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> [{quoted}](name=xALESIAx,realm=EUW,application-id=3ErqAdtq,discussion-id=G0pXVroj,comment-id=,timestamp=2019-11-11T16:10:30.410+0000)
>
> It is fine if the music plays for the first 2 mins of the match, but not the entire game please. I am getting a headache listening to this same loop all game. I am struggling to focus on the game because of this music. The only way you stop this is by muting the music completely and playing with no music at all.
>
> I want to mute the True Damage music and listen to the SR music. Using the Updated/Classic does nothing as well.
To follow-up with our plan:
The fastest way to enable this kind of toggle will be to add a CTRL+5 emote that turns it on/off, so that's our goal for next patch. Pressing CTRL+5 will mute Ekko's music and enable the music for the map you're on, and pressing it again will unmute it and mute the map music.
The better solution long term will be to add a musical note button next to your Ekko on the scoreboard (like the note next to DJ Sona) that you can click to mute/unmute your own music. That's higher scope and we'll try to get that in for a future patch.
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Hey folks. Sorry for the frustration around that feature. We're discussing what the best options are to get a toggle that allows you to go back to the default music. I'll keep you posted :)
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> [{quoted}](name=Neekotine,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=00cb0001,timestamp=2019-09-07T03:21:57.557+0000)
>
> Us, Zac mains, are now crying in the corner of the blob room. All we wanted was a little love. All we wanted was a little blob. How can you do this to us ? WHERE IS THE ZAC ETERNAL CHANGE. We wanted the amount of blobs picked up, but turns out we will never see the light of the blob eternal. May our ideas R.I.P.
His third eternal in the original proposal is the number of blobs picked up. :)
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Riot Xenogenic
(NA)
:
Eternals Feedback Thread: Set 1 Uniques
Alright! First, let me say: thank you all **so much** for taking the time to give us your feedback. We read all of it and use it to drive our discussions on next-steps.
I've taken the feedback from Twitter, reddit, and this post to compile a list of changes to our proposed Eternals. However, let me mention up front: **this list is still not final.**
We will continue to make adjustments to our initial proposed sets as necessary. The changes listed below are changes we are going to attempt, but we may end up having to take yet another path on any given Eternal due to feasibility, technical concerns, or other reasons. However, if we're able, we'll make these adjustments.
Lastly, anything that says "REMOVED" doesn't mean we won't ever track that. It just means we're going to remove it from set 1 to prioritize something else.
**Anivia**
* [REMOVED] Kills to enemies within Glacial Storm
* [ADDED] Enemies knocked aside by wall
**Amumu**
* [UPDATED] “Number of Qs Landed” updated to “Number of Long Range Qs Landed”
**Bard**
* [REMOVED] Multiple (2+) enemy champions hit by Tempered Fate
* [ADDED] Number of double stuns inflicted with Q
**Blitzcrank**
* [REMOVED] Time spent under the effects of Overdrive
* [ADDED] Takedowns within 5 seconds of activating Overdrive
**Braum**
* [REMOVED] Number of projectiles blocked by E
* [ADDED] Damage blocked/mitigated by E
**Camille**
* [REMOVED] Kills to enemies affected by R
* [ADDED] Number of champions knocked aside by R
**Evelynn**
* [REMOVED] Damage dealt by E
* [ADDED] Kills within 2 seconds of exiting stealth
**Fizz**
* [REMOVED] Kills with E
* [REMOVED] Distance traveled with Q
* [ADDED] Skillshots dodged with E
