we want to move on it.
Morgc (NA)
: As a small note, on the old map, there were flowers beyond towers that would give you a fairly accurate idea of their range and were very useful while I was still newer to the game and not yet used to the ranges. It can still now be useful at times as a subtle reminder; I was wondering if there was any thought about this on the environment team, or if it was ever even an intended thing in the first place? Thanks!
> As a small note, on the old map, there were flowers beyond towers that would give you a fairly accurate idea of their range and were very useful while I was still newer to the game and not yet used to the ranges. It can still now be useful at times as a subtle reminder; I was wondering if there was any thought about this on the environment team, or if it was ever even an intended thing in the first place? Thanks! I believe it was intended and we have included similar indicating visuals. It is something we are likely to continue to develop.
: Talking about up to date positioning, what about them Krugs, even in this iteration they're still not mirrored properly.
> Talking about up to date positioning, what about them Krugs, even in this iteration they're still not mirrored properly. We hit a snag with solving that problem. It is surprisingly complex to fix, which I know sounds weird. Other issues took priority before this launch.
: A thing I noticed was positioning on Razorbeak chicken things (Wraith camp previously). Before, the large monster use to be clearly on the side so it would be easy to initiate with a skill shot on. Now the large monster is kind of nestled in the back (like before the position change), so the other 3 small monsters are in front (making difficult to initiate with a skill shot). Was this change intentional? Other then that, the new map looks great (just took a little getting use to). Haven't had any performance issues yet.
> A thing I noticed was positioning on Razorbeak chicken things (Wraith camp previously). Before, the large monster use to be clearly on the side so it would be easy to initiate with a skill shot on. Now the large monster is kind of nestled in the back (like before the position change), so the other 3 small monsters are in front (making difficult to initiate with a skill shot). Was this change intentional? > > Other then that, the new map looks great (just took a little getting use to). Haven't had any performance issues yet. I know the positioning was intentional... but I will look into whether it is the most up-to-date. Good find.
Torm (NA)
: I find it hard to see the fog of war. I also don't like the lack of color. But I love everything else, especially the new towers/jungle camps.
> I find it hard to see the fog of war. I also don't like the lack of color. > > But I love everything else, especially the new towers/jungle camps. We are looking at ways to add color/life without compromising clarity. One idea we are considering is adding more color and life into the islands but keeping the ground-plane clear.
: Bot lane has a problem with shadows. Basically, your shadows fall through the ground onto the cliffs below. This includes your cursor shadow, and it looks absolutely horrible when you're moving around. http://boards.na.leagueoflegends.com/en/c/bug-report/Bf0qVbOc-gameplay-new-summoners-rift-shadow-bug-on-bot-lane
> Bot lane has a problem with shadows. Basically, your shadows fall through the ground onto the cliffs below. This includes your cursor shadow, and it looks absolutely horrible when you're moving around. > > > http://boards.na.leagueoflegends.com/en/c/bug-report/Bf0qVbOc-gameplay-new-summoners-rift-shadow-bug-on-bot-lane Yeah, we have a fix for that. It didnt get in for this patch we will update that asap.
Daishø (NA)
: Amazing, love the new colors and everything just looks so nice. My hamsters are working a little to hard though. but still amazing.
> Amazing, love the new colors and everything just looks so nice. My hamsters are working a little to hard though. but still amazing. It looks like there was an unexpected bug with this build causing an FPS drop. We are tracking it down right now. Hopefully your hamsters will be able to get some rest soon.
  Rioter Comments
Flemman (EUW)
: there is a zoom, you said it on the Q&A thread :p
> there is a zoom, you said it on the Q&A thread :p I set the camera, there is no zoom. It is actually zoomed out, a little.
