RiotKingCobra

RiotKingCobra



20 Nov

Comment

Originally posted by Zeddit_B

Server: NA

Type of Bug: In-Game Bug

Description: Kayn's enemy alert bubble while in a wall does not show up when gliding through the alcove.

Video: https://plays.tv/video/5dd560f59865c9b9fb/kayn-sneak

Steps: As seen in the video, go through the alcove like you are ganking, hugging the outer limit.

Expected result: Bubble shows up with a nearby enemy.

Observed result: Bubble won't show up with an enemy nearby. It does if you go into the wall from the grass there, at least until you hug the outer barrier just right.

Reproduction Rate: 10/10

Thanks for posting. We'll look into this - in the meantime sounds like Kayne is gonna have some nasty alcove ganks 0_0.

Comment

Originally posted by Williamsmww

Is anyone else experiencing FPS drops in this patch? For me it is happening as the map changes, The game is smooth until the 4th dragon is chosen then my FPS drops 15-20 frames. I play on an average laptop, It never had problems running any game before, I always play on lowest settings but this patch seems to be unplayable. I'm going to try a few games and hope it was just that one. I hope this isn't the last patch I'm able to play of league because I can't afford a new computer.

The map changes before 4th dragon - it happens after the 2nd dragon dies. Is this when you start experiencing FPS loss? Also, if you're able to, shoot me a DM with your laptop specs. I surely don't want this to be the last patch that you play League!

EDIT: Thanks for the messages everybody and sorry about your impacted experience. We're going investigating some performance related issues at the moment that may resolve some of these issues. I likely won't be able to respond to each and every one of you, but we do appreciate the posts as they do help inform us as to what may be causing issues.

Comment

Originally posted by Ras_OKan

Something similar happened to me. I spawned cloud drakes to get 0 cd for my ult and the rift changed to infernal.

Hey folks! You currently cannot self-select the elemental terrain by spawning specific types of dragons. This is a feature that we're looking into implementing in a future patch. At the moment, we're aware that practice tool dragon spawning and the elemental terrain aren't playing nice together - we'll be cleaning this up in upcoming patches. Thanks for posting here and providing visibility!


16 Nov

Comment

Originally posted by maulcore

Yeah like sometimes I wonder am I just not noticing them when they do appear? But whenever I search for them or actively try to find a way to bring them back I can't manage it. I wonder if it has something to do with his passive changes cause I think before the number of birds that gathered depended on how many stacks you had on your ult

We're working on a fix for his ambient birds at the moment. :) We suspect they have been broken for quite a while (potentially broke last year around Worlds when we enabled a Worlds map skin). Hitting an enemy with W should still spawn birds around the location for a brief amount of time, but the ambient ones likely fail to appear at all.

With the preseason changing terrain in some games, we've revisited his birds, re-positioning them so they don't spawn on terrain that could potentially be destroyed at the least. I will check up on the status of fixing the ambient birds.


22 Oct

Comment

Originally posted by Caenen_

No, but they explored a Jax fix at the beginning of the cycle. /u/riotkingcobra may be able to share more about that.

The fix for Jax should be more similar to Master Yi. How he interacts with Rageblade on Live is technically correct in the sense that Rageblade's phantom hit specifically says that it applies on-hits twice and since Jax's Ultimate passive stacks aren't technically on-hits they don't get applied twice.

Of course, this doesn't match with player expectations because, for the longest time, his passive DID work with Rageblade's.

The fix is to basically make Jax's passive trigger on-hit and then slightly modify his tooltip so it reads as an on-hit. This functionally doesn't change how Jax behaves other than now he'll benefit from Rageblade.

The reason it wasn't included in this patch is that Jax's R is scripted in a surprisingly complex way and by the time that we decided on how we'd move forward we didn't want to make such complicated changes.


16 Oct

Comment

Originally posted by Blastuch_v2

Does capping it at 4 drakes create situations when you want to give first or second drake to enemy team to get 3 of a kind?

I don't think it does mostly because those dragons count towards the dragon soul which is a pretty powerful permanent buff. For example, I don't think the promise of 3 Infernal Dragons outweighs the risk of 'gifting' a dragon to the enemy team.

Comment

Originally posted by Blastuch_v2

What if one team gets first 2 drakes and second team gets 3 infernals for example?

Infernal dragons will then continue to spawn until one team gets to 4 dragons. In this case, another infernal dragon would spawn and then either the team with 2 dragons would get it which prompts ANOTHER infernal dragon to spawn or the team that already has 3 gets it and then they get the soul which prompts an Elder Dragon spawn.

Comment

Originally posted by Sinikal_

"When a team kills their fourth Elemental Drake, instead of stacking their elemental buff, they'll gain a powerful Dragon Soul from the dominant dragon. "

Wouldn't that be the one you have the most of going by what they say right here?

Here's how it works:

  • First two dragons will always be different from one another and also will not be the element that the Rift eventually transitions into.
  • When the second dragon dies, the Rift will transform into whatever element the 3rd dragon is going to be.
  • For the rest of the game, only that type of dragon will spawn until a team gets 4 dragons. The team with 4 gets the Dragon Soul.
  • From that point on Elder Dragons spawn.

13 Oct

Comment

Originally posted by Caenen_

Vayne's W stacks and expunge trigger on-hit though, unlike Yi, Neeko, Jax and Xin's "every X hits" effects. It's just that for Jax, Yi and Neeko, their stack counters cannot 'overcap', unlike Xin (empowered hit cannot be expended by Phantom Hit, but it overcaps so it still gets the pattern right).

