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Riot's stance on 3rd Party Mods (and Curse Voice) Riot Sargonas
05-02-2014 05:03 PM
General Discussion

Riot Sargonas

Developer Relations Manager

Follow Riot Sargonas on Twitter

05-02-2014
6 of 6 Riot Posts

Quote:
Originally Posted by Varax View Post
Ok so what about the smartphone apps that keep track of timers? What's Riots stance on those? Don't they apply the same "unfair advantage" to people who don't download them?
Mobile apps live "outside" the context we described of the game client experience from "play" to "end game" above. Obviously they are *used* in this time frame, but they do not interact directly with the client during this time. We consider this to be beyond the scope of our policy. (Also, we would look pretty silly if we tried to tell you what you could and could not do with your cell phone while playing our game on a PC! )


Riot's stance on 3rd Party Mods (and Curse Voice) Riot Sargonas
05-02-2014 04:58 PM
General Discussion

Riot Sargonas

Developer Relations Manager

Follow Riot Sargonas on Twitter

05-02-2014
5 of 6 Riot Posts

Quote:
Originally Posted by Jswerv View Post
so quick question Riot Sargonas would things like baron replay lolreplay and such that pull spectator data to record games be considered pulling data from cilent? I assume that it would still be allowed as it doesn't effect game till post stats.
LoLReplay pulls from the spectator data, which is something separate in our context from the client. When we draft the more "formal" wording of the policy in the coming days it should help clarify this.


Riot's stance on 3rd Party Mods (and Curse Voice) Riot Sargonas
05-02-2014 04:40 PM
General Discussion

Riot Sargonas

Developer Relations Manager

Follow Riot Sargonas on Twitter

05-02-2014
4 of 6 Riot Posts

Quote:
Originally Posted by Beegly Boogs View Post
since 2 weeks ago CV wasn't a problem, and now it is, instead of lying and saying you care about the integrity of competition or whatever, just be honest and say you did it because people whined on reddit
I can rest assure you, we don't make player-wide affecting changes based on just Reddit sentiment along. (Though we do value their input!) This has taken the time that it has because we've been hard at work discussing things internally, and making sure the steps we take are the right ones for all players. When doing that, this is something that requires time and careful thought to make sure people from all parts of Riot and various areas of expertise get a chance to come together and discuss things fully.


Riot's stance on 3rd Party Mods (and Curse Voice) Riot Sargonas
05-02-2014 04:37 PM
General Discussion

Riot Sargonas

Developer Relations Manager

Follow Riot Sargonas on Twitter

05-02-2014
3 of 6 Riot Posts

Quote:
Originally Posted by Garrotte View Post
Can you repost this discussion of the Forum beta? I find it easier to read than GD.
You bet, already on it!


Riot's stance on 3rd Party Mods (and Curse Voice) Riot Sargonas
05-02-2014 04:19 PM
General Discussion

Riot Sargonas

Developer Relations Manager

Follow Riot Sargonas on Twitter

05-02-2014
2 of 6 Riot Posts

Quote:
Originally Posted by Ginger976 View Post
Ok, so Curse voice isn't allowed anymore? What are the repercussions for using it? Do people have a grace period to uninstall? How are you projecting this message to people that don't go to the forums (and don't tell me TOU)?
Fear not, we will not be going through and punishing anyone who used it in the past, or even 5 minutes after we posted this. This is just the first stage of messaging on the matter, and we will have more to come in the coming days next week as we update other points, like our TOU and other channels. In the meantime we will not be immediately punishing anyone as we make the policy clear, though we do encourage those using it to stop. The door always remains open for Curse to modify the app in ways that do not violate the above policy as well, at which point it would no longer be a concern.


Riot's stance on 3rd Party Mods (and Curse Voice) Riot Sargonas
05-02-2014 04:12 PM
General Discussion

Riot Sargonas

Developer Relations Manager

Follow Riot Sargonas on Twitter

05-02-2014
1 of 6 Riot Posts

Hey everyone,

We wanted to give you an update on our stance on third-party mods, since it’s been an ongoing subject of discussion and debate in recent weeks. (If you just want a TL,DR then hit the bottom).

Here’s how we look at things:

1. Our top priority is to preserve the consistency of the in-game player experience.

League’s a competitive game, and it’s critical that players have a level playing field. We’ve definitely heard your passion on this point and we agree.

It’s also important that the game experience you get when you download League of Legends is the complete experience - you shouldn’t have to go digging for other apps and addons just to stay competitive.

Finally, it’s important that the games you play are stable and secure. If any third party can potentially affect the stability of the core League experience, we’ll always act in the best interest of all players.

2. We strive to make League of Legends the most sportsmanlike competitive game.

Programs or applications that warp your first interactions with other players have a direct impact on the sportsmanship of the game, and everyone deserves a fair first handshake.

3. We want the community to be empowered to contribute to the League of Legends experience (as long as it doesn’t clash with the above!).

There are a bunch of awesome resources out there for the League community: websites that have champion guides, stats, videos, fan art, wikis, mobile apps – you name it. We like that, and we think these resources are responsible for tons of growth and nurturing in the League community.

Riot’s Policy on Third-Party Apps

With the above points in mind, we’ve recognized that our existing policy on third-party apps needs an adjustment. Currently we’re just too ambiguous in some areas (what constitutes an “unauthorized” app?), and too restrictive in others.

So here’s our clarification - we’re still working on properly wording it for a potential TOU update, but we wanted to share it with you as soon as we had a clear direction:

No software should interfere with the League of Legends player experience between when you press “Play” and the end of game screen.

This policy allows for all the cool stuff we mentioned before, like websites and apps that don’t interfere with or grab data from the player’s actual game client. This also allows us to explicitly disallow anything that directly integrates in between the in-game experience and after-game stats.

We think this is a hell of a lot closer to an ideal policy, but we don’t think it’s completely locked down. We are taking a hard stance that nothing should interfere between pre-game and post-game, but we’re always open to improving the player experience.

The Riot Games API

Part of of this plan will be continuing to focus on developing the Riot Games API, which is our official channel for the developer community to gain access to League of Legends data in a secure and reliable way. This is just part of our ongoing effort to respond to players' and developers' requests for data and to arm the community with more ways to contribute in a stable and healthy way.

To date, we’ve given out several hundred API keys to developers who are working on awesome stuff. If you’re a dev and want to contribute, visit http://developer.riotgames.com/ to sign up and learn more.

So, what does this mean for Curse Voice?

Two elements of Curse Voice aren’t allowed under this new policy:

1. Automated timers: while our design team is still exploring whether we’d want to add any kind of built-in timers to League of Legends, we agree with many of you that having it accessible only through a third-party app is a clear competitive advantage between those who download it and those who do not, and isn’t acceptable.

2. Automated voice calls: We have no problem with players hopping on Curse Voice (or any other voice chat client) to coordinate with their friends in-game, but when the application begins directly connecting you with dozens of other people in unfiltered (and untrackable) voice chats, it can make for a huge negative player experience in a space where we can’t help.

---

A summary

Ultimately we recognize that our initial third party application policies were unclear, so we’re clarifying them in line with a few core philosophies:

1.) The League of Legends in-game experience should be consistent and fair.
2.) We strive to make League of Legends the most sportsmanlike competitive game.
3.) We want the community to be empowered to contribute to the League of Legends experience.

This has allowed us to formulate a more comprehensive policy for third party applications:

No software should interfere with the League of Legends player experience between when you press “Play” and the end of game screen.

We always want to improve League of Legends in the best ways possible, so this will be an ongoing project, but we think that as long as we adhere to our core philosophies, we can uphold this policy.

---

I’ll be hanging out in this thread to answer questions and hear your feedback and ideas. Hope this clears things up!


Move over ohmikegoodness ohmikegoodness
05-01-2014 09:57 AM
General Discussion

ohmikegoodness

Senior Animator

05-01-2014
1 of 1 Riot Posts

AWESOME sauce


Kassadin would like a VU Riot JxE
04-30-2014 01:44 PM
Art Feedback

Riot JxE

Technical Artist

04-30-2014
2 of 12 Riot Posts

Quote:
Originally Posted by Siachi View Post
Could I ask how far work has been done on him, if at all? Is it something where you're maybe considering new visual themes or something with the character, or is it going to be "The current model in hi-def"? Or not really yet started, but it's still high on the list.
I actually don't know where the team is at with Kass as I'm not part of that team, I'm just parroting what Iron Stylus said about Kass being high on the list


@RiotBrentMeister Client Patching "Freeze" Brentmeister
04-30-2014 10:38 AM
Mac Client

Brentmeister

Associate Software Engineer

04-30-2014
3 of 4 Riot Posts

Quote:
Originally Posted by Dünnscheisser View Post
none of these have worked for me. I do not have firewall on and running the command in terminal gives me the answer it could not find League Of Legends.app
Ahh I think I know the problem.
Try running this slightly altered command. Also make sure you have installed League of legends in Applications
chmod -R a+rwx "/Applications/League of Legends.app"


Kassadin would like a VU Riot JxE
04-30-2014 03:03 AM
Art Feedback

Riot JxE

Technical Artist

04-30-2014
1 of 12 Riot Posts

Kassadin is definitely high priority on the VU list


Can we get another monster girl champion? RiotMuscleMcBuff
04-25-2014 09:06 PM
General Discussion

RiotMuscleMcBuff

Software Engineer

04-25-2014
1 of 1 Riot Posts

Wouldn't Elise qualify?

I know it's only one more but just sayin'.


Skarner Rework Follow Through RiotScruffy
04-25-2014 03:23 PM
General Discussion

RiotScruffy

Game Designer

04-25-2014
29 of 29 Riot Posts

Check out some work in progress and go comment about what you would like to see from the upcoming Skarner changes:

http://community.na.leagueoflegends....-your-thoughts

Morello, Jag and I will be in that thread reading and replying to the feedback.


