Enderized (EUW)
: I really like the Idea. Would like to see an option to always show the "Detailed" Version tbh. (like in the Runes) But more importantly- In the "Detailed" Version you may currently see the Basedamages+ratios.... which means it isn't really "Detailed" but more "simplified" in my opinion. I would rather like to see the Detailed Version like this: > [Q] Mystic Shot 5,5s 28Mana > > Ezreal fires a bolt of energy, dealing 15+ 79 (1.1AD) + 0 (0.4AP) physical damage (applies on-hit effects). > > Ezreals cooldowns are reduced by 1.5 seconds if Mystic Shot hits a target > And so that. As I personally want to know, what of my stats providing the exact amount of damage rather than just a scaling in which I have to do quick math such as before. The Addition of the Stats change over certain Spell ranks is, as I think, a good way to go. Keep that! --- --- Beside that- in the Patch 8.13 I realized the Item tooltips have changed as well... And I'm totally fine with that. BUT... Please consider making the +Stats in a brighter color again so you can immediately see what stats an Item is providing. Currently, the whole Item tooltips are in one plain grey color making it hard (especially for new Player) to see the power gained by an item. I mean: You even marked the Passives in some kind of orange if I'm not mistaken. Would like to see that. Overall: Good Job so far! Greeting Florian "Lafiron" Lichtenstein
Option to turn detailed on by default will release soon, actually! (Even if it technically only applies to Aatrox atm) As for the details you listed above... I really really like the format you showed there. I'll definitely try out that idea. :D We'll also definitely iterate more on item colors and tooltips in general. Fun (not really) fact about item tooltips: The reason for the all caps wording of "UNIQUE" in "UNIQUE Passive" was to draw attention to them before the (oooollllld) item shop supported new lines. I fixed that issue in 2012 (before working on building a new item shop), but we never really went back and adjusted the text to match the times. So, yeah, there's plenty to iterate and adjust here that's been waiting a long while. {{sticker:sg-ahri-2}}
: > [{quoted}](name=Riot Reinboom,realm=NA,application-id=A7LBtoKc,discussion-id=yIBUoyaP,comment-id=00020000,timestamp=2018-07-12T18:18:06.331+0000)...I retook screenshots since my keybinds were deemed "unusual" and neglected the small amount of AD I had originally. As someone who uses ASDW for my abilities, QE for Summoner Spells, and ZXCF for non-Smart cast abilities, I now have to ask -- what's your set-up? :P
ASDF for abilities. QWERTY for items 1-6, 1 for Trinket, VB for Summoners, M for Recall. It's super amusing when introducing someone to an iteration on my machine and they end up burning Flash when trying to recall.
: Hey! This looks sweet. One of the issues players seem to be having with Aatrox's tooltips, though, is that information is hidden under the shift key when it's information that should really be readily available (I know his E grants him attack damage; I'm looking at the tooltip to determine how much). Basic numbers should always be available, I feel. What I would love: some communication for AD champions on whether some abilities scale with total AD or bonus AD. An example of this is Caitlyn, who has both ratios for bonus and total on different abilities. She was just the first one that came to mind but there's loads of examples. Any comments on those instances? :) Additionally: if you're going ahead with this, there are some champions that could really benefit from more information. For example, Taliyah's Q damage is really hard to determine for most players, and varies against champions, minions, monsters. Ahri's W tooltip provides a "maximum single target damage" stat. Is there a way to get that in for some other champions?
Aatrox: Yeah, consider Aatrox's tooltips a proof of concept that should still get some iteration. We're still getting a feel of what a good balance of information is. Bonus/Total AD: I totes agree! Currently, I'm leaning towards more of an iconography route to describe this. If you note the little Axe on Ezreal, maybe there's a tiny + or a chevron or similar next to it denoting "bonus". Or the inverse. We're still trying to figure out the best way to communicate this split. This same issue also applies to health scaling as well, though in far less frequency. And totally agreed that lots of champions (and items, and other things) need some updates.