* [ADDED] Bonus damage dealt to champions with W empowered autos
**Garen**
* [REMOVED] Time spent with (P) up
* [ADDED] Healing done by P
**Ivern**
* [REMOVED] Trigger seed damage
* [ADDED] Number of champions knocked up by Daisy
**Jhin**
* [REMOVED] Number of roots with W
* [ADDED] Number of max damage Q bounces into champs
**Kai’Sa**
* [REMOVED] Number of plasma ruptures
* [ADDED] Bonus damage dealt by rupturing Plasma
**Kalista**
* [REMOVED] Number of sentinels triggered
* [REMOVED] Stuns with R
* [ADDED] Rend stacks transferred to champions by Q
* [ADDED] Low health (<25%) allies saved with R
**Karma**
* [REMOVED] Damage healed with empowered W
* [ADDED] Total reduction to R cooldown from Passive
**Kayn**
* [REMOVED] W Multihits
* [ADDED] Number of transformations unlocked in under 10 minutes
**Kennen**
* [REMOVED] Distance traveled in E
* [ADDED] Number of enemies passed through with E
**Kindred**
* [REMOVED] Distance travelled with Q
* [ADDED] Champions executed with E
**Kog’Maw**
* [REMOVED] Kills due to Passive
* [ADDED] Number of attacks that hit champions beyond default/base attack range due to W
**Leona**
* [REMOVED] Passive marks consumed by allies
* [ADDED] Damage mitigated by W
**Lissandra**
* [REMOVED] Self healing done with Frozen Tomb (R)
* [ADDED] Champion kills within 5 seconds of taking damage from Frozen Tomb (R)
**Lucian**
* [REMOVED] Time spent hasted by W
* [ADDED] Q hits on champions that weren’t the Q target
**Lulu**
* [UPDATED] Knockups with R is now “Multiple champions (2+) knocked up with R”
**Nami **
* [UPDATED] Nami ult hits increased from 2+ targets to 3+ targets
**Neeko**
* [REMOVED] Takedowns within 5 seconds of breaking camouflage from Passive
* [ADDED] Number of full Q triple-hits on champions
**Poppy**
* [REMOVED] Shields thrown with P
* [ADDED] Damage absorbed with P
**Qiyana**
* [REMOVED] Distance traveled with E
* [ADDED] Champions executed with Q
**Riven**
* [REMOVED] Distance dashed with E
* [ADDED] Number of three Q hits on the same champion
**Singed**
* [REMOVED] Distance traveled in R
* [ADDED] Time spent at 25 stacks of passive
**Sivir**
* [UPDATED] No longer going to attempt to track spells blocked by Ricochet (W) instead of Spell Shield (E)
**Sona**
* [REMOVED] Empowered Q Auto attacks
* [ADDED] Number of Power Chord (any) empowered autos against champions
**Soraka**
* [REMOVED] Time spent hasted by passive
* [ADDED] Number of enemy champions hit by Q
**Shyvana**
* [REMOVED] Dragon hits with R
* [ADDED] Number of stacks on Passive from killing dragons
**Teemo**
* [REMOVED] Time spent Moving Quick
* [ADDED] Champions killed by a poison tick from E
**Tristana**
* [REMOVED] Distance enemies knocked back with R
* [ADDED] Number of enemy champions knocked back by R
**Twitch**
* [REMOVED] Slow duration of Venom Cask
* [ADDED] Number of enemy champions killed within 5 seconds of exiting stealth
**Veigar**
* [UPDATED] “R kills on champions that had over 50% hp” changed to simply “R Kills”
**Xin Zhao**
* [REMOVED] Distance traveled with E dashes
* [ADDED] Number of champions knocked up by Q
**Yorick**
* [UPDATED] “Enemies trapped by W” changed to “number of enemy champions trapped with or bumped by W”
* [REMOVED] Towers destroyed while being damaged by the Maiden
* [ADDED] Number of times all 4 ghouls have lept on target hit by E
**Zilean**
* [UPDATED] “Levels granted by passive” changed to “total experience granted by passive”
**Zoe**
* [REMOVED] Distance traveled by Es that have put targets to sleep
* [ADDED] Number of picked-up spells used with W
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> [{quoted}](name=OnlyMostlyTrash,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=00b0,timestamp=2019-09-05T21:04:13.200+0000)
>
> Vi main here.
>
> Completely fine with the passive one as the accessible option.
