Coco Ari (EUW)
: My Xayah fan art!
Very cool! I like this a lot. :D
: Mana Flow Band Bug
Aware of this one, fixing ASAP. Has to do with champions that res (Anivia, Karthus).
: Defy the odds and perform the impossible
You must be their teams' Yasuo
: Trying to gank a janna lane
I enjoy Janna. She is my favorite support. When I see Caitlyn, I think to myself “yes”. When I see Vi, I think to myself “no”.”
: Thanks for all the support you guys are the best
Hey Pannda, I'm sorry that you felt ignored or disrespected and like, I do actually just wanna say thanks. If nobody ever said thank you, let me be the one to say it right here and now. I understand this is too little too late but seriously, thank you, and thank you to all of our mods & heralds past, present and future. Y'all work hard and I don't think we publicly acknowledge that enough I think I keep waiting for someone like, more "official" than me to come and say things like this or address topics like the one you posted and it means I miss out on helping or talking with players like you who are hurting. So yeah, even though I'm not like an "official" Rioter from the Boards team or anything, let me say that I appreciate everything you've done for this place and I hope you have a lot of fun reconnecting with games that you love. <3
Zumo (EUW)
: Question for Riot's balancing team
Yes. Every game designer and playtester who works in Gameplay plays League of Legends basically every day (and quite often multiple times a day) whether on internal environments, PBE or the live game. But you knew that, yeah? This isn't really a question, it's one of those "sick burns" that the kids like these days right? :P Let me add that as a frequent Boards-goer it's really disappointing to see the same tired, old memes at the top of the front page about the "balance team being silver" and "balance team doesn't even play the game", and I'm not even on the dang balance team. They're simply not true and, real talk from someone on the dev side, I think topics like this can be really discouraging for Rioters who want to come here and talk directly with players.
VØIÐ (EUW)
: @Riot Since the Precision Tree has 4 main runes, can we expect more runes for other Rune Trees?
Could be. We don't have specific 'goal' for how many runes should be in a slot (the answer is like 'however many the Path/slot needs to serve its audiences well or make an interesting choice') so it's very possible that we see 4 runes in a slot in other places and Paths.
: Riot Sparkle, you asked what we wanted from Death Recap
Oh hi friends! Love the volume of opinions and feedback here, reading all the comments. Definitely still looking at the old topic too. :) I mentioned it there but the most useful thing for me is if you can outline the kinds of questions you'd like answered post death. What info do you want to make decisions in the game around...well probably around not dying next time, yeah? What problems or gaps do you have in the game right now (whether or not you try to use the current death recap feature)? I wish I had something I could say more concretely on this topic but I would never want to mislead anyone or promise anything I can't deliver on tbh. That's basically my nightmare. And let me be super clear here, I am not in a position to promise anything on this one, even if the space is personally interesting to me as a designer who cares deeply about the in game experience.
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=yrc23zHg,discussion-id=TqMWwBBY,comment-id=000700420000,timestamp=2018-03-21T22:05:33.056+0000) > > You can tell me your problem is that &quot;I can never tell what kind of item to buy next - Armor or MR - because I only know who killed me, not how much damage they did&quot; and, as a designer who works in UI, I could come up with 5 different visual ways (maybe some of which are new and some of which look closer to existing features) to get you that information in League. But a solution is only as good as the problem it solves. And, the only way you can pick the best solution out of those 5 options is to measure them against the problems - which one of these (or combination of these) is solving the problem the best? > > This is actually how a lot of design works, whether UI or game or whatever else. I&#x27;ve had to train myself as someone who gives feedback to game designers not to present feedback as solutions like &quot;NERF FIZZ&#x27;S ULT&quot;. Again, what is most useful is the actual problem - wtf happened that lead me to that conclusion? What did I feel, what&#x27;s the context, was there a particularly frustrating moment I can point at? Also, from my player perspective, IDC about nerfing Fizz&#x27;s ult really (I mean, I actually don&#x27;t because this is hypothetical but roll with it lol). I only care about it only in that I think it will solve my problem. If we cut the cooldown on the E instead and I&#x27;m not frustrated any longer when I play against Fizz, I walk away happy. It&#x27;s not about the particular solution, but rather about making the problem go away. I understand, but my point is that, at least in my own personal opinion, I don't feel we're at a stage as advanced as this, because the biggest problem players have consistently with Death Recap is simply that it's so buggy and inaccurate as to be useless. The number one pain point is that it gives out false information, and so with such frequency and so little apparent logic that the feature may as well not exist. Asking for more specific feedback is honorable, but I feel is misplaced when there isn't really a functional feature to begin with, and hasn't been since it was included in the game. I don't want to come off as rude, because I am very grateful you are looking into this, and I'm very hopeful that this will lead to Death Recap finally seeing some improvements, but I am also concerned, because at least from my own point of view, the single largest problem with DR is very apparent, and shouldn't really be held in question. You could work hard to give a detailed breakdown of which armor and MR items to purchase post-death, and it will all be for nought if we're still being told that we got killed by magic damage from Teleport. I may not be a professional UI designer, but when the problem is "this feature is full of bugs that fundamentally prevent it from working", and the feature itself is desirable (few to no people here are asking to scrap Death Recap or fundamentally alter the information it intends to give) I don't really see any solution other than to address these bugs, and render the feature functional. There are likely other pain points associated with Death Recap, but I think if you can manage to make the feature work at all, first and foremost, then that would already the single largest amount of progress to have happened to it in League's entire development.