: Quick question, for the concept you posted at the end, how would you propose it to interact with the option to always show the advanced tooltip? Would it still show the total damage output, in addition to the ratios?
There's a couple options: Either, "Shift to show simple info" (showing the basic tooltips with a total) or "Shift to show totals", which just flips out the ratios and values into the final amounts but leaves the advanced tooltips in place. We're still getting a grasp on how people consume this type of information so we don't have a decision yet.
Domasis (NA)
: I'm loving the way you guys are using Ezreal's tooltip to show us how you plan on delivering this information. I have a few questions though. Will you be using colors as a way to differentiate between Magic/Physical/True Damage, or will you include healing, shielding, and movement speed buffs with the colors. Like healing being shown as a green number on the tooltip, etc. Are the numbers you have listed at the bottom of the tooltip going to be the standard, moving away from how the per rank tooltip that exists now? (The one that shows you the increase in numbers if you rank the ability on level is) What are some of the constraints you're referring to? Are you referring to the monolithic stuff that exists at the core of LoL in-game that isn't easy to change, similarly to the monolithic stuff in client that caused Clash to get overloaded?
Colors: We're at least splitting colors based on magic/physical/true damage and are still iterating on what may work for other types of values. Coloring *everything* results in a rainbow wonderland of unreadability for quite a few tooltips, so we're looking to be a bit careful about spreading the colors too far. Arrows: If you're hovering over the level up info it will still show arrows like it does currently communicating "if you press this button, these things will become those things". Tech / Monolithicness: Different technical sections of allll of League (out-of-game client, the "platform"/services, the website, the game itself...) have different requirements and structure. If a problem exists for some architectural decision in one area that doesn't mean it exists elsewhere. In short, no, the issues tooltips have are very quite different from problems relating to Clash. Very very different code bases.
: Riot plz... It says 15(+79) which is 94... not only did you misread the numbers and add 10 to the scaling portion (15(+89) ) but when you mathed out the values you came to 114 which is 10 more than the correct value of 104...
That's my bad, I retook screenies and neglected to include the AD I had in the original. Retaking them now. :)
: I generally like all the details (and so envision myself using that option), but it would be nice if all the details also showed the final result (e.g. "15 (+1.1)(+0.4)=94 physical damage" so I really have everything of interest on that single tool tip. edit: Also, if showing all the details was the default option (and the above isn't incorporated), could hitting shift with that option enabled show us the in-the-moment details?
> [{quoted}](name=Mysticman89,realm=NA,application-id=A7LBtoKc,discussion-id=yIBUoyaP,comment-id=0004,timestamp=2018-07-12T18:15:32.645+0000) > > I generally like all the details (and so envision myself using that option), but it would be nice if all the details also showed the final result (e.g. "15 (+1.1)(+0.4)=94 physical damage" so I really have everything of interest on that single tool tip. > > edit: Also, if showing all the details was the default option (and the above isn't incorporated), could hitting shift with that option enabled show us the in-the-moment details? In the interim time to the full release we're not able to do that. Once everything is converted over in the new system, having shift be "flip between the two" is definitely a possibility.
IzzŸ (EUW)
: I have one issue with the "Press [Shift] for more info" build - I always want the more detailed information. Some players will be different to me - some will want to see only simple info and some will want the ability to switch between them. Could there please be an option to perma-toggle them in the options menu? I don't play on a keyboard or with standard keybinds so adding in an extra button to know is a big barrier to usability for me (I still haven't figured out the "enemy vision" ping because of the way I bind my keys + use attack move click) All looks super exciting though!!! Ratios definitely would be great to see in game.
