You know who else was impressive? Drakos' shirt. With Yamato gone is Drakos stepping up on the fashion game? u/RiotDrakos if you read this your style today was straight fire.
<3 <3 Thank you!!!!
You know who else was impressive? Drakos' shirt. With Yamato gone is Drakos stepping up on the fashion game? u/RiotDrakos if you read this your style today was straight fire.
<3 <3 Thank you!!!!
Lejhindary
Read moreDashes and blinks are extremely consistent on this front.
They're anything but consistent in how they interact. Here is a list of dashes (as described in the ability) that are stopped by roots & snares:
- 📷 Akali's 📷 Shuriken Flip
- 📷 Aurelion Sol's 📷 Comet of Legend
- 📷 Caitlyn's 📷 90 Caliber Net
- 📷 Camille's 📷 Hookshot
- 📷 ...
FWIW Aurelion Sol and Taliyah are simple "they fall off in combat" and the root/stun interaction is superfluous.
Still though, valid point. I didn't know Akali/Camille/Rakan/Ziggs broke their dashes.
A little different, but a lot of the team names in our in-house fantasy football league are portmanteaus of NFL players and champs/skins. Off the top of my head we had:
K/DA Amari (K/DA Akali + Amari Cooper)
Pool Party Dak (Pool Party Zac + Dak Prescott)
Mecha Aaron (Mecha Aatrox + Aaron Rodgers)
Christian McAhri (Ahri + Christian McCaffrey)
Travis Kledce (Kled + Travis Kelce)
Kennen Allen (Kennen + Keenan Allen)
[Edit: Formatting]
Hey 5oda is it possible to change drops for emotes to a random emote token if you already got one of the drop exclusive emotes, feels quite poor to not get anything if you already got it
Hey there! Thanks for the feedback! We've heard this a bit since dropping the exclusive emotes, and we're definitely working on a solution that still feels good for the next release. There are a number of exclusives we're dropping in the tournament that we're pretty sure no one has yet, so keep watching for those! Also, thanks for reaching out and letting us know how you feel about it, it helps us work on ways to keep growing and making it better.
And what happens when a dash that knock-backs, stuns or knock-ups, meets another? Does the Poppy or the Camille get CC'd? Both?
Last time I checked this was very inconsistent.
There's also the weird interaction with Jarvan being able to use E-Q to dash while rooted, while champions with unstoppable abilities (Malphite, Vi) are not.
There are lots of these kinds of small inconsistencies in the game, and they add up in a way that makes the game harder to learn than it has to be. It's good that champions are unique, but sometimes it adds little to the character, and even when it does it should still be communicated clearly.
FWIW it's consistent: Abilities have hitboxes. Better hitbox wins. It's like fighting games: Something usually wins. Some things draw. But if you know an interaction once you know it every time.
Jarvan is quite special since his Q is just a normal ability. I replied to someone else about Caitlyn and how her dash is uniquely coded to not move if she's CCd when it's finished casting. Jarvan just isn't locked out of his Q while grounded/rooted, which certainly makes sense, but also makes him uniquely able to late-cast and get out. Definitely an exception, but EQ is an exceptional pair of abilities.
Im just curious what it is about Yasuo that makes his case more reasonable?
And why "should" Caitlyns change but yasuos shouldn't? It feels awful pick and choose. Bias even.
Yasuo has a FAR higher access to mobility then Caitlyn yet he should get the exception and she no longer should? Tbh I think neither should change.
Both Yasuo's Q and E are meant to function like non-abilities. Yasuo Q is mean to function like an attack: Cooldown and cast time scale with attack speed. It scales with AD and crit and applies on-hit effects like all basic attacks do.
Yasuo E is meant to be special by design. It's a nearly-zero cooldown dash so it also has its special drawbacks: It always goes a specific distance and unlike other dashes it self-stops on any root or stun.
