Makes sense.
If you're taking down bugs, neeko w is still bugged with rageblade and does not get any benefit from the double hit passive.
I'll take a peek!
Makes sense.
If you're taking down bugs, neeko w is still bugged with rageblade and does not get any benefit from the double hit passive.
I'll take a peek!
The same thing happened with Twitch and now his aa don't even deal any damage anymore with ult at max range
Going to be fixing this too!
We're planning some imminent changes (either today or tomorrow) to objective bounties to address:
Then we have a good lead on why bounties are occasionally not falling off for ahead teams, but resolving this is more complicated, so the earliest we'd be able to resolve that is 11.24.
All of your feedback is valued and thanks for helping us track down the issues.
I just want to say that this feature is welcomed but damn it looks not good. It feels super out of place and a lot like if it was out of a mobile game.
It's so far away from what you teased in 2020 (12:55) I understand it was a bit too much but at least we could feel the personality of a player.
Having 3 boring dot under my username is not what I'm looking for in "showing off" my lol profile.
Howdy, lead designer for Challenges here. We've gotten this feedback a few times, so I wanted to take a beat to discuss how we got from what you saw in the video to where we are today.
The concept pieces we showed were meant to illustrate long-term potential of the system. When we have artists do work like this, we tell them to go Blue Sky, which means mostly ignore constraints and show us the coolest possible thing you can think of.
Those things are almost never what ends up actually shipping.
In both of the displayed concepts, there was frankly an obscene amount of work required to actually bring them to life on multiple fronts (design/art/engineering). This would have delayed the project by an additional year or more, and as we worked through the logistics we came to the conclusion that players would be better served by an evolution of our current banner system.
That is not to say we can't improve things further or deliver super hype mom...
Read moreAny chance you can make bounties not last till losing enemy is ahead?
It’s rewarding losing.
Yep, there are some changes being worked on to:
Do you guys plan on making the metrics public ? This will stay a point of frustration for sure if you don’t. Not knowing the exact metrics on champion bounties is fine because you can kinda guess. But my ass being 1/3/4 in toplane and seeing my barely alive t1 towers all light up with 480 gold bounties all because (seemingly) my mid is 7/3 is kind of hard to gauge and also a giant kick in the balls.
It's mainly that we don't want players paying too much attention to optimizing the thresholds (eg. inting when close to thresholds to get a bounty; even though that's a net negative play)
For now, we've decided not to show it as it's meant to correlate with a player's intuitive understanding of how ahead or behind they are, even if they don't know the exact formulas. We're not quite hitting the mark on that, given how often bounties are triggering when players don't feel like the bounty team is that far behind. And there are some other edge case states that we're looking at resolving (eg. if a losing team has Dragon Soul, it is being valued too highly by the system).
However, I'm of the opinion that if you do a giga throw at Baron with a 6k Gold lead when you were significantly advantaged, the game deserves to be equalized
I might be the minority here, but I completely disagree with this line of thinking. The advantage of having a big 6k gold lead (compared to smaller 3k lead or less) should be that you have buffer and room to make mistakes before the game got equalized.
To say that the game deserves to be equalized after a single "giga throw" is not something that I'd consider to be a good thing by any means. Note that I understand 1650g objective bounty is not the main/only reason for the equalizing. But it is worrying to me if the idea being pushed is that the game deserves to be equalized after a single mistake. This would most likely lead to pro teams playing more carefully to avoid throwing and we'd be back to boring games where teams are scared to be proactive and make plays because the...
There are different degrees of mistakes. For example:
Moderate Size Mistake: If Yi and Ezreal gave away their champion bounties and they lost a turret, they are still 4k gold ahead in that scenario and the 6k gold lead gives them that buffer.
Extra Wide Mistake: Starting a risky Baron in a bad position, flipping it, getting punished, then all getting chased down, losing all bounties and 3 turrets.