>
> Max range q is meh. A lot of times call for closer range qs, so this one might encourage trying to pull off max range more often, even if not needed, which could effect gameplay.
>
> I need clarification on the punching one. Is this both aa and skills, or just aa? If it's everything it feels too easy, if it's only autos it pushes you into builds with more attack speed, which I'm not fond of on her.
>
> I would consider something like damage dealt while enemy is under your cc. Requires you to combo skills together without drying.
>
> Or total extra damage dealt from the armor shred on w.
>
> In general a lot of what I'm seeing on sl champions is 'use this once skill right' which is fine for one or two. But the third should require something that shows more overall mastery of the champion imo.
For Vi, it counts abilities and autos - it's intended to encourage multi-hits, AA and spell weaving, etc.
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> Lets say in 1 game i Ulti 4 times in the game: 3 people, 2 people, 5 people, 4 people - Whats the Value then?
> ° 4 Multiplie Allies healed with Monsun?
> ° 3+2+5+4 = 14 Multiplie Allies healed with Monsun?
> ° "5000" heal on multiplie allies.
Yes, that would be +4 multiheals with monsoon. On each cast, it checks how many allies get healed by it at any point, and if it's greater than the number required for the Eternal, you get +1 to it.
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> ok i have more notes but i've apparantly reached the text limit so i'll leave it at this. i hope i was helpful in identifying what the issues with eternals are
Very helpful. I appreciate it. :)
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> [{quoted}](name=DeathBurst,realm=EUW,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=0067,timestamp=2019-09-05T01:11:48.844+0000)
>
> As a Garen one-trick, not a single of the Eternals for Garen sounds exciting. Yes, I kept in mind the note about rekindling and personal best in a single game.
>
> * Enemies killed with R is just grinding, and after rekindling it's just barely better than counting kills.
> * Damage dealt with E is incentiving grouping for team-fights, which Garen is bad at. But beyond that, it's entirely out of your control, and tracking personal best will just show how much you were able to dumpster your laner when you had an easy match-up. At best boring, at worst warping.
> * Time spent with passive up is strongly correlated with game length. Getting a good score won't be about avoiding poke or anything skill-full, it will just be about dragging out games...
>
> EDIT: in contrast, Kled Eternals are much more interesting. Getting the delayed trigger on Q that enemy can avoid if you don't play correctly, getting good R with accurate prediction of where enemies will be 3-5 seconds ahead, and proper use of your passive away from base. Yeah, fine, that's what I want to see, that demonstrates mastery and skills.
I appreciate the feedback. What are some things you'd be more excited to track on Garen?
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> [{quoted}](name=CaptainMårvelous,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=007d,timestamp=2019-09-05T06:13:23.007+0000)
>
> I don't really dig that they're in these kinda awkward Microsoft word-style variants that make it a hassle for me to read.
>
> Would you care if I converted it into a possible excel format?
Wouldn't mind at all :)
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> [{quoted}](name=Agent Corgi,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=001f,timestamp=2019-09-04T20:35:35.230+0000)
>
> While I'm still not yet onboard with Eternals, I do have one question regarding them:
>
> If a Champion Recieves a Visual and Gameplay Update (ala Fiddlesticks & Volibear), what would happen to their Eternals? Does the Progress reset since new objectives/stats have to be added in or does the customer have to pay for new Eternals?
If the update invalidates old Eternals, which many VGUs would, we will retire those Eternals. You will get to keep their status forever but they will become "retired." Then we will design and build new ones that you get for free for having bought the old ones, since we are switching them.
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> [{quoted}](name=WillChristiansen,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=000b,timestamp=2019-09-04T20:19:34.275+0000)
>
> I worry about the Veigar “R kills on champions over 50% HP” one. If I was trying to rekindle this immortal, I’d likely make non ideal gameplay choices trying to R people from higher hp than strictly necessary. Eternal shouldn’t encourage non ideal play.
Fair criticism! Would you prefer just kills with his R, then?
