: Make q gain range every time you stack kills with it (like nasus q). The changes on w seems good but it should be able to jump over small and walls. E change is good but should scale with ad. I have no problem with the new ult although I think the ad in the first point should do more damage cuz now it lite Does less damage than garen e. The passive is a great change. Yeehaw
> [{quoted}](name=Mister 8ight,realm=NA,application-id=A7LBtoKc,discussion-id=ws7hu2EH,comment-id=0051,timestamp=2019-12-05T02:19:34.760+0000) > > Make q gain range every time you stack kills with it (like nasus q). The changes on w seems good but it should be able to jump over small and walls. E change is good but should scale with ad. I have no problem with the new ult although I think the ad in the first point should do more damage cuz now it lite Does less damage than garen e. The passive is a great change. Yeehaw Playing with Wukong's staff range is a really cool idea that several of us on the team are also excited to explore someday. Unfortunately those types of ideas are way out of scope for this particular project. E scales with AD, by the way.
: I find everything here interesting and refreshing, I'd say my biggest issues seem to have been dealt with. Of course **I have a question about decoy**, like so many others: You state Decoy land on-hit-effects, and upon spawning will appear as if you've pressed S - fantastic. Does it also get the attackspeed from E? What about blue/red-buff and buffs like it, does it show on the decoy? What if I activate Q before I hit W, will the decoy have 1 attack with increased range? Can Nami empower the clone's attacks? If the answer to these questions are yes, cool If the answer to these questions are no, then... why not?
> [{quoted}](name=Omg why Teemo,realm=EUW,application-id=A7LBtoKc,discussion-id=ws7hu2EH,comment-id=0050,timestamp=2019-12-05T00:39:44.165+0000) > > I find everything here interesting and refreshing, I'd say my biggest issues seem to have been dealt with. > Of course **I have a question about decoy**, like so many others: > > You state Decoy land on-hit-effects, and upon spawning will appear as if you've pressed S - fantastic. > Does it also get the attackspeed from E? > What about blue/red-buff and buffs like it, does it show on the decoy? > What if I activate Q before I hit W, will the decoy have 1 attack with increased range? > Can Nami empower the clone's attacks? > > If the answer to these questions are yes, cool > If the answer to these questions are no, then... why not? The answer to most (if not all) of these is YES. There may be certain interactions that are hard/impossible to implement due to code and time constraints, but Meddler already hooked up most of the stuff you mentioned here.
: Why cant wu just have his whole kit be ad dmg why this magic dmg on his e now? Also if possible i know everyone is bothering you already but can we get numbers to his kit so far? example. (like his scaling % how his E actually works now atk sped % this much % magic dmg but its flat 200 physicaly dmg etc.) cause i see that ap dmg and i actually choked i was drinking something at the time but this made me choke lol
> [{quoted}](name=DK Country,realm=NA,application-id=A7LBtoKc,discussion-id=ws7hu2EH,comment-id=004e,timestamp=2019-12-03T20:04:44.239+0000) > > Why cant wu just have his whole kit be ad dmg why this magic dmg on his e now? Also if possible i know everyone is bothering you already but can we get numbers to his kit so far? example. (like his scaling % how his E actually works now atk sped % this much % magic dmg but its flat 200 physicaly dmg etc.) cause i see that ap dmg and i actually choked i was drinking something at the time but this made me choke lol The damage and ratios on E are all identical to LIVE; the damage type is simply changed to magic. It still scales with AD, not AP. Since most characters have lower MR than Armor, and MR doesn't scale with level as strongly as Armor does, this will generally cause E to deal more damage in the early/mid game, but less in the late game assuming he's building a lot of lethality. This is in accordance with our stated goal of shifting some of Wukong's power to the early game from late game.
: I don't like the new passive. It is directly tied to W. So until you have W you don't have a passive. It should be a passive on the W and do something else for his passive. Either that or allow it to function like Duskblade with an ICD after the shield has been damaged so you can use brush and FoW to your advantage.
