: Hey can you PLEASE NOT REMOVE {{item:2053}} Atleast!? I've been asking for months now on how it can be added to other Movement speed items such as {{item:3742}} and how you could combine {{item:3512}} and {{item:3056}} Together or find a new niche for them, since we both know they're usage has gone done since they're nerf (Mostly Zzrots, Ohm's is always lowest). Plz don't just remove {{item:2053}} there must be other items you're working on it can be used in or just added as a component of {{item:3742}} and with the removal of the items it builds into, there's almost no itemization left for splitpushers needing the speed or a little help to rotate or damage Turrets. Think of Trick2G atleast. Jokes aside will there be any other items added that aids to splitpushing atleast that {{item:2053}} can fit into, like maybe {{item:3005}} Maybe... I don't know Raptor Cloak was just my favorite Armor item since it was added. I even gave a lot of suggestions for {{item:3512}} and {{item:3056}} in the past, but they are getting removed for being unhealthy...? While {{item:2419}} {{item:2419}} {{item:2423}} is being spammed in LCS by every member wether they are going to build a {{item:3157}} or {{item:3026}} Plz reconsider and try something else, You even mentioned on the prev post about Item shop cleanup that you would look into Zeal Items aswell you even said this: > Once we free up space, we want to deliver better versions of certain niches that we haven't been able to fill in the past. As an example, we'd like to make a healthy "tower pushing" focused item that doesn't have the problems of Banner of Command or Zz'Rot Portal. But it's just getting removed, What about this quote: > Items reducing or not adding impactful decisions to the system: Overly similar versions of Zeal items or tank items with near identical stats have had this problem in the past Overpowered or "always good" items can squash a lot of other choices in the system - core items like IE can be great for power fantasy but if we have too many of these there is no room to make choices So what's the deal that only Raptor Cloak's line up is being removed entirely, Feelsbadman.
So the problem right now is that the original design space for {{item:2053}} was an item that was for slow moving supports and the like that could also be bought by tops that want to run down an opponent. A lot of the items that were removed or reworked were the tank items that were removed from the game or had there Passive moved to another item. Cloak also doesn't have the most useful passive after the change from base movement speed to point runner which in my opinion should be on a tank item instead of {{item:3056}} or {{item:3512}}
Jøkèr (NA)
: [CLIENT] The client crashed during bans.
just happened to me https://i.imgur.com/5FI02Y0.png
: Crit Item Explorations
First just do the ie passive as a flat 200%. If you the second ie build cost it at about 4500 gold 5k is way to much at the moment. Second stormrazer doesn't need a rework in my opinion however the first one is to me the better the multiple procs even if you can unload them all at once don't seem to me at least to be meaningful to bot lane ad users. The energized proc on the other hand is good early and scales well at most stages of the game. The 25% crit designs are all good if you do the second ie design and the PD using hexdrinker is the one "small" addition that has been need. Personally as an adc the diversity will be much appreciated. The only question I have is if hurricane will be changed to match the 25% crit of the others if that's what happens?
: Can we just give the pros separate balance from us normal people. Or not warp the meta for flashy play that me and large portion of the community don't care about. I mean looking at your numbers on Twitch 99% of players don't care.
The issue with that idea is that you can't push a separate set up without a disconnect between what is basically two versions of the same game. It would make no sense in terms of the ability to make sense of it all and is the reason why they have never done this before in any competitive game ever.
: Just remember, being within 20% of Darius' CS and dying to him less than 2 times means you won the lane. Well, maybe 15% now. He might make the first 15 minutes of the game a stressful slog, but he doesn't scale into the teamfighting stage as well as others.
This still doesn't change the wat you would play against him outside riven and fiora just trade farm and your good in general
: Play the Nexus Blitz alpha
can we have this so we can test items with you all please please please {{item:3348}} {{sticker:slayer-pantheon-popcorn}}
: Patch 8.11 Early Look
this is almost entirely a bad idea kalista is going to be stronger than the average adc now that crit doesnt exist as she is the only bot lane ad that wants all of this bork being cheaper will cause problems again and theres no cdr outside of black cleever that hard carries want will see about the cost reductions but this feels like it could be as problematic as the juggernaut meta
: just add it to the friends app which is severely lacking in actual functionality. No need to have like 6 different apps for one game.