> [{quoted}](name=Nayjayification,realm=EUW,application-id=A7LBtoKc,discussion-id=yIBUoyaP,comment-id=0005,timestamp=2018-07-12T18:15:46.417+0000) > > I have one issue with the "Press [Shift] for more info" build - I always want the more detailed information. Some players will be different to me - some will want to see only simple info and some will want the ability to switch between them. Could there please be an option to perma-toggle them in the options menu? I don't play on a keyboard or with standard keybinds so adding in an extra button to know is a big barrier to usability for me (I still haven't figured out the "enemy vision" ping because of the way I bind my keys + use attack move click) > > All looks super exciting though!!! Ratios definitely would be great to see in game. Such an option is mentioned in the post. :)
Elbani (EUW)
: Tooltip says 15(+79)(0) for Ezreal's mystic shot. Then the text says 15(+89)(+0) which when 'mathed' out is said to give 114 (but is actually 104).
> [{quoted}](name=Elbani,realm=EUW,application-id=A7LBtoKc,discussion-id=yIBUoyaP,comment-id=0002,timestamp=2018-07-12T18:14:07.997+0000) > > Tooltip says 15(+79)(0) for Ezreal's mystic shot. Then the text says 15(+89)(+0) which when 'mathed' out is said to give 114 (but is actually 104). Ohp! You're right. I retook screenshots since my keybinds were deemed "unusual" and neglected the small amount of AD I had originally.
  Comentários de Rioters
: Why is this even an option?
When we make a purchasable item, by default it shows up in all items as well as search. If we had to add them explicitly to search / all items, we'd forget to do it and it'd be more annoying. Hiding things from 'All items' has come up before (enchantments), so we've had that option for awhile. Broken Stopwatch is the first technically purchasable item that we've needed to hide from both search AND all items. So, we just haven't built the thing to hide it from search yet.
: What's it like to debug a game constantly, anyway? Are you searching through tens of thousands of lines of code for the one spot where there's a mistake, or is it more organized and manageable?
> [{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=G3fUvBOG,comment-id=000c0002,timestamp=2017-11-29T18:36:45.607+0000) > > What's it like to debug a game constantly, anyway? Are you searching through tens of thousands of lines of code for the one spot where there's a mistake, or is it more organized and manageable? Hmm, less "or", more "and". A lot of tech/code debugging is searching through tens of millions of lines of code for the N number of spots where there's mistakes in an, ideally, organized and manageable way. Debugging techniques are generally specific to whatever programming languages, tech base, and so on that you use. There's a few that's commonly shared among many development environments though, like stepping through running code or data inspection. But rather than try to explain... I can show you! (Assuming you're using **Chrome** and not on a mobile. These steps will be different for different browsers): IN THIS PAGE, the one that you're reading, hit F12. This opens the debugging tools in Chrome. Now click the 'Console' tab at the top of the large thing that popped up. Find the input area, and type in: Riot Then press enter. There is now an entire data object you can explore around, and even change things if you wish (its all local and any changes you do can be undone by refreshing the page). Each part of this object can be opened and looked at individually. Or you can type out the address to that, from Riot. Type in: Riot.DDragon.models.champion.data.Ahri Then press enter. You'll see some data specific to Ahri. This is data inspection. This type of tool lets you look at what state / memory is in, and figure out any inconsistencies near where your problem might be. Now lets swap to the 'Sources' tab. In here, you can explore the data structures and code that makes up the webpage we're on. Press F8. You're now stepping through code as it runs. Press F10. Each time you press F10, you step to the next operation. You can see exactly which piece of code is running with each step, as well as how data changes as you step through it in the various boxes you see below. The code you see here is different from what we see (the webpage code has been compressed to the point of being practically unreadable), but this is the basic idea of what ONE KIND of debugging entails. Debugging League of Legends itself is not that different from this, even though the language is quite different (the LoL game is primarily C++). Again though, this is just the most basic of debugging. Each different type of problem requires a different type of tool to explore it and fix it. :)
: Hey, can you clarify how minion dematerializer works? Like is it +4% more damage on the first minion, then +5% on the second minion of the same type, etc.? Or is it +4%, then +1% for each additional minion of the same type?
+4% and an additional +1% per type. So after killing two casters, you deal 6% more damage to casters from then on.