@RiotBrentMeister Client Patching "Freeze" Dannamoth
04-24-2014 10:13 AM
Mac Client

Dannamoth

QA Analyst

Follow Dannamoth on Twitter

04-24-2014
2 of 4 Riot Posts

Quote:
Originally Posted by MSF72 View Post
Tried all of these steps, had no success and made a ticket a while ago. Is the repair function crashing the client normal?
No, that's not normal. Can you attach a log file from when you ran repair and crashed the patcher?


@RiotBrentMeister Client Patching "Freeze" Brentmeister
04-23-2014 07:12 PM
Mac Client

Brentmeister

Associate Software Engineer

04-23-2014
1 of 4 Riot Posts

Dannamoth has posted multiple times on this topic in this thread:
http://forums.na.leagueoflegends.com....php?t=4464105

I'll put my tech support hat on for a minute and try to suggest a few solutions that might get you playing. However, the most valuable thing you can do for us is gather your logs and post them in the thread above. Especially LolLauncher logs.

Okay please try these steps 1-by-1 and check if LoL works after each one. If one of the steps fixes it, it might be very helpful to know which one:
#0: Make sure that your hard drive isn't full (should have about 4GB of free space)
#1: Disable any anti-virus software you might have.
#2: Lets see if somehow your permissions got screwed up and you can't patch because you can't write the app bundle
Open up terminal and run this command: chmod -R a+rwx "/Applications/League of Legends.app"
#3: Try changing regions/languages in the patcher
#4: I know it's a pain but as a last resort, try deleting the application and re-downloading.


What Smart Pings should look like IMO BuboBubo
04-22-2014 09:14 PM
General Discussion

BuboBubo

Business Analyst

04-22-2014
3 of 3 Riot Posts

As someone who spends a lot of time in excel, the keyboard based shortcuts would be amaaaaazing


What Smart Pings should look like IMO BuboBubo
04-21-2014 10:30 PM
General Discussion

BuboBubo

Business Analyst

04-21-2014
2 of 3 Riot Posts

Quote:
Originally Posted by Gutana View Post
I feel like the timers may be too small to hit with good accuracy in the middle of a fight or in a tense situation such as a baron dance.

There are 2 solutions to this I can think of. Either 1, get rid of specificity on the ping and leave it as 'Ult up soon'. Or, the further away the mouse goes from the original pinged location could be how long the ult will be up in, going up by 5's (for every 2 inches away from the middle of the wheel, it goes up by 5 seconds, or measured by % of screen or something). I understand this will have its own drawbacks, but my best idea to stop things from being too small.
I'm picking up what you're putting down. Again, too far afield for me to say if that would work or not, but sounds plausible.

What else you got GD?


Player about to quit 30$ an hour job in order to work towards his dream BuboBubo
04-21-2014 10:10 PM
General Discussion

BuboBubo

Business Analyst

04-21-2014
1 of 1 Riot Posts

I'd have trouble making such a big decision on the best of days let alone a rough one.

Best of luck and I hope things work out for you


What Smart Pings should look like IMO BuboBubo
04-21-2014 10:03 PM
General Discussion

BuboBubo

Business Analyst

04-21-2014
1 of 3 Riot Posts

Oo nice mockup! The forums often have requests for "wards here" on smart ping and the visual kicks it up a notch.

I wonder if there is a point at which things become too crowded/small. What do you guys think about the timers on the left? Any other ways to execute that may help with this?

This is out of my wheelhouse to officially comment on but +1 for the constructive suggestion and nice visual.


Rengar Thread of Bolas and Roaring RiotScruffy
04-10-2014 05:29 PM
General Discussion

RiotScruffy

Game Designer

04-10-2014
21 of 21 Riot Posts

Quote:
Originally Posted by RyuPhalian View Post
Until he gets a bug fix, he isn't worth playing.

The bug is fixed on the pbe as we'll.


Guinsoo is working on Fiora Guinsoo
04-06-2014 01:06 PM
General Discussion

Guinsoo

Game Designer

04-06-2014
11 of 11 Riot Posts

Quote:
Originally Posted by Velqor View Post
@Guinsoo

First of all welcome back. Second, I love the new idea for the ultimate. I think it is a brilliant change to making her feel more thematically relevant and interesting as well as adding a lot more gameplay. A few things I think everyone is super unclear about right now is the passive which I think would work great having something like what Ashe has with critical striking. Also is there any way we could get rid of the AP ratios on her kit and replace those with ad? I feel like riposte/parrying would have nothing magical about them.
Yeah to be honest I'm not super stoked with where the (new) passive is at, it's a fairly generic steroid that we plan to replace with something more relevant once we get a good grasp for exactly how her gameplay flows. I have several ideas for different ones I'd like to try out to encourage various target selection/gameplay choices.

Quote:
Originally Posted by Drakonitus View Post
Guinsoo, the fighters that you have created, Tryndamere and Kayle, both have a incredible late game power, probably they're like a top 5 champions when the topic is "late game power".

Is Fiora going to have a powerful late game, or she will be more stronger at early - mid game? What do you think that is better for Fiora?
That's a good question that I think as a design team we haven't fully solved - what exactly should a melee ADC's power curve look like with respect to time? I think we did make strides with the new Yi and Yasuo. I guess in an ideal world I'd like her to be fairly well rounded, maybe shading slightly weak in the early going and leaning slightly strong in the late game. But at the end of the day I want her to be about her abilities and how well she used them. But this is a very complicated question whose answer will likely change or become more defined over time, as we discover what exactly she's capable of, what feels good, what exactly we want to emphasize about the actual mechanical skills themselves.

Quote:
Originally Posted by Fomorian27 View Post
Just in regards to managing expectations, since you have become really active suddenly, will this rework be a really long way off? I know I personally am looking forward to it, so here's hoping for a soon rather than soon(tm) release.
I'm not clear about the timeline at all, so I can't even give you a vague "soon™" or "not soon™". I have a meeting about it tomorrow, but I don't think I'll be able to share too many details. At this point I don't even know if she's planned to be tied to an art rework, new VO, or anything like that.

After I combed through 50 pages looking for all my posts, I found the "next Riot post" feature. Lol.


Guinsoo is working on Fiora Guinsoo
04-06-2014 12:11 PM
General Discussion

Guinsoo

Game Designer

04-06-2014
10 of 11 Riot Posts

Quote:
Originally Posted by Transient Eons View Post
Rapiers are a bit outdated, but I think they're equivalent to the modern foil. Foil is the lightest and generally the fastest of the three weapons, so she probably should be having a bit of a faster kill potential, unless we're assuming that the other champions are more durable than the average human (which is fair assumption).
This is definitely the case. I've always thought fencing was about maintaining a maximum defense (so you don't die) while looking for the opening to kill the opponent, so that by fighting in this manner if you don't make any mistakes you would never die and would beat any opponent who made a mistake. But it becomes slightly different in the world of League of Legends where a single sword wound will never kill an opponent. I'd imagine that in that world, fencing would be about being able to inflict maximum damage output while minimizing 'great risk' (since both parties can afford to take a couple hits, I suspect you would no longer opt for a 100% defense strategy).


Guinsoo is working on Fiora Guinsoo
04-06-2014 11:07 AM
General Discussion

Guinsoo

Game Designer

04-06-2014
9 of 11 Riot Posts

Quote:
Originally Posted by ShroudedInLight View Post
I've got a simple question about the future Fiora ult and her kit as a whole that I feel is important because it address a fear of mine. Simply: Will W be considered one spell, or two?
Each entire W rotation counts as one spell; similarly each full Q rotation counts as a single spell cast. Not each individual cast.

Quote:
Originally Posted by Linna Excel View Post
Guinsoo, what's it like working on old champs instead of designing new ones? Is it easier, harder, or just different?
It's definitely harder. As you can see, players have strong opinions about their favorite champions, so changing them is never easy. I also think it's more enjoyable - I think there's a more clear design path since you have an idea for how the character plays now and how you might want them to play; that's a lot harder when making a character from scratch, which is like setting sail for the new world without having any idea where it actually is or what it looks like, but you'll know it when you get there.

Quote:
Originally Posted by AntiSkillshot View Post
Pokemon has four OHKO moves, though. Fissure, sheer cold, guillotine, and horn drill. Though, the way that game works, OHKOs can work in its PvP environment.
Those are all always banned in any serious match or competition. They also ban moves that give an enemy a chance to miss and a few other things. Pokemon PvP has a steady pacing based around either matching your poke's types and attack types versus the opponents and vice versa (essentially trying to always super effectively hit while resisting his attacks), or trying to stall by countering all of his threats with defenders that can slowly whittle them down. OHKOs do not fit into Pokemon at all. I'd guess Baton Pass teams are probably a lot stronger in the new gen so I guess that can be a third type of team, where at the start of the match you focus on super buffing your pokemon and then passing that buff to a super hard hitting mon that can sweep the entire enemy team, regardless of typing. But even this team has counterplay, as taking out the buff chain at any point basically wins you the match, as does getting off a Clear Smog or Haze, or priority Brave Birding it down with Talonflame, etc. Not to mention when you see his team will likely to be Baton Pass, you can just use a starting pokemon that has a buffing move of its own, so while the opponent is using some turns to buff and some turns to Baton Pass, you can just buff the whole time, and then out sweep their sweeper. It gets a little complicated if they start with a Scolipede or Blaziken (banned) because they can buff their speed every turn while Sword Dancing, but for example a Volcarona can Quiver Dance every turn to buff her dps and speed (and sp def which is admittedly useless vs a Sword Dance BP team). There's counterplay.