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> [{quoted}](name=Void Kaiju,realm=NA,application-id=A7LBtoKc,discussion-id=MjrsLTba,comment-id=000a,timestamp=2019-09-04T20:19:02.704+0000)
>
> Are milestones permanent or on a per-game basis?
>
> For Chogath, would I get a notification every time I get to 10 stacks but also get one when (if) I reach a personal best?
> Or is it a flat number of notifications as I reach milestones and then one for my personal best which I will likely almost never see?
>
> (Also for his specific challenges, putting the multi hit on q seems more fitting to me? With ult stacks already being the most basic of basic skills, asking a little more with the q doesn't seem unreasonable.)
Milestones go across games. So let's say you have "Kills with Jhin's R." It tracks those kills game after game, and the first milestone might be something like 5. Then the next might be 10 or 15, etc. until you get to a higher number for milestone 5 (let's say 50).
Once you've finished milestone 5, it continues tracking all kills with his R forever, but it also starts showing you your personal best within each single game.
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Comentários de Rioters | novos Comentários | Visualizações | |||
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> [{quoted}](name=And l am Ironman,realm=EUW,application-id=3ErqAdtq,discussion-id=eBazIgqN,comment-id=0009,timestamp=2019-06-28T21:04:04.149+0000)
>
> Final boss Veigar isn't considered a battle boss skin, why is that ?
Wasn't intended. We implemented and sent out a fix for it - should be good to go now.
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Riot Xenogenic
(NA)
:
This is not intended. We're looking into it
> [{quoted}](name=Xenogenic,realm=NA,application-id=3ErqAdtq,discussion-id=bZ5MEnEf,comment-id=0001,timestamp=2019-06-28T23:30:48.897+0000)
>
> This is not intended. We're looking into it
A fix was generated and should be deployed, so you should be good to go to use that skin. Let me know if you continue to see that issue. Sorry for the missed progress in the meantime
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This is not intended. We're looking into it
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It depends on the content type, but for this one, it's not easy. Some of the toggles are easier and a designer like me can make them, actually, but this one would've taken engineers (programmers) and given the size and complexity of the rest of the event, we couldn't have them work on this over the other things they absolutely had to do to ship the whole Trials event.
That's always the frustrating/sad part about making games. We have a million great ideas but time and people are limited, so the Grand Idea always gets chiseled down into something we can actually make - and it's often nowhere near as good/epic as the original idea, but that's reality. :)
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I'm not sure how you arrive at me saying "I'm sorry, we didn't think about it" when I articulated how we had multiple conversations about the toggle. Just to repeat: we had many conversations about it and multiple meetings about it, and we decided in the end that even though we did not have the time/resources to ship with a toggle, we wanted to get finishers and spawn ceremonies into the competition. It was either ship without a toggle or don't ship it at all, and we felt that bringing them to the competition was better despite not having a toggle than not shipping them at all.
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**UPDATE: ** Disregard the original message below. Because we take photosensitive epilepsy issues extremely seriously, Trials finisher animations have been disabled. When we bring finishers back, we’ll make sure players have the option to turn them off themselves. Turning off finishers does mean that we'll have to adjust rewards for players participating in the Trials event. We're figuring out those details now and will post an update once we have one.
We’re also going to investigate more deeply in the meantime to determine what problems (if any) finishers have.
_____________________________________________________________
Hey folks! First, let me apologize for these effects causing issues, and for not having a toggle for them in this event.
The tl;dr is: the way we are rewarding and utilizing the finishers is new for Summoner's Rift/ARAM, and as such, we didn't have the time or bandwidth to have engineers rework this so that a toggle could ship with the finishers. We chatted about it at-length and ultimately decided we would rather ship them with no toggle than not ship them because we couldn't do a toggle, but we knew there would be some level of frustration and risk with that. So again, my apologies for making League less enjoyable for you in the meantime.
When and if we release them again for ARAM/SR, we should have had the time by then to build a toggle for the content type so anyone that doesn't want them on can disable them.