> [{quoted}](name=fallenreaper88,realm=NA,application-id=yrc23zHg,discussion-id=KNk7btiz,comment-id=0000,timestamp=2018-01-09T20:48:28.144+0000) > > just add it to the friends app which is severely lacking in actual functionality. No need to have like 6 different apps for one game. This is a better idea I completely forgot it existed please do this instead
Rioter Comments
: Challenger rewards update
Is this every year for the jackets
: > Maokais sapplings got a buff Arguable. It seems like they want Maokai to max his saplings last rather than first (as Support Maokai currently does).
Still think you put 3 points in to youre saplings and either 2 in to cc or one one pre 6
: More like Kill la Kill Lux cause the Magna version looks a lot like that one suit Ryuko wears lol
: MAGMA LUX BEST LUX
We will all to our mistress dark lux
: Appreciate your thought out and genuine feedback, let me try and do my best to respond. First off, making these changes now doesn’t mean we think we’re finished with ranked. This is just what’s going to be happening in the immediate future, and we’re specifically focusing on high elo because that’s where the problems are the most extreme. There **will** be more changes for 2017, and they **will not** just be for Diamond and above. We’re not trying to neglect other players, we just need some more time before we make our next announcement. Expect that in September. The “casual” discussion is interesting. I think that, from my personal perspective, if you play league, you’re already in a pretty hardcore category of gamer. League is pretty tough to get into (as I’m sure anyone who’s leveled to 30 is aware of…), and it’s complex, and it’s deep, and in some ways that’s what makes it fun (at least for me). So we don’t want to lose the complexities that make league fun in order to try and increase our mass appeal. That’s not a tradeoff we’re willing to make. That being said, there are plenty of ways (some of which you bring up, like runes, honor etc.) where some of the things in our game are just bad or outdated. Those are things we want to fix, improve, or remake entirely. We do play the game. We play it constantly. We want to make it better because you guys deserve better. The “game plan,” at least at right the moment, is to focus on improving the foundations of league (like Ranked and the League Client Update) before we start looking forward to bringing you new features. Hope that helped answer a few of your questions. Again, I’m really glad you posted this.
Some things you could look at for lowering cost of entry are remove tier 2 runes completely and cut rune page bundles ip cost by some amount probably 1-2k is my guess. I have not heard a good answer to the question why is there no voice chat in game. all mics build with usb or bluetooth work with pc and most people have one for some reason or another. If someone on the infrastructure support team could answer this. Thanks for the work, ranked might be some bull but everything else is great.
: You actually can carry but you need to be from a significantly higher rank and this is the issue. Everyone is a product of their environment. On my masters acc you literally play the game differently. When i got my irl friends to start playing again they're silver and gold and to play at that level of play you have to change your play style and take bigger risks. on another note, another issue is that their are to many people crammed into one area... we are now seeing the issues that diamond had with to many people being there... in season 3 d1 wasnt actually that hard to get and more people were d1 than d2 and d3 combined. There honestly needs to be a differnt system for the larger amount of the population... maybe even bring back the old ELO system until you hit a certain level, and then put people in brackets. -- here is another idea in reference to the above. You could start brakets and tiers divisions whatever at a specific mmr. but below that, its a total crap shoot say silver 1 could be vs bronze 5 and be completely random BUT and i say BUT balanced per game for team mmr. This would do two things. First it would give the better players more influence on the game and therefore have higher potential to carry. Secondly, which i find to be more important, if you were from a lower rank you could learn from the better players. Everyone is a product of their environment and if they are constantly exposed to poor decisions and gameplay then obviously that's what they will do if they don't know any better.