> [{quoted}](name=Teridax68,realm=NA,application-id=yrc23zHg,discussion-id=TqMWwBBY,comment-id=0007004200000002,timestamp=2018-03-21T22:56:48.732+0000) > > I understand, but my point is that, at least in my own personal opinion, I don&#x27;t feel we&#x27;re at a stage as advanced as this, because the biggest problem players have consistently with Death Recap is simply that it&#x27;s so buggy and inaccurate as to be useless. The number one pain point is that it gives out false information, and so with such frequency and so little apparent logic that the feature may as well not exist. Asking for more specific feedback is honorable, but I feel is misplaced when there isn&#x27;t really a functional feature to begin with, and hasn&#x27;t been since it was included in the game. > > I don&#x27;t want to come off as rude, because I am very grateful you are looking to this, and I&#x27;m very hopeful that this will lead to Death Recap finally seeing some improvements, but I am also concerned, because at least from my own point of view, the single largest problem with DR is very apparent, and shouldn&#x27;t really be held in question. You could work hard to give a detailed breakdown of which armor and MR items to purchase post-death, and it will all be for nought if we&#x27;re still being told that we got killed by magic damage from Teleport. I may not be a professional UI designer, but when the problem is &quot;this feature is full of bugs that fundamentally prevent it from working&quot;, and the feature itself is desirable (few to no people here are asking to scrap Death Recap or fundamentally alter the information it intends to give) I don&#x27;t really see any solution other than to address these bugs, and render the feature functional. There are likely other pain points associated with Death Recap, but I think if you can manage to make the feature work at all, first and foremost, then that would already the single largest amount of progress to have happened to it in League&#x27;s entire development. Oh yeah, I gotcha dude. I don't think you're being rude at all. I guess when I think about it, I ask myself "Should we fix the bugs in the UI we have or is it worth just doing a whole new UI?" (where it sounds like you're pretty confident that it's the first one in this case). It's like yeah, we have this solution in the game that doesn't work well but I also don't take it for granted that it's even answering the questions players want answered very well even in its bug-free form. I think, especially if we're thinking about this in the abstract (which we are) it's useful to question everything to see if it holds up to scrutiny. Could we do better than just fixing this up? For example, we currently show the top 3 sources of damage (or try to, as you say there are Bugs with a capital B). But is that even a helpful way to break down who or what did the damage? Would it help more to tally up all the damage numbers into one display? Would it be more useful to show 5 sources? It depends on what the question is you're trying to answer. I mean, it's also worth noting that from an "amount of work" perspective it might be faster to scrap and start over. No idea, because I'm not a tech person and I actually have no idea about the number or depth of the bugs involved there. But that is something you need to factor in to any project - what's the time cost of one solution or the other? TL;DR It's very possible fixing up what we have would actually be the best thing we could spend time on to solve player pain/answer player Qs OR there's the possibility we could do a better job by starting from scratch on the UI. IDK for sure necessarily, I need a headcount of what the problems currently are to evaluate the possible solutions (and the work involved etc)
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=yrc23zHg,discussion-id=TqMWwBBY,comment-id=0007,timestamp=2018-03-20T16:32:36.890+0000) > > So here&#x27;s an honest to goodness question for my own curiosity - ideally, what do you want to actually figure out from death recap? What to buy next (Armor/MR/Lifesteal whatever)? Tips on counter-itemization could help, depending on whether we took lots of magic damage, physical damage, spell damage, autoattack damage, etc., but really, priority number one on Death Recap should be to make it accurate in the first place. We're still getting recaps where we're being told that Heal dealt us true damage, or that we died to a Statikk Shiv from Dragon while fighting in base. Death Recap in League is a running joke precisely because of how inaccurate it is, to the point where it is rarely correct at all. Please fix this first, and after that would probably be a good time to talk about specifics on which additions to make. > [{quoted}](name=Riot Sparkle,realm=NA,application-id=yrc23zHg,discussion-id=TqMWwBBY,comment-id=0007,timestamp=2018-03-20T16:32:36.890+0000) > > Like, assuming you know who got the takedown (from the scoreboard), what would you specifically be looking for out of death recap (in an ideal bug free fantasy world)? A breakdown of what happened in a fight would help better understand what happened, and could give a better indication of who's fed and what's dealing the most damage, and that in itself would be a good enough indication to play around a particular champion or effect. Even without any further additions (which I'd probably still recommend you make), simply advancing towards a bug-free recap would already massively improve the information it would provide, if only because it would give information we could actually believe. Because we're now in Season 8 and Death Recap still feels like a feature that was half-done in the alpha then forgotten, I don't think focusing discussion on how we would want to tailor the feature is really useful at this point. Many of us don't really know what to do with Death Recap in League because we've never had a functional Death Recap in League, and so can't really know what improvements are needed beyond the overwhelming requirement for the feature to actually work. If Riot were to make Death Recap accurate and bug-free, that would already be such a massive achievement relative to what little progress was made on it before, that the playerbase would already be tremendously happy for it. Considering how the problem seems tied to spaghetti code, I feel at this point the underlying framework behind Death Recap may not even be stable enough to build upon at this stage, so priority number one should be overhauling the code behind it so that it's functional, and only then improving upon that solid base to add whichever features the playerbase desires. > [{quoted}](name=Riot Sparkle,realm=NA,application-id=yrc23zHg,discussion-id=TqMWwBBY,comment-id=0007,timestamp=2018-03-20T16:32:36.890+0000) > > EDIT 2: Guys, I play other games. I know that other games have death recap features. I&#x27;m asking about what YOU want personally and specifically, not for examples of other death recaps. :) I feel this kind of misses the point. Sure, asking us for input helps, and is very much appreciated, but throwing out this very general question puts the burden of responsibility entirely on the playerbase to come up with a working solution for Death Recap. When players are pointing out other games with the same feature, they are showing examples of a functional solution that should give you at least some general idea of how Death Recap can be useful in League. Incorporating these examples, or at least simply picking up on a few ideas gleaned from them and bouncing them at us, would already show that Riot is making an effort to improve Death Recap. So far, the players' requests have only been met with questions, which to me doesn't really indicate that Riot isn't doing anything concrete at the moment in this regard.
