Posts by RiotKingCobra

Hey, just wanted to hop in this thread and let you know that these are pieces of conversation I had with was having with Swain mains in their discord last year taken out of context. They are not a statement by me responding to the questions that you are claiming I responded to.

I've already posted a number of comments in the thread that you've linked, but I'd like to provide a bit of clarity in regards to the words that have been taken out of context/conversation.

Swain's rework intended to keep him powerful as a solo laner. As we (the playtest team back in the day) continued to optimize and understand Swain's strengths, we began to narrow in on where we felt was a good spot balance wise for his release, but then, we identified that he was actually quite a potent support. We then adjusted his power budget such that we had confidence that his mid lane was his optimal role. We acknowledged that Swain support was likely a viable offrole though. On release, Swain settled into being a so...

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Allegories

That's not really evidence of anything. The playtest team would know about these changes and he is tweeting it out.

He may have been moved to a developer, I don't know, but he was a playtester for a long time, and probably still is.

While I'm not a playtester anymore, I'm also not a designer. The only changes I've ever shipped were Swain's changes. I didn't make the Aurelion Sol changes or the Anivia ones. Was just a messenger for the Anivia ones! >.<

-Gaka-

Any ideas what might have caused it?

We did some under-the-hood modernization to the scripts of spells like Gragas Q (abilities with multi-cast or re-castable properties) - this is definitely an unintended result of that.

Definitely a bug. We'll be looking to get a fix out soon.

AzuBK

/u/RiotKingCobra make me fix this please

Noted. Will make you fix this next week. _^

This is SO cool!!! I love both of them. :D Aurelion is one of my absolute favorite champs. The colors are soooo good.

Spideraxe30

Maybe /u/RiotKingCobra can share some context on the Swain change as the balance team's resident Swain main

Already tweeted this, but I'll also post here: His ult on live is currently converting only 37.5%. Given his relatively balanced state, we decided to modify his tooltip to be accurate rather than change it to actually be 75%.

TLDR: His ult has been bugged this whole time and the tooltip was lying. Since he's relatively balanced we just updated the tooltip to reflect what the ult was actually doing.

Caenen_

I did some looking around and I'm pretty sure Jax R's counting buff simply doesn't refresh on attacking turrets anymore since the Rageblade fix. Not sure about wards.

I can't tell whether or not this part changing was intentional, but regardless it feels uncanny how the buff just times out now. Maybe u/RiotKingCobra could confirm this being unintended or not?

I've been told that Jax's R passive never actually dealt additional damage to towers - it just played the animation. The bug fix in this case, as it's been communicated to me, is fixing that animation bug.

Heyo - Sylas' stats are correct. Stats don't scale linearly with level. If you level Sylas to 18 he'll have gained the proper amount of base stats. :)

Padulsky21

Hello! I’m just curious since you say you’re an ASol main, how do you feel about the mini rework? As in, do you still enjoy playing him as much as he is now than before the mini rework?

I noticed that a lot of the ASol playerbase is pretty split. Some still stick with playing him and learned how to work around the changes, then there’s others that just dropped him. He’s one of my favorite designs ever in league so no matter what I’ll still play him just because of that.

I personally enjoy the rework more because I feel that I have more agency in fights with the repeatable MS boosts from W. I also think he’s more fun because he requires a bit more active engagement (being mindful of repeated W presses to get more damage or more MS vs just toggling the old one). During development and even when the rework hit live, I’d find myself missing the toggle at times, but now I’m pretty sold, enough so that he’ll probably compete for my most played champ of the season w Cass. Oh, and I especially love how diverse his builds and rune options have become.

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Hi - I'm an A Sol main and also happen to be on the balance team. :)

Aurelion Sol is a pretty unique case of a champion. Before his mini-rework, Aurelion's 'depth' ( defined here: https://nexus.leagueoflegends.com/en-us/2017/11/champ-popularity-mixing-math-art/) was low enough that his high WR (generally around 53-55%) was more likely fueled by people just trying him and dropping him, than one tricks maining him. In other words, he was just strong and people who were trying out were winning a lot...because he was actually a 55% WR champ. Post-rework the amount of people maining him as gone up a bit, enough so that those one tricks may be influencing his winrate a bit more than before. Regardless, per our balance guidelines (posted here: https://nexus.leagueoflegends.com/en-us/2019/05/dev-champion-balance-framework/), Aurelion was OP and needed a love tap.

We generally do not approach balance with a philosophy that accounts for the amount of mains playing a champion when assessing w...

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AVeryFlamboyantHorse

Server: NA

Type: In game bug

Description: If you ult and kill someone with Pyke, the icon for your ultimate reset doesn't go away after your reset timer ends. It stays there for the remainder of the game and it is visible for ALL parties involved on both teams. This is very misleading and leads to your teamates and enemies thinking you have an ultimate reset all the time, even when it is on cooldown.

Link: https://imgur.com/a/UI3QjSc here's with a new reset: https://imgur.com/a/5EqAYHW

Steps to reproduce: 1. Pick pyke, 2. Ult and kill an enemy or multiple, 3. Wait for the reset to end and pic will still be there by your summer name.

