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Years of conversation fill a ton of digital pages, and we've kept all of it accessible to browse or copy over. Whether you're looking for reveal articles for older champions, or the first time that Rammus rolled into an "OK" thread, or anything in between, you can find it here. When you're finished, check out the boards to join in the latest League of Legends discussions.

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Proving Grounds Playable

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Healingmonk

Senior Member

06-08-2012

is PBE offline? it doesn't work for me :/


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Dr Page

Senior Member

06-08-2012

Quote:
2grit:
So when is this going to be playable?


in a patch or two


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2grit

Senior Member

06-08-2012

No, i mean in the PBE


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Healingmonk

Senior Member

06-08-2012

PBE offline?


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EdgarAllanProse

Senior Member

06-08-2012

Are you going to be able to recall when an inhib is destroyed?


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13leed1t0ut

Senior Member

06-08-2012

OMG...... <3 this guy.


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CynicalGiant

Senior Member

06-08-2012

This game mode should be closer to ARAB than ARAM honestly. Its a step in the right direction though.

ARAB is better than PG currently because:
- Horizontal game map (no psychological advantage)
- More health relics (that arent completely out of the way)
- Faster gold per second generation (allows for more fun builds)
- Smaller = More Action
- Larger buffs for being on the map itself
- Dominion Turret is more team based to capture
- Better Music

Proving Grounds should be more like ARAB if you want more people to play it over ARAB.


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Maikky

Senior Member

06-08-2012

Keep Promote and Revive .


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Iglie

Senior Member

06-08-2012

There's a new Proving grounds Aura for this map so more exp.

The 20% extra mana regen makes AP kog'maw very op.
He can ult 30 times!
D: for the other team


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George W Nome

Game Designer

06-08-2012

Quote:
DreamsOfGrandeur:
This is great, it's been a long time coming. ^_^



I personally would prefer the global effects to stay as close to Summoner's Rift as possible.

I don't really enjoy ARAB on Crystal Scar. The change up in items and battle field have a real impact on the flow of the game.
I very much prefer the attrition style focus on Summoner's Rift, where both sides are biding their time to seize the chance to overtake the other. This is generally possible even if one side seems to have the advantage, as long as everyone stays calm.

Based on testing, gameplay could be characterized as a hybrid between the two. There's certainly elements of what you mentioned on the map though. We wanted to target a shorter game time (roughly 25 minutes on average), which necessitated the change in mechanics.