Rotakn (NA)
: How does adaptive work before you buy any items? Does it have a default ap or ad based on the champ you're playing? or is it just ad or what?
It's based on the champion you're playing.
: Can adaptive bonus change?Lets say i build Ez AD and i get AD bonus then i decide to sell my items and buy AP items.Will i still get AD bonus or will it change to AP?
: @RiotReinboom Hi! Great work, one of my concerns is, all of this "stack" mechanics are actually displayed in-game? So you can keep those on check during the game or not? In the actual system many "stacking" effect aren't displayed during the game for "declutter the UI" BUT this is a big key factor for understand "how many stats" i have during the game and when i hit my "objective" and have a clear vision on my strenght. I hope you will dedicate a Dev Corner for show us the UI work on the new Runes system because in many iteration of new systems Riot "forget" how much the UI experience is relevant for the players. Thanks for the reply :D
There will be a way to track your stacks in game, as well as track many other Runes specific things.
: IMO legend:bloodline should give omnivamp instead of lifesteal
Precision is the attack centric path. There is a rune in another path that offers omnivamp.
: Will spellvamp still be an option ? Or do you completely remove it with this preseason ?
We're currently not offering Spell Vamp exactly. We do have an rune that offers "omnivamp" (like Gunblade).
Galiö (NA)
: More stacking stuff... i dont like... i found nasus and veigar champs that are obnoxious just for potential. And now anyone who takes this can be annoying. Except attack speed is capped Nevermind misread. Didnt see cap. Im moving on now lol
All 3 of them are capped, so they don't stack in the same way that Nasus and Veigar do. The stacking element tends to end as laning phase ends, and even when the stacking does continue it tends to not be very long after. So you don't have to worry about the continuous Nasus / Veigar style laning.
: Very interesting runes Reinboom, will we see any ranged/melee differences that have historically been applied to sustain stuff
We don't like to do ranged/melee split unless it shows as necessary, and we haven't hit that point in tuning yet.
  Comentários de Rioters
: How is the channeled blink going to be reconciled with champions such as Yorick, Veigar and Anivia? It actually seems like it would completely invalidate Veigar. -or can it not be used in combat?
It has a long channel time (see: gif above). You won't live long if you try to use it while caged.
Bowblax (NA)
: is Stopwatch replacing {{item:3191}} ?
Oto (EUNE)
: Does Stopwatch happen to be inspired by Sakuya from Touhou? :P It's the first that popped in my mind anyways
As someone who keeps Youmu attached to her keys at all times, I'm disappointed to say that it wasn't.
Häxel (EUW)
: it makes sense in this way that ga passive is described as stasis like zhonyas: http://leagueoflegends.wikia.com/wiki/Types_of_Crowd_Control#Stasis What i wonder is, if riot thought once again about other game modes like tt. there still exists wooglets witchcap. So can stopwatch be build into it too? and can ornn upgrade witchcap considering rabadons doesn't exist there too? Or will tt at preseason get the same items like sr has (beside trinkets). Like the ad items were made the same deleting witchcap and moonflair spellblade for zhonyas and rabaddons (easier balance?) Also with ga not being a purchasable item on tt and aram the stopwatchrume is a nearly dead rune for ads but i guess this can't be avoided.
Stopwatch builds into Wooglets as well. :)
Glîtchy (NA)
: > [{quoted}](name=Riot Sparkle,realm=NA,application-id=A7LBtoKc,discussion-id=E0aY4E0O,comment-id=00090000000000000000,timestamp=2017-08-09T18:46:14.286+0000) > > x_x > > Oh gosh, that's where we draw the line, haha. Please tell me it's impossible to rush things like {{item:3078}} {{item:3089}} and {{item:3031}} as first purchase
There's a maximum debt that starts pretty low. You also can't enter debt until ambient gold kicks in (2 minutes into the game).
: Does Stopwatch have any stats? How will it affect the other components in Zhonyas/GA buildpaths? Will they get removed or changed?