> [{quoted}](name=Miss Genki,realm=NA,application-id=A7LBtoKc,discussion-id=ws7hu2EH,comment-id=003e,timestamp=2019-11-29T22:44:05.186+0000) > > I don't like the new passive. It is directly tied to W. So until you have W you don't have a passive. It should be a passive on the W and do something else for his passive. Either that or allow it to function like Duskblade with an ICD after the shield has been damaged so you can use brush and FoW to your advantage. It works based on the enemy not having vision of Wukong, which can happen in all sorts of situations; using W is just one of them. But appearing from Fog of War or dipping in and out of brushes during a fight will also work.
: The extra range after each abilities was so cool (with conqueror would be amazing btw).
> [{quoted}](name=Sharpest glasses,realm=EUW,application-id=A7LBtoKc,discussion-id=ws7hu2EH,comment-id=0011000000000000,timestamp=2019-11-29T18:15:46.462+0000) > > The extra range after each abilities was so cool (with conqueror would be amazing btw). We thought it was neat, too, but in practice it wasn't actually that useful. E puts you into melee range so you don't need the extra range, and R is a long duration channel with movement speed, so you don't need the range there, either. So basically W was the only spell that benefited, and given it has stealth + dash (and is oftentimes used to run away) it didn't get that much use there, either. That's why we felt it was best to keep it limited to Q. A 300 range auto attack reset is still really strong. :D
: Stop complaining about magic dmg guys. Magic damage is definitely the right decision. I always read that it's bad for lethalitybuilds but you have to understand that lethality wukong doesn't fit well into the game because he has low basestats and needs a damage buff but that's not easy because wukong can quickly get too strong again like lutzburg or meddler said before. So now they are working on new ideas so that magicdamage fits into wukong's kit and wukong is easier to balance without going too far. Moreover many don't see that pure AD is a weakness of his earlygames there as meddler and lutzburg said he can be countered easily with only a little early amor. We want a Wukong update guys not only a buff so please understand their decisions. Qustion to @Riot Lutzburg : I am absolutely happy with both new versions but didn't really understand if they are mixed or the latest version is based on the current wukong. What is it? And also a BIG **THANK YOU** for that Christmas present.
> [{quoted}](name=Donkey Kong Jr,realm=EUW,application-id=A7LBtoKc,discussion-id=ws7hu2EH,comment-id=003d,timestamp=2019-11-29T18:31:36.630+0000) > > Qustion to @Riot Lutzburg : > > I am absolutely happy with both new versions but didn't really understand if they are mixed or the latest version is based on the current wukong. What is it? > > And also a BIG **THANK YOU** for that cristmas present. The change list I shared this week is relative to the LIVE GAME. That means Q still has armor shred and 300 range, for example, but no heal.
  Comentários de Rioters
: Experimental "Max Cast Range" Changes Coming to PBE!
**RESULTS UPDATE**: After careful consideration, we have decided to fully revert this set of changes. Thanks to everyone for your feedback! This kind of thing is highly subjective and varies for all sorts of reasons. We ultimately agreed that the burden of asking players to re-learn spells was too high of a cost, even though there were benefits to the changes (especially for new players).
TheLolxdp (EUNE)
: > * **GANGPLANK E** I don't like the change in this case. I play gp a lot, and i know timing and precision are very important because both gangplank and opponents can interact with this ability. If i want to put powder keg in exact location outside the range, it's going to happen AS SOON AS I walk into the range. I've tested combos as well and they're fine but it's still not worth it to lose the precision factor over higher percentage of "success cases". Experienced and focused player rarely misses anyway. Learning the champion and it's combos is fun. Performing a decent combo when you know it's not that simple is also very satisfying. I don't want this unique experience to be ruined.
> [{quoted}](name=TheLolxdp,realm=EUNE,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=0083,timestamp=2019-10-25T18:15:19.413+0000) > > I don't like the change in this case. I play gp a lot, and i know timing and precision are very important because both gangplank and opponents can interact with this ability. If i want to put powder keg in exact location outside the range, it's going to happen AS SOON AS I walk into the range. I've tested combos as well and they're fine but it's still not worth it to lose the precision factor over higher percentage of "success cases". Experienced and focused player rarely misses anyway. Learning the champion and it's combos is fun. Performing a decent combo when you know it's not that simple is also very satisfying. I don't want this unique experience to be ruined. Thank you for taking the time to try it and for writing up your thoughts. :)
: Wukong Update- Now In Active Development!