> I feel this kind of misses the point. Sure, asking us for input helps, and is very much appreciated, but throwing out this very general question puts the burden of responsibility entirely on the playerbase to come up with a working solution for Death Recap. When players are pointing out other games with the same feature, they are showing examples of a functional solution that should give you at least some general idea of how Death Recap can be useful in League. Incorporating these examples, or at least simply picking up on a few ideas gleaned from them and bouncing them at us, would already show that Riot is making an effort to improve Death Recap. So far, the players&#x27; requests have only been met with questions, which to me doesn&#x27;t really indicate that Riot isn&#x27;t doing anything concrete at the moment in this regard. So, to be very clear, I am not asking you guys to "solve" Death Recap for me. I'm not asking for solutions at all, in fact. What I am very specifically asking for are the problems and the pain points that exist today - the stuff that players, more than anyone else, are best at giving me. You can tell me your problem is that "I can never tell what kind of item to buy next - Armor or MR - because I only know who killed me, not how much damage they did" and, as a designer who works in UI, I could come up with 5 different visual ways (maybe some of which are new and some of which look closer to existing features) to get you that information in League. But a solution is only as good as the problem it solves. And, the only way you can pick the best solution out of those 5 options is to measure them against the problems - which one of these (or combination of these) is solving the problem the best? This is actually how a lot of design works, whether UI or game or whatever else. I've had to train myself as someone who gives feedback to game designers not to present feedback as solutions like "NERF FIZZ'S ULT". Again, what is most useful is the actual problem - wtf happened that lead me to that conclusion? What did I feel, what's the context, was there a particularly frustrating moment I can point at? Also, from my player perspective, IDC about nerfing Fizz's ult really (I mean, I actually don't because this is hypothetical but roll with it lol). I only care about it only in that I think it will solve my problem. If we cut the cooldown on the E instead and I'm not frustrated any longer when I play against Fizz, I walk away happy. It's not about the particular solution, but rather about making the problem go away. Solution based feedback is still useful to us as developers in that it often allows us to work backwards to the problem - but the problem is always the important thing. :) Also you're right, I'm not indicating that I am doing anything concrete right now. If I had something to show you, I would, but I would never want to mislead anyone by accident. As someone interested in the in game space, I just want to get an understanding of the problems around dying in League right now, from people who play it.
: Can we trust a guy who doesn't even have a title? Even Boards Jesus has a title. https://www.youtube.com/watch?v=xhy7dXWjpAA
Trust in me who trusts in him who trusts in you. But in all seriousness, I think we set titles on a person by person basis so sometimes titles are missing or wrong but you can trust the red highlighting. :)
: > [{quoted}](name=Raeyxx,realm=NA,application-id=ZGEFLEUQ,discussion-id=6lNtMEAX,comment-id=000000000000,timestamp=2018-03-20T16:40:05.498+0000) > > @RiotSparkle So we are supposed to report nasty club tags under &quot;inappropriate names&quot; and just add a note? I&#x27;ve been meaning to ask for a while now as it&#x27;s not really made super clear in the client. ^.^ > > Also, since I might have your attention, I wanted to confirm something else that I&#x27;ve seen circulating. Is it true that we only get that &quot;we busted someone you reported&quot; pop-up when the automated system applies a punishment? We don&#x27;t get it if an actual Rioter had to do a review? > > Sorry for the question spam. ^.^; Hey friendo, I'm BarackProbama, a designer on the Player Behavior team. I have some hot [fresh](https://gfycat.com/satisfiedmammothangelwingmussel) answers for you. Yes, reporting an inappropriate name with a note does work in the case of an inappropriate club tag. If it is an especially egregious tag, you can also file a player support ticket. On the reporting front: It doesn't matter what the ultimate source of the punishment is, [man or machine](https://gfycat.com/ImperfectAnchoredElephant): The system will issue feedback to reporting players.