Vaussk (NA)
: Updated Summoners Rift opinions and discussion (First impressions)
There is a lot of feedback on this point and I am listening. This has been my response on a couple other threads and I wanted to repost it here. Increasing saturation makes the map look better by itself, but the map should not be the focal point of the game, the champions and their abilities should be. The map was created to be a backdrop for champions and VFX. We tried to make it beautiful without intruding on the play experience. I really appreciate the comments posted here and I absolutely acknowledge that increasing saturation/contrast on a piece of artwork will make it feel more vibrant, but in the context of a game the art is not their for it's own sake, it is a tool for gameplay. What League needs is a map that allows teamfights to be more readable. While I think there is room for improvement in the map (And we will continue to develop on it) I do think that the approach we have taken serves the entire League experience in a very successful way.
: Congratulations on New Summoner's Rift :)
> I'm aware the New Summoner's Rift might cause some lagging issue or other type of problems for certain people, but I know that for the majority of us, the new map works great and I wanted to tell Riot that I really appreciate their hard work. > > The animations are irreproachable, the art design and colors are splendid and, one of my favorite aspects, the new map feels much cleaner and enjoyable to look at and play in. Lots of hard work was put into this project and I believe it will be a massive success should the diverse issues be fixed in a short lap of time. > > So again, thank you Riot and may this new map serve the game for many and many years to come! > See you on the Rift guys! > > Jamatrix666 Thanks for the kind words!
: > " But the 2D textures still remain blurry and pixelated around the edges like as if they are not in HD, which is a big disappointment. Especially for myself, as a player on ultra-high settings." > > The screenshot that you posted is not on very high settings, you may want to set your settings higher and see if you prefer those results. Our game does not have "Ultra" settings at all so I think you may be mistaken. We are looking into ways we can increase texture resolution on very low settings. > " But the 2D textures still remain blurry and pixelated around the edges like as if they are not in HD, which is a big disappointment. Especially for myself, as a player on ultra-high settings." > > The screenshot that you posted is not on very high settings, you may want to set your settings higher and see if you prefer those results. Our game does not have "Ultra" settings at all so I think you may be mistaken. We are looking into ways we can increase texture resolution on very low settings. > " But the 2D textures still remain blurry and pixelated around the edges like as if they are not in HD, which is a big disappointment. Especially for myself, as a player on ultra-high settings." > > The screenshot that you posted is not on very high settings, you may want to set your settings higher and see if you prefer those results. Our game does not have "Ultra" settings at all so I think you may be mistaken. We are looking into ways we can increase texture resolution on very low settings. Can you fix the monotone dust?
> > " But the 2D textures still remain blurry and pixelated around the edges like as if they are not in HD, which is a big disappointment. Especially for myself, as a player on ultra-high settings." > > > > The screenshot that you posted is not on very high settings, you may want to set your settings higher and see if you prefer those results. Our game does not have "Ultra" settings at all so I think you may be mistaken. We are looking into ways we can increase texture resolution on very low settings. > > > > > " But the 2D textures still remain blurry and pixelated around the edges like as if they are not in HD, which is a big disappointment. Especially for myself, as a player on ultra-high settings." > > > > The screenshot that you posted is not on very high settings, you may want to set your settings higher and see if you prefer those results. Our game does not have "Ultra" settings at all so I think you may be mistaken. We are looking into ways we can increase texture resolution on very low settings. > > > > > " But the 2D textures still remain blurry and pixelated around the edges like as if they are not in HD, which is a big disappointment. Especially for myself, as a player on ultra-high settings." > > > > The screenshot that you posted is not on very high settings, you may want to set your settings higher and see if you prefer those results. Our game does not have "Ultra" settings at all so I think you may be mistaken. We are looking into ways we can increase texture resolution on very low settings. > > Can you fix the monotone dust? Increasing saturation makes the map look better by itself, but the map should not be the focal point of the game, the champions and their abilities should be. The map was created to be a backdrop for champions and VFX. We tried to make it beautiful without intruding on the play experience. I really appreciate the comments posted here and I absolutely acknowledge that increasing saturation/contrast on a piece of artwork will make it feel more vibrant, but in the context of a game the art is not their for it's own sake, it is a tool for gameplay. What League needs is a map that allows teamfights to be more readable. While I think there is room for improvement in the map (And we will continue to develop on it) I do think that the approach we have taken serves the entire League experience in a very successful way.