Quote:
Originally Posted by Gixia View Post
How is it nothing like Fiora at all? Riposte clearly now blocks spells on top of auto-attacks. With a 0.75 second CD, you might as well be untargetable in a duel (you know, because she's a duelist). It would take multiple people piling on top of her to get through that, and even then she still is gonna have outs, because look at one of those skills listed and the implication of what it does. Disengage, with the implication looking like it's basically reverse Lunge. Lunge in, Disengage out, Riposte->Thrust in, Lunge, Disengage, Lunge, Riposte->Thrust, Disengage, etc. Keeping in mind as well that you don't even need to Riposte every thing the opponent does, because if it's a skillshot, it'll be hard for them to hit you with you dancing all around them. If you're a skilled player, you just classic Blade Waltzed them, except you had to actually hit buttons instead of sitting back and watching it go on its own for a couple seconds so now suddenly you look more pro. Plus you have more control over it. Man, remember when you just really wanted to focus a certain target, but there were multiple opponents there so who Blade Waltz targeted was beyond your control? You can fix that now.
This is definitely what we're striving for. If you break Blade Waltz down to its primal components, it's a bunch of dashes, it makes you invulnerable, and it does damage. All of those pieces are there on her kit already (with a few enhancements for example to the Riposte).

Quote:
Originally Posted by lessuknow View Post
@Guinsoo I don't know if you'll see this, but I have a simple request: Make Fiora's ult like Riven's, where she gets buffed but also has the ability to use it.
That's definitely a possibility I'm open to. Maybe a Coup de Grace to end the ultimate. Sounds kinda neat. Filed away.

Quote:
Originally Posted by Slovakattack View Post
The reason I bring this up is that, from the ultimate tooltip, it seems like she can't normally parry while moving. While it's an early iteration, that is a dangerous game you play, as ADCs are often just as squishy as they are deadly, and need every once of mobility they can get. If her kit feels overloaded to you in playtesting, I would find another place to stick the cap on her power rather than do it to her mobility.
I don't disagree with this point. The benefit to starting with Riposte as an immobile spell are multifold. First, it makes the Blade Waltz enhancement to it feel super epic; second, it puts maximum counterplay into the opponent's hands to counter out the extreme defensive capabilities in the skill, matching most closely the fantasy of extreme counterplay between Fiora and opponent; and third it allows us to increase the power budget in a successful Riposte to the maximum (because it's harder to pull off).

We are definitely not opposed to making it more mobile if it doesn't work out well, but this is the appropriate starting point, I think. We'd definitely have to make it weaker in terms of amount of damage blocked and/or return Thrust damage dealt if she could normally move during it.


Guinsoo is working on Fiora Guinsoo
04-05-2014 09:48 PM
General Discussion

Guinsoo

Game Designer

04-05-2014
8 of 11 Riot Posts

Quote:
Originally Posted by BlackAndSilver View Post
Please leave Fiora alone. I like how you haven't quoted one of the hundred posts giving you reasons why NOT to rework her. DON'T rework her. Worst case scenario this new yasuFiora will be weak as **** and useless, best case scenario she's just another FotM OP bull**** champ that'll be banned every single game (and of course get the eventual nerfs).

Just STOP everything you're doing. Leave her alone. Focus on tuning her if anything, then move on to other champs THAT REALLY NEED IT.

Please listen to the players that ACTUALLY PLAY FIORA. Not the people that never touch Fiora. Wouldn't that be fair and make sense?

"Right now, she does have an attack speed steroid elsewhere on her kit (originally it was on the ult, but that doesn't fit for obvious reason)"

BTW you mentioned Fiora having an attack speed steroid in her ult? What the ****? Do you even know what you're talking about? Is this seriously happening? Yet another champion getting RUINED by someone who doesn't have a ****ing clue about the champ.
People don't like change. It's in our nature; if we like something we don't want it to change. But that doesn't mean it's not for the better. I'm confident we can deliver a new Fiora kit that delivers most of the same mechanics that the old one has (including the important ones like the Blade Waltz experience) but creates new gameplay and makes her actually feel like a duelist.

I prefer to focus my responses toward posts that are more constructive.


Guinsoo is working on Fiora Guinsoo
04-05-2014 08:47 PM
General Discussion

Guinsoo

Game Designer

04-05-2014
7 of 11 Riot Posts

Quote:
Originally Posted by The1Banana View Post
One question though: Why Riposte -> Thrust (based off of what I saw in the screencap)? Riposte's definition refers to the counter attack, not the block itself. Wouldn't it make more sense to have the ability be Parry -> Riposte?
This is probably an accurate point. Currently I was calling the whole spell Riposte, with two parts, Parry and Thrust. We will definitely work on the names later, not only are the mechanics placeholder but the names too.

Quote:
Originally Posted by OvernightSiren View Post
Why would a DUELIST be a jungler? Is she dueling the wolves? And what "honor" is there in jumping from the bushes and attacking an unknowing target? That's not a "duel". >_> I think thematically, moving Fiora out of top lane totally changes the entire "duelist" aspect.
That's an interesting consideration. But I still think mid lane works fine for her; perhaps you're right that jungle isn't where she belongs.

Quote:
Originally Posted by OvernightSiren View Post
Also that new ultimate is really boring. Basically "URF Mode Activated". Yay, a steroid ult. Yawn.
I think right now it feels significantly different than a steroid ult. It significantly alters your play pattern and thinking for the duration. See the points below...

Quote:
Originally Posted by Fiora All Night View Post
@Guinsoo

Thank you so much for coming in here to talk to us about this


I understand the ult change is, of course, highly experimental but it has me worried. I've played Fiora since her first free week and scored my first ever penta kill with her (why I changed my account name to this). If you're still hanging around hopefully you can address a couple of my concerns here:

1. The new ult lets her spam no-cost virtually no-cooldown base spells up to 16 times over 9 seconds. I don't see how this wouldn't be OP unless she hit like a toddler when her ult was down...and if it's still on a 120 second cooldown that could be a very painful 120 seconds...

2. Without much to go on, I can see that her ult now does 0 damage (by itself at least), her E at least currently does 0 damage, and her W only does damage conditionally. This would make her Lunge her only real damage spell. I'm okay with her being auto-attack based - I'm play Crit build Fiora now anyway - but is there any plan to make sure Thornmail doesn't become "buy this to be immune to Fiora"?

3. Will Fiora keep her Attack Speed steroid, passive AD, or get any new steroids aside from the bonus armor pen on her new ult? Because having a window of massive attack speed is one of the things that feels awesome to me about Fiora. I think she'd probably be extremely bad if she was heavily auto-attack reliant for damage but didn't have any steroids to help her.

4. Can you share any thoughts on jungle Fiora? I've started playing her there and like it, but she's really mana-hungry since she needs her E to clear with anything resembling passable speed. It doesn't sound like she'll have much on the way of damaging spells to clear with so she might wind up being too painful early to take jungle.


Thanks again for giving us a heads up. Fiora is my favorite champ so I'm highly nervous right now, but I'll try and be cautiously optimistic
About point 1: Originally I was debating how to primarily balance this implementation of Blade Waltz. There are two obvious limiting levers, duration and number of casts. The version of which I posted a screenshot is clearly more duration limited. In this iteration I was counting on the various "drawbacks" / nuances of the abilities to limit the ultimate - e.g. travel times, delays, parry times, etc. In the end with the directions we took for some of the other abilities, it didn't end up having the feel we were looking for, and ended up playing like "mash all your buttons." The more recent version is more moderate 8 second duration, with a limit of 4 / 6 / 8 casts (still needs tons of tuning). Also note that right now Blade Waltz doesn't provide any bonuses to how hard the skills hit, to emphasize mobility and tactics over brute force during the ultimate (obviously when casting that many spells in succession, it's going to be doing a certain amount of brute force work).

You're partially right that an ultimate that uses stronger versions of your basic skills requires a sharp tuning knife to make it feel good with and without. But in this case, I think there are some "under the hood" things that we can do to make the ultimate feel like a thing of its own. For example right now when you activate it, it resets all your cooldowns so you can start your comboing or dancing immediately, you get X number of casts chosen pretty much any way you like, and afterward it puts the cooldowns back where they were. I think this really helps make the ultimate feel like a spell all of its own. Additionally, the more potent the "spell modifications" that Blade Waltz offers, the more it feels like the ultimate is a collection of different spells. I think the W captures that well right now, the E to some degree, and the Q not nearly enough.

She definitely pulls a lot of weight with all her spells. In fact, she's decidedly spell based and mostly weaves autos between them, but still plays a lot like a melee ADC because she can cast so many spells within her windows and (conditionally) deal steady spikes of damage. As far as the actual itemization, that is yet to be determined. Right now, she does have an attack speed steroid elsewhere on her kit (originally it was on the ult, but that doesn't fit for obvious reason), but it's not clear to me yet if that will or should stick. That is one of the balancing levers for her that partially determines if she's more assassin or melee ADC; in an ideal world I'd like her to play exactly like a melee ADC without any basic attack steroids, but that's a lofty goal that's probably not possible. I also don't want her to rely exclusively on her auto attacks like for example Tryndamere, I think it should be somewhere int he middle.

And I don't really have any thoughts on jungle Fiora at the moment. I'm really not sure if that's a reasonable expectation or not. It has not yet been tested, and it's definitely not the primary focus/intended role for her.

Quote:
Originally Posted by Drukyul View Post
One major thing I don't like about the idea of the new ult is how much more beneficial it is to players with low ping. I get that anything mechanically intensive is going to do that somewhat, but I don't think having an ultimate that's balanced at is core around giving West Coasters an advantage is a good idea.
Actually, I think that's more of a consideration/potential problem for 'twitchy, reactive defensive spell' than this ultimate. I mean certainly it applies. But how bad would you say Akali or Jayce is to play with high ping? It's not ideal obviously, but I don't think it makes them unplayable.

Quote:
Originally Posted by GnomeDigest View Post
When I read Guinsoo's first post I thought, "So basically they want her to be another Yasuo." And then low and behold he comes out and says it.

So basically we can expect an overloaded kit with absurd mobility, some utility, and lots of damage. Why not give this rework to Scruffy or Soulcrushed instead?
I think there are levers you can tune to allow a character to be very mobile while not being completely out of hand. It's definitely a hard goal, and melee DPS seem to be one of the hardest classes to get right. I certainly would like to try.