I'm not saying that if you make a mistake the game should be equalized, but if you make an enormous mistake, then yes, in my opinion the game should be equalized when the lead is only 6k. If the lead was 10k or more, then yeah, sure they still have a buffer even after an enormous throw like this, but that wasn't the case in this game.
Agreed. One thing I have to say tho is that the new bounties make it a lot more worth it to trade objectives. That’s a pretty bad feeling when you’re ahead.
I do think that's true, but that's also the primary counterplay as the losing team. One valid playstyle from behind is to play keepaway and annoy the enemy team by constantly splitting them up (think 2019, 1-3-1 G2).
It's definitely a bit different to the ARAM playstyle that people have been used to playing; ahead teams need to be a bit more vigilant about pushing out side waves; having good vision, collapsing on lone split pushers (who are making themselves vulnerable as they are definitionally behind), etc.
Objective Bounties have a pretty strong teaching element to them (show both the winning team and losing team points of interest with the highlights), especially for newer or lower skill players. I'm pretty confident that the community will learn these things and improve their coordination over time; the initial shock of a particular piece of content dropping that changes gameplay is always painful, but we're quite confident that this feature improves the game...
Read moreSo just for context, I looked into the game. The ahead team started a 50/50 Baron that got stolen and the team got 4 for 1'd. Their Mid got solo killed in the side lane. Losing team pushed 2 lanes and killed 3 turrets.
The total swing was:
This set of events with Objective Bounties was 9400 and 7750 without them. I'm definitely open to other opinions here, but personally, I don't think this is unreasonable and the bounties didn't change the way the teamfights or Baron encounter played out.
I do think in this particular case that the bounty may have lingered for too long after the losing team equalized the game (and something we're looking at addressing), which may be off.
However, I'm of the opinion that if you do a giga throw at Baron with a 6k Gold lead when you were signi...
Read moreWhile you’re at it I saw a post on the Twitchmains sub where lethal tempo outranges twitch ult causing it to easily miss when enemies are at the edge. I feel like the mechanic of his ult autos being able to miss is kind of outdated at this point, especially if they’re still in-line
We are also addressing this.
I'll bring this up since i have the chance: i've seen that you guys have fixed almost all warwick's bugs (many of them without even writing it in the patch notes, but i've noticed it anyway) and now he feels awesome to play. Sadly there is still a big one left: Infinity Duress's (R) hitbox starts from behind the champion. Because of this it's impossibile to disengage from a melee fight with it. Can you fix it?
Love yall and thanks so much
I am fairly sure this is intentional. A LOT (most?) Melee spells have very slight hitboxes behind the champion to account for when they are fighting point blank and champions/minions might wiggle around in that zone where they could be JUST in front of our JUST behind you. Unfortunately the side effect here is likely the situation you described, but I think having this occur rarely is better than say Warwicks commonly missing their R's on point blank targets because the hitbox isnt there
Which they usually ignore, so what's their loss?
Just because we don't respond does not mean we ignore it, we often get a lot of our bugs from reddit threads/comments. Its just no viable to respond to them all unless we need clarification or want to communicate something like in this instance.
But how for real. How bad can it be? Our team was behind the entire game, the enemy took all drakes and had nashor + 2 of our inhibs down. We were 12k behind, and they get a bounty on our nexus tower.
Like, there must be some kind of check you forgot to implement?
Do you mind linking me the game, so I can check it out?
It's random but I still think about your "After Sjokz" line from time to time and it's probably my favorite bit of off the cuff wordplay I've heard on a live desk/stream. It'd be a dated reference, but if they change the Aftershock icon to your face next April I'd be ecstatic.
Hahaha no way they will.
At the time I was worried people would interpret “after Sjokz” as some sort of lust/chasing thing even though the context was obvious. Glad it ended up just being a simple banger :)
Thanks for bringing this up. We're going to be fixing it in 11.24.
idk, it says i already compleated it, but i just received an egg, not an arena
copy pasta from another response: Yep, the fix we put in place is to give an egg now and grant the map skin later when it becomes available.