: Diana rework
There won't be any major visual changes I think. Afaik they will only switch E and R. (while also trading some of their power probably)
SayDaddy (EUW)
: try neeko
I am pretty sure that's a bad idea, because you absolultely need to hit your root to do anything. And he can windwall it too. In fact he can dash at you and throw the windwall and then you can not do anything until it is gone unless you want a sword in your face. I feel like almost any strong melee champions are the best choice usually. Cassio sometimes works for me, but it can backfire really hard if he gets his jungler.
: TFT IS ADICTING
Well, duh, it's designed that way. Also please ~~drink~~ play responsibly.
urgeN (EUW)
: Victorious Aatrox Conclusion
Just make his look when he recalls permanent. He would look like a white Power Ranger, but at least it's somewhat cohesive and not the mess of different colours and shapes it is now. He almost looks like some abstract modern art piece.
PzyXo (EUW)
: Looking for criticism on my video <3
You should probably write what the point of your video is. I started skipping through it after nothing interesting happened for 30s and feel like I didn't miss much. I would guess that it's supposed to be some kind of music video thingy, but I didn't feel like there was a lot of connection between the visuals and the music, which for me is critical for a good music video.
: Yeah i saw that post thats why i wanted to ask if there is anybody who got the same issue. And yeah its a permanent shard.
If there are, they didn't find this thread yet or do not care. I wouldn't wait for them to appear, just write a ticket to support.
ThongdrA (EUW)
: Adding trivia on unavailable skins in the client
Most of the time it would just be "this guy paid us x amount of money for this skin", maybe with "and also played a whole lot of games to get tokens". Not very interesting in my opinion? The only exception would be victorious skins. There are also some that are not really unavailable like the ones from Honor Capsules and Urfwick and I'm not sure how unavailable Odyssey Ziggs is, since I got him from rerolling in Hextech. So there aren't any interesting achievements tied to any unavailable skin. Would you rather read those things instead of a fun little story?
: Banned because i don't want to play with guys with a clantag "pedo".
Pretty sure you're just lying. You should make this more public if this was serious, it would spread like a wildfire and Riot would (and should) get in serious trouble.
Zakir (EUW)
: Will KDA akali prestige edition come back to shop?
Last update I heard about was this: https://na.leagueoflegends.com/en/news/game-updates/features/prestige-updates So I guess that means no.
: Artists not credited on the client
Uhh.. actually I was hoping those artists would be paid. Publicity is nice and all, but not really an appropriate compensation. It would be really weird for Riot to just use the fanart for free while being as incredibly rich as they are. Actually, does anyone know if one of the artists talked about that? Did they get paid? I'm sure they did, right?
: You got detected and there is a +1 on your afk record, so to speak. But that is seperate from your fellow teammates still wininning the game. I Always wonder how afk people look at it when they leave and see a victory when they look back. Now i know ;-)
But that's not how it's supposed to be. It should be counted as a loss for me. Surprisingly, I even found an official source from Riot: https://support.riotgames.com/hc/en-us/articles/201752714-LeaverBuster-FAQ#h1q3
Rioter Comments
: Duplicate legendary skin drop
So where is that duplicate now? I assume it's a permanent shard in your loot? I suggest you do not disenchant it (they may not be able to see what you got) and write to support and demand a different one. The most recent post I saw says you should only get duplicates if you own all legendary skins in existence, which you clearly do not, if you only have 2. Here's the post I am referring to: https://old.reddit.com/r/leagueoflegends/comments/dkjwan/i_asked_riot_support_about_the_day_10_legendary/f4thnpz/
Áyrà (EUNE)
: Is there a way to get unavailable icons?
Since you're level 308 you probably have quite a lot of blue essence, so you could try your luck gambling for it with mystery icons.
Awarewolf (EUW)
: > [{quoted}](name=yrknaqren,realm=EUW,application-id=Mpd1UjGe,discussion-id=s4UheEjn,comment-id=0002,timestamp=2019-10-19T16:04:27.271+0000) > > I like the images you chose to animate, so I'm gonna write a bit. I am not a designer though, so I may not be super useful. I have most of my understanding of movement from dancing. You may find it useful to do something similar (any fun form of movement does it probably as long as you also think about what you do every now and then). > > The Morgana and Kayle one seems ok to me, but the other ones have really abrupt stops in their movement. You said you know you're not good at making fluid movement, but that's not the only thing. You usually want movement to look natural. For that it needs to have purpose. Sivir tilting to the right suddenly (around 24s in the video) is not very natural. As is her head sticking out like a turtle coming out of its shell just before that. That's random movement just to have movement, but not natural. Evelynn pulling on the tie is good for example. It still lacks fluidity, but it isn't as unnatural as the things I mentioned about Sivir, because it has purpose. Even though I personally find the jerking part at 15s weird. > > Fluid movement shouldn't be that hard actually. If you can't wrap your head around how it works: If you want to make something stop, instead make it move slower everytime it moves. If it's hard to do in the software you are using: It shouldn't be that hard, if you know what to do. Make sure your software isn't crappy and find tutorials, if necessary even for another software and adapt it. Some things may be different but essentially they work the same way. > > A more advanced thing about fluid movement, but probably of limited use here, since you probably want to loop your animations (?) would be continuing a stopping movement somewhere else. A useful example could be when Evelynn leans back (around 20s) with her whole body. The movement could be continued by just her arm moving on and straigthening a bit. Thank you for all of this advises. I really appreciate. You right about the unnatural movements : I want to make a video where the character is moving, but I usually overdo it. For the fluidity : I know how to make a "thing" move slower as it achieve his "destination" but if the movement is "fast" the "picture" will