PRN (NA)
: I think trying to relate skins with the map is a joke and Riot won't take you seriously if you go down that road. That's like a 5 year old crying that they will not go to school because their mom didn't buy them that shiny lollipop at the store. I think the new map is ugly, but I have always said this ever since it's early preview. Riot will never change it now that they have put too much work in it, however. I seriously doubt they will fix all the issues that we have been talking about for months and months now. The map is too grey, pastel-coloured. Riot has backed this up with an excuse of "layers", with the map being the bottom layer and thus must be more desaturated than the champions ("middle layer"). From an Artist's point of view this is a load of bollocks since the champion visuals are supposed to be immersive and work with the environment, not against it. Put any of one of the hundred champions on the new SR map and tell me that they look like they belong. The truth is they just don't. Nothing belongs in the new SR map, even if Riot is trying it's hardest to create a theme for itself (like those ugly mutant birds and frogs on LSD that keep popping up in LoL lore). Even the store's base doesn't look right -- "Hey guys, the enemy team is pushing our nexus, we should all corner ourselves into that very narrow over-hanging cliff that is falling apart, we'll be safe there. Surely they can't get us." As much as I used to have faith in Riot over their service to their fans, I think they have also partially given up on us. Much of the league community is quick to complain about the smallest of things and so I feel like Riot has learned to ignore a portion of the feedback and label it as irrelevant. The only times Riot has really changed something about league is when a massive voice is put forward and the community groups together to be the loudest opinion. But relying on the loudest opinion alone will not do for the new SR map. It's the smaller crap too that matters here. The map itself looks like a horrible resolution. I thought that even if it was ugly and washed out, the scale is all wrong. The floor in the base is made of massive flat stone with no textures at all, and the map is very pixelated. It looks like a smaller resolution stretched out to fit my screen. Nothing about the textures fits at all. The models look GREAT, the towers are GREAT, everything that is 3D rendered looks massively polished and extremely beyond my expectation. But the 2D textures still remain blurry and pixelated around the edges like as if they are not in HD, which is a big disappointment. Especially for myself, as a player on ultra-high settings.
" But the 2D textures still remain blurry and pixelated around the edges like as if they are not in HD, which is a big disappointment. Especially for myself, as a player on ultra-high settings." The screenshot that you posted is not on very high settings, you may want to set your settings higher and see if you prefer those results. Our game does not have "Ultra" settings at all so I think you may be mistaken. We are looking into ways we can increase texture resolution on very low settings.
: "They did this instead of flipping the camera. :P" aka they failed why they wont flip the cam is a mystery to me .. they do it for champ select your never on the right side ... why they wont unlock the cam is an even bigger mystery to me ( as i said before cam issues are stuff from 90's gaming how have we not moved passed this)
> "They did this instead of flipping the camera. :P" > aka they failed > > why they wont flip the cam is a mystery to me .. they do it for champ select your never on the right side ... > > why they wont unlock the cam is an even bigger mystery to me ( as i said before cam issues are stuff from 90's gaming how have we not moved passed this) We did not do this instead of flipping the camera. This is a distinct change to solve a completely separate problem. This adjustment has a side benefit of slightly improving purple side visibility. The problem associated with "Flipping the Camera" is being looked at separately from the visual update to Summoner's Rift.
: > They changed the camera angle so that you can see more on the bottom and less on the top. or is it the other way around x.x
> > They changed the camera angle so that you can see more on the bottom and less on the top. > > or is it the other way around x.x We actually zoomed the camera out slightly and flattened the lens on the camera, It was a tweek to improve projectile accuracy. What you are probably responding to is the work we did to improve clarity by reducing noisy detail. It gives an impression of being a bit zoomed in.
Nishyda (NA)
: Is the new SR tomorrow?