Edit: Oh, you meant 'this is how it works with Vayne, too' as of the particular pattern (no longer every 2nd attack with nerfed Rageblade, now 4 every 9 attacks). Sorry for the misunderstanding. Am I right though that you're fixing it individually per-champion by allowing their stack counters to overcap? Or are you changing the resulting effects to on-hit?

I'm not the one making the specific changes, but I believe the solve is closer to the latter thing you said.


12 Oct

Comment

Originally posted by Xipotec

Well if that's the intention, you still didn't fix that. It's aa-ult three times, then he still needs a intermitent double auto to proc the aa-ult again.

That is how his passive works with the nerfed rageblade, same as Vayne.


11 Oct

Comment

Originally posted by Huzzl3

That is ... wow

Makes me wonder how they didn't realize for the previous 3 years (since patch 6.9) that Jax ult passive applied every other hit with rageblade, if it was never intended to work that way. I'm actually kind of sad about that. Spear getting changed soon, conqueror getting changed, Jax already has trouble 1v1ing late game Shen or Poppy, and then rageblade passive won't even do anything to his ult.

/u/Riotkingcobra I guess it's not up to you to decide this, but if Yi's passive gets reworded so he can use rageblade, would it be possible the same gets done for Jax? Rageblade may not be an item Jax builds every single game, but in some games it's really valuable and for the last 3 years it has worked with his ult passive.

Seeing how he's pretty much the original hybrid, 1v1 focused auto attacker and how he'll likely take some hits in pre season (spear / conqueror), would it be possible to reconsider rageblade ...

Read more

That is exactly what we are doing. :) We are going to be restoring the functionality to how players expect it to work so Jax will also proc his ultimate passive every other hit.


13 Sep

Comment

Originally posted by Morgoph

Hey! As a Riven player I'm curious on the thought process behind the buff itself. Most Riven player's complaints about her is that the E CD nerf makes her feel really clunky and makes her a much worse laner. Were her cooldowns a consideration for the buff? Or are you guys fine with her being an okay laner because of how good her mid/late game are? Is this just a compensation for her lower winrate or are you guys trying to push her out of bruiser and more into assassin?

The CD nerfs were specifically to open up more windows of opportunity for opponents to feel like they could interact with Riven. They just went too hard on her so we want to give her some power back in a way that doesn't increase the play-against frustration.

Comment

Originally posted by Goryo19

wow thats some crazy good logic. what about all the other champs that have a much worse winrate for longer.

There are champion who are worse than "pretty weak right now" for a LONG time without a buff...

Well it depends on the champion but we may not be able to buff them for other reasons. For example, if a champion has a 48% WR like Riven but has an exceedingly high ban rate in some skill brackets of play, it's probably not a great idea that we buff them. If a champion is classically a pro-scene issue when they are strong then we probably shouldn't buff them either. This may indicate that we should look at that champion closer and make changes to them such that we CAN buff them. It may also just be what their resting WR looks like when players deem them tolerable to play against.

Comment

Originally posted by Goryo19

can i ask why tf riven needs this buff?

Riven is pretty weak right now - sporting a 48% WR in high elo.

The reason Riven is getting a buff and not other champs with similar a WR is because we do not buff champions based on WR alone and per our balance framework that is outlined here - https://nexus.leagueoflegends.com/en-us/2019/05/dev-champion-balance-framework/ - there are likely reasons preventing us from doing so.

Comment

Originally posted by Tadiken

[100/150/200 (+60% bAD)] vs [175/250/325 (+90% bAD)]

175 x 2 is 350. 100 x 3 is 300. Strictly speaking, the base damage at max is going up by 50. Same holds true for ranks two and three.

Is s@20 wrong?

Those numbers are incorrect. Well, the numbers ARE that on PBE but they SHOULD be 150/225/300.

Comment

Originally posted by SensibleArguments

Does Wind Slash do less damage with this change at any percentage of HP?

Or does it go from More at minimum to the same as live at Maximum (So basically more at all percentages until max which is the same?)

Wind Slash will never do less damage than Live. Your second statement is correct. :)

Comment

Originally posted by CashKiiiD

So what does the 0-200% >>> 0-100% part mean

Riven's ultimate is an execute that does more damage based on the enemies missing health. The maximum damage that her ultimate does on live is reached when the target has 75% of their health missing.

At that percentage, her ultimate does 200% increased damage - in other words, it does 3x the damage it normally would: (100% + 200%) so 200 (+60% bAD) + 200 (+60% bAD) + 200 (+60% bAD) = 600 (+180% bAD).

Now, it only does 100% more damage: (100% + 100%) so it doubles: 300 (+90% bAD) + 300 (+90% bAD) = 600 (+180% bAD).


12 Sep

Comment

Originally posted by Artemis96

Sorry but its 2am and brain not working properly, does it mean it deals less maximum damage but much higher minimum dmg?

Nope! The maximum damage is identical to live. This is strictly a moderate buff to the minimum damage that the ability can do - her 1v1s should be about the same as live unless she R2's early and her teamfights are probably a little bit better if she hits multiple people with her ult that might be healthier than her primary target.

Comment

Originally posted by NeroWhitePanda

Well 325 * 2 + 0,9bAD * 2 is still more DMG than 200 * 3 +0,6bAD * 3 So the max DMG is getting an increase aswell ?

No.

Live Riven R minimum damage: 100/150/200(+60% bonus AD) Live Riven R maximum damage ( at 75% missing health): 300/450/600 (+180% bonus AD)

PBE Riven min damage: 150/225/300 (90% bonus AD) PBE Riven max damage (at 75% missing health): 300/450/600 (180% bonus AD)

Comment

Just a heads up there is a line missing in Riven's changelist...

For her ultimate: % increase based on missing health :: 0-200% >>> 0-100%