Quote:
Originally Posted by fredblaze01 View Post
just a little suggestion can you make fiora dash work on friendly ally? to take full advantage of a no cooldown also she lost her ultimate which is huge
It's something we've considered; ultimately I don't think it fits the fencing fantasy well so I'd rather try to go other routes to get the mobility we like. But we're not opposed to it if other methods fail.

Quote:
Originally Posted by Raptoreyes View Post
Its wonderful your in a job that allows you to "take a year off" for most people once they leave home for work or college that is the last time they will see a long vacation in their lives.
It is. Riot is the bestest


Skarner Rework Follow Through RiotScruffy
04-05-2014 12:34 PM
General Discussion

RiotScruffy

Game Designer

04-05-2014
28 of 29 Riot Posts

We still have plans for Skarner, mostly in the realm of bringing excitement and a bit of the old identity that people liked about the old Skarner back.

We can keep a lot of the gameplay gains (versatility, windows of power/weakness) and add a bit more stickiness/cc control that people liked about the old kit. I've been in ongoing discussions about these changes with a lot of the team, and I should get down to implementing them sometime next week. When we have a more final changelist, I'll let you know what we intend to do.


Maps Skin Ideas RiotForScience
04-05-2014 09:59 AM
Art Feedback

RiotForScience

Senior Environment Artist

04-05-2014
16 of 18 Riot Posts

I think the niche point is pretty valid. As an artist I just think it would be aesthetically awesome. I like themeing maps based on the champion skin genres.


Guinsoo is working on Fiora Guinsoo
04-04-2014 09:12 PM
General Discussion

Guinsoo

Game Designer

04-04-2014
6 of 11 Riot Posts

Quote:
Originally Posted by UnsafeNormal View Post
Hi there Guinsoo. I've been playing Fiora for two seasons now, I ended post S3 in D1 with her and have been fluxuating all around Diamond this season. Suffice to say I have played a lot of Fiora and have a deep mechanical understanding of her kit and potential.

I just wanted to give you my perspective on Fiora. I've always pictured her as a hybrid of Master Yi and Zed. She has the reset potential/AS/MS boost of Master Yi, coupled with the strong, albeit slightly less reliable assassinating ultimate like Zed. While she can't quite clean up as hard as Master Yi, or single out an opponent in a teamfight as easily as Zed, she's able to fulfill both roles when built for them.

Seeing as you are taking the Yasuo approach to her kit, and making her more about mobility and auto attacking. So my question is will she be strong enough to even be competitive, or just wind up as another Master Yi? Yasuo's strength comes from his resourceless spamming of abilities, his extremely useful shield and windwall and his CCtastic Ult. On top of all that he is an absolute lategame monster because of his double crit passive.

Will Fiora even be able to stand up to that? Will she bring anywhere near the utility Yasuo does? Or just be Master Yi 2.0 with some extra mobility? A high damage, yet ultimately easily locked and burned down target. Will there be a reason to pick her over Yasuo?
Here are 3 reasons off the top of my head to pick her over Yasuo. Please note I'm talking about her new kit with new abilities, not her old kit with a new ultimate. I just spoiled the ultimate for funsies
1) Kayle ult with a few catches on a normal slot
2) Weaker engage, but much stickier than Yasuo
3) Built in disengage

Quote:
Originally Posted by IonCannonKarthus View Post
Guinsoo, will her Riposte be able to block tower shots while she is ulting? The untargetability was a key feature of her ultimate when it came to tower diving.


It looks good though, I hope it turns out great.
I doubt it. I'm not a great fan of tower diving. I think her kit still leaves her much better positioned to tower dive than the average champion even without being untargetable/immune to turrets. I'm not completely opposed to her having some turret mitigation capabilities. But I'd rather avoid it, and so far my instinct tells me she'll do okay with out it just due to the sheer mobility on the kit.

Quote:
Originally Posted by Samzies View Post
I play her sometimes in normals and i've yet to encounter a situation where i feel like her passive had a meaningful effect on winning a duel or 2v2 skirmish. It's not really impactful later in the game either since she falls into an assassin role and fights end before it can really ramp up and heal her.
That's kind of what I'm driving at - the passive feels lame, it's especially lame in tense moments like battles with other champions, and its only real use is allowing her access to a lane that I don't really feel she belongs in in the first place. It's power without gameplay, and plus it feels useless too. It's effective, but totally lameballs. That's pretty much the opposite of where I'd like her passive design space to lie.

Quote:
Originally Posted by hashinshin View Post
Guinsoo you designed some of the most frustrating and OP champions ever conceived.

Guinsoo you designed some of the most creative and fun to play champions ever conceived.
Touche. That sort of sums up my design, kinda feast or famine. At the same time, it's remarkable how often really fun and interesting champions skirt that fine line...


Guinsoo is working on Fiora Guinsoo
04-04-2014 08:56 PM
General Discussion

Guinsoo

Game Designer

04-04-2014
5 of 11 Riot Posts

Quote:
Originally Posted by Xohs View Post
Hate to be off topic, but why have you been so quiet for the last year or so? Lots of people really admire you, and the champions you've created. Even your twitter has been cold, so many people thought you were gone.
Truth be told, 6 years of intense video game development got to me and I really needed to take some time to destress. I spent about a year traveling and relaxing and now I'm locked and loaded and ready to pump out some sweet content.


Guinsoo is working on Fiora Guinsoo
04-04-2014 08:48 PM
General Discussion

Guinsoo

Game Designer

04-04-2014
4 of 11 Riot Posts

Quote:
Originally Posted by Reygekan View Post
Hey Guinsoo, would the new CD on her spells be affected by CDR? In other words, if I have 40% CDR, could I get her spell cooldowns while ulted to like, 0.4 secs instead of 0.75?

Also, what's the reasoning behind moving her out of top lane? I understand that mid is typically better for these kinds of frail champions, but taking a look at her ultimate it gives me a kind of Riven vibe. Do you think she'll be unable to duel a lot of the top lane bruisers with this kind of kit? Or is the current concern that, since top is full of so many unhealthily designed champions, that you'll get a healthier design with the goal of midlane in mind, and that fighter changes over time could shift her into the top lane?
To be honest I'm not convinced Riven is a perfect top lane example. Right now to me the 'natural' top laners are people like Renekton, Shyvana, etc. I feel like in order to make a melee ADC (ala Yasuo) compete with those types of champions in the top lane, we'd have to make other sacrifices to her core design (e.g. putting life regeneration on her kit, I really don't like her current passive but I worry that without it she'd really struggle top lane).

Quote:
Originally Posted by IonDragonX View Post
Must strongly disagree. There is a very good reason why blades were becoming lighter during the Renaissance, its because they become more likely to aim toward a lethal area accurately. The objective was to mortally wound your opponent as efficiently as possible. One strike through the heart, aorta, lung or diaphragm and the fight is over. That is definitely the definition of burst damage and/or critical strike. That said, I do agree that she shouldn't be doing this like a mage and definitely not with AoE. A melee champion that "pokes them down over time" is not using a rapier at all. They would be using a broadsword, club or axe because they don't care what part of the body that they hit.
Admittedly, there is the alternate technique of blooding, where a fencer is not confident of making a finishing move. They cut as many superficial wounds as possible to weaken the opponent and slow them down. This does not translate into LoL at all, unless you are Darius. As to fighting and armored opponent, the fencer would turn to their stiletto. They would avoid the armored and slower opponent's weapon until they could get inside their arcs to apply the stiletto to the joints of the armor. Nothing "poke down" about that.
OK, I feel like I used the wrong terminology when I said "poke enemies down." I edited my first post to "deal steady, high DPS that is relatively target agnostic." While I mostly agree with you that fencing is all about scoring OHKOs, well obviously that type of gameplay isn't great for any type of PvP game. The way we're choosing to handle this is to give her strong, steady DPS, but have it come in bigger chunks that one might anticipate from a steady DPS champion. For example her Riposte has heavily negative implications on her outgoing DPS... unless she blocks a significant spell or attack, at which point she can respond with a very hard hitting Thrust.

In general we want her to feel good (and be greatly rewarded) for using her abilities properly. While that can't be in the form of OHKOs, I think the next best thing is "big chunks of damage."


Guinsoo is working on Fiora Guinsoo
04-04-2014 08:36 PM
General Discussion

Guinsoo

Game Designer

04-04-2014
3 of 11 Riot Posts

Quote:
Originally Posted by Teemo is Life View Post
screw you guinsoo for not replying to my post
You didn't ask any questions, you just listed a bunch of suggestions. I read your post and absorbed it (like all the others in this thread), I just don't think there's a ton of value in replying to specific suggestion posts.


Guinsoo is working on Fiora Guinsoo
04-04-2014 08:33 PM
General Discussion

Guinsoo

Game Designer

04-04-2014
2 of 11 Riot Posts

Quote:
Originally Posted by KilljoyX View Post
So there is no way she could keep her current ultimate? It's sort of the reason I want to play her. I know mentioning other games isn't necessarily great but omnislash is one of my favorite abilities of all times. As such Fiora's ult is one of my favorite abilities of all time.

Her current ult is my favorite part of her. The QWEPassive I agree are all stat blocks. Her ultimate feels strategic and has a lot of choices.

It has a long CD. Will using it save me? Get me a kill? If I don't will it be 3 minutes before I can contribute again?

It's good AOE/Gapclose. Do I need to initiate and soften the opposing team or go super hard on the AD?

In duels do I start off with it or treat it like tryn's ultimate? Do I use it to juke a hard stun?

It's in a really good spot. Reworking her E/W/Passive Is something I'd love to see. Her Q is actually fairly well designed for her.

I enjoy playing fiora somewhat as is but mostly because I adore blade waltz. Changing blade waltz to what you have posted would make me want to refund her because that's the only reason I wanted to play her in the first place.
A great question. I'm not going to directly answer it, but I'm going to pose a theoretical question.