It is up on team-builder right now
: Not a fan of the zoom. Other than that....OMG IT'S SOOOOOO COOL!
> Not a fan of the zoom. Other than that....OMG IT'S SOOOOOO COOL! there is no zoom, that is a pretty frequent piece of feedback though, I think it has to do with the level of detail on the new map. We are looking into ways of addressing that.
: Summoner Rift Map Update
yup. Teambuilder has the update to Summoner's Rift on NA
: soon... very soon
> soon... very soon now :)
: Summoner Rift Map Update
btw I will be on for the next couple hours message me if you want to play one.
: Summoner Rift Map Update
XavorTM (EUNE)
: A fell "mistakes" i found in the lighting on the new summoner's rif
So I told our VFX guy, he pointed out that these effects are called "god-rays" and are therefore infallible. jk he is working on it
XavorTM (EUNE)
: A fell "mistakes" i found in the lighting on the new summoner's rif
: On some computers at 2560 x 1440 if you scroll all the way up to the top left of the map the data rendered and sent to the monitor may be clipped by a small triangle in the top left of the screen about the same size as a minion. My guess is that the frustrum used to cull the view area isn't quite wide enough. Sometimes it will persist even if you scroll down across the left edge of the map but will shrink while that is happening, gradually disappearing into the top left area of the map, which supports the theory.
Could you post a screenshot? I don't think I have tested that resolution, so there may be bugs.
: Idea for Summoner's Rift - A Vision-Based Objective
: While I have no problem with the new design... as I think it is much better than "random spinning diamond". I find this comment really odd. In fact what really struck me as odd is that how in the vid you guys talk about how baron is a recreation by an IoW architect of an monster based on word of mouth and legends... Then the very next thing that gets put out removes the IoW and summoners from the game. Can you give any insight on how the two team where so disjointed in their message to the players?
Could you link the video in question. I do not think that the content you are referring to was created by Riot. I do not think our teams were disjointed at all. We began production of the update to SR with the post-reboot narrative in mind.
: Latest content/me playing on the PBE. Just hoping it gets fleshed out!
Thanks for the info. I will look into this.
: Hey man thanks for your time! I'm completely with you about the part where you don't want the same solution for the bottom right corner as the top left corner and bases. I really like the idea of something sublime instead of epic and I'm happy you guys are still working on spicing things up for that part. Which leads me too my next question. Wouldn't it make sense to remove the fog of war from the bottom right corner too? We'll be able to see more details that way and I can't see why you would have the fog of war in that part as it doesn't contribute to anything there? Cheers!
When we get it looking sexy, removing the fog of war will be one of the first things we will want to do. At the moment we are trying to add more fog :).
hakE69 (EUW)
: Are you concerned about the assimetrycal Krugs? I wrote about this but seems no one cares about that xD (and it has a minor but tangible impact on gameplay/balance)
We are aware of it and we care about it. We are hitting some problems with getting it fixed (which I know sounds absurd). The small gain in symmetry combined with the complexity of our proposed solutions causes this issue to keep getting bumped lower on our priority list.
: Then why did it not make it onto the rift VU?
Because it cause too much visual complication on the ground plane. We created a grating that would allow flow from top to bottom, but that grating and it's subsequent vfx created a playspace that was much too busy for our standards of clarity. The option we chose was the most friendly to gameplay.
: Can we split this board into sub-boards for the 4 maps and temporary game modes?
At very least we should create a set of core threads to be repositories for Modes ideas, For Aram Feedback etc etc... I did that on the old forums. Would you want me to set those up here too?