It doesn't have stats. The build paths for Zhonyas and GA have their combine costs reduced by 600 and increased by 1 Stopwatch / Broken Stopwatch.
: Hey guys can i ask about some more in depth thoughts about channeled blink, because i feel you guys are going to risk running into more issues with mobility creep with another flash
Mobility creep is extremely sensitive. Especially when considering lane matchups. Too much mobility: * Invalidates entire patterns, notably a lot of skill shot reliant characters lose a significant amount of reliability against skill shot characters * Offers too many escapes - high mobility can leave characters without a weakness, since they leave the fight before their weaknesses can be realized * Makes vision play more challenging - mobility cancels out a large portion of common warding areas * Makes engage play more common - mobility forces action in large areas of space / staging space is increased Channel-Blink is specifically aiming to work within the last 2, but we're doing everything we can to avoid the first 2. The very last one we even don't want it to go too far on and feel like we can pull back. Channel-Blink has primarily an out of combat usage, or single engage. The forced 10 second cooldown when in champion combat keeps it away from consistent team fight usage, and the long channel time makes poor as an escape tool. Keep in mind as well that accessing it requires both a rune AND having Flash on cooldown. I think this will offer challenges along the way, but this is one we'd be comfortable killing quickly if we discover its entering "as mandatory as Flash" territory.
Glîtchy (NA)
: > [{quoted}](name=MistroTTC,realm=NA,application-id=A7LBtoKc,discussion-id=E0aY4E0O,comment-id=0006,timestamp=2017-08-09T18:21:19.595+0000) > > So how does stopwatch fit into the buildpaths? For Zhonya's because both are time related, not sure why on GA tho
GA also enters you into stasis, even though the personal activation part is gone.
: Does this mean GA is now an AD Zhonyas? If so, does it keep it's revival passive?
This doesn't change the passive of Guardian's Angel, nor does Stopwatch add a new active to it.
  Comentários de Rioters
: > [{quoted}](name=Riot Reinboom,realm=NA,application-id=A7LBtoKc,discussion-id=hFIemE4p,comment-id=000b0000,timestamp=2017-07-19T21:53:06.551+0000)1: That's a great analysis of design space restriction. Why thank you! You know I try. :) > Short term looking, being afraid of space restriction for the sake of space restriction itself (with cautionary notes of long term, I'll get there) means that we'll never use that design space. Effectively, it means we've "wasted" the space in a different way, by not utilizing it. This definitely makes a ton of sense, specifically with what you said in the next paragraph. It definitely is a Keystone that seems like it would be easy to remove or re-position elsewhere if this design space found a more useful hook later...although I imagine doing that would require paying a clarity and information cost to the playerbase now accustomed to this previous implementation, yes? Still, probably worth it in the long run, especially since it does allow experimentation into unused design spaces. >To me, this makes Keystones very appropriate movers on this particular space. Make sense and, to a large extent, I completely agree -- it just feels a little odd to me since it's the ONLY Keystone that hooks into that space, rather than it being used for Keystones in general. Of course, there's the possibility of more in the future, certainly... Either way, I really appreciate the in-depth response! Although it seems, amusingly, that the answer to the question might be "we weren't using that spot and someone came up with an idea for it, and we didn't have anything else planned for it in the near future so figured we'd test it out." Which is possibly A: actually the BEST reason for doing it, and B: a far simpler explanation than I was expecting! :D > 2: I like the proposal of naming channels differently. Though, in this case, just adding _mobile_ is appropriate (no need to over describe the list that contains "etc."). We found that for the most part this is easy to feel out, but your proposal works if it becomes more of an issue. Seems reasonable. I guess my concern is that newer players would read "you can move while channeling" on things like Edge of Night and assume it applies to all channels. Which might be a minor concern, all things considered. I also realize I totally forgot movement channels, which can be stopped by roots, and attacking channels (Lucian ult) which can apparently be stopped by blinds. So many channels! It's like I have a cable TV package. :P