^ This dude is the dude who would know :D
: Death Recap is a Joke and it's an Embarrassment That it Has Been for This Long
So here's an honest to goodness question for my own curiosity - ideally, what do you want to actually figure out from death recap? What to buy next (Armor/MR/Lifesteal whatever)? If someone did more damage than the person that killed you? What ability was used on you? Something else? Like, assuming you know who got the takedown (from the scoreboard), what would you specifically be looking for out of death recap (in an ideal bug free fantasy world)? EDIT: Thank you to all the folks responding, really interesting to read through your thoughts & wants. <3 EDIT 2: Guys, I play other games. I know that other games have death recap features. I'm asking about what YOU want personally and specifically, not for examples of other death recaps. :)
: Yea, people can come up with some dumb as hell club names/player names. Just report under inappropriate name, with a note about the club name. Mark hate speech if the name does have it.
^ Yes, please do this if you see inappropriate club tags.
: A goodbye letter
: @Riot Sparkle Item Set Tool
Hey dude - saw this post and will chat with some folks about your experience and requests as someone who loves making item sets. Wanna be super clear that I can't promise anything, and tbh I think it won't be at the top of the to do list for any of the teams who could work on this right now (there's lots of work in flight for Midseason). That being said I dont want you to think you're shouting into the void, so please know that we read this stuff and here's me saying hi ;)
: domination is a great secundary spec for sups, it grants alot vidion controll with zombi wards or ghostporo, and ingenious hunter is pretty good for many supports as they go for alot active items.
I run Ingenious and Zombie Ward pretty frequently on support. Depending on the champion, Cheap Shot is also a very good choice. Honestly, I am really happy to have the option of...well basically every secondary on support characters. These are my favorite runes for supports (I play every class of support), generally: Sorcery - Manaflow, Ultimate Hat, Scorch Inspo - Approach Velocity, Boots, All in Good Time, Biscuits, Cosmic Insight Dom - Cheap Shot, Zombie Ward, Ingenious Precision - Triumph, Coup De Grace (These are usually my ARAM secondaries) Resolve - Font of Life, Bone Plating, Reviltalize
: I'm not sure If this is the same bug but I have similar occurence: I have one runepage called Runepage. I always edit that one to my liking, I always have that one selected. When in ARAM, for example, I click the edit button to get into interface where I edit the Runepage. The dropdown in champ select claims I have Runepage selected, when I get into the interface, I am changing the Runepage, however the dropdown menu in the edit interface claims I have CREATE NEW RUNEPAGE chosen. When I do my changes and save, it saves it into Runepage, it makes me play with the Runepage. However should I try to choose the Runepage in the edit interface (even though it should've claimed I am editing Runepage in the first place without me having to change it), then it does ask me whether I want to 'save the changes' I made to the CREATE NEW RUNEPAGE. I've learnt to just ignore it, I always have Runepage chosen, when I choose the edit option, I do not interact with the dropdown of the edit interface, I do my edits, I save them, they do not create new Runepage (even though it claims CREATE NEW RUNEPAGE is chosen), they save into my Runepage, everything is okay. It's just little bit confusing and annoying. I do not, however, experience what OP says, it never opts into different one. Just If I made changes to alleged CREATE NEW RUNEPAGE, didn't save it (which would save it into Runepage instead of creating new one) and tried to switch to Runepage in the edit interface, then it would choose Runepage and set it back to what it looked like before the changes. It may sound confusing, so I'll note that during this whole time, champ select interface still claims Runepage is chosen, it's just the edit interface which defaults to CREATE NEW RUNEPAGE.
I'm going to link this comment to QA - I've never heard of this and it sounds like something we should fix.
: Considering how massively this fucks over the current victims, it seems like something that should be hotfixed in.
Some things can't be hotfixed (or "micropatched"). Actually most things can't be hotfixed, tbh. Anything dealing with the UI or background "logic" like this generally needs a full patch. Things like a number tweak on a champion ability, that can be hotfixed (and very often is).
: This needs to STOP.
I'm betting you have the double check mark bug. Certain accounts get this one, and we're finally putting a fix in for this tricky bugger in the next patch. Basically, it shows one page selected but if you open your drop-down menu there will actually be 2 different pages "selected" - one showing and one further down the list. This often results in exactly what you're calling out here - having the wrong page in the game. I know it's annoying to have the completely wrong rune page in a game, so hopefully the fix on this will help with your issue.
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=3ErqAdtq,discussion-id=XYELbllj,comment-id=0003,timestamp=2018-03-09T21:01:37.166+0000) > > I hear ya. We&#x27;re going to be doing a pass on all the rune stats (sorry, this has to be Soon TM one b/c I don&#x27;t have an exact date) to go through and see what&#x27;s working and what&#x27;s not. So adding, removing, changing the in game stats and end of game stats. Ravenous has by far been the most requested for stat expansion. ™ +alt 0153
I never remember and I'm too lazy to Google
Edmundó (NA)
: Ravenous Hunter stats should show how much healing you receive.
I hear ya. We're going to be doing a pass on all the rune stats (sorry, this has to be Soon TM one b/c I don't have an exact date) to go through and see what's working and what's not. So adding, removing, changing the in game stats and end of game stats. Ravenous has by far been the most requested for stat expansion.