Expected result: The icon next to your summoner name is still there. A second icon appears next to the first if you ult someone again.

Reproduction rate: 100% in three games.

System Specs: Irrelevant?

Thanks for posting this. We'll be looking into this. I suspect it may have to do with some of the UI work we did for Omnistone.

Ras_OKan

Something similar happened to me. I spawned cloud drakes to get 0 cd for my ult and the rift changed to infernal.

Hey folks! You currently cannot self-select the elemental terrain by spawning specific types of dragons. This is a feature that we're looking into implementing in a future patch. At the moment, we're aware that practice tool dragon spawning and the elemental terrain aren't playing nice together - we'll be cleaning this up in upcoming patches. Thanks for posting here and providing visibility!

Williamsmww

Is anyone else experiencing FPS drops in this patch? For me it is happening as the map changes, The game is smooth until the 4th dragon is chosen then my FPS drops 15-20 frames. I play on an average laptop, It never had problems running any game before, I always play on lowest settings but this patch seems to be unplayable. I'm going to try a few games and hope it was just that one. I hope this isn't the last patch I'm able to play of league because I can't afford a new computer.

The map changes before 4th dragon - it happens after the 2nd dragon dies. Is this when you start experiencing FPS loss? Also, if you're able to, shoot me a DM with your laptop specs. I surely don't want this to be the last patch that you play League!

EDIT: Thanks for the messages everybody and sorry about your impacted experience. We're going investigating some performance related issues at the moment that may resolve some of these issues. I likely won't be able to respond to each and every one of you, but we do appreciate the posts as they do help inform us as to what may be causing issues.

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Zeddit_B

Server: NA

Type of Bug: In-Game Bug

Description: Kayn's enemy alert bubble while in a wall does not show up when gliding through the alcove.

Video: https://plays.tv/video/5dd560f59865c9b9fb/kayn-sneak

Steps: As seen in the video, go through the alcove like you are ganking, hugging the outer limit.

Expected result: Bubble shows up with a nearby enemy.

Observed result: Bubble won't show up with an enemy nearby. It does if you go into the wall from the grass there, at least until you hug the outer barrier just right.

Reproduction Rate: 10/10

Thanks for posting. We'll look into this - in the meantime sounds like Kayne is gonna have some nasty alcove ganks 0_0.

maulcore

Yeah like sometimes I wonder am I just not noticing them when they do appear? But whenever I search for them or actively try to find a way to bring them back I can't manage it. I wonder if it has something to do with his passive changes cause I think before the number of birds that gathered depended on how many stacks you had on your ult

We're working on a fix for his ambient birds at the moment. :) We suspect they have been broken for quite a while (potentially broke last year around Worlds when we enabled a Worlds map skin). Hitting an enemy with W should still spawn birds around the location for a brief amount of time, but the ambient ones likely fail to appear at all.

With the preseason changing terrain in some games, we've revisited his birds, re-positioning them so they don't spawn on terrain that could potentially be destroyed at the least. I will check up on the status of fixing the ambient birds.

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Caenen_

No, but they explored a Jax fix at the beginning of the cycle. /u/riotkingcobra may be able to share more about that.

The fix for Jax should be more similar to Master Yi. How he interacts with Rageblade on Live is technically correct in the sense that Rageblade's phantom hit specifically says that it applies on-hits twice and since Jax's Ultimate passive stacks aren't technically on-hits they don't get applied twice.

Of course, this doesn't match with player expectations because, for the longest time, his passive DID work with Rageblade's.

The fix is to basically make Jax's passive trigger on-hit and then slightly modify his tooltip so it reads as an on-hit. This functionally doesn't change how Jax behaves other than now he'll benefit from Rageblade.

The reason it wasn't included in this patch is that Jax's R is scripted in a surprisingly complex way and by the time that we decided on how we'd move forward we didn't want to make such complicated changes.

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Blastuch_v2

Does capping it at 4 drakes create situations when you want to give first or second drake to enemy team to get 3 of a kind?

I don't think it does mostly because those dragons count towards the dragon soul which is a pretty powerful permanent buff. For example, I don't think the promise of 3 Infernal Dragons outweighs the risk of 'gifting' a dragon to the enemy team.

Blastuch_v2

What if one team gets first 2 drakes and second team gets 3 infernals for example?

Infernal dragons will then continue to spawn until one team gets to 4 dragons. In this case, another infernal dragon would spawn and then either the team with 2 dragons would get it which prompts ANOTHER infernal dragon to spawn or the team that already has 3 gets it and then they get the soul which prompts an Elder Dragon spawn.

Sinikal_

"When a team kills their fourth Elemental Drake, instead of stacking their elemental buff, they'll gain a powerful Dragon Soul from the dominant dragon. "

Wouldn't that be the one you have the most of going by what they say right here?

Here's how it works:

  • First two dragons will always be different from one another and also will not be the element that the Rift eventually transitions into.
  • When the second dragon dies, the Rift will transform into whatever element the 3rd dragon is going to be.
  • For the rest of the game, only that type of dragon will spawn until a team gets 4 dragons. The team with 4 gets the Dragon Soul.
  • From that point on Elder Dragons spawn.