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.
Mortdog (NA)
: 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&#x27;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&#x27;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.
: Blowing a combat ulti to not die is fine. It's akin to ahri ulting or kayle ulting.
> [{quoted}](name=Automated Riven,realm=NA,application-id=A7LBtoKc,discussion-id=tMx1eY6r,comment-id=00b60000,timestamp=2017-09-12T17:30:02.328+0000) > > Blowing a combat ulti to not die is fine. It&#x27;s akin to ahri ulting or kayle ulting. This was our feeling as well. Yes, you can use the ult to eat the damage from other ults when you're alone but that's a valid choice for players to make. That severely weakens Xin's ability to teamfight until his ult is back up since it's such a potent tool now.
: Wait so how will this interact with ranged champs? like what will happen if {{champion:101}} ults and starts firing on him? What will happen if {{champion:268}} 's w is in the circle and he is out? will champions be able to dash into the battle zone? can the target get out?
If they (the champions dealing the damage) aren't standing inside his ultimate's guard zone, they will not hurt him.
: On his R, how does the radius of the knockback compare to the radius of the invulnerability zone? Does he knock back TO the edge of the zone, so enemies can get back inside immediately with the slightest movement toward him, or are they pushed a bit further back? (I'm presuming they get knocked back at least as far as the edge of the zone or it would be rather ineffective at its main purpose)
He actually knocks champions a decent distance out of the zone, which was the intent - he can put people out to where they can't hurt him and they have to make the choice of re-entering or changing their target.
: So anyone inside the circle can damage him?
: I'll be honest I've been more paying attention to the Azir rework but Xin is my main man in the jungle and I'm pretty excited for this. Couple questions though. Does the cone on his W knock back like Sej cone, and does the second part puncture all champions or just the first? Does Xin still have his Armor reducing passive? Are the numbers on the AS steroid the same as before. Thanks guys, I'm looking forward to hopping on PBE and trying out the new Xin Xhao
W doesn't have a knockback but both W1 and W2 hit all units in the area (doesn't stop). He doesn't have the armor shred, but yes, his attack speed granted from E now is the same as the values provided by the old W.
Ragafa (NA)
: for his ult what would happen if a Karthus were to ult, Would xin take the damage or not.
Xin would not take the damage if Karthus is outside of his guard zone
: Does his E still slow enemies hit?
Yes, though the duration was shortened (W2 has a slow so the combination of the two is the same)
: So xin zhao lost +35% bonus damage ( i see his passive max damage is +40% when it was +75%) he lost Slow durration which is huge on a diver! he lost armor penetration He lost armor and MR bonus He lost AS against jungle monster because the E says "dashing to champions" he lost damage from his E as i see its only 50 magic damage when it was 75 lvl 1 so i guess even rank 5 it would still be lower... So overall he become weaker just so he can have a stupid skill like sejuani that nobody like? This is not uptade this is str8 up nerf....you make me sick dude you DESTROY xin
Actually his passive now goes to 80% (when it was 75%). His total slow duration is still 2 seconds if you combine E with W (not as easy, I realize, but my tip would be to use W after the Q3 knockup to increase reliability). You can still dash to jungle camps to get the attack speed and AOE damage - it doesn't say you can only dash to champions. We're keeping an eye on his balance but the intent certainly isn't to reduce him in power.
La Bello (NA)
: why leave his E alone almost completely? Aren't targeted dashes like REALLY hard to balance?
We made this decision primarily to maintain his accessibility/straightforwardness. We wanted to give him a meaningful update without making him considerably harder to play (though he will be a bit harder to play - comes with the territory of having more tools)
: How about his ability icons? Also what about his lore?
He got some shiny new icons :)
: His W sounds very similar too the updated Sejuaini W, was she the inspiration behind this new ability?
Nope. We played around with a few new abilities and ended up really liking a long range spear thrust, which is the 2nd part of this W. Then the slash came in later because it wasn't particularly fun or useful to attack jungle camps with a long, thin damage source like W2. We wanted something short range and wider to cleave whole camps like the raptors or wolves, especially when it interacts with his passive (i.e. you can save up 3 attacks and then unleash the bonus damage with the whole W1 slash cleave). So in the end it ends up reading like Sej's W but it doesn't play like hers, in practice. He can't move, his is faster casting, and its range is much, much greater.
: Does his R zone stay on the ground or move with him, like Poppy's W does?
Jolg (NA)
: Does the zone from the R stop Dash's like {{champion:78}} 's W?
No. It only prevents him from taking damage. It doesn't block anything (i.e. if someone shoots a projectile into the zone, it will fly right through unless it actually hits Xin Zhao, at which point he parries it and takes no damage)
Aamano (NA)
: Will Xin have different VFX across his skins for his new abilities and ult zone?
Yes. We updated Warring Kingdoms and Dragonslayer (the two skins with custom VFX)
Eeyore (EUW)
: Will his W heal per target hit or just once?
La Bello (NA)
: thats a shame. I always thought a good way to treat these kind of block movies would be to make a transparent almost ghost-like after-image of a animation pop up on each instance of damage. you know like the Matrix https://i.makeagif.com/media/2-04-2016/fqv2PW.gif
We literally tried exactly that but in the fast-paced, chaotic nature of our teamfights, it didn't read well. People just weren't aware that their damage was being fully eaten and it ended up not looking very good, to be honest. We went with simpler shapes that stand out more in all of the VFX going on in big fights and it ends up being a bit clearer. I'm with you, though. In my heart, that's exactly the fantasy - he's parrying/dodging exactly like that.
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Xenogenic

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