If one assumes that Lunge is _kind of_ like Blade Waltz's jump around and hit things function, and that Riposte is _kind of_ like Blade Waltz's untargetability, is it hard to envision a scenario where you don't get the current functionality of Blade Waltz if you're allowed to rapidly cast your basic spells? But with options around when each individual jump and spell block comes from, as well as considering how many jumps to use vs spell blocks vs disengages, when, how many auto attacks to weave in, when to focus more DPS vs more survivability vs more mobility, etc.

The goal behind the current ult was to sometimes emulate the behavior of the old one, but make it more timing and decision based, add more options, and add more counterplay for the opponents. I feel like the new ultimate offers far more opportunities than the old one, if one assumes that R/Q emulates the feel of her live Blade Waltz.


Guinsoo is working on Fiora Guinsoo
04-04-2014 07:18 PM
General Discussion

Guinsoo

Game Designer

04-04-2014
1 of 11 Riot Posts

Hi guys. I'd just like to weigh in on what some of the Fiora goals are. The main problems we see with Fiora's current kit are that thematically, she doesn't deliver on the fantasy of being a skilled duelist/fencer, and mechanically, her game presence / play pattern / role doesn't line up with being a skilled duelist/fencer.

As far as the duelist fantasy goes, at least when I think of Fiora, I expect her to be extremely mobile but not just going in, she needs to be good at dancing in, out of, around and about combat. She should be about finding weaknesses in the opponent's play and finding the proper occasion to go on the attack. She shouldn't be about running in and bursting enemies down, she should be dealing high, steady DPS over time that is relatively target agnostic.

Mechanically speaking, I'd expect a duelist type champion to be mechanically intense. I expect opportunities to use my abilities at optimal times to counter out the enemy's champion. I want to have a lot to keep track of, but with clear success cases when I do well.

At the end of the day, live Fiora is a ball of stats with some untargetability thrown in; she pushes her buttons pretty much as fast as she can without a second thought, and she's also extremely snowballey. In short, she's bland with no cool opportunities to exchange gameplay between her and her lane opponent.

Some of the current goals including switching Fiora from an assassin to a melee DPS, and moving her lane from top to mid/jungle, and adding tons of 'outplay' functionality on her kit, as well as more mobility especially in terms of being able to disengage and re-engage at optimal times.

I can't share too much of exactly what the plans are for her kit, as I'm sure it's going to change tons during development, but I'll leave this here to hopefully stir up some excitement for our favorite rapier wielder. Also bear in mind this is an early, experimental Blade Waltz, and could certainly change drastically between now and remake launch time.

I also understand it's hard to understand exactly what this sample Blade Waltz does, given the lack of context on her basic spells... but rest assured, there are significant tweaks (or more) to all 4 of the other abilities, so hopefully your imaginations run wild

Below are my responses to questions and suggestions throughout the thread, I'll try to keep it updated.

Quote:
Originally Posted by KilljoyX View Post
So there is no way she could keep her current ultimate? It's sort of the reason I want to play her. I know mentioning other games isn't necessarily great but omnislash is one of my favorite abilities of all times. As such Fiora's ult is one of my favorite abilities of all time.

Her current ult is my favorite part of her. The QWEPassive I agree are all stat blocks. Her ultimate feels strategic and has a lot of choices.

It has a long CD. Will using it save me? Get me a kill? If I don't will it be 3 minutes before I can contribute again?

It's good AOE/Gapclose. Do I need to initiate and soften the opposing team or go super hard on the AD?

In duels do I start off with it or treat it like tryn's ultimate? Do I use it to juke a hard stun?

It's in a really good spot. Reworking her E/W/Passive Is something I'd love to see. Her Q is actually fairly well designed for her.

I enjoy playing fiora somewhat as is but mostly because I adore blade waltz. Changing blade waltz to what you have posted would make me want to refund her because that's the only reason I wanted to play her in the first place.
A great question. I'm not going to directly answer it, but I'm going to pose a theoretical question.

If one assumes that Lunge is _kind of_ like Blade Waltz's jump around and hit things function, and that Riposte is _kind of_ like Blade Waltz's untargetability, is it hard to envision a scenario where you don't get the current functionality of Blade Waltz if you're allowed to rapidly cast your basic spells? But with options around when each individual jump and spell block comes from, as well as considering how many jumps to use vs spell blocks vs disengages, when, how many auto attacks to weave in, when to focus more DPS vs more survivability vs more mobility, etc.

The goal behind the current ult was to sometimes emulate the behavior of the old one, but make it more timing and decision based, add more options, and add more counterplay for the opponents. I feel like the new ultimate offers far more opportunities than the old one, if one assumes that R/Q emulates the feel of her live Blade Waltz.

Quote:
Originally Posted by Reygekan View Post
Hey Guinsoo, would the new CD on her spells be affected by CDR? In other words, if I have 40% CDR, could I get her spell cooldowns while ulted to like, 0.4 secs instead of 0.75?

Also, what's the reasoning behind moving her out of top lane? I understand that mid is typically better for these kinds of frail champions, but taking a look at her ultimate it gives me a kind of Riven vibe. Do you think she'll be unable to duel a lot of the top lane bruisers with this kind of kit? Or is the current concern that, since top is full of so many unhealthily designed champions, that you'll get a healthier design with the goal of midlane in mind, and that fighter changes over time could shift her into the top lane?
To be honest I'm not convinced Riven is a perfect top lane example. Right now to me the 'natural' top laners are people like Renekton, Shyvana, etc. I feel like in order to make a melee ADC (ala Yasuo) compete with those types of champions in the top lane, we'd have to make other sacrifices to her core design (e.g. putting life regeneration on her kit, I really don't like her current passive but I worry that without it she'd really struggle top lane).

Quote:
Originally Posted by IonDragonX View Post
Must strongly disagree. There is a very good reason why blades were becoming lighter during the Renaissance, its because they become more likely to aim toward a lethal area accurately. The objective was to mortally wound your opponent as efficiently as possible. One strike through the heart, aorta, lung or diaphragm and the fight is over. That is definitely the definition of burst damage and/or critical strike. That said, I do agree that she shouldn't be doing this like a mage and definitely not with AoE. A melee champion that "pokes them down over time" is not using a rapier at all. They would be using a broadsword, club or axe because they don't care what part of the body that they hit.
Admittedly, there is the alternate technique of blooding, where a fencer is not confident of making a finishing move. They cut as many superficial wounds as possible to weaken the opponent and slow them down. This does not translate into LoL at all, unless you are Darius. As to fighting and armored opponent, the fencer would turn to their stiletto. They would avoid the armored and slower opponent's weapon until they could get inside their arcs to apply the stiletto to the joints of the armor. Nothing "poke down" about that.
OK, I feel like I used the wrong terminology when I said "poke enemies down." I edited my first post to "deal steady, high DPS that is relatively target agnostic." While I mostly agree with you that fencing is all about scoring OHKOs, well obviously that type of gameplay isn't great for any type of PvP game. The way we're choosing to handle this is to give her strong, steady DPS, but have it come in bigger chunks that one might anticipate from a steady DPS champion. For example her Riposte has heavily negative implications on her outgoing DPS... unless she blocks a significant spell or attack, at which point she can respond with a very hard hitting Thrust.

In general we want her to feel good (and be greatly rewarded) for using her abilities properly. While that can't be in the form of OHKOs, I think the next best thing is "big chunks of damage."

Quote:
Originally Posted by UnsafeNormal View Post
Hi there Guinsoo. I've been playing Fiora for two seasons now, I ended post S3 in D1 with her and have been fluxuating all around Diamond this season. Suffice to say I have played a lot of Fiora and have a deep mechanical understanding of her kit and potential.

I just wanted to give you my perspective on Fiora. I've always pictured her as a hybrid of Master Yi and Zed. She has the reset potential/AS/MS boost of Master Yi, coupled with the strong, albeit slightly less reliable assassinating ultimate like Zed. While she can't quite clean up as hard as Master Yi, or single out an opponent in a teamfight as easily as Zed, she's able to fulfill both roles when built for them.

Seeing as you are taking the Yasuo approach to her kit, and making her more about mobility and auto attacking. So my question is will she be strong enough to even be competitive, or just wind up as another Master Yi? Yasuo's strength comes from his resourceless spamming of abilities, his extremely useful shield and windwall and his CCtastic Ult. On top of all that he is an absolute lategame monster because of his double crit passive.

Will Fiora even be able to stand up to that? Will she bring anywhere near the utility Yasuo does? Or just be Master Yi 2.0 with some extra mobility? A high damage, yet ultimately easily locked and burned down target. Will there be a reason to pick her over Yasuo?
Here are 3 reasons off the top of my head to pick her over Yasuo. Please note I'm talking about her new kit with new abilities, not her old kit with a new ultimate. I just spoiled the ultimate for funsies
1) Kayle ult with a few catches on a normal slot
2) Weaker engage, but much stickier than Yasuo
3) Built in disengage

Quote:
Originally Posted by IonCannonKarthus View Post
Guinsoo, will her Riposte be able to block tower shots while she is ulting? The untargetability was a key feature of her ultimate when it came to tower diving.


It looks good though, I hope it turns out great.
I doubt it. I'm not a great fan of tower diving. I think her kit still leaves her much better positioned to tower dive than the average champion even without being untargetable/immune to turrets. I'm not completely opposed to her having some turret mitigation capabilities. But I'd rather avoid it, and so far my instinct tells me she'll do okay with out it just due to the sheer mobility on the kit.

Quote:
Originally Posted by Samzies View Post
I play her sometimes in normals and i've yet to encounter a situation where i feel like her passive had a meaningful effect on winning a duel or 2v2 skirmish. It's not really impactful later in the game either since she falls into an assassin role and fights end before it can really ramp up and heal her.
That's kind of what I'm driving at - the passive feels lame, it's especially lame in tense moments like battles with other champions, and its only real use is allowing her access to a lane that I don't really feel she belongs in in the first place. It's power without gameplay, and plus it feels useless too. It's effective, but totally lameballs. That's pretty much the opposite of where I'd like her passive design space to lie.