Can we just get voice coms in the game it would not be that hard
: The question about which distros was a bit of a rhetorical question intended to demonstrate one of the many questions we'd have to ask / decide upon along the potential road to Linux support. You've got your opinions about distros, I've got mine, and everyone else has theirs. Who's right? How do we decide? For Linux automated testing we could certainly leverage Docker for some general testing, but we'd still want to run on real hardware for automated compatibility or performance testing. I doubt many players would play within Docker, so it's not an entirely realistic test environment. Porting the game itself to Linux is a whole different topic from porting just the client update. I can't even begin to guess at the number of man hours this would take. For one thing, man hours isn't an effective way to measure software projects - see The Mythical Man Month for some more information on this: https://en.wikipedia.org/wiki/The_Mythical_Man-Month - additionally, estimates are almost always wrong for software projects: https://en.wikipedia.org/wiki/Hofstadter%27s_law - basically I could think about it and come up with a number for you, but it would essentially be meaningless and grossly inaccurate. Keep in mind there are many different factors involved in deciding whether or not to provide Linux support, and these sorts of more technically minded factors are only some of them. I think there's probably a research part of it too, where players would be surveyed about Linux support or something like that. I just work on the technical side of things, so I can't speak about anything else with any confidence.
> [{quoted}](name=RiotSomeOtherGuy,realm=NA,application-id=2E4zVIwd,discussion-id=aMaqTYYY,comment-id=00010000000100020000,timestamp=2016-06-05T01:43:09.239+0000) > > The question about which distros was a bit of a rhetorical question intended to demonstrate one of the many questions we'd have to ask / decide upon along the potential road to Linux support. You've got your opinions about distros, I've got mine, and everyone else has theirs. Who's right? How do we decide? > > For Linux automated testing we could certainly leverage Docker for some general testing, but we'd still want to run on real hardware for automated compatibility or performance testing. I doubt many players would play within Docker, so it's not an entirely realistic test environment. > > Porting the game itself to Linux is a whole different topic from porting just the client update. > > I can't even begin to guess at the number of man hours this would take. For one thing, man hours isn't an effective way to measure software projects - see The Mythical Man Month for some more information on this: https://en.wikipedia.org/wiki/The_Mythical_Man-Month - additionally, estimates are almost always wrong for software projects: https://en.wikipedia.org/wiki/Hofstadter%27s_law - basically I could think about it and come up with a number for you, but it would essentially be meaningless and grossly inaccurate. > > Keep in mind there are many different factors involved in deciding whether or not to provide Linux support, and these sorts of more technically minded factors are only some of them. I think there's probably a research part of it too, where players would be surveyed about Linux support or something like that. I just work on the technical side of things, so I can't speak about anything else with any confidence. For the testing part of the issue could you deploy this of the main pbe serves assuming that the pbe is run similar to a docker container. this way you still get all of the information you would get out of docker and have a way to poll systems like valve dose with its benchmarker. valves take os and hardware profiles, might be a good idea to program anyway. Im down running in docker, so there can be that few that would It would be somthing that we all could learn from at any rate. thanks for the chalange
: The question about which distros was a bit of a rhetorical question intended to demonstrate one of the many questions we'd have to ask / decide upon along the potential road to Linux support. You've got your opinions about distros, I've got mine, and everyone else has theirs. Who's right? How do we decide? For Linux automated testing we could certainly leverage Docker for some general testing, but we'd still want to run on real hardware for automated compatibility or performance testing. I doubt many players would play within Docker, so it's not an entirely realistic test environment. Porting the game itself to Linux is a whole different topic from porting just the client update. I can't even begin to guess at the number of man hours this would take. For one thing, man hours isn't an effective way to measure software projects - see The Mythical Man Month for some more information on this: https://en.wikipedia.org/wiki/The_Mythical_Man-Month - additionally, estimates are almost always wrong for software projects: https://en.wikipedia.org/wiki/Hofstadter%27s_law - basically I could think about it and come up with a number for you, but it would essentially be meaningless and grossly inaccurate. Keep in mind there are many different factors involved in deciding whether or not to provide Linux support, and these sorts of more technically minded factors are only some of them. I think there's probably a research part of it too, where players would be surveyed about Linux support or something like that. I just work on the technical side of things, so I can't speak about anything else with any confidence.