: THIS is how the boards should always look
: Hey Meddler! I wanted to mention that Summon: Aery has been bugged for a few patches: it's missing its recall animation it had when Runes Reforged first launched. Any chance the team could get that fixed?
I've noticed this as well, I will make sure we have the bug logged. Helicopter tails are important!
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=3ErqAdtq,discussion-id=uHXiioEA,comment-id=000400020000,timestamp=2018-02-28T20:03:29.644+0000)Would love more thoughts on favorite and least favorite rune names and why. :D Favorite keystone names are actually the ones that sort of define a role: **Predator** and **Guardian**. They help hit home on the fantasy that a keystone is supposed to help define your playstyle that game in a way that the others don't. That's what I expect out of a keystone, and I feel **Summon Aery**, **Grasp of the Undying**, **Unsealed Spellbook**, and so forth don't capture that quite as well. For lesser runes I like the more creative titles. Favorites there include the following: * Cheap Shot * Sudden Impact * The Ultimate Hat * Manaflow Band * Nullifying Orb * Demolish * Scorch * Magical Footwear * Hextech Flashtraption * Perfect Timing * Biscuit Delivery I love these because they're flavorful (in most cases) and I can IMMEDIATELY remember which is which from the name alone. Most of them are using decidedly ungeneric names, and you'll also notice that most of these to NOT have similar effects to anything else. My least favorite are those that don't give a strong indication of what they do -- coincidentally there are usually the ones where I find the graphics insufficient to let me differentiate the effects at a glance as well. In general these are the ones that, while I may use, I tend to only remember when looking at the row. These include: * Presence of Mind * Legend: Bloodline * Last Stand / Cut Down * Taste of Blood * Ingenious Hunter / Ravenous Hunter / Relentless Hunter * Font of Life * Overgrowth * Revitalize * Unflinching Note that many of these are more generic names OR have a lot of similar thematics. I can tell how Scorch is different from Manaflow Band almost by name along -- what's the difference between Overgrowth, Revitalize, Font of Life, and Second Wind? ----------------------------- Digging deeper into some potential issues with some quick, off-the-cuff thoughts. **Coup de Grace | Cut Down | Last Stand** * I feel Coup de Grace is good, as that means "Finishing Blow." * I'd consider switching Cut Down to "Giant Killer", which syncs up with Lord Dominik's "Giant Slayer" and helps cement it's roll in the game. * Last Stand could work in that case, but I'd consider something like "Do-or-Die," as Last Stand seems more defensive than offensive to me. **Font of Life | Second Wind | Overgrowth | Revitalize** * Font of Life becomes "Invigorating Command," to emphasize that it doesn't help you. * Second Wind changes to "Rapid Recovery," to help show that it lets you heal quickly after injury every time. * Overgrowth becomes "Battle Scars" to show that you grow more durable from battle. * Revitalize becomes "Font of Life" (yes, I think it's more appropriate here) to drive home that all survival effects are magnified on you and from you, since you're such a source of healing energy.
Thanks for writing all of this up! :D
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=yrc23zHg,discussion-id=ZJIibNd3,comment-id=0006,timestamp=2018-02-28T19:45:25.909+0000) > > [This joke tho](https://media.giphy.com/media/26FmRIj3ikHri9wWY/giphy.gif) OMG! You are too predictable. I can go over 200 random posts that a rioter commented on, and can tell which post you will be on just by seeing the title of the post with about 95% accuracy.
> [{quoted}](name=Az Lusheni Az,realm=NA,application-id=yrc23zHg,discussion-id=ZJIibNd3,comment-id=00060001,timestamp=2018-03-01T01:05:21.237+0000) > > OMG! You are too predictable. I can go over 200 random posts that a rioter commented on, and can tell which post you will be on just by seeing the title of the post with about 95% accuracy. [Ya caught me. I like what I like and what I like are bad puns and memes.](https://media.giphy.com/media/65iSZ7mVewQLe/giphy.gif)
: Some of the duality keystones could get a lot from having 2 lines instead of one. For example: · Aftershock should get damage mitigated and damage done, instead of only damage done, you pick it to get tankier. · Grasp, same as aftershock; the healing is as important as the damage, if not more. · Aery shoud have Damage and Shielding, instead of number of procs/number of procs. I understand it would be a bit harder to fit 2 lines of text instead of one, you could always just show the bigger number beetween the 2 or at least consider the Aftershock rune to display mitigated damage, its a tank keystone the damage it deals its just a bonus not what you pick it for. Also it would be lovely if you gave us stats for ravenous hunter i would love to know how much im healing from it, even if it isnt the main display, you could just add it on hover, or make it replacethe "5/5" as its pretty useless at that point. Im also a big fan of useless/funny stats like {{item:3046}} deaths prevented, you could give Guardian a counter on how many times you saved someone from death, or zombie ward/poro ward a counter on enemies spotted/amount of vision score you gained from them. Edit: Sorry for my broken english, I promise I tried my best. Edit2: Runes that give raw stats (Gathering the storm, Mirror shell, etc...) should give you the data on how much damage/mitigation you gained from those stats. It would be much easier to compare for example 800 damage mitigated from bone plating with 950 damage mitigated from mirror shell, than comparing 800 damage mitigated with "+9 mr", i know the rune literaly gives 9 mr, but how much is that 9 mr helping me? ill never know.