Hi everyone, I just wanted to take a moment to thank you for all the detailed, thorough and well-written responses I've seen so far. Sadly I don't have the bandwidth to respond to each piece of feedback individually, but I've read every single post and proposal and will be keeping them in mind moving forward. Instead, I'm going to respond to a few of the most common things I've seen so far: * "_E into R feels bad because the attack speed is wasted_." Heard. I'll look into ways to mitigate this, but can't promise anything. * "_Wukong has mana problems._" Yep, he sure does. This is largely by design because his poke/trading pattern is fairly low counterplay. We gate this power similarly with Malphite's Q. I'll look into this, but know that it's an intended weakness of the character and buffing it would likely mean we pull damage out of his kit (which would hurt burst/assassination builds). * "_You're killing assassin Wukong_!" Not exactly. The goal is for it to remain "viable." That doesn't mean "the clear and obvious best way to build him in every game." It means you can still find success with it. And indeed, these changes are likely going to push Wukong more towards the bruiser space as his primary class and combat style. All we're committing to is that we aren't objectively denying the existence of lethality builds in the same way we did with, say, AP Master Yi (which was deemed unhealthy for the game). * "_AP on Q is bad_!" Please note that we're experimenting with giving Q bonus magic damage that scales with spell rank; NOT AP ratios. We have no intention of asking Wukong players to build Amplifying Tomes to deal damage. The goal is to slightly reduce burst damage from lethality builds while simultaneously making it harder for opponents to shut down Wukong's trades with early armor purchases. * "_Wukong NEEDS CC on his base kit_!" I'm gonna get flamed for this, but I disagree. A lack of CC is a very important aspect of his weakness profile, thus incentivizing and rewarding Wukong players for skillfully utilizing their stealth, clones, and hit-and-run mechanics. Wukong is actually fairly unique in how he approaches enemies and mitigates damage, which is something we want to preserve. Giving him a slow or root means we'd have to pull power elsewhere, which would likely end up hurting his unique identity.
: Sounds great, thank you so much, I waited for a Wukong rework for years! 1. Will his W dash to your cursor or will you have to click where to go like with old Aatrox's Q?(without the damage and the knock up obviously). 2. I feel like he will need some sort of mini cc if you want him to be a bruiser, a very short stun or maybe even a slow somewhere in his kit. (Very optional, depends on the size of the Q heal) 3. He will need some sort of visibility/indicator/vfx for the resistances he gets, so we can know when the enemies are in range to apply the passive. SUGGESTION: each time his passive becomes stronger or applies in general, together with the VFX, a Japanese drum SFX should play. for reference: [japanese drummers](https://www.youtube.com/watch?v=C7HL5wYqAbU) that's all that is on my mind at the moment
> [{quoted}](name=HomeRegion,realm=EUW,application-id=A7LBtoKc,discussion-id=fowIVQGP,comment-id=0012,timestamp=2019-10-23T22:09:39.657+0000) > > Sounds great, thank you so much, I waited for a Wukong rework for years! > 1. Will his W dash to your cursor or will you have to click where to go like with old Aatrox's Q?(without the damage and the knock up obviously). > 2. I feel like he will need some sort of mini cc if you want him to be a bruiser, a very short stun or maybe even a slow somewhere in his kit. > (Very optional, depends on the size of the Q heal) > 3. He will need some sort of visibility/indicator/vfx for the resistances he gets, so we can know when the enemies are in range to apply the passive. > SUGGESTION: each time his passive becomes stronger or applies in general, together with the VFX, a Japanese drum SFX should play. > for reference: [japanese drummers](https://www.youtube.com/watch?v=C7HL5wYqAbU) > > that's all that is on my mind at the moment For his W, you choose a location in a small area anchored around Wukong. So you click where you want to go.
Kazekiba (NA)
: PLEASE PLEASE Make sure he's tuned for Jungle too! The heal on his Q, when I tested it last time, on top of armor shred (namely, Scuttle and blue) helps tremendously with his early clears and Wu is always great at level 2-3 duels so he should be fine. But I vastly prefer his Jungle playstyle to playing Top lane, and I would be very hurt to see him lose it.