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Not to fix it this quickly, no. And to get the platinum icon, players will still have to complete the other two impossible missions as-is because they do not have B objectives. We felt this was the best way to resolve this quickly for people that didn't mean to complete the first B objective and no longer had a chance to do the other ones.
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Riot Mortdog
(NA)
:
April Fools VS. Event Mission List
Update at 4:41 PM PST: We've heard your feedback about missing the Nunu objective but still wanting to do the other Impossible Missions. We're pushing an update that will unlock the 2nd Impossible Mission for you regardless of how you completed the first one - meaning if you placed 3 wards, you will still get the 2nd Impossible Mission.
This will be live shortly. Sorry for the frustration and thanks for giving us your feedback!
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Did you win?
I went on a losing streak and kept not getting credit until I finally won a game as Xin Zhao, so it appears to me as though it's bugged and requiring a victory and not just playing-as (or it's worded incorrectly, whichever)
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Going to comment on each point individually. :)
Section 1:
1) This is a weird interaction but the cleaves are supposed to do a percentage of his total attack damage, and not necessarily mimic crits etc. I will clear up that visual so it doesn't look like a bug.
2) This does sound like a bug. I will investigate
3) The knockup does increase in duration. Do a short cast or snapcast and you will notice a very minor bump, whereas a large snowball does a full 0.75 second knockup.
4) There are 3 visual sizes to the ball - small, medium, and large - but the distance it rolls grows linearly and is not tied 1:1 with the visual size (i.e. a small snowball can roll a range of between X and Y, as can medium and large snowballs, up to the maximum distance)
Section 2:
1) Yeah this is definitely undesirable. I'll fix this for 8.21
2) Not a bug. It's intended to grow to maximum output with 5 seconds and leave the player another 5 seconds to navigate if need be.
3) Not a bug. This initial slow was added to make the spell much less useful for fleeing trouble.
4) Not a bug. Slow immunity is intended. I will add this to the extended tooltip that we're shipping in 8.21
5) This "rollover" damage has been added to the tooltip for 8.21
6) I've removed the collision case with small summoned monsters like Zyra plants, Zz'Rot minions, etc. It will now only collide with large summoned pets like Tibbers, Daisy, and Yorick's Maiden (it already collided with clones like Shaco's clone etc.)
7) Not a bug. It's intended that the snapcast/short-casts have minimum damage/stun outputs
8) Not a bug. It's intended to stop on hitting any enemy unit
9) Not a bug. The slow duration is intended to be equal to how long the ability was channeled. I will add this clarification to the new tooltip
Section 3:
1) This is sort of true. He has a maximum speed he is allowed to achieve based on his current level and boot tier. That formula is a bit complicated right now and I'm working on simplifying it. I will add pertinent information to the new extended tooltip so speed values are stated.
2) Related to the above, his maximum speed is capped but it grows per level because we didn't want him reaching absurd speeds at low levels when enemies don't have boots and can't dodge as well. When I simplify the formula, I'll put in relevant information on the extended tooltip
3) This is a bug. I'm extending the cast range to basically infinity.
4) Not a bug. This is just an interaction with the spell. You can still get the slow but the enemy has to know exactly when they're at risk of being rooted or safe.
Thanks for compiling all of these. I really appreciate it :)
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Nunu & Willump are still using our old tooltip system, since the new system came online at some point during their development. I'll be converting their tooltips to the new system, hopefully for 8.19, which will result in them providing a lot more information and accuracy. :)
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The former sounds like a rule we'll discuss fixing, and the second one sounds like a straight-up bug. I will take a look at it. Thanks for bringing it to our attention. :)
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<3
It's been a blast to work on Nunu & WIllump, and I'm overwhelmed with the positive feedback we've been receiving already. I'm looking forward to more feedback after they're on PBE and live. {{champion:20}} Thank you for your passion and posts about these two.