Thank you for the suggestion! There are actually additional stats on the hover tooltip in game (I think Aery has the numbers you mention in there for instance) but as you're hitting on we're really limited in our up front space in the panel. I think it's a good suggestion that we could add more stats in the hover for specific runes or change up the specific one that's shown in the panel. Also your English is totally readable, don't worry at all. :)
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=yrc23zHg,discussion-id=ZJIibNd3,comment-id=0006,timestamp=2018-02-28T19:45:25.909+0000) > > [This joke tho](https://media.giphy.com/media/26FmRIj3ikHri9wWY/giphy.gif) Why do people put gifs as links on text? This is 2k18 I ain't got dem timez to click no linkz. Time is money, and money is memes.
> [{quoted}](name=Velzard of Koz,realm=EUNE,application-id=yrc23zHg,discussion-id=ZJIibNd3,comment-id=00060000,timestamp=2018-02-28T21:30:31.329+0000) > > Why do people put gifs as links on text? > This is 2k18 I ain&#x27;t got dem timez to click no linkz. > Time is money, and money is memes. [What if words but also gif?](https://media.giphy.com/media/l0HlLZiHatn0BLJde/giphy.gif)
Wolfeur (EUW)
: I think Electrocute has this problem that not only it is too simple, but it also lacks the thematic force that Predator and Dark Harvest have. When I think "electrocute", I think of an ongoing effect, a stun, something that electricity usually does in games. Thunderlord's decree was nicer in the sense that you could understand the "smite" effect of the keystone. Electrocute doesn't have that, and is not helped by the fact that it ends with "cute". I like the Hunter and Legend slots for using the same names to denote an identical mechanic. I think Guardian is too simple, but I couldn't say what to add to it. Although I don't mind the name Demolish, I was surprised that it wasn't called Ohmwrecker, with the item being deleted. Besides those, I don't have much feedback to give. I think most names and good and appropriate.
We wanna be pretty careful with re-using names from past items (as opposed to like, past masteries) for runes. As we saw with Twin Shadows recently, there's always a chance we may want to rework an old item or return it to the game in some form. Naming a rune after something like "Ohmwrecker" would actually make it a lot harder to do any of that if we wanted to necro Ohmwrecker the item in the future for some reason (would we change the rune name or the item name? either one would probably feel bad for someone).
Nefas (NA)
: I think it would be a lot more helpful and useful if the Rune bar wasn’t running total for things like Comet or FF but how much damage/healing/whatever the next proc will do. I don’t see how the running total is useful at all in game. After the game sure. It’s the equivalent of showing total seconds saved on ult by running ultimate hat (which it currently doesn’t but shows the % cdr achieved) As a random bit of trivia somewhat interesting. As helpful in game for informing decision making, not great.
: I'll see if Riot Sparkle could talk about this (she was the UX designer for the runes system). I personally would get more value out of the things you're talking about - I usually just trust my runes are doing what they say they are and don't care so much for how much I've healed with triumph as an example. That's just my opinion though, and I have far less insight into the player implications of not providing the information we currently do. I could easily believe that it entirely comes down to personal preferences, but can't honestly speak with any authority on this topic.
O hai, I'm Riot Sparkle and I'm going to write a long answer because I never get to talk shop about stuff like this and I'm really excited. :D >So maybe make that panel more useful and put cooldowns and other things there where applicable. So, this suggestion is a pretty dang good one - I know because it was actually originally how we had the in game rune panel set up tbh. We had different rune cooldowns and changing damage values on there, and the idea was to provide tactical "in the moment" information on the in game panel. However, in practice (i.e in testing) this didn't work out so well. Players needed the information on the buff bar for many of their existing abilities and buffs, and attention was divided between the two spaces. This meant that players often missed important rune info because they were looking at that teamfight action - and the rune panel is farther from the action than the buff bar. Hence, we decided to move keystone cooldowns etc. to the buff bar instead and group all of that "need to know now" info together. Additionally, we found that players were _actually_ most often using the runes panel in a "moment of rest", while dead or in the base, for example. And, generally, having a cooldown or value of "0" for something wasn't very useful to them in that use case. Stats like you mention for the quest runes, for example, were far more useful. Now, this isn't to say I think we've perfected the formula of showing information on the runes panel - we still have an upcoming task to do a giant sweep of both in-game and end of game rune stats to make sure we're showing the most useful things we can and to push the two rune info spaces further apart (players tend to want different stats during the game than after it from an evaluation standpoint). So, basically, I think there's more work to be done around rune stats for sure. I've also talked about how we're going to be evaluating individual runes more often now (ex: Manaflow Band) to see if they need to display more tactical information on the buff bar to be used effectively. The danger there is indeed in overloading that space, which is why we're pretty carefully weighing each rune that goes up there, but I think that runes like Manaflow or Null Orb, despite being normal runes instead of keystones, certainly earn that spot. **TL;DR **We are concerned about having too many things on the buff bar BUT at the same time it made sense to group all of the tactical information you need together in one spot visually, or else it was actually really hard to use that information when you needed it. Also we have more work to do in the runes stat space.