> [{quoted}](name=Kazekiba,realm=NA,application-id=A7LBtoKc,discussion-id=fowIVQGP,comment-id=0013,timestamp=2019-10-23T22:16:57.366+0000) > > PLEASE PLEASE > > Make sure he's tuned for Jungle too! > The heal on his Q, when I tested it last time, on top of armor shred (namely, Scuttle and blue) helps tremendously with his early clears and Wu is always great at level 2-3 duels so he should be fine. But I vastly prefer his Jungle playstyle to playing Top lane, and I would be very hurt to see him lose it. Between his clone tanking jungle camps and his Q sustain, preliminary tests are showing that he might just be viable in the jungle. :) As a jungle main, I'd like to see this happen as much as you do! It'll depend on how everything else shakes out, though.
  Comentários de Rioters
: Honestly, this in and of itself sounds like an awful idea. It's basically guaranteed to cause feel bads when you assume that your character will move to cast your spell and they don't or vice versa, and making it inconsistent will making anyone playing more than one champion very confused.
> [{quoted}](name=Hellioning,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=001700020000,timestamp=2019-10-23T03:41:09.806+0000) > > Honestly, this in and of itself sounds like an awful idea. It's basically guaranteed to cause feel bads when you assume that your character will move to cast your spell and they don't or vice versa, and making it inconsistent will making anyone playing more than one champion very confused. For what it's worth, there are easily 50+ spells in the game that use this method of casting, and have for many years. Consistency/parity or "choosing one over the other" isn't our goal here. We'll continue to use our best judgment for each spell on each champion, on a case-by-case basis. ^_^
: Syndra main here. Just tested this on PBE and it confirmed my concerns. PLEASE DO NOT ADD THIS TO SYNDRA'S Q Pros: - This is definitely more intuitive Negative: - This makes the EQ combo (inverse input of QE) way too easier to execute. As such, this is basically adding a whole new combo to her kit (since now it cannot fail and any Syndra player will use it) - Syndra's Q always going off greatly lowers her skill floor (will hit Q more often, cannot fail QE anymore, etc.) - This HINDERS high elo Syndra because you can't tether at max range anymore (it's basically lowering Syndra's Q range when she's walking forward and casting at max range) Comments: - Even if her current Q funtionality is not very intuitive, there are good reasons why its in place. In short: - This will boost her low/mid elo too much, where we really don't want her to be picked often - This buffs high elo Syndra (and any elo) for non-mains, while nerfing her for high-elo Syndra mains because of the tether change In consequence (and with her already being in a great state), this will probably result in a nerf to her a couple patches later. Please do not include her Q in the changes.
> [{quoted}](name=Sir Rouge,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=003f,timestamp=2019-10-22T21:50:12.723+0000) > > Syndra main here. Just tested this on PBE and it confirmed my concerns. > > PLEASE DO NOT ADD THIS TO SYNDRA'S Q > > Pros: > - This is definitely more intuitive > > Negative: > - This makes the EQ combo (inverse input of QE) way too easier to execute. As such, this is basically adding a whole new combo to her kit (since now it cannot fail and any Syndra player will use it) > - Syndra's Q always going off greatly lowers her skill floor (will hit Q more often, cannot fail QE anymore, etc.) > - This HINDERS high elo Syndra because you can't tether at max range anymore (it's basically lowering Syndra's Q range when she's walking forward and casting at max range) > > Comments: > - Even if her current Q funtionality is not very intuitive, there are good reasons why its in place. > > In short: > - This will boost her low/mid elo too much, where we really don't want her to be picked often > - This buffs high elo Syndra (and any elo) for non-mains, while nerfing her for high-elo Syndra mains because of the tether change > > In consequence (and with her already being in a great state), this will probably result in a nerf to her a couple patches later. > > Please do not include her Q in the changes. Thank you for taking the time to actually try the changes and write up your thoughts in such a detailed way. This was extremely helpful.
