GalaxySmash

GalaxySmash



02 Jun

Comment

Originally posted by Caenen_

Can you upload the replay file (it's in Documents/League of Legends/Replays) somewhere and link it to me? I would like to get a closer look at the conditions that were present before the bug happened.

^ What he said


24 May

Comment

Originally posted by terkke

now i just want the interaction between Divine Sunderer (and Grasp too) with thornmail to be fixed and apply the grievous wounds before any heal comes through

Nice callout, we should definitely get that fixed! I have it tracked now and will look to fix soon-ish :D

Comment

Originally posted by flamesofkarma

the very tip of her regular q doesn’t slow or do damage at all. it’s been like this for a while, it’s made me lose a lot of poke in lane. it isn’t every game since regular q is hard to hit from far away anyway, but it’s still annoying when it does happen.

Is this a VFX bug, like it looks like it does but it doesnt, or does it actually hit, but nothing happens?

Comment

Originally posted by flamesofkarma

i always check bug fixes on these posts and karmas regular q bug is never there :(

Can you explain the bug please?


18 May

Comment

Originally posted by Tenderbender911

Omg it’s THE galaxy smash big fan

:)

Comment

Originally posted by iDobleC

Not sure if this is the right place to ask about this but any thoughts on the Baron getting health while in a fight thing? I'm talking on the situation that happened on the Danny pentakill during LCS finals

I know it's not a bug but wanted to check if after all the disscusion that happened around the topic if it's something being considered or if it's planned to change

Totally understand if it's something that you cannot talk in a comment, just wanted to check anyway

I'm pretty sure we posted this somewhere but we made it so that doesnt happen in 12.9

Comment

Originally posted by cancerBronzeV

Damn, I love that this is possible, a Reddit post leading to a change in the game. Common balance team W.

Honestly it happens more often than you think, but I think we could do better communicating when it happens, hence my comment here!


17 May

Comment

This is a great point! We talked about it and decided you are right this is a good thing to change. Keep an eye out for sometime in the coming patches hopefully!

Comment

Originally posted by monsieur_n

all it does is cancel out the hp/armor given to all champs

We are very slightly overshooting the turret buffs to try to help them generally feel more impactful, as well as to match the durability given to champions.


14 May

Comment

Originally posted by SywynAmakiir

Ha, my champ dodged shield nerfs!

Good catch, fixing that :) (actually though)


12 May

Comment

Originally posted by Swaamsalaam

• Server: EUW

• Type of Bug: In-Game Bug

• Description: Heimer's turret count shows incorrectly on the ability

• Reproduction rate: 10/10

• Steps to reproduce:

  1. Go in game as Heimerdinger
  2. Place a Q turret

• Expected result: Turret count on the HUD goes down by one.

• Observed result: Only the turret count ABOVE the hud goes down, not the one on the ability.

This is a known and tracked issue. Thank you!

Comment

Originally posted by Shadowofthedragon

Server: NA

Type of Bug: in game

Lethal tempo does not proc on clones (only item or rune to not work on clones)

The easiest way to reproduce it is play Illaoi in the practice tool, press E on a target dummy, auto attack the spirit (which is considered a clone)

Expected result: auto attacks on the spirit stack lethal tempo

Observed result: lethal tempo isn't procced, doesn't stack.

Reproduction rate: Happens every single time.

Nice find! This is ticketed and tracked :D

Comment

Originally posted by Jozoz

Fixed a bug where Shyvana’s Q - Twin Bite’s second attack would not deal damage if the enemy was running away from her

Wtf that's massive.

Prayge, Shyvana is saved

Comment

Originally posted by Virtual_College9404

I’ve literally never seen it called that and I’ve played for like 7-8 years

They are the old names and the ones that we use in-dev because thats what they are called in the files.

Comment

Originally posted by Weakonomics

Or summoner spell book bug Summoner has switched Exhaust to Season_12_Ugrade_Teleport_Name

Unrelated issue, but known and tracked!

Comment

Originally posted by PlotShield

Still no Ornn passive fix with item names and descriptions. I guess I’ll keep buying display_game_item_3233 again

Also a lot of those descriptions that do work are outdated or just wrong. Its a known issue that will require a large overhaul of how the system works, but we are working on getting it done :).


11 May

Comment

This data is probably still a bit misleading because its early on, but as others have said his tank build was historically drastically better.

Comment

Originally posted by CrystalizedSeraphine

Olaf looks completely dead in the jungle but very op in toplane.

Taliyah aoe Q is back, a lot of changes and as nobody plays her I can't say in terms of damage how much better it will be.

NOT SO FAST LITTLE SPARROW Damage from enemy champions or structures now prevents Taliyah from casting R - Weaver’s Wall for 3 seconds

This seems kinda big however as you can't just run away from a bad situation.

Glad they aren't targeting Ahri's damage and finally hitting her safety/utility for once.

Not sure if that Nidalee nerf is enough as she is one of, if not the best high elo jungler right now.

Interesting that they pulled the Qtap slow buff on Pyke they had planned, removing his ult gold should kill midlane Pyke by itself since the reason it was so good was his increased gold generation from getting both 100 cs together with his ult gold, and not his roaming abilities by "ignoring lane".

Has Thresh ever bee...

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Prayge


09 May

Comment

Originally posted by adamsworstnightmare

dodge is still technically in the game

Like Jax and Shen? Or is that something different?

No think of it as a stat like AD, Armor, or Magic Resist. But for Dodge, everyone just has 0

Comment

Originally posted by Poubelle22

Dodge used to be a stat in the game and Jax’s entire champion revolved around it. His current E lets him dodge all attacks for a period of time. His old E activated whenever he dodged, so he got a LOT of stuns off. Sivir’s old passive was to gain dodge chance while moving (it didn’t make her more viable she’s always been a mess).

Plated Steelcaps used to be Ninja Tabi which used to give dodge chance. Yi building these meant there was just very little chance of hitting him even when he wasn’t in Q.

It was also very common to take a single dodge rune, like a single crit rune, with the old system. The crit rune used to be for level 1 fights being coinflipped by a 1% lucky crit. 1% dodge was useful all game tho and you’d randomly miss an auto attack because of it.

There was also only one (1) item to counter dodging — Sword of the Divine. It gave a passive attack speed boost and an active that gave a timed duration where your autos couldn’t be dodged. It was a ...

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Prefacing this by saying we do not have any plans to ever add dodge back into the game. But if my understanding of the tools that I have used/seen are correct, dodge is still technically in the game, but everyone has zero.