Wolfeur (EUW)
: About the name, I like the theme, since Conqueror gives this idea of big and strong force advancing relentlessly, but the name itself is too…simple. A compound name, like Conqueror's Might, would suit better a keystone name. (That's actually what Electrocute misses the most, to be honest)
This has been an interesting split I've seen among players - some players have said they like the new simpler naming scheme, while others miss the grandiose language of something like the previous keystone masteries. We've ended up doing a bit of a mix with the simpler names (Electrocute), some of the old, more grandiose names (Grasp of the Undying) and even some sillier names (Ultimate Hat). Would love more thoughts on favorite and least favorite rune names and why. :D EDIT: Thank you to all the folks posting rune name opinions, really helpful!
: Anyone ever see any actual constructive discussions on these boards recently?
Yes, actually! [For example, this post from the other day had some really good points and discussion on Conqueror, a new keystone that just hit PBE.](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/uHXiioEA-feedback-experimental-bruiser-keystone-conqueror?comment=000400000000). I'm still reading through that one as new comments come in. :D I tend to look at discussions beyond the front page of Boards and find that sorting by "new" can bring up different perspectives from the ones that usually reach the front page (and new bugs - always looking for those pesky bugs haha). I also personally think there is valuable feedback to be gathered even from the ragiest of topics, but the well thought out posts are usually the most useful to me as a developer & easiest to have a conversation in. PS The shitposts are good too tho
: There is this chick named nicole...
[This joke tho](https://media.giphy.com/media/26FmRIj3ikHri9wWY/giphy.gif)
F1SHEYES (NA)
: Yasuo Counter (only works if using default skin
: Well, thanks! It took a little of time to write and organize it all, but it was definitively worth it. I think discussions about things like keystones and major game changes are very important, mainly for promoting player understanding about the game. Just for having someone posting and talking about those topics already makes satisfied, even more with a rioter's response! Yeah, i was pretty sure about the temporary icon, just wanted to mess around a little. This icon does reminds me of Galio, i dunno why.
The icon is one of Galio's ability icons! :3 We often use stand in icons like this for testing, before we've finished "theming" a rune.
: [FEEDBACK] Experimental "Bruiser" Keystone: Conqueror
This is very reasonable and well written feedback! Thanks for taking the time to write this up, it's really very helpful. :) PS - Yes, the icon is temporary.
: Bruiser Keystone on PBE
Just wanna pop in and add we're watching this topic (and others) for your feedback! :) We could still possibly tweak this rune a bit before it goes live and would love your opinions on it if you play it on PBE (helpful to know which champions you're trying it out on too!).
Zelorxon (EUW)
: I like the bright yellow question mark, i find it very easy and immediate to read.
: whos genius idea was it to place summoner spells horizontally instead of veritcally on scoreboard?
BRING ME HIS HEAD ON A SPIKE! Lmao But seriously though, we're reverting the layout change for summoner spells and stacking them vertically again. This was [mentioned by Meddler here](https://boards.na.leagueoflegends.com/en/c/developer-corner/HbYHYzxI-quick-gameplay-thoughts-february-9). Feedback received. :)
: > [{quoted}](name=Jinx Hunter,realm=NA,application-id=yrc23zHg,discussion-id=12wJUyN3,comment-id=0007,timestamp=2018-02-14T04:57:39.397+0000) > > What a load of delusional crap. Riot doesn&#x27;t give one tidily wink beyond how much money you are going to give them. As a company they are not the most caring. You want to see a good caring company? Epic games, they are giving refunds, full damn refunds for their fuck up with paragon. CDProjectRED, that made a masterpiece and didn&#x27;t shit all over the player experience to do it. > > I swear, the riot white knights are just plain sad. A company doesn&#x27;t need you to white knight for them. Because in the end they make money, so they could give a shit less what anyone thinks so long as it doesn&#x27;t effect their bottom line. That is the plain and black and white truth. Stop being ignorant. Hey there, First post here on boards since I joined Riot so forgive me for lurking. We honestly do care. Riot is a massive company filled to the brim with easily the most talented individuals I have ever met in the industry. I'm sure there'll be some jaded Rioters out there somewhere, but I've certainly not met one yet. You might be thinking "Yeah, right, he would say that", but really, I'm so impressed with level to which discussion around new features is focused on "how will this benefit the player". It's 100% about the players, not the payers. In my department (gameplay systems on Summoner's Rift, Runes, items etc), discussion has never once touched upon monetisation or revenues. It's always about what we think you guys would enjoy the most and what you might not like. Everyone at Riot cares if people are angry and they care if some people are quietly upset. It breaks our hearts when we work hard on something then realise we missed the mark after that content has been released. We read your posts, read Reddit, watch your streams and we're soaking it all in. But, we also don't always agree with you, but that's OK as long as we've listened. :)