> Either way, I really appreciate the in-depth response! Although it seems, amusingly, that the answer to the question might be "we weren't using that spot and someone came up with an idea for it, and we didn't have anything else planned for it in the near future so figured we'd test it out." Which is possibly A: actually the BEST reason for doing it, and B: a far simpler explanation than I was expecting! :D Interestingly, this Rune / Rune Space didn't start with "Boots activation!". The first attempt at the space replaced your Ghost summoner spell, and then acted very much like the Demon Brand you have in the Hunt of the Blood Moon game mode (invisibility and all). This Rune was... ... an interesting study of interactions (Riven combo setup so easy with invisibility omg). That is, it very much started as "Hey. Let's do that thing. It's awesome!" The piece that survived was less the execution space and more the decision space. The "hunt" keystone. Stashu independently devised a Keystone not too dissimilar to the Demon Brand / Summoner Spell version that was the actual direct ancestor to the previewed Hunt of the Blood Moon Keystone. That keystone was targeting the space specifically. Initially, it was actually just a passive: every 3 minutes... once out of combat... it triggers the hunt. The output was appropriate for the game, though the activation condition felt like a lot of game control was stripped away. Further discussion brought us to realizing we needed to return to a button, but couldn't amp the power so far as to replace a summoner spell like before. Those conversations naturally brought us to where it is now.
: Nice! I'm both excited *and* terrified of the power we see here, and I hope the other Keystones are this level of impactful -- this one feels far more engaging than the meteor previewed previously because there's more control and more conscious decision-making required. Two related design questions for you, if you have a moment! ---------------------------- \#1 -- Why do you feel it's worth using a boots active for this particular design space? To me that feels like it cuts out a lot of possibilities in the future, as now the ONLY things you can put on boots actives are Keystone Masteries, as otherwise it would create impossible complexities with this item. To me that feels like a potentially wasted opportunity since, as you said, there's a lot of exciting stuff you can do by hooking a feature up to an item everyone buys (or through a return to the boots enchantment style we saw before, which it seems something like this would be awesome for). In short, what made you decide the benefit here was worth effectively locking that design space to Keystone Masteries for good (or for as long as the ability exists)? Because personally I'd be wondering if a Kindred-style interface for abilities like this might be a better fix, since it leaves the boots slot open and abilities like this will rarely be instant-cast in combat simply due to their warm-up time. Having to mouse over to an icon or menu of some sort for this seems like about the ONLY time a solution like that wouldn't feel super clunky. I get that there are numerous downsides to that (would have to do more analysis on how much time/effort/attention it takes to use), but it could open up a UI option for future effects (Rift Herald summoning, etc) that aren't in-combat usage, while also preserving the design space. Bonus points: Cassiopeia could still use it. Or, heck, a second button for a "functionality" wheel that acts like the ping wheel but with items on it. Sort of like the weapon selection menu in a lot of FPSs. Again, would have to do some thinking on where/how to implement that, but it would be speedy for things like this and, again, open up space for other abilities in the future as well. \#2 -- Since we now will have two forms of "channel-while-moving," could we get a specific differentiation between the two (or more) types? It seems we have a few forms that all follow different rules, and it's not living up to the clarity that most of *League*'s rules have. As is, I see the following types: * Stationary, damage or CC interrupts (Recall) * Stationary, only CC interrupts (Teleport, Fiddlesticks, etc) * Mobile, damage or CC interrupts (Edge of Night, Hunt of the Blood Moon) * Mobile, only CC interrupts (~~not present in the game, but an interesting design space for the future, possibly for something like an AoE effect~~)\* \***Edit:** As others have mentioned, this effect does exist in things like Varus and Xerath. My brain was just off. It would be nice to have a better way to differentiate these effects (especially if the fourth type is ever used on a champion or item), even if only the *static* and *mobile* types were differently named, and the damage breaking effect were specified each time. Thoughts?