> [{quoted}](name=RiotSomeOtherGuy,realm=NA,application-id=2E4zVIwd,discussion-id=aMaqTYYY,comment-id=00010000000100020000,timestamp=2016-06-05T01:43:09.239+0000) > > The question about which distros was a bit of a rhetorical question intended to demonstrate one of the many questions we'd have to ask / decide upon along the potential road to Linux support. You've got your opinions about distros, I've got mine, and everyone else has theirs. Who's right? How do we decide? > > For Linux automated testing we could certainly leverage Docker for some general testing, but we'd still want to run on real hardware for automated compatibility or performance testing. I doubt many players would play within Docker, so it's not an entirely realistic test environment. > > Porting the game itself to Linux is a whole different topic from porting just the client update. > > I can't even begin to guess at the number of man hours this would take. For one thing, man hours isn't an effective way to measure software projects - see The Mythical Man Month for some more information on this: https://en.wikipedia.org/wiki/The_Mythical_Man-Month - additionally, estimates are almost always wrong for software projects: https://en.wikipedia.org/wiki/Hofstadter%27s_law - basically I could think about it and come up with a number for you, but it would essentially be meaningless and grossly inaccurate. > > Keep in mind there are many different factors involved in deciding whether or not to provide Linux support, and these sorts of more technically minded factors are only some of them. I think there's probably a research part of it too, where players would be surveyed about Linux support or something like that. I just work on the technical side of things, so I can't speak about anything else with any confidence. There seem to be only 3-4 kernels that the public use everything else is either enterprise or heavily focused on security and anonymity . Have you guys done a poll of the linux base? It seems to me that there are a good many that would help you guys with the information gathering. Are there a lot of differences between windows and linux hardware api calls or is it the nature of refactoring in general?
: Supports and not so Supports...
Thank you for this. Its nice to know that there are people willing to give great instruction.
: B3 Sup looking for adc to climb with
I'm an ad main, friend me and we will talk. I should be on this weekend. i play ashe sivir jinx and tristana mostly
: One of the additional technical challenges is maintaining the build/test/deploy pipeline for an entire additional platform. We do a lot of automated building and testing in OS X and Windows, and we'd want to do the same for Linux. We also do manual QA on each platform, performance testing on each platform, compatibility testing on each platform, and more. Also, if you think about it, we're not really just supporting Windows and OS X. We're supporting multiple flavors of Windows and multiple flavors of OS X. If we had Linux support, what distros would we support? I love Linux, but there's a lot to consider when it comes to the question of Linux support. Because some of the tech we're using already has pretty good cross-platform support it might seem like it wouldn't be that much more effort to formally support Linux, but you have keep in mind the ninety-ninety rule: "The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time." https://en.wikipedia.org/wiki/Ninety-ninety_rule
> [{quoted}](name=RiotSomeOtherGuy,realm=NA,application-id=2E4zVIwd,discussion-id=aMaqTYYY,comment-id=000100000001,timestamp=2016-05-17T22:16:48.956+0000) > > One of the additional technical challenges is maintaining the build/test/deploy pipeline for an entire additional platform. We do a lot of automated building and testing in OS X and Windows, and we'd want to do the same for Linux. We also do manual QA on each platform, performance testing on each platform, compatibility testing on each platform, and more. Also, if you think about it, we're not really just supporting Windows and OS X. We're supporting multiple flavors of Windows and multiple flavors of OS X. If we had Linux support, what distros would we support? I love Linux, but there's a lot to consider when it comes to the question of Linux support. > > Because some of the tech we're using already has pretty good cross-platform support it might seem like it wouldn't be that much more effort to formally support Linux, but you have keep in mind the ninety-ninety rule: "The first 90 percent of the code accounts for the first 90 percent of the development time. The remaining 10 percent of the code accounts for the other 90 percent of the development time." > > https://en.wikipedia.org/wiki/Ninety-ninety_rule To answer the question about distros Ubuntu Debian and openSUSE seem to be the most common non-security focused builds. All of the other builds are for web servers and such and Ubuntu is the basis for a lot of them so the first look at a communications layer between the kernel and the game should be ease to figure out if not program. As I understand most of the automated testing is in docker so if you have the resources all you would need is a new docker bin and some people depending on the version of linux you all use day to day. The driver support is going to be hard if you can't port most of game to a web-friendly style. Heres a link to kind of prove my point https://www.linux.com/news/best-linux-distros-2016 Also happens to update a lot Would like to know how many man hours you think this would take
: > [{quoted}](name=Hyrum Graff,realm=NA,application-id=2E4zVIwd,discussion-id=aMaqTYYY,comment-id=00010000,timestamp=2016-05-14T02:33:32.382+0000) > > Thanks for the reply. I'd be curious to hear more about what the technical challenges are (CS major here, so jargon is fine). As you know, we are building the UI with HTML and JS. It is a web app and it can't be "executed" in the PC. It needs an extra layer that can allow it to interact with the operating system (OS). On a side note, this combo of technologies is popular in mobile development and its known as hybrid apps. Back to topic, the piece that actually talks to the OS already provides support for multiple platforms, but we can't use it as is. Our needs are very specific and particular. We need to add a few extra things and then compile our own; that is when the magical journey begins... We already compile for Mac, in theory compiling for Linux shouldn't be too hard. Of course from theory to practice there is a big gap.