> [{quoted}](name=Riot Rovient,realm=NA,application-id=yrc23zHg,discussion-id=12wJUyN3,comment-id=00070000,timestamp=2018-02-14T08:00:00.370+0000) > > Hey there, > > First post here on boards since I joined Riot so forgive me for lurking. > > We honestly do care. Riot is a massive company filled to the brim with easily the most talented individuals I have ever met in the industry. I&#x27;m sure there&#x27;ll be some jaded Rioters out there somewhere, but I&#x27;ve certainly not met one yet. > > You might be thinking &quot;Yeah, right, he would say that&quot;, but really, I&#x27;m so impressed with level to which discussion around new features is focused on &quot;how will this benefit the player&quot;. It&#x27;s 100% about the players, not the payers. In my department (gameplay systems on Summoner&#x27;s Rift, Runes, items etc), discussion has never once touched upon monetisation or revenues. It&#x27;s always about what we think you guys would enjoy the most and what you might not like. > > Everyone at Riot cares if people are angry and they care if some people are quietly upset. It breaks our hearts when we work hard on something then realise we missed the mark after that content has been released. > > We read your posts, read Reddit, watch your streams and we&#x27;re soaking it all in. But, we also don&#x27;t always agree with you, but that&#x27;s OK as long as we&#x27;ve listened. :) BE NICE TO ROVIENT HE'S A GOOD ONE AND WE LIKE HIM :D
Foucz (EUNE)
: > Inspiration is not intended to be the first choice Path for defenses or resistances. What is it intended to do then ? And please dont tell me its supposed to be quirky and fun.... Its supposed to have creative tools and rule bending, so isnt one of rule bending part that this path has defensive and ofensive choices ? It also has perfect timing which i could argue is the best defensive minor in the game. >We are putting in some new/other defensive runes in Resolve (Bone Plating, etc.) which overlaps a lot of the same gameplay space as Celestial Body. And everyone is giving you feedback about how that rune is going to break the game and make it even less about laning phase. It will only help weak early game tanks be even more obnoxious and will put on top strong early tanks as unmovable walls. >Tonic is not intended to fill the same niche as Body even though we're adding that and removing Body at the same time. Why ? Honestly it all feels like you guys at riot always thought of inspiration as the "fun" runes that were maybe to be used for fun in normals from time to time and you didnt pay much attention to them and when they started to be most picked ones whole balance team panicked. I will also use this post to exclaim how sad i am that a lot of champions are forced to pick aery just because i dont see them have any other good offensive choice.
We've always thought of Inspiration as a competitive Path, for sure. But Inspiration is intended to be about "twisty" power - power that is indirect (Futures Market) or applied correctly situationally (Perfect Timing or Hexflash). Open to discussion about which runes fall in line with that identity or fall short in your opinion, but the evaluation from us was that +100 health was a pretty direct and broadly applicable defensive tool that would probably be better suited to somewhere like Resolve in the future.
Meddler (NA)
: Yep, oversight on our part there. Yorick will be able to take Aftershock again shortly (pretty certain it's fixed in 8.4).
THIS IS MY BAD, I AM SORRY FRIENDS I FORGOT ABOUT THE GLORIOUS WALL INTERACTION!
: Removing Celestial Body is such a fucking unbelievably stupid decision IT HURTS
We know some players are really attached to Celestial Body, and we know there are feel bads around removing any rune. :c That being said, the logic to remove it is this: - Inspiration is not intended to be the first choice Path for defenses or resistances. - We are putting in some new/other defensive runes in Resolve (Bone Plating, etc.) which overlap a lot of the same gameplay space as Celestial Body. - Tonic is not intended to be a direct replacement for Body even though we're adding that and removing Body at the same time. EDIT: PS Sorry for being late to seeing this topic.
Montag (NA)
: You're the guy who's always chewing, aren't you?
: When this post is two hours old I will give NA player "Better Jungler" an on-stream spanking
I have been waiting for this day ever since the first declaration arose in Story, Art and Concepts. Like a majestic phoenix, it was slew there but then rose again, stronger, more vehement and also in the Memes & Games section where it actually belongs. Now, finally, the epic climactic battle I've been waiting for between one man with a pretty okay computer and his like, 2 to 3ish year nemesis, a Silver 2 Garen lul https://media.giphy.com/media/b1o4elYH8Tqjm/giphy.gif
: Why does anyone wear pants? {{sticker:sg-janna}}
Rude Name (OCE)
: What I believe he’s trying to say is; We want Nunu to be in that space instead. It’s an important decision to judge around, because you’ll be thinking “Ah! Nunu! Do I want to kill Nunu?”
This only makes sense to me. ;)
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=3ErqAdtq,discussion-id=1mA0Qbgh,comment-id=0004000000000000,timestamp=2018-02-03T00:16:44.400+0000) > > ???? Sorry I wrote something but apparently it got deleted and now I forgot what it was -,-. My apologizes
No worries, I was just really confused haha
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=3ErqAdtq,discussion-id=1mA0Qbgh,comment-id=00040000,timestamp=2018-02-02T23:33:52.639+0000) > > ^ This is the answer. Comment referenced is here: > > [Riot Rayven mentions why the symbol on the healthbar has been removed, but also that it could be back in the future in a different space](https://np.reddit.com/r/leagueoflegends/comments/7jhzio/i_find_it_funny_that_the_new_upgraded_tm/dr7etuu/). {{champion:20}}
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Sparkle

Level 56 (NA)
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