1: That's a great analysis of design space restriction. Short term looking, being afraid of space restriction for the sake of space restriction itself (with cautionary notes of long term, I'll get there) means that we'll never use that design space. Effectively, it means we've "wasted" the space in a different way, by not utilizing it. Long term looking, it's important to look at what types of content are consuming a space. In shorter lifespans (think 2 years or less time), systemic content like Runes (or items, or summoners) can be removed when they are discovered to not provide sufficient benefit for the space they consume. By compliment, this also means that trying out these spaces in systemic content can be very fruitful - that is if we don't remove it then it's implied the content was good enough for that space, or can be iterated there. Two major limits to this is 1) if the content that's consuming the space has a high potential attachment. See: Champions. Space consumed by champions is pretty much there to stay as a default assumption. Also, see: Old runes. Consuming attractive space with old runes (not that they would...) is an issue because of IP investments. Also 2) If the game becomes dependent on the consumed space. See: Flash. Curating Runes at this point to deliver on choice is much easier for us to do now then at release, however, and as long as there is choice then dependency takes longer to build. Keystones are also interesting in particular for this exact conversation. Most major pieces of content actually have a button associated with them, meaning that the desire and payoff for consumption is rather low. Keystones in particular sit on that edge, where they are strong enough that in some cases (see: This reveal) they may warrant a button (where mindspace allows, though that's a whole conversation on its own), and yet don't have a button to hook to. To me, this makes Keystones very appropriate movers on this particular space. 2: I like the proposal of naming channels differently. Though, in this case, just adding _mobile_ is appropriate (no need to over describe the list that contains "etc."). We found that for the most part this is easy to feel out, but your proposal works if it becomes more of an issue.
Seyunx (NA)
: Is magical footwear its own item? Meaning it doesn't build into the other boots?
It builds into all the same boots that Boots of Speed does. And confers the MS bonus to those boots as well.
: Will there be a "Stat-Rune" for every stat, like how it currently works with runes on Live? What I am trying to say is that on Live you can get EVERY stat in runes (Pen runes, AD runes, AP runes, CDR runes, Armor runes, etc.), will these come back? Mainly a question for last hitting (lack of AD runes) and unique playstyles (29% AS runes for Yasuo or Mana runes for Ryze).
No, not EVERY stat. We won't include a -% time dead rune, for example. Many stats will be reflected again in the new runes system though. AD (by way of Adaptive) is there, but also Armor, MR, and CDR we've already previewed. Not every stat will come back in the same form (see: Overcharger with CDR), but we'd definitely like to get back any stats that created interesting decision making. We're trying out AS and early %MS runes internally, for example, and figuring out where they fit.
: Bloodlust Katarina: Get a kill and reset all spells + heal some HP back.
With that screen name, I'm assuming Bloodlust will be a primary pick for you.
: Let's say i take Perfectionist as Kennen. I start game with Dorans blade, so it gives me AD? Then, after my first buy, i grab Hextech revolver, do i now get AP instead?
Correct. There's a lot of stat swapping plays from Adaptive.
: How many different Runes do you guys plan to have in Runes Reforged?
*Approximately* 60 total for the initial release of Runes Reforged. (More or fewer is possible as needs reveal themselves)
: Oh so its a bit of a dead rune on her then, doesn't that seem a little bad?
Yes, it is bad to take it on Cassiopeia. Though, it's not so different from mana runes existing alongside champions like Vladimir.
: What if I take Magical Footwear on Cassiopeia?
Cassiopeia prevents Magical Footwear from granting you boots.
  Comentários de Rioters
: So you start with a 150 debt with that rune, right ? So you could take a Doran Blade {{item:1055}} and a refillable ? {{item:2031}} for the laning phase ? Pretty sure I didn't understand that rune
The 150 gold start doesn't become available until gold per second kicks in, which comes at 2 minutes. You could have an early recall for it though.
: So at the start you have 150 debt max. Meaning if your 150 gold short, you can buy the item anyway, but have to pay back the 150 back later, PLUS a 50 gold fee. Atleast thats how i think it works.