> [{quoted}](name=Riot a huevo,realm=NA,application-id=2E4zVIwd,discussion-id=aMaqTYYY,comment-id=000100000000,timestamp=2016-05-14T05:10:05.192+0000) > > As you know, we are building the UI with HTML and JS. It is a web app and it can't be "executed" in the PC. It needs an extra layer that can allow it to interact with the operating system (OS). > > On a side note, this combo of technologies is popular in mobile development and its known as hybrid apps. > > Back to topic, the piece that actually talks to the OS already provides support for multiple platforms, but we can't use it as is. Our needs are very specific and particular. We need to add a few extra things and then compile our own; that is when the magical journey begins... > > We already compile for Mac, in theory compiling for Linux shouldn't be too hard. Of course from theory to practice there is a big gap. Couldn't you find an abstraction layer common with most used distros or is that something that is hard to do assuming your starting based off the mac client?
: Shurima Story Q&A #2
Having read Sivirs new lore is she may be having doubts about her path and trying to make sense of rebirth. Or is what the fountain did something different? It feels like the fountain of youth myths through history.
: Sorry, Magical Journey does not interact with player-created terrain.
How would that work if it did? Would that be hard to program?
: > [{quoted}](name=hman912,realm=NA,application-id=3ErqAdtq,discussion-id=Q5Rti3k0,comment-id=0007,timestamp=2016-05-12T19:05:27.862+0000) > > Ohhh Man She iss soo cool 10/10 Guys Good job in creating a Great champion. > I know there will be people saying is is so OP but ya' know they will cry. > > But as for my Question. What was the Hardest/Biggest Challenge In Creating Taliyah? > Also How did you decide on her final Outfit , It suits her perfectly? Awesome. Glad you're liking her! As far as her outfit, her sleeves grew out of the idea that she's growing into her powers (her sleeves were too big and she needs to grow into it). Also her coat is from Ionia and her inner tunic is Shuriman.
Would you ever sell costumes in the shop?