Quote:
Originally Posted by The1Banana View Post
One question though: Why Riposte -> Thrust (based off of what I saw in the screencap)? Riposte's definition refers to the counter attack, not the block itself. Wouldn't it make more sense to have the ability be Parry -> Riposte?
This is probably an accurate point. Currently I was calling the whole spell Riposte, with two parts, Parry and Thrust. We will definitely work on the names later, not only are the mechanics placeholder but the names too.

Quote:
Originally Posted by OvernightSiren View Post
Why would a DUELIST be a jungler? Is she dueling the wolves? And what "honor" is there in jumping from the bushes and attacking an unknowing target? That's not a "duel". >_> I think thematically, moving Fiora out of top lane totally changes the entire "duelist" aspect.
That's an interesting consideration. But I still think mid lane works fine for her; perhaps you're right that jungle isn't where she belongs.

Quote:
Originally Posted by OvernightSiren View Post
Also that new ultimate is really boring. Basically "URF Mode Activated". Yay, a steroid ult. Yawn.
I think right now it feels significantly different than a steroid ult. It significantly alters your play pattern and thinking for the duration. See the points below...

Quote:
Originally Posted by Fiora All Night View Post
@Guinsoo

Thank you so much for coming in here to talk to us about this


I understand the ult change is, of course, highly experimental but it has me worried. I've played Fiora since her first free week and scored my first ever penta kill with her (why I changed my account name to this). If you're still hanging around hopefully you can address a couple of my concerns here:

1. The new ult lets her spam no-cost virtually no-cooldown base spells up to 16 times over 9 seconds. I don't see how this wouldn't be OP unless she hit like a toddler when her ult was down...and if it's still on a 120 second cooldown that could be a very painful 120 seconds...

2. Without much to go on, I can see that her ult now does 0 damage (by itself at least), her E at least currently does 0 damage, and her W only does damage conditionally. This would make her Lunge her only real damage spell. I'm okay with her being auto-attack based - I'm play Crit build Fiora now anyway - but is there any plan to make sure Thornmail doesn't become "buy this to be immune to Fiora"?

3. Will Fiora keep her Attack Speed steroid, passive AD, or get any new steroids aside from the bonus armor pen on her new ult? Because having a window of massive attack speed is one of the things that feels awesome to me about Fiora. I think she'd probably be extremely bad if she was heavily auto-attack reliant for damage but didn't have any steroids to help her.

4. Can you share any thoughts on jungle Fiora? I've started playing her there and like it, but she's really mana-hungry since she needs her E to clear with anything resembling passable speed. It doesn't sound like she'll have much on the way of damaging spells to clear with so she might wind up being too painful early to take jungle.


Thanks again for giving us a heads up. Fiora is my favorite champ so I'm highly nervous right now, but I'll try and be cautiously optimistic
About point 1: Originally I was debating how to primarily balance this implementation of Blade Waltz. There are two obvious limiting levers, duration and number of casts. The version of which I posted a screenshot is clearly more duration limited. In this iteration I was counting on the various "drawbacks" / nuances of the abilities to limit the ultimate - e.g. travel times, delays, parry times, etc. In the end with the directions we took for some of the other abilities, it didn't end up having the feel we were looking for, and ended up playing like "mash all your buttons." The more recent version is more moderate 8 second duration, with a limit of 4 / 6 / 8 casts (still needs tons of tuning). Also note that right now Blade Waltz doesn't provide any bonuses to how hard the skills hit, to emphasize mobility and tactics over brute force during the ultimate (obviously when casting that many spells in succession, it's going to be doing a certain amount of brute force work).

You're partially right that an ultimate that uses stronger versions of your basic skills requires a sharp tuning knife to make it feel good with and without. But in this case, I think there are some "under the hood" things that we can do to make the ultimate feel like a thing of its own. For example right now when you activate it, it resets all your cooldowns so you can start your comboing or dancing immediately, you get X number of casts chosen pretty much any way you like, and afterward it puts the cooldowns back where they were. I think this really helps make the ultimate feel like a spell all of its own. Additionally, the more potent the "spell modifications" that Blade Waltz offers, the more it feels like the ultimate is a collection of different spells. I think the W captures that well right now, the E to some degree, and the Q not nearly enough.

She definitely pulls a lot of weight with all her spells. In fact, she's decidedly spell based and mostly weaves autos between them, but still plays a lot like a melee ADC because she can cast so many spells within her windows and (conditionally) deal steady spikes of damage. As far as the actual itemization, that is yet to be determined. Right now, she does have an attack speed steroid elsewhere on her kit (originally it was on the ult, but that doesn't fit for obvious reason), but it's not clear to me yet if that will or should stick. That is one of the balancing levers for her that partially determines if she's more assassin or melee ADC; in an ideal world I'd like her to play exactly like a melee ADC without any basic attack steroids, but that's a lofty goal that's probably not possible. I also don't want her to rely exclusively on her auto attacks like for example Tryndamere, I think it should be somewhere int he middle.

And I don't really have any thoughts on jungle Fiora at the moment. I'm really not sure if that's a reasonable expectation or not. It has not yet been tested, and it's definitely not the primary focus/intended role for her.

Quote:
Originally Posted by Drukyul View Post
One major thing I don't like about the idea of the new ult is how much more beneficial it is to players with low ping. I get that anything mechanically intensive is going to do that somewhat, but I don't think having an ultimate that's balanced at is core around giving West Coasters an advantage is a good idea.
Actually, I think that's more of a consideration/potential problem for 'twitchy, reactive defensive spell' than this ultimate. I mean certainly it applies. But how bad would you say Akali or Jayce is to play with high ping? It's not ideal obviously, but I don't think it makes them unplayable.

Quote:
Originally Posted by GnomeDigest View Post
When I read Guinsoo's first post I thought, "So basically they want her to be another Yasuo." And then low and behold he comes out and says it.

So basically we can expect an overloaded kit with absurd mobility, some utility, and lots of damage. Why not give this rework to Scruffy or Soulcrushed instead?
I think there are levers you can tune to allow a character to be very mobile while not being completely out of hand. It's definitely a hard goal, and melee DPS seem to be one of the hardest classes to get right. I certainly would like to try.

Quote:
Originally Posted by fredblaze01 View Post
just a little suggestion can you make fiora dash work on friendly ally? to take full advantage of a no cooldown also she lost her ultimate which is huge
It's something we've considered; ultimately I don't think it fits the fencing fantasy well so I'd rather try to go other routes to get the mobility we like. But we're not opposed to it if other methods fail.

Quote:
Originally Posted by Raptoreyes View Post
Its wonderful your in a job that allows you to "take a year off" for most people once they leave home for work or college that is the last time they will see a long vacation in their lives.
It is. Riot is the bestest

Quote:
Originally Posted by ShroudedInLight View Post
I've got a simple question about the future Fiora ult and her kit as a whole that I feel is important because it address a fear of mine. Simply: Will W be considered one spell, or two?
Each entire W rotation counts as one spell; similarly each full Q rotation counts as a single spell cast. Not each individual cast.

Quote:
Originally Posted by Linna Excel View Post
Guinsoo, what's it like working on old champs instead of designing new ones? Is it easier, harder, or just different?
It's definitely harder. As you can see, players have strong opinions about their favorite champions, so changing them is never easy. I also think it's more enjoyable - I think there's a more clear design path since you have an idea for how the character plays now and how you might want them to play; that's a lot harder when making a character from scratch, which is like setting sail for the new world without having any idea where it actually is or what it looks like, but you'll know it when you get there.

Quote:
Originally Posted by AntiSkillshot View Post
Pokemon has four OHKO moves, though. Fissure, sheer cold, guillotine, and horn drill. Though, the way that game works, OHKOs can work in its PvP environment.
Those are all always banned in any serious match or competition. They also ban moves that give an enemy a chance to miss and a few other things. Pokemon PvP has a steady pacing based around either matching your poke's types and attack types versus the opponents and vice versa (essentially trying to always super effectively hit while resisting his attacks), or trying to stall by countering all of his threats with defenders that can slowly whittle them down. OHKOs do not fit into Pokemon at all. I'd guess Baton Pass teams are probably a lot stronger in the new gen so I guess that can be a third type of team, where at the start of the match you focus on super buffing your pokemon and then passing that buff to a super hard hitting mon that can sweep the entire enemy team, regardless of typing. But even this team has counterplay, as taking out the buff chain at any point basically wins you the match, as does getting off a Clear Smog or Haze, or priority Brave Birding it down with Talonflame, etc. Not to mention when you see his team will likely to be Baton Pass, you can just use a starting pokemon that has a buffing move of its own, so while the opponent is using some turns to buff and some turns to Baton Pass, you can just buff the whole time, and then out sweep their sweeper. It gets a little complicated if they start with a Scolipede or Blaziken (banned) because they can buff their speed every turn while Sword Dancing, but for example a Volcarona can Quiver Dance every turn to buff her dps and speed (and sp def which is admittedly useless vs a Sword Dance BP team). There's counterplay.

Quote:
Originally Posted by Gixia View Post
How is it nothing like Fiora at all? Riposte clearly now blocks spells on top of auto-attacks. With a 0.75 second CD, you might as well be untargetable in a duel (you know, because she's a duelist). It would take multiple people piling on top of her to get through that, and even then she still is gonna have outs, because look at one of those skills listed and the implication of what it does. Disengage, with the implication looking like it's basically reverse Lunge. Lunge in, Disengage out, Riposte->Thrust in, Lunge, Disengage, Lunge, Riposte->Thrust, Disengage, etc. Keeping in mind as well that you don't even need to Riposte every thing the opponent does, because if it's a skillshot, it'll be hard for them to hit you with you dancing all around them. If you're a skilled player, you just classic Blade Waltzed them, except you had to actually hit buttons instead of sitting back and watching it go on its own for a couple seconds so now suddenly you look more pro. Plus you have more control over it. Man, remember when you just really wanted to focus a certain target, but there were multiple opponents there so who Blade Waltz targeted was beyond your control? You can fix that now.
This is definitely what we're striving for. If you break Blade Waltz down to its primal components, it's a bunch of dashes, it makes you invulnerable, and it does damage. All of those pieces are there on her kit already (with a few enhancements for example to the Riposte).