: Will the minor systems that will be in place give me comparable stats to what I am used to now? It's not uncommon for a marksman to go into lane with 13% attack speed. Removing this will be like putting on weights and will make it difficult for a marksman to CS effectively. I understand that there can be a learning curve but it's what helps marksman stay relevant in the early game. I did read your last paragraph about your consideration for specialized build paths. I'm just curious as to the path being taken by Riot for the common place.
We're investigating stats from many angles. Starting items, base stats, or even some in runes themselves (see: Intelligence here).
: You guys are aware that no matter what you do, there's always going to be an optimal setup that use a champion's strength to its maximum potential, right?
We expect some portion of runes to optimize out on specific champions. e.g. Nasus hooks very strongly into CDR and Intelligence is a fit here. In this way, you're right. These things do take awhile to solve out though, and that discovery process is still ongoing and being disrupted for many champions even with the current setup. I don't believe the "no matter what you do" statement is correct though. "Optimal" can be meaningfully changed by situation, such as who your allies are or who your enemies are. e.g. In the last article, we showed Overheal - which gets MUCH stronger when you have a healer on your team, and more so in your lane. Switching to overheal causes other decisions to switch as well, and this is what the "splashing" is all about here. To get overheal, you have to also change your other splash rune choice.
Oelyk (NA)
: Whoa! These look like they are definitively going to shake things up! Are current keystone masteries going to be transferred and/or modified into the new system?
If they work within the new system, then it's possible. Keystone Masteries were actually a light design proof of concept for Runes Reforged.
Vasmarok (NA)
: RIOT Since you discontinue the creation of item sets in the client, will we be able to keep using the item sets we already created in the old client? These sets are stored currently in the appropriate champion folders in RIOT_ItemSet_X.json files. Will these files be still available and usable, or will they be deleted? Championify creates similar files (except no RIOT in the name) so I am assuming that you will keep those champion folders, so the Championify files can be stored. Anyway, I would suggest anyone who is using itemsets, to back them up before the client update. They can be modified by a text editor if necessary to be compatible with the new client (similar to Championify files). You just no longer will be able to modify them in the client. Another question to RIOT. Will you be able to release the source code for the Item Set Generator, so someone could create a stand alone item set generator for the general public? I am not into APIs, but I believe there are some competent people out there. Last year, I believe there was an API for this reason, but that does not seem to be updated. Maybe RIOT could support that API as a stand alone tool, so we could still generate custom item sets. You are supposed to go to battle fully prepared. With your runes, masteries and weapons (item sets). Thanks
The API available here: https://developer.riotgames.com/docs/item-sets will still work. We only change/update the API when we add new features to the Recommended Items part of the item shop, which doesn't happen very often. The default recommended items utilize the same API, which means it's actively difficult for us to remove (intentionally).
: This won't affect Kalista as she can't cancel her AA animation right?
: What about the bug where your autoattack goes off but doesn't deal any damage on impact? It's really annoying when that happens while trying to CS
That's the same issue KayakNinja just described
: {{champion:11}} {{champion:77}} I am not sure if I like that as it might disturb my movement macros What if i need to use ability for instance Alpha Strike to dodge enemy damage? I REALLY HOPE there will be option that i can disable this because its much better to move and cancel auto attack rather than stand still attacking and being hit by CC. 1 CC = death and it doesn't matter how much tenacity you have because chain CC will definitely follow standing still can be deadly for melee carries and btw {{champion:77}} when i switch stances some times Udyr cancels his auto attacks and his auto attack goes on cooldown not being able to hit his enemy
No, there won't be an option to disable it. However, spells interrupt the queue still. Only movement is fired. Also, the reason it's 2 frames total is that is the buffer time we identified a few high skill one-tricks and pro players were executing their movements for safely kiting or training (notable on Melees) at the most extreme end. Most did 3-4 frames. There's not a lot of "standing around" for the 2 frames here that doesn't already occur, even at the highest end of play. Also for reference, 2 frames is 0.06666¯ seconds.
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