C3Sound (NA)
: No one asked for this, however it makes for a neat story. So ill tell it anyway ;P A sound designer's job is to create a wide enough sonic thematic palette that conveys each of the champion skills in a unique way. This helps with game-play clarity, adds to the uniqueness of the champion, keeps it from becoming repetitive or boring, etc etc. That said, rocks are rocks. Rocks sound like other rocks - for the most part. However, such elements like size, density, shape, and other characteristics of rocks can create a different feel when hit or thrown or destroyed or used to suppress giant panicked wildebeests... a story for another time... But that wasnt enough for Taliyah - Taliyah had a more refined version of rock. "Woven" rock was her deal, and the task at hand was to try and figure out what that really sounded like. Here is the cool part (commence nerd out): A few of us took a trip up to UCLA's Anecoic Chamber. If you dont know what an anechoic chamber is, read up on it here: https://en.wikipedia.org/wiki/Anechoic_chamber Its basically a "dead" room - one with "no" reflections or reverberations. It's crazy stuff. Stay in there too long and you can hear your blood rushing through your arteries. What better place to record really detailed stuff. Recording really small sounds and capturing them in a way that sounds big is a challenge. One basic technique is to crank your microphone pre-amp so you can record a really small sound at a really high volume - recording all of the detail at a hotter level - making the sound "bigger" initially to work with. However, a lot of crap happens when you do this - when you raise the initial recording level you also raise the noise floor of the room which usually ends up with a nasty hum/hiss/buzz in your recording. This is why a dead room _rocks _ for this kind of recording... So I packed up a bunch of tile for bathroom walls that I bought at home depot, showed up with these other Riot sound design cats at UCLA, and recorded all of Taliyah's more detailed building blocks inside of an almost completely dead room. The recordings turned out awesome - and you can hear some of these sounds sprinkled in and throughout her kit (Q - on her casts of the shards, W - on the directional input sound, E - as the 4 waves fall out into place, R - its somewhere in there buried beneath the madness) Here are a couple pics from the recording: http://c3sound.com/wp-content/uploads/DevPics/AnechoicChamber_2016/rec2.jpg http://c3sound.com/wp-content/uploads/DevPics/AnechoicChamber_2016/rec1.jpg
Thank you so much for this. Could you do a more detailed post on the engineering blog on some of your experiences doing audio for the game?
: > [{quoted}](name=patmax17,realm=EUW,application-id=3ErqAdtq,discussion-id=Q5Rti3k0,comment-id=0064,timestamp=2016-05-12T19:35:46.400+0000) > > Hi! > > First, let me say I love love love Taliyah's design, and I want to give a big big brofist to ZenonTheStoic for his tweets about Tal's design (because her nickname is Tal, isn't it? :D) I think her nickname is Tali, actually! > I've been following these Q&A since around the release of Gnar, and I noticed how you sometimes mentioned mechanics that you would like to make, and then some time later a champion comes out that does exactly that. So we have Tahm Kench who swallows a champion (IIRC that was one of the prototypes for Gnar's ult), we have Aurelion Sol who flies and a few more. IIRC the "directional knock" was first meant to be Vi's ultimate, then became Gnar's ult, now it's also on Taliyah's E. Are there other mechanics you managed to sneak into her kit? Or are there ideas you didn't manage to fit, but want to recycle for some future champ, if possible? Seismic Shove was nicknamed Rupture Toss for the longest time. It wasn't on Vi's kit or Gnar's kit (Gnar's ultimate happens at his position, which makes it quite different), but August Browning had it on an early Azir kit that he made during "Azirdome" (an event where everyone in the champ team made a quick and dirty Azir kit to explore what he could be--I won the dubious distinction of then going forth and making the champ :P). We knew since then that it would be a cool skill. Her passive I stole from an exploration of "terrain boots" that never made it to live. I basically steal everything and polish it. That's how design works in general. She had an ult where she made a chunk of terrain disappear for a while. That was cool, but not a mage spell. It may come back one day in some form, but there are some seriously tricky tech and art questions to answer first. > In the Champion Insights, you say you wanted to do a "traditional mage" and got on the idea of an earth mage from shurima, but how exactly was the thought process? What were other concepts you considered? What in particular struck you about this one? We looked at expressions of elemental magic in our game and identified that while fire, ice, water, and lightning were pretty well served already, rock wasn't--Malphite *IS* the rock, rather than manipulating it. We did consider a more magical version of Lightning than Kennen (who's a ninja who happens to use lightning), but weren't as excited about it as we were about earth magic. > What was the most difficult thing in creating her, design-wise, lore-wise and/or kit-wise? What was the most fun? Making her power apparent and clear on first read was pretty hard, but I'll let our concept artist speak to that! > Any funny bugs that came up during developement? She used to surf on her face instead of a rock for a while. > Kudos to the animator who did her Q, it's soooo nice to see, it's got a very strong Avatar vibe and is soooo smooth :D I gave your kudos to the animator, who's sitting next to me. > > And another brofist to the whole team, great job! (or a brohoof, if anypony wants :P)
Could you explain terrain boots a bit more? What the initial thought that lead you down this path?