: Optimization for minions. even on live I go from 200+ fps to 100+ fps because of how poorly coded/optimized the minions are (lower their poly counts on animation/they themselves to improve lower system proformance!) I was asked to repost this by a red, so i did. Its very important this issue is addressed. Because It can be the difference between a 120+ fps game and a 80+ fps game(every frame matters) And thats not even getting into teamfights where your computer has to process champs AND the minions. It can be a lot to handle on a system thats even slightly old. All I'm saying is be conservative as possible with the new map and try your best to improve any issues the old one had. The biggest for me was minions, some other people may have other issues but this one is the most apparent. OH WAIT i just remembered When you open the shop. I still to this day drop 150+ frames (200+ -to 20-60ish) when I open the shop and buy an item. I have no idea what causes that frame drop but my god is it annoying. it freezes the game sometimes for 2-4 seconds for me.
We just made some gigantic optimizations on minions. We found a gigantic win in the way our animations are created. Let me know if you are still seeing problems after the next patch.
Ramaman (NA)
: Are you still working on a clear difference for the limits of the fountain (this is where you get shot by the laser if you step in). And what happened to the VO of the shop keepers? Will they have a voice at least?
: It would be nice if there was a slightly bigger contrast between fog of war and non fog of war (not on the mini-map, the actual map itself). In the darker area's of the map it can be kinda difficult to tell the difference between the two unless you have an actual ward nearby and you are able to see the differences close together.
We have a fix incoming for this. Let me know if the next build resolves this concern for you.
BigRaims (NA)
: I believe with the whole clarity design aspect of the new SR and Riot all together it is important to be able to see the full extend of *floor based* abilities such as {{champion:32}}'s Despair, or {{champion:25}}'s Tormented Soil; where the ability lays flat on the ground. I have noticed that on ramps (e.g. moving anywhere from any part of the river, or on the stairs from the inhibitor turrets) these *floor based* abilities are only seen on the actual dirt ground of the map and not on these ramps. I do understand that it would look very strange but it would be much more clear to make these abilities visible on the ramps. I don't know if this is a problem that still exists on the new SR, because I don't have a PBE account. Anyways, that's all I have on the Summoner's Rift. Thanks for reading!
We are working on this. The problem is that this is actually an error in each particle rather than one error in SR so we are correcting it gradually in a particle by particle basis.
: But doesn't making half the jungle desolate and barren (no pun intended) kind of kill off the whimsical theme a bit by itself? Not to mention the source of all that destruction. The live summoner's rift may be whimsical and all that, but this one clearly isn't. It doesn't even have be be blatant, something that slides into view a few seconds of every minute. Would that not be a nice little Easter egg?
Baron is the aggressive counterpoint to the whimsical elements of SR. I agree about easter eggs. Anything is fair game in that space.
: But what I'm proposing isn't that the river flows over the lane, but under it. You set up a pipe system or something similar and it leaves it to the player's imagination that there's water flowing from one side to another. You can help it be a little more realistic without it overriding your main goals.
Yup, I follow you. It was the first thing we tried.
Kürama (NA)
: Summoner's Rift Update Questions
1. We tried to create a more consistent set of themes that defined the personality of the 2 sides. The intention behind this was to improve orientation around the map and create a stronger narrative context to the map. Nexus wizards did not really accomplish those goals. 2. We determined that having large lowing props in the play space was a problem for gameplay clarity. Also, golems dont eat soup. 3. We are looking into ideas similar to this. It is too early to dig into it. 4. I don't know
Itzon (NA)
: Just a question, why do the jungle monsters have to be mirrors of each other? Couldn't we have unique monsters on each side of the map? Maybe instead of wolves on one side maybe instead we get saber-tigers or instead of golems on one side we have the Azure Stoneback Turtles that gives you the same blue buff?
there is a need to preserve some ammount of visual parity between the creatures so that junglers will know that they will behave the same way. I think we are willing to consider minor variations in their form between the top-side camps and the bot side camps.
: I haven't tried the new map since I'm not on the PBE, therefore I cannot provide decent feedback on the quality of the map. However, there is a question I have that relates to the recent ret-con announcement almost a month ago. On the current Summoner's Rift map, there are art assets that supposedly represent Summoners in the game that no longer exist on the visual update SR. When was the decision made to remove/delete these assets and was it a decision made in conjunction with the Narrative team?