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Thanks for taking the time to share your thoughts and passion with us :)
It's way too early for me to go into specific details, but I will say that we share a lot of the same sentiments in regards to what we think is important for Nunu and how to improve him without losing that Nunu spirit. Having read your post, I'm confident you'll like what we've been doing.
Sorry for such a vague, PR-style response. I generally try to avoid it but I'm just too hyped about this project and wanted to let you know that we're reading this feedback and focused on delivering the best new version of Nunu that we can. I look forward to seeing your feedback when we end up revealing more :)
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> [{quoted}](name=E Zaire,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=006c000100000001,timestamp=2018-02-27T20:41:57.218+0000)
>
> Will these changes affect how Hard CC or Loss of Control affects her ult?
No - hard CC will break it still
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> [{quoted}](name=Katrahaska,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=006c00010000000000000002,timestamp=2018-02-28T16:15:14.048+0000)
>
> Oh god now I'm gonna spend the next 3 months arguing with myself about if this phrase has an underlying meaning, why have you done this to me...
Belatedly, this has no hidden meaning :P
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> [{quoted}](name=ProfDrDeath,realm=EUW,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=007c,timestamp=2018-03-10T10:59:24.955+0000)
>
> Hello Xenogenic,
>
> short question: Has Quinn's base AD adjustment been scrapped? Or is it simply not on the PBE yet?
Not scrapped, no. Had a problem with my pipeline where those changes weren't properly flagged as needing to be submitted. Got it figured out today and they will be going live with the other changes
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> [{quoted}](name=Samoof17,realm=EUW,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0079,timestamp=2018-03-07T13:13:45.418+0000)
>
> Hey man, thanks for all your effort. Although all of these changes seem awesome (at the least, they are really nice for us quinn mains) are you considering the huge nerf duskblade is probably getting in 8.6 ? Quinn builds this item every game and I'm afraid it will render her a lot worse than she already is right now.
>
> Thanks a lot and flash{{summoner:4}} on !
We've been discussing this a fair amount. We feel that with a build of Ghostblade and Shiv, it's not as significant a problem as it might seem, and with the changes I list, there are some notable buffs, so we expect the overall effect of the changes - even with the Duskblade nerf - to increase her power slightly.
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> [{quoted}](name=Pineconn,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0074,timestamp=2018-02-28T14:40:30.947+0000)
>
> Did some playing around on PBE. Fellow longtime Quinn mains will probably chastise me, but the passive changes feel weird. Proccing Harrier mid-flight without the triple arrow/special AA launch SFX is unsatisfying, even if it’s a buff to Quinn. Some kind of new Harrier proc SFX (and making the triple arrow a crit effect instead?) would help remedy this, but sound/visual/animation changes might be out of this project’s scope.
We're working on giving the impact on the Harrier mark its own sound so that proccing them in this fashion is more satisfying. :)
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> [{quoted}](name=Valor Bot,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=006c000100000000,timestamp=2018-02-27T19:08:17.461+0000)
>
> Has there been any talk about Quinn’s ult visuals by any chance? It’s a non-gameplay concern, but I’d love to known if you guys have seen our complaints about it or if you just disagree with changing it/don’t have the scope at the moment to revert it back to the pre-rework version
We've been reading the feedback and seen the complaints, but modifying it is out of scope for this project, unfortunately. We have a lot of projects in flight and these Quinn changes are something we could do without negatively impacting them as they travel down the path to shipping.
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> [{quoted}](name=Azjin,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=006c0001,timestamp=2018-02-27T17:44:26.748+0000)
>
> Just wondering, does this mean that if you back with low mana and the intent to teleport immediately into combat, it'll take longer to recover to full mana before leaving base?
No. It's not currently charging you the mana when you gain the ult by going back to the fountain.
|
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Riot Xenogenic
(NA)
:
Quinn Changes Coming Soon - Strike from the Sky!