: I did an oopsie with multiplication on the W at one point where it threw you across the entire map. That was cool.
I would love to know ho you programmed that. Can someone do a blog post on things like this. I would love to see a bit on how you all approach things like this
: Every champion hits a point when their details lock down enough that we're able to noodle on skin ideas for them. Usually there is a spread of several ideas, and the Skins team will narrow down to the best ones until we select one. Sometimes it's really tough! Freljord Taliyah was selected out of several ideas (including a painting and Noxus themed skin) several months ago.
Can we get a book of design art for the game?
Arcyyy (NA)
: I know this isn't directly related to Taliyah, but when will you release another straight up AD Assassin? The last one was Zed (Yasuo I don't count since he usually just goes 2 damage items and full tank, and relies on his team too much). I wouldn't even consider Ekko an assassin either since he has had more success as a full tank / off tank. It just seems like you only release tanks / adcs / mages anymore, why nothing else? Do you consider assassins unhealthy now?
So no love for ad twitch?{{champion:29}}
: In playtests, my rune page was Magic Pen marks, Armor seals, Magic Resist glyphs, and Flat AP quints. For masteries, I ran 12-18-0 with Thunderlord's Decree. They were called "Weaving Stones" and "Breaking Bones", respectively. =)
So you do not recommend deathfires touch?
: Ideally, all three of these grow up around each other. We had the idea for an elemental mage first, and then very quickly had a bunch of REALLY cool pieces of art that gave us great direction. Here is the very first piece of concept art we had. http://i.imgur.com/j0IY6Rt.jpg If you look at Stoneflower in this lineup, you can see a LOT of Taliyah in there already. If you look at Thunderbird, you can see her run pose and her sleeves as well. Tectonic Marvel served as a great example for what we did NOT want to do (big chunky rocks, large cracks in the ground etc) I would say that except for Storm General and Spite Mage, all of these ended up going into Taliyah. I had a very early paper kit centered around "Exhausted Ground". Paper kits look like this: > Exhaust Ground Kit > > P: Standing on unexhausted ground while casting a spell empowers that spell, but exhausts the ground for (40s-3m) (scales by game time) > > Q: Throws a rock in target direction, stopping on first unit hit. If cast on unexhausted terrain, sends another flurry of skillshots in the same direction after a short delay. Each additional hit applies 20% of the damage. > > W: Rupture-like timing circular AOE. Damages enemies hit. If cast on unexhausted terrain, the ground grabs onto the enemy, rooting them additionally. > > E: Throws out ribbons of rock in a fan shape in front of Stone Weaver. Enemies hit are damaged and slowed, or if she is standing on unexhausted terrain, become leashed to her. If there are leashed enemies, Stone Weaver can reactivate this ability to either push or pull them (click nearer to yourself / beyond the enemy). Enemies can break the leash by moving away from Stone Weaver. > > R: Earthquake: Causes tremors in a larger area, temporarily rejuvenating all the ground so that the empowered versions of spells can be cast. For the duration of the earthquake, ground in its area cannot be exhausted. Slows and damages all enemies in the area + cripples them. Crippled enemies cannot use blinks or dashes. > > When the earthquake ends, all ground in its area becomes exhausted. At the same time, our writer wrote a story sketch called "The Sunrise Stone" where Taliyah is wading through a river near her tribes camp, picking out interesting rocks from the riverbed, when a bunch of local boys show up and bully her and she is forced to use her rock magic to defend herself. This gave us a pretty good idea of her personality and how her magic would express herself. With the three disciplines having a good idea of what they were making we then moved forward into pre-production, where we answered all remaining questions about her.
Can we read the story sketch some time? It sounds like the story helped a lot in her design.
: I don't see a problem with the bot. Honestly, I've never seen a chat log on this board where I didn't say "Yup, that's reportable. You can't speak like that in game." I've seen unbiased players disagree with me on a few chat logs, but overall I really think the bot is doing its job and not punishing players excessively.
The only problem with a bot system is when there is no human intervention within the system. There is a review process that they go through for that 0.2% of people that dispute one way or another. As long as there current policy of review is in place this should not happen as often.

kipp14

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