Quote:
Originally Posted by lessuknow View Post
@Guinsoo I don't know if you'll see this, but I have a simple request: Make Fiora's ult like Riven's, where she gets buffed but also has the ability to use it.
That's definitely a possibility I'm open to. Maybe a Coup de Grace to end the ultimate. Sounds kinda neat. Filed away.

Quote:
Originally Posted by Slovakattack View Post
The reason I bring this up is that, from the ultimate tooltip, it seems like she can't normally parry while moving. While it's an early iteration, that is a dangerous game you play, as ADCs are often just as squishy as they are deadly, and need every once of mobility they can get. If her kit feels overloaded to you in playtesting, I would find another place to stick the cap on her power rather than do it to her mobility.
I don't disagree with this point. The benefit to starting with Riposte as an immobile spell are multifold. First, it makes the Blade Waltz enhancement to it feel super epic; second, it puts maximum counterplay into the opponent's hands to counter out the extreme defensive capabilities in the skill, matching most closely the fantasy of extreme counterplay between Fiora and opponent; and third it allows us to increase the power budget in a successful Riposte to the maximum (because it's harder to pull off).

We are definitely not opposed to making it more mobile if it doesn't work out well, but this is the appropriate starting point, I think. We'd definitely have to make it weaker in terms of amount of damage blocked and/or return Thrust damage dealt if she could normally move during it.

Quote:
Originally Posted by Transient Eons View Post
Rapiers are a bit outdated, but I think they're equivalent to the modern foil. Foil is the lightest and generally the fastest of the three weapons, so she probably should be having a bit of a faster kill potential, unless we're assuming that the other champions are more durable than the average human (which is fair assumption).
This is definitely the case. I've always thought fencing was about maintaining a maximum defense (so you don't die) while looking for the opening to kill the opponent, so that by fighting in this manner if you don't make any mistakes you would never die and would beat any opponent who made a mistake. But it becomes slightly different in the world of League of Legends where a single sword wound will never kill an opponent. I'd imagine that in that world, fencing would be about being able to inflict maximum damage output while minimizing 'great risk' (since both parties can afford to take a couple hits, I suspect you would no longer opt for a 100% defense strategy).

Quote:
Originally Posted by Velqor View Post
@Guinsoo

First of all welcome back. Second, I love the new idea for the ultimate. I think it is a brilliant change to making her feel more thematically relevant and interesting as well as adding a lot more gameplay. A few things I think everyone is super unclear about right now is the passive which I think would work great having something like what Ashe has with critical striking. Also is there any way we could get rid of the AP ratios on her kit and replace those with ad? I feel like riposte/parrying would have nothing magical about them.
Yeah to be honest I'm not super stoked with where the (new) passive is at, it's a fairly generic steroid that we plan to replace with something more relevant once we get a good grasp for exactly how her gameplay flows. I have several ideas for different ones I'd like to try out to encourage various target selection/gameplay choices.

Quote:
Originally Posted by Drakonitus View Post
Guinsoo, the fighters that you have created, Tryndamere and Kayle, both have a incredible late game power, probably they're like a top 5 champions when the topic is "late game power".

Is Fiora going to have a powerful late game, or she will be more stronger at early - mid game? What do you think that is better for Fiora?
That's a good question that I think as a design team we haven't fully solved - what exactly should a melee ADC's power curve look like with respect to time? I think we did make strides with the new Yi and Yasuo. I guess in an ideal world I'd like her to be fairly well rounded, maybe shading slightly weak in the early going and leaning slightly strong in the late game. But at the end of the day I want her to be about her abilities and how well she used them. But this is a very complicated question whose answer will likely change or become more defined over time, as we discover what exactly she's capable of, what feels good, what exactly we want to emphasize about the actual mechanical skills themselves.

Quote:
Originally Posted by Fomorian27 View Post
Just in regards to managing expectations, since you have become really active suddenly, will this rework be a really long way off? I know I personally am looking forward to it, so here's hoping for a soon rather than soon(tm) release.
I'm not clear about the timeline at all, so I can't even give you a vague "soon™" or "not soon™". I have a meeting about it tomorrow, but I don't think I'll be able to share too many details. At this point I don't even know if she's planned to be tied to an art rework, new VO, or anything like that.

Note: after I combed through 50 pages looking for all my posts, I found the "next Riot post" feature. Lol.


Rengar Thread of Bolas and Roaring Riot Pwyff
04-03-2014 06:37 PM
General Discussion

Riot Pwyff

Player Communications

Follow Riot Pwyff on Twitter

04-03-2014
5 of 21 Riot Posts

Quote:
Originally Posted by jimmy57 View Post
Because all of the changes were incompetently done.

Constructive criticism is given in the hope that one accepts and attempts to modify behavior or situations with respect to the criticism. This also assumes a situation is fixable.
So let's talk about that perceived "incompetency" in a champion change - what do you perceive Rengar to need and what do you perceive this rework to have killed.

If you say super safe split pushing, you're going to make me sad.


Rengar Thread of Bolas and Roaring Riot Pwyff
04-03-2014 06:35 PM
General Discussion

Riot Pwyff

Player Communications

Follow Riot Pwyff on Twitter

04-03-2014
4 of 21 Riot Posts

As a quick side-note - if you feel unheard in your feedback that's something we should manage in terms of expectations and discussion. Skarner - regardless if he's in a better place from a game health perspective - sounds like a communications issue with managing and directing the conversation. Alternatively, if the disagreement is crazy weird - some feel Skarner is X and we fundamentally can't have him be X - then that's a DELIGHTFUL CONVERSATION TO HAVE.

Quote:
Originally Posted by Ultracareful View Post
This community is toxic
I might get called out for selectively quoting here, but I'd really like to see the landscape as one of feedback (even if passionate feedback) rather than direct character statements and raw "HE'S TERRIBLE AT THIS" statements. I get that you want to vent, but in a place where someone wants to have a conversation, that's not possible if someone enters the room and says "EVERYTHING YOU SAY IS WRONG, I BELIEVE X IS TRUE AND THEREFORE UNLESS YOU FIX IT I WON'T TALK TO YOU."

The response to that is to say "WELL HE DIDN'T LISTEN TO US SO WE WON'T LISTEN TO HIM," but we really need to reset this kind of thing. Maybe we didn't communicate certain concepts better and maybe some didn't actually enter the conversation in a mature way. That's all I'm saying.

Quote:
Originally Posted by Flurby View Post
Well first of all - Q bug when leaping. Fix this please.
Using double Q's feels really bad.
Not being able to hit structures just feels bad.
Delay between double cast from Ferocity ability and normal ability feels super clunky.
1000 range feels like way too much as a detection radius.

With the changes I feel as though he will be forced into tanky/bruiser builds. Assassin Rengar's burst is what drew me to the champion initially and building tanky for sustained battles doesn't cut the mustard for me. If I liked that kind of play style I would go spam Renekton and Trundle.

The explanation in the patch notes about being binary is something I fully agree with, but Rengar just doesn't feel good anymore.

I'll post more as I think of more.
In playtests, Rengar was typically building an in-between (with a few players trying out assassin builds), and he was still obliterating ADCs. The 1000 range is an indicator but doesn't actually reveal him, so Rengar should go steamrolling into the fight when he wants to engage, rather than sitting right beside the ADC for a few seconds before blowing them up. Engaging should be a commitment, not just a kitty sitting on the spot for a while.

The Q not working on towers feeling bad might be a truth but do we agree that Rengar's split pushing was absolutely obnoxious without tradeoffs? If not, maybe that's where the conversation should start.


Rengar Thread of Bolas and Roaring Riot Jag
04-03-2014 06:22 PM
General Discussion

Riot Jag

Associate Technical Design

04-03-2014
3 of 21 Riot Posts

Quote:
Originally Posted by IS1446deaec4df9c0c6e94a View Post
IMO Right now Rengar isnt bad, he's actually pretty good. I'm playing him jungle on the brazilian servers - which I'm from - and there are a few things about his jumps and Q's that are bothering me.

I feel that his autoattacks aren't just as fluid as other champions. First of all, the animation on Q is slow. As another person already posted here, I keep cancelling it all times and this slows me a lot on my chases and even on my jungle clears. And his jumps are feeling clunky. If I, for example, wait inside a buff on lv 1 and try to jump on the buff to do an aa+aa reset with my Q, the reset doesnt goes off. Rengar simply stands doing nothing waiting a bit then consumes the Q.

His kit is good, but I'm having trouble playing him cuz he feels weird.
Since this version of Q doesn't give you AS it does feel a little slower at first, but we made some small changes to the spell to ensure it feels good. There may be an adjustment period but if it still feels clunky we'll keep an eye on it.


Rengar Thread of Bolas and Roaring Riot Jag
04-03-2014 06:12 PM
General Discussion

Riot Jag

Associate Technical Design

04-03-2014
2 of 21 Riot Posts

Quote:
Originally Posted by Cho for Athene View Post
I'm really enjoying his changes Scruffy. He's a lot more fun to play and to play against. I feel that you've done a great job. He's a very reliable champ in the top lane as an assassin with hydra + last whisper.
I'm pretty interested in the builds that people try out on him. In playtest a lot of our experienced Rengar players thought Blade of the Ruined King was really strong on him. I think some people will make the classic Trinity/Sunfire/Spirit Visage build still work though.


Rengar Thread of Bolas and Roaring RiotScruffy
04-03-2014 05:59 PM
General Discussion

RiotScruffy

Game Designer

04-03-2014
1 of 21 Riot Posts

Hey all,

The Rengar update is live and we're playing and monitoring his performance a ton on our end. Let's use this thread for constructive feedback. Once we have more data we will definitely be adjusting his power levels up or down if he needs it.