The narrative team was involved during the duration of the development of the map. The narrative team did not really influence our decision about how to design the nexus.
Xones (EUW)
: Are you guys planning on updating the buff particles for the new map (Blue, Red, Nashor)? The whole Twisted Fate's cards-looking particles is Season 2-ish.
Those issues are outside of the intended scope of our project.
: Not sure if I'm the only one but I have a texture bug on the Northeast quadrant Blue Buff. The texture seems to divided between the new textures and the initial release texture right where blue buff spawns, same on South West quadrant where Red Spawns as well.
thanks for the heads up, this issue is already fixed. Our techniques create this problem a lot as we iterate.
: The last piece of feedback I have is that I really like that the minions are getting different weapons to match their "home teams." However, the way they use these weapons should be different, too. The current animation looks great for Red. The style is flowy; there's lots of circular motion, befitting their theme. Each swing leads into the next. It's graceful, and almost artistic. I feel like Blue's minions should have a different animation. Something more rugged. Purposeful, powerful strikes, each one its own movement. Give their weapons some heft and weight, really give the impression (if you want to look that closely) that these minions represent very different teams.
I love this idea! We were very restrained on what we could do with these animations by the need to bring them as close to parity with their original mechanics as possible.
: -I think it's very important to be able to tell missile size of the turret apart from other attacks. I like how it is on minions, very minimalistic, but when a teamfight breaks out it can be very difficult to see. A giant pink ball was always easy to see who was the focus (in addition to the laser) so if there is any way you can bring more focus to it without compromising your design targets, it would help in the overall redesign of the map. -shadows are very inconsistent and overall amorphous on the new map. It just looks like grease, even on very high. Is this intended or something you will be smoothing out? Other than that, the map is coming together nicely imo and I'm excited for it to come to live. Playing on the current SR feels dated compared to the new map!
For clarity, is your feedback originating from promo videos or from the latest PBE content?
: This is more of a question but I would also want to offer you feedback about the environmental relevant parts of the map (I hope this sentence makes sense). I was wondering why you decided to make the top left corner really exiting with the vista of the grand valley below the Rift and left the bottom right corner pretty empty with nothing interesting to see there but a little stream down the rifts cracks? Are you having plans to make the bottom right corner part of the map more interesting/relevant? If not, what is the reason behind that decision? Thanks!
A lot of the exciting stuff that we planned for the bottom right corner has been postponed in order to accomplish higher priority visual effects goals. We will get that corner feeling great though. We originally had a very similar drop in that corner to the one we see in the upper left corner. We felt that having the same solution on both sides of the map felt really artificial. We chose to implement something that (eventualy) will feel more sublime than epic, I am glad that we have a different tone on the map in that spot.
chriserit (EUW)
: I was just thinking about the dragon place .... I saw a lot of tree there; what about burn some of them? or just place some fire in this place? for example with the gromp you added some purple mushrooms and this was great... just do the same with dragon same with baron some green acid would be awesome about the wolf camp (in blue side) I rly don't like their animation (all three of them jumping out from the hole) what about let the big wolf come slowly from the center then howl and the other two little wolf come from the sides (from where there are the 2 tree)
This is a really really great idea ( Dragon and Baron battle-damage). It may take a while before we can get that alteration visible to you, but I am going to push to get it in.
Itzon (NA)
: Poro seems like it's pretty specific to Frejord. Wouldn't mind seeing a variant/cousin/coloring of a poro. For example: Arctic Bunnies vs Woodland bunnies Arctic Foxes vs Fennic Fox Fennic Poro?
I have been resistant to the idea of putting poros in SR. Poros are successful in Howling Abyss due to the contrast. Without poros Howling Abyss is a very bleak and dismal area. Poros stand out due to their perfect justaposition within this context. Their presence in SR would be much more forced. If anything we push creatures to be more aggressive in SR to balance the more whimsical nature of SR.
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RiotForScience

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