By contrast, Caitlyn E is just an ability. The designer meant to allow Caitlyn to cast it while rooted, unlike other dashes. But of course to be fair, made the ability only throw out the net in that case. But it meant she can't do the stun/root buffer unlike every other dash in the game. There's some intent there as well, but it's more like the buffer loss is a casualty as opposed to an intended weakness.
Why are they calling blaber back to back mvp? Core got the summer mvp
Hi!
This is 100 % on me, I was working on the graphic requests for this week, should have said back to back Spring MVP, or just LCS Spring MVP. My apologies.
..and then you get to dashes that stop dashes (Vault, body slam, flag and drag, vault breaker, wall dive) and it gets stupid. You can consistently stop a few of these, you can consistently NOT stop a few and there are some where it just seems... random?
"Dashes that stop dashes" is just a fancy name for "abilities that knock-back." Anything that forces movement overwrites other movement. But again, the prior rule about completing casts.
Yup depends on the champion. Some movements are cancelled (like Cait E) some movements will finish (like Graves E) some movement abilities that weren't yet moving will still "go off" (like Tristana W and Urgot E) which is buffering. But if you catch a Tristana in the middle of her W it cancels like Cait E.
I believe these are the 3 movement situations. Now to decipher which champion has which type of movement ability for 100 champions :) GL new players.
To be fair, Caitlyn E is like the only ability in the game that does this.
Though they did add Yasuo into the game and his E does this, too (he feels new to me, I know he's not).
Otherwise, League has a pretty much fundamental rule that once a spell has been started it will complete unless you're dead or the target's gone. Dashes and blinks are extremely consistent on this front. (Caitlyn is intended sort of but should change, Yasuo is also intended and is more reasonable)
i love salami on my sandwiches
exquisite taste sir
Amazing work!
Read moreWhen we first launched the survey, we had 50% of players Very dissatisfied + dissatisfied with the client in these regions combined. Today, we have seen over a 10 % drop, so this proves the client on a global scale is better. So now is 39% Very Dissatisfied + dissatisfied good enough? heck no, we still got work to do.
So was there additional context data factored into this?
Is this 50% decreased to 39% rating purely on players/accounts that voted in both surveys? Or just total account participation?
If not then you could have 2 situations arise that invalidate this data.
- Players that were exceedingly dissatisfied with a billion dollar company not making meaningful updates to their game unless it directly relates to money making, might have gone ahead and left the game. Therefore they are not present to continue voicing their dissatisfaction, and the rating "gets better"
- New players who only joined after t...
Appreciate the comment.
We work with an advisory team internally that publishes this survey and it's an 'always-on' survey, meaning a random sample size throughout the week gets an opportunity to take the survey, this allows us to correlate our fixes after every patch to the results in this survey. We track with a four-week rolling average and have confirmed that the positive changes we make do influence the sentiment while outages (that may not even be related to the client) hurt sentiment.
and again, we have a number of data points that show the client has gotten better since last year, and we will continue improving it for our playersthanks
Holyyyyy man this looks sick !!!
needs more smoothtransition.jpg
honestly yes. my editing is so scuffed LOL
WeirdChamp?
yes, hello?
Nice.
nice
Hey Am1t8,
Happy to see you here. Hoping you could answer a question I had after reading the latest dev blog.
To me, one of the head-scratchy things about the CEF upgrade is that other brilliant game clients existed in Nov 2019 - it's not like the technology available at that date was holding Riot back. Doesn't this suggest that a CEF upgrade is simply a band-aid fix to the clear technological issues the client has? At worse, its gloss of performance could hinder diagnosing these issues. I'm sure the upgrade will help, but doesn't more work have to also be put into fixing some of the client's fundamental architectural issues (without knowing more, e.g., completely deleting the plugin architecture)?
We are 16 versions behind CEF, there will be good performance and reliability gains with this upgrade. A lot of the crashes that we get in clients today we are hypothesizing (based on the crash data) are related to outdated CEF version, so we expect crashes to drop after we upgrade.
on architecture, yes, we need to continue to work on reducing plugins, right now, we want to deliver more player value, but we need to get to our final architecture state also