-How are the changes playing for you?
-What builds are you using?
-What lanes are you playing him in?
-Finding any bugs?

I've already seen a suggestion that I like: his alert to enemies during the ult only appears if they would be able to see him out of stealth, we're already talking about this a lot internally. This seems like a good way for Rengar to optimize a bit more by taking clever paths on ganks and approaches.

-Scruffy


Dear Riot... please give us a 3rd camera option RiotForScience
04-03-2014 04:08 PM
General Discussion

RiotForScience

Senior Environment Artist

04-03-2014
2 of 3 Riot Posts

Quote:
Originally Posted by Legal Loli View Post
830wins+550aram, i still hate purple side and suck 2times more on purple

I like purple side on ARAM the best. That shopkeeper is the cooolest. But yeah I hear you about the design concern.


Dear Riot... please give us a 3rd camera option RiotForScience
04-03-2014 04:00 PM
General Discussion

RiotForScience

Senior Environment Artist

04-03-2014
1 of 3 Riot Posts

That is a sexy camera...


Champion Revealed: Barn, The Sentient Barn Riot JxE
04-02-2014 01:19 PM
Champ/Skin Concepts

Riot JxE

Technical Artist

04-02-2014
10 of 10 Riot Posts

OMG, I just saw this thread for the first time and immediately thought of this: https://www.youtube.com/watch?v=abnkwyKRqWo#t=35

This is my favorite champion idea!


Maps Skin Ideas RiotForScience
04-01-2014 01:22 PM
Art Feedback

RiotForScience

Senior Environment Artist

04-01-2014
15 of 18 Riot Posts

No problem at all, thank you for the amazing suggestions.


Mac client crashing Dannamoth
03-31-2014 03:43 PM
Mac Client

Dannamoth

QA Analyst

Follow Dannamoth on Twitter

03-31-2014
5 of 5 Riot Posts

Quote:
Originally Posted by juiceghost View Post
Try the fix outlined in:

http://forums.na.leagueoflegends.com....php?t=4402804

Fixed all of my issues and gave me an FPS boost!
I'm curious to hear if updating OSX resolves the issue for everyone. Do you folks know if the start of the issues coincide with another OSX update?


Maps Skin Ideas RiotForScience
03-27-2014 05:44 PM
Art Feedback

RiotForScience

Senior Environment Artist

03-27-2014
14 of 18 Riot Posts

Quote:
Originally Posted by Hellioning View Post
Release a Magma Chamber skin for SR, entirely so you can make the joke 'Magma Chamber is finally here!' when you announce it.

that isn't a bad idea.... I would like a lava map of SR and we already have some good assets for it.


Xelnath: "ult CDs are tweaked to be appropriate for the power level of that ability" Riot Morgageddon
03-26-2014 06:31 PM
General Discussion

Riot Morgageddon

Player Support Tech Specialist

03-26-2014
1 of 1 Riot Posts

Morgageddon pops in.

Opinion piece people!

I think this is a harder nut to crack than it appears on the outside. Let's take a look at Garen's role first.

I don't play him a lot, so I may not be the best analyst. However, his strength lies in top lane. His silence affords a decent poke and zone control, while his spin to win does allow free damage or farming capabilities. His W makes him more tanky briefly, and also adds CC reduction for a duration as well.

Now, the key thing I can take away from that is all of his damage until he has items (Sunfire cape excluded) is physical. His ultimate is magic, and scales based on missing health. So, even if you stack armor to survive/win in lane, his ultimate can hit something that's relatively unprotected for extra damage.

Does this mean the cooldown is too long for what it can do? Perhaps.

Many people usually throw out Darius as a prime example of an execution for top lane, or even Jinx bot for % based scaling damage execute on an ultimate. Darius does however, a stock damage amount and then can only increase that by stacks of his passive. This forces Darius to be in range long enough to get several stacks, which could be as long as E Q W R and then run away.

Jinx's ultimate scales only with missing health, up to a point. At close range, it's near impossible to miss, but for long range, it's far easier to miss.

However, both rely a lot on mana in lane to poke. If you try to use abilites to poke in lane, you can get to a point where you don't have your ultimate. This can also happen in team fight phase, but less likely.

Garen doesn't have to worry about that. His ult is free but for CD, and it scales with health missing. So it's really good against anyone, especially tanks who stack health. However, therein lies the crux of the problem, he does magic damage and can't build any penetration that works with him since it also doesn't scale with AP.

Where does this leave him?

For his role, he still can BeepBeep ult someone and finish them easily without needing to be in a prolonged engagement. He's still a tanky top laner, and many other champions are preferred to be picked over him. But what can be done to his ult?

That I'm not sure. If it needed work, it could possibly get bonus penetration with level or health or armor. Perhaps that would make it feel better. Maybe his ultimate could get a small AD scaling and feel good as well. I don't know, that's not something for me to decide.

I think if Garen needs to be looked at, his ult would be something that would be a prime candidate for something to make it feel better to use.

Opinion over.


Mac client crashing Dannamoth
03-26-2014 03:21 PM
Mac Client

Dannamoth

QA Analyst

Follow Dannamoth on Twitter

03-26-2014
4 of 5 Riot Posts

Could those of you having an issue with Maestro try running this command in the terminal window then copy/paste the output into your post?

'scutil --dns'


Best Top Laners S4 Riot Morgageddon
03-25-2014 12:55 PM
General Discussion

Riot Morgageddon

Player Support Tech Specialist

03-25-2014
1 of 1 Riot Posts

Morgageddon pops in.

Well, because of the changes to Doran's Shield and some upcoming changes that might make AP top more viable, I think the current S4 top laners will see some competition next season.


Skarner Rework Follow Through RiotScruffy
03-23-2014 09:20 PM
General Discussion

RiotScruffy

Game Designer

03-23-2014
27 of 29 Riot Posts

Quote:
Originally Posted by P Chro View Post
First off: Thank you for coming back to comment in this thread.

Second: Did you, by any chance, look at this rework I came up with while trying to take a similar approach to the rework as it (appeared) that you did? I wouldn't call it perfect but I believe it would play more like the old Skarner for those of us that really miss that style of play.
Ya, interesting stuff in your rework. One issue I could see happening with your suggested changes are that his slow is totally dependent on the shield holding, which can lead to him getting a really long really powerful slow or almost no slow at all.


Skarner Rework Follow Through RiotScruffy
03-23-2014 07:38 PM
General Discussion

RiotScruffy

Game Designer

03-23-2014
26 of 29 Riot Posts

Quote:
Originally Posted by CamoClad View Post
Wait, is Morello trying to say that perhaps Riot made a mistake or two on the Skarner rework and that they are using it as a learning experience so as not to make those same mistakes again? Hmmmm, perhaps progress is being made in this thread :-)If so I say well played Morello.
To speak to what we have learned from the work so far on Skarner, we targeted making changes that would positively affect the gameplay and interactions on the character but didn't go far enough on improving him in ways that make him an exciting and unique character. We tried to keep the scope of the changes smaller to preserve as much of Skarner's current gameplay as we could but we think that in the end he will need some more upgrades to be a character that we can all be excited about.

In the present and immediate future, we will keep balancing Skarner and make sure he's a viable pick. You should definitely expect to be able to play Skarner and be successful. In the long term Skarner could go for some changes that bring some more excitement and uniqueness to his kit.


Champion Concept: Sabriel the Undead Priestess BuboBubo
03-22-2014 01:44 AM
Champ/Skin Concepts

BuboBubo

Business Analyst

03-22-2014
1 of 1 Riot Posts

+1, support main here, I would be super excited to play this champ

Hrm, cooldowns seem a little long though, would there be too much downtime between actions?


Mac client crashing Brentmeister
03-21-2014 10:37 AM
Mac Client

Brentmeister

Associate Software Engineer

03-21-2014
3 of 5 Riot Posts

Thanks for the additional logs guys! We have a few leads we have the team looking into.


[ Wall of Text WARNING ]
Addressing the support complaints. I did check with the Player Support guys before my first response to this thread to see if we'd gotten an increase in Maestro related issues on the Mac. They said it didn't seem like anymore than usual.

"Anymore than usual"?!?!?! Let me just say that given the size of our playerbase I have seen players machines break in every way possible. Maestro breaks for instance if you've disabled/broken/overloaded the loopback on your network card. I've seen it break due to viruses(botnets)/hacks to get photoshop working/people downloading corrupted/specialized network drivers/firewall configurations/etc...
I can assure you that we test Mac thoroughly before every release. We have dozens of different macs sweeped EVERYDAY, MULTIPLE TIMES. Does this mean every configuration? Of course not. It does mean however, that it doesn't really make sense to treat every ticket like it's a massive bug in the client.

Our support department is there to help you guys but you have to work with them. I went ahead and checked in this one case because this statement didn't seem like our guys.
"I cannot provide any other solutions sets because unfortunately, I am not with you to diagnose this problem." Is horribly out of context.

[Full Context]
"Past that, I cannot provide any other solutions sets because unfortunately, I am not with you to diagnose your problem. I rely heavily on your cooperation to resolve this issue!" (He's requesting logs and not getting them)

The support team is there to help you with your issues but you have to provide them with information so they can help you troubleshoot. They are hardworking guys who want to get you back into games but it's hard to help someone who isn't providing you with enough information. From their perspective,
"oh hey this guy is experiencing issues but I just played fine on my Mac last night. Let's see if we can find out what is wrong together". They ask for information to eliminate and hone in on what may be the true cause.
In the case that they see an overwhelming pattern in the information they are receiving, they walk over to my desk and they say "Hey Brent, fix your ****. No one on Mac OSX 10.9.1 with this model macbook can play". [ This is when you get told it's a known issue. Maybe they could be more clear that someone is working on it? ]

Sorry if this got ranty but I really wanted to make it clear these guys work hard and are there to help you. They need your cooperation to succeed. Thank you for the feedback though, it's already got me thinking on how we can improve communication between departments and to players for known issues.