This has been in the game for a while, considering how big of a bug it is I'm surprised it hasn't been fixed yet
It's a nasty bug for sure, but affects less than 0.1% of Kayn games.
This has been in the game for a while, considering how big of a bug it is I'm surprised it hasn't been fixed yet
It's a nasty bug for sure, but affects less than 0.1% of Kayn games.
I remember there were some threads a few patches ago mentioning that the designer behind Malphite changes wasn't even high elo. No source for the claims though. If I'm mistaken, feel free to correct me. I'm loving the changes though and the current Malphite is his best iteration so far.
Ah I looked the designer up and it's not who I thought it was (Jatt!). Jatt just played him a lot during the testing phase in our playtests. Glad you like him!
Recent Malphite changes, they finally made this champion fun to play and the aa cancel on W is amazing. Kinda funny that some silver/bronze rioter who didn't even play malph was behind these changes.
Edit: He's actually gold IV and hasn't played too many rankeds this season. And also based on u.gg he's been mostly spamming new Malphite recently on normals, but hasn't played the old one that much. His profile. Not sure where the downvote came from nor do I care, but I'm just providing some proof for nonbelievers.
Where'd you get that information from? 😊
Thanks for the post, OP. I suspect that some of the replies are not QUITE in the spirit of the thread, though. 😉
renekton is the OP
Oof! Sorry! I mean, she put the traps out... 😊
Not sure where luck came into it! That looked incredibly well played.
I can assure you there's a HUGE amount of work that go into the unique Eternals. Ideation, scripting, balance, working out the progression time, testing and localisation.
This only tells how pathetic of a company Riot truly became IF you really had to work that hard just to create a simple KDA tracker. Don't even act like there's something really standing out in those missions, most of them are KDA, only one mission slightly changes, if you have the dignity to call them a change though. But yeah coming up with "/allchat ?" must've been really hard. L M fucking A O
I was referring to the unique ones for each champion, not the kill based ones.
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I can assure you there's a HUGE amount of work that go into the unique Eternals. Ideation, scripting, balance, working out the progression time, testing and localisation.
You can obviously still have the opinion that Eternals are not worth the price (as is a right every consumer has about every luxury product), but it's just incorrect that a system like this is not complicated to implement.
I mean, there'll be over 420 uniques if there's 3 for each champion in the game. That's an insane amount of work.
All 140 or so champions are within 15% win rate of each other. I'd call that quite incredible tbh.
riot's revenue went down by 700 billion dollars in one year.
They made the choice to murder LoL a long time ago, I was a beta tester for the game in 2009, and I think things started to go downhill very quickly pretty much as soon as Morello stopped being the lead designer. Also, the forum they had (the old forum, nobody here probably knows about it) was the most popular forum on the entire internet, they decided to shut it down and no one uses their boards. this thread would have been relevant some years ago. the game has been dead for a long fucking time, it's just the rito cocksuckers won't admit it.
$700 billion?!
As a vlad otp, I cant stand seeing the massive blue number every 5-6 seconds. I feel like they made it too big and obnoxious.
The magical 'crit' is bigger than intended. Shall be smaller next patch.
I honestly think crits are too big, how is hiding character animations behind huge damage numbers a good idea? I want to be able to turn it off.
Imagine if you crit a cassio and now ur screwed if you're trying to see her ult windup for example
Hey there! Designer who implemented the new crit animation here.
TLDR: I actually agree with you on too big, and implemented a change to reduce their initial and ending size by a decent amount. This will be in place for next patch.
Longer answer: There are two factors that decide the scale size of damage text in League: 1) How large the designer wanted the text to be compared to other damage sources (so, we generally wanted crit to be 25%-50% larger than non-crits). 2) The magnitude of the actual damage dealt compared to a standard number for each player level. Eg: we have a standard damage magnitude of say 70 for level 1, if you deal damage of 140 due to a special attack or ability, this damage text will scale up to be significantly larger than other damage text.
However, there's a 'worst case scenario', probably shown in that screenshot, where the player is low level, has high AD and an infinity edge. What this means is that they'll deal significantly more damage than the 'ave...
Read moreIdk where Riot's priorities are. Why cant they add the simplest things like honoring enemies or the fucking dots in the champion masteries points, but keep adding or changing features that literally nobody asked for.
Different teams work on different content is the short answer.
You have Chromas and other skins, you can mod skins to add a crown or new weapon model. This seems like a lazy response.
Whatever criticism you want to put to the TFT team, I can tell you that lazy could not be further from the truth. I have personally never seen such a passionate and dedicated bunch of developers in the last 12 years of game dev.
Watching them work is inspiring.