: I really hope this isn't expanded to many champions. I can correct my own movement but want reliable ability aiming. Imagine trying to play AP Kog with this. I'm already far enough back that it's OK for me to move a few steps to hit at max range. However, it is NOT OK for me to waste R and get the mana penalty while hitting absolutely nothing. Please do not make the new behavior default. It ruins precision and makes some champions feel terrible. Let's say I'm trying to steal baron with AP Kog R and am not quite in range so it just wastes it at the Baron wall. That would be unintuitive and annoying. For some champions I suppose it can be more reasonable but then you have one set of rules for part of the roster and another for the rest. That inconsistency only adds to the learning curve when switching champions and the arbitrary nature of it seems clunky/unintuitive.
> [{quoted}](name=astralwit,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=0017,timestamp=2019-10-22T18:54:42.822+0000) > > I really hope this isn't expanded to many champions. I can correct my own movement but want reliable ability aiming. Imagine trying to play AP Kog with this. I'm already far enough back that it's OK for me to move a few steps to hit at max range. However, it is NOT OK for me to waste R and get the mana penalty while hitting absolutely nothing. > > Please do not make the new behavior default. It ruins precision and makes some champions feel terrible. Let's say I'm trying to steal baron with AP Kog R and am not quite in range so it just wastes it at the Baron wall. That would be unintuitive and annoying. For some champions I suppose it can be more reasonable but then you have one set of rules for part of the roster and another for the rest. That inconsistency only adds to the learning curve when switching champions and the arbitrary nature of it seems clunky/unintuitive. To be clear, we have NO plans of making this the default or universally imposed mechanic. We believe our Champion Designers know what's best for their projects, and new releases will be handled on a case-by-case basis for whatever feels most intuitive and effective for a given ability. All we're looking at here is the potential for some legacy clean-up of older champions/spells.
: > [{quoted}](name=Riot Lutzburg,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=,timestamp=2019-10-22T18:00:43.800+0000)This means that, if cast outside of max cast range, the spell will instantly be cast at max cast range instead. I can tell you confidently that this will hurt my ability to play these champions based on my current Miss Fortune and Gangplank experience. The ability to position a spell (specifically a utility/zoning spell) where I want it to be and move to that location when on the edge of my cast ranges is something I rely heavily on to do things like drop a long-range MF E on a target or position a barrel deep into enemy territory, and as a Smartcast user there isn't a clean interface for me to judge *precisely* when I'm at that extreme range. If I overshoot I always have time to issue a movement command to cancel the cast, but if it auto-casts at maximum range I lose the cooldown *and* misplace the spell. I think without the ability to constantly display spell ranges this is going to be highly frustrating. I'm not sure it's going to be as big a deal for low-cooldown spells where responsiveness matters (Synda Q, for example), but for anything strategic or anything on a long cooldown the downsides of losing a cooldown and dropping a spell in the wrong area seems way too high given the lack of clear UI for precise spell ranges when using Smartcast functionality.
> [{quoted}](name=The Djinn,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=0010,timestamp=2019-10-22T18:34:40.036+0000) > > I can tell you confidently that this will hurt my ability to play these champions based on my current Miss Fortune and Gangplank experience. The ability to position a spell (specifically a utility/zoning spell) where I want it to be and move to that location when on the edge of my cast ranges is something I rely heavily on, and as a Smartcast user there isn't a clean interface for me to judge *precisely* when I'm at that extreme range. If I overshoot I always have time to issue a movement command to cancel the cast, but if it auto-casts at maximum range I lose the cooldown *and* misplace the spell. > > I think without the ability to constantly display spell ranges this is going to be highly frustrating. I'm not sure it's going to be as big a deal for low-cooldown spells where responsiveness matters (Synda Q, for example), but for anything strategic or anything on a long cooldown the downsides of losing a cooldown and dropping a spell in the wrong area seems way too high given the lack of clear UI for ranges when using Smartcast functionality. Totally valid, thank you for sharing your thoughts!
: Any plans to try out Taliyah W with this? Its one of the abilities I wish had this the most
> [{quoted}](name=CancerMancer,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=0009,timestamp=2019-10-22T18:20:21.832+0000) > > Any plans to try out Taliyah W with this? Its one of the abilities I wish had this the most This would definitely be considered a "risky" one because her combat pattern relies so heavily on landing this spell. I'd predict highly mixed opinions about it, but I'd also be open to adding it to the list for a trial. :)
: In morde's case we have the ability to make his E distance max range for the pull, but not the minimum range (say to push people back if being chased) Could you consider adding this kind of functionality in as well? I find it very useful but hard to actually perform in motion I understand this is the opposite of what the intended changes are, but like the ones listed in the OP, I see the same problem but in reverse for some champs.