Edited to add the following updates for (R) Behind Enemy Lines
* Fixed a bug causing Behind Enemy Lines to immediately end when used while attacking a turret
* Fixed a bug that would cause movement orders to be removed or ignored while casting Behind Enemy Lines
* Returning to the fountain now automatically casts Behind Enemy Lines if it has been learned
|
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> [{quoted}](name=HalcyonDweller,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0069,timestamp=2018-02-26T17:51:28.732+0000)
>
> Does this mean that Quinn won't be getting the rework that would be needed to make her and Valor feel like an actual team?
>
> Or are these just some improvements to make her feel better to use until the rework?
This is just a nip & tuck and doesn't exclude her from a VGU in the future. I have no idea when/if that will occur, though.
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> [{quoted}](name=Baedaf,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0053,timestamp=2018-02-25T02:46:51.918+0000)
> Love Quinn, so glad you guys are fixing her up. Have you guys fixed the bug where the tooltip says Skystrike will do 0 damage?
That'll be fixed before the changes ship, yes.
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> [{quoted}](name=7ime7urner,realm=EUW,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0047,timestamp=2018-02-24T17:08:42.586+0000)
>
> The change to the passive proves that you either listened to the community or played Quinn before, which is good.
>
Quinn isn't one of my highly played champions, so that particular change came out of feedback from people who love playing Quinn.
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> [{quoted}](name=ProfDrDeath,realm=EUW,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=002e,timestamp=2018-02-24T09:35:18.222+0000)
>
> Is this refering to all damage, or just non-champion damage?
All damage. Anything besides minions hitting her during the channel or during her ult remove the movement bonus for 2 seconds, however, so hitting her repeatedly means she can't move faster.
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> [{quoted}](name=DaiGurenZero,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=003900000000,timestamp=2018-02-24T18:54:25.820+0000)
>
> Just copy paste Sion's code lmao jk oh well I tried :x
If only it were that easy... :P
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> [{quoted}](name=8bit Soul,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=004b,timestamp=2018-02-24T19:01:29.688+0000)
>
> Xeno coming in with the changes. If she becomes relevant can you make a project Quinn skin and have her look like a Recon Frame from a certain dead game?
{{sticker:sg-janna}} RIP
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> [{quoted}](name=FlashnFuse,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=0016,timestamp=2018-02-24T03:54:20.874+0000)
>
> I'm looking forward to these changes! I will post more thoughts when I have more time!
>
> Are you going to be monitoring this for feedback for a while?
Yep, absolutely :)
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> [{quoted}](name=Azjin,realm=NA,application-id=A7LBtoKc,discussion-id=6G472GTv,comment-id=000b,timestamp=2018-02-24T02:58:31.851+0000)
>
> Gonna edit this with a full response later, but quick question: Do Runaan's Hurricane secondary bolts proc Harrier marks? If not, can they (now that mid-air autos will)?
Yes they do
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As others said, she does on revive but not on recall. I'll look into making that change as well.
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Yes, absolutely. Overall, we are looking to increase her win/loss but not by much.
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Comentários de Rioters | novos Comentários | Visualizações | |||
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Thank you :)
Passed along the feedback to the rest of the team that worked with me on Xin Zhao as well, in case they don't see the thread.
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Not intended. We're looking into it. Thanks for bringing it to our attention
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Thanks for that. I'll investigate, try to reproduce it and then fix it. Really appreciate the video
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I'll try to answer all of your questions :)
1 - the armor shred is not on his passive, currently. This was a part of the stats that had to be removed to make his newfound utility/flexibility balanced.
2 - He does pause while casting W and it's range is much farther than his E range, which was precisely to give you more flexibility in your ability order (so yes, you can W to slow them at range, move up and then E, if you'd like)
3 - I wouldn't say E is required, but I think that's less punishing than it might sound given the range and slow of W. You can more-safely E to targets at the start and then use W if they dash/flash away to slow them and catch back up, etc. It's damage does still scale with AP
4 - Yes, the guard zone/arena does follow Xin.
Regarding skill expression, W definitely has a lot of ways to show skill/mastery, as does correctly using (and capitalizing) on the ult's protection.
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