> [{quoted}](name=Magma Chamber,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=0006,timestamp=2019-10-22T18:13:40.500+0000) > > In morde's case we have the ability to make his E distance max range for the pull, but not the minimum range (say to push people back if being chased) > Could you consider adding this kind of functionality in as well? > I find it very useful but hard to actually perform in motion > > I understand this is the opposite of what the intended changes are, but like the ones listed in the OP, I see the same problem but in reverse for some champs. I'll bring this to the attention of Morde's designers as a suggestion, but obviously I can't make any promises.
: I play with the following champions: Heimerdinger E e RE Miss Fortune E Ziggs E SYNDRA Q And I stay worried about these changes. I will test on PBE but I think it will greatly affect the gameplay of the MF.
> [{quoted}](name=Lord Raphel,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=000c,timestamp=2019-10-22T18:24:51.136+0000) > > I play with the following champions: > > Heimerdinger E e RE > Miss Fortune E > Ziggs E > SYNDRA Q > > And I stay worried about these changes. I will test on PBE but I think it will greatly affect the gameplay of the MF. Please do! If the changes end up hurting your ability to play those champions, we definitely want to hear about it.
  Comentários de Rioters
Lewanor (NA)
: All of my Talon character/rework ideas, compiled together!
Hi Lewanor, thank you so much for sharing your ideas and chronicling so much lore and information about a character that clearly means a lot to you. Your body of work is as impressive as it is staggering. As I hope you can appreciate, I don't have enough time to read through every facet of your work here. However, I found your gameplay kit proposal and would like to focus my feedback around that (especially since it's what I do at Riot!). I really liked the emphasis on Talon's bladed cape, which I think is the coolest part about his visual design. I agree that there's a lot we could have done to push that idea further and make his cape more incorporated into his combat pattern. Maybe some of these ideas infringe too much on Irelia's identity, but I think the space is rich enough for two blade masters in one game. :) As for removing his stealth on R and giving him some other tools, I think that change is a bit risky. You caught yourself by admitting that it may be too overloaded, and I agree with you. For an Ultimate, it's usually better to create 1-2 effects with obvious success/failure cases. Talon's current ult succeeds at this because it does the two things he wants most- deal a ton of damage to one isolated target and escape afterwards. By giving him damage reduction and slow reduction, I think he becomes less of an assassin and more of a skirmisher. Still a cool identity, but likely a different one from what Talon is today.
Éthreal (NA)
: pleaseeeeeee make his ult apart of his kit outside of his ult! make his resource bar the literal maelstrom! or an ability that replaces his mana with the maelstrom that rapidly depletes but acts as a huge steroid. <3 Please, Lutzburg. You're my only hope.
> [{quoted}](name=Éthreal,realm=NA,application-id=A8FQeEA8,discussion-id=AQnd2oz7,comment-id=00030001,timestamp=2019-10-18T04:40:00.880+0000) > > pleaseeeeeee make his ult apart of his kit outside of his ult! make his resource bar the literal maelstrom! or an ability that replaces his mana with the maelstrom that rapidly depletes but acts as a huge steroid. <3 Please, Lutzburg. You're my only hope. The storm will follow in his wake. {{champion:106}}
: > [{quoted}](name=Riot Lutzburg,realm=NA,application-id=A8FQeEA8,discussion-id=ge3YFdwE,comment-id=000000000000,timestamp=2019-10-16T03:50:47.101+0000) > > In that case I'd suggest a turtle shell, perhaps? A sea shell is just so fragile and brittle... it may look beautiful in-game but doesn't really sell the idea of this stoic defensive tool she can throw around and pick back up. i could buy that. but why not the entire turtle then since she swings around a shark?
> [{quoted}](name=Inkling Commando,realm=NA,application-id=A8FQeEA8,discussion-id=ge3YFdwE,comment-id=0000000000000000,timestamp=2019-10-16T04:28:55.955+0000) > > i could buy that. but why not the entire turtle then since she swings around a shark? That sounds fun! Like her version of a poro companion.
: Yeah true, lol. My mindset was of him keeping dragon "trophies" such as their scales being used for his armor, and his axes being made out of their teeth, and his helmet being made up of horns like how Rengar keeps his prey's teeth as a necklace. , while still having the metal armor. I think the glowing green eyes adds some of his nature thus being the essence of killing a green dragon, and you know how Thor in Ragnorok finds his true potential, having glowing blue eyes from the lightning. Is there a possibility this could be put in?
> [{quoted}](name=TenaciousLad,realm=NA,application-id=A8FQeEA8,discussion-id=fiWxEGu1,comment-id=00000000,timestamp=2019-10-16T00:52:27.993+0000) > > Yeah true, lol. My mindset was of him keeping dragon "trophies" such as their scales being used for his armor, and his axes being made out of their teeth, and his helmet being made up of horns like how Rengar keeps his prey's teeth as a necklace. , while still having the metal armor. I think the glowing green eyes adds some of his nature thus being the essence of killing a green dragon, and you know how Thor in Ragnorok finds his true potential, having glowing blue eyes from the lightning. > > Is there a possibility this could be put in? Sadly these forums are just for fun, and Riot can't solicit or accept any fan-made concepts whatsoever. It's still a neat idea, though!
: > [{quoted}](name=Riot Lutzburg,realm=NA,application-id=A8FQeEA8,discussion-id=ge3YFdwE,comment-id=0000,timestamp=2019-10-15T22:21:59.144+0000) > > Love it! A mix of Bilgewater and something a bit more playful. Not sure about a sea shell shield... what about an old pirate ship wheel with spokes? eh. i am not seeing it. the shell seems so natural with how curved it is. and being more of a shark tamer instead of a ship crewmate a shell is fitting.
> [{quoted}](name=Inkling Commando,realm=NA,application-id=A8FQeEA8,discussion-id=ge3YFdwE,comment-id=00000000,timestamp=2019-10-16T03:29:57.235+0000) > > eh. i am not seeing it. the shell seems so natural with how curved it is. and being more of a shark tamer instead of a ship crewmate a shell is fitting. In that case I'd suggest a turtle shell, perhaps? A sea shell is just so fragile and brittle... it may look beautiful in-game but doesn't really sell the idea of this stoic defensive tool she can throw around and pick back up.
: [Skin Sketch] Dark Cosmic Syndra
I dig the vacant expression, as if she's finally achieved her goal of ultimate power but lost herself in the process.
Kush616 (EUW)
: RIOT ARE YOU LOOKING FOR STUFF?
Check our job boards! We usually have openings all around the world for both contracted and full-time work.
Eeszsa (NA)
: Coven Taliyah
This is so ridiculously good. I'm going to share it with our art team so they can come leave you feedback! As a lowly designer, I don't feel qualified enough to critique something so gorgeous. 0_0
xUnRavelx (OCE)
: More Item ideas
Light Warden's coat is such a unique and thematically cool idea! There's real counterplay and decision-making around using this item for its intended purpose- scouting. If enemies are nearby and you don't realize it, they can jump on you in your weakened state. Really, really clever. Great job!
Galiö (NA)
: Amumu rework (ezreal level+)
I love the idea of combining W and E and opening up a new spell slot for something fun. I think blacking out wards is a little off brand Amumu, though... what about a spell that helps him "make friends"? Of course he'd ultimately fail at this, but that's what makes him so endearing.
Ice Gem (EUW)
: Urgot Skin Idea
I both hate and love this.
: Tundramonster Zac and Junkyard Bard
Hi Onionbread, thanks for sharing these! I think a mushy snow monster skin for Zac could be cool- I especially like the black ice touch. In Runeterra, there is a type of ice that never melts called "true ice." Trundle's club is made out of it, for example, so I think it would be a cool tie-in! For Bard, I personally LOVE the idea of a junk/scrap tinkerer style skin, but I feel like it departs too much from his fantasy. Bard is already a fairly niche champion, and turning him into a junkyard cretin, while hilarious and fun, would only further divide his fan base. Not that this is your responsibility, but when we think about skins at Riot, we have to consider the audience we're trying to serve. Sometimes that's making a more broadly appealing aesthetic for a niche champion, and other times it's offering a unique take on a champion with a universally understood aesthetic.
: Star Guardian Nidalee
The idea of Nidalee being the "den mother" of the younger Star Guardians makes a lot of sense. Very clever! I'd even say she could more formally take on a teacher or guardian role and act as the official mentor of the others.
Audachn (EUW)
: [Legendary SKIN Ideas] Sugar Rush Zoe !
Ah, this is so cute and clever! Zoe is EXACTLY the kind of character that would spazz out on a sugar rush in-game. Eating candy instead of summoner spell balloons is so smart. I think the ice cream cone is the weakest part of this idea, because it doesn't quite gel with the "candy" theme, you know? What if she used stretchable taffy or bubble gum instead? Or gobstoppers?!
: Elementalist Yorick - Ultimate Skin concept
I really appreciate all the thought that went into this concept! I think the "mud men" ghouls was my favorite touch. Overall I think the way you compartmentalized the elements into expressible aspects of his kit (armor, ghouls, shovel) was clever. Thanks for sharing this with the community!
: OLD CONCEPT: Cyber Goth Evelynn
Ah yeah, we only have a couple of Goth skins, right? Annie, Amumu... is that really it? I think Evelynn could be a good candidate for the line, if we ever brought it back!
: Eclipse Aatrox
Someone make concept art of this- it sounds epic as heck! Great job so vividly describing your vision, I can imagine it perfectly.
333lom (EUNE)
: Odyssey Viktor concept art
Love all the particle effects you chose! Especially the constellation zone. However, I can't help but get an "insect" vibe from the model. I was imagining something a little more sleek/scifi, whereas your concept art makes Viktor feel a little hobbled together. That's a cool direction, too, but I'm not sure it matches the Odyssey thematic.
: Bewitiching Taliyah Concept
Your vision for all the new spell effects and themes are super fun and flavorful! Maybe she can ride the broom whenever her wall-riding passive kicks in?
Darttels (NA)
: KDA Fanart
Nice! You did a great job on Eve's shades.
: Hammer Head Poppy
Love it! A mix of Bilgewater and something a bit more playful. Not sure about a sea shell shield... what about an old pirate ship wheel with spokes?
xUnRavelx (OCE)
: Couple item ideas
I can't think of a single item in the game that has a strictly negative effect (like -MS or silence). That said, I do think you're onto something with regards to items that have unique effects or cause/effect considerations. For the most part, our item system uses gates like gold, and opportunity costs in the form of limited inventory space. What about an item that cost gold to activate its special power? What about an item that took up TWO inventory slots?
CJXander (EUNE)
: I've made this login screen to celebrate league's 10th anniversary
Whoa, this is next-level amazing. Thank you so much for contributing your talents to our 10 year anniversary celebration!
: Runic VelKoz with beard and mustache!
: Some Neeko and Yuumi Art from me! :0
Love the hair and the detail of the cheeks on Neeko!
: Absolute Cannibal Volibear
Holy crap this was amazing. I shall use it as inspiration while designing the Volibear VGU.
Arbitrex (NA)
: ALIEN INVASION SKIN FOR RUMBLE!!! in honor of his voice actor : Steven Horvits (AKA INVADER ZIM)
There's no way we could get away with it, but imagine if Rumble's mech looked like an Irkin invasion ship. That neon pink and smooth, curved aesthetic, with black metallic cables shooting out of it... HOT DAMN.
: item idea
A Grievous Wounds item for MR-focused tanks seems like a solid idea. Probably a little niche, but that's not a bad thing! Healing is becoming more and more prevalent in League, and it's harder for some characters/classes to itemize against it versus others.
: Dragonkeeper Olaf
I like the idea, but I think this would be better as a "Dragonslayer" style skin (like Pantheon's). It fits his brutal and barbaric nature, as opposed to "keeping" a dragon in the sense of being a pet master. In other words, he KILLS dragons; he doesn't raise them.
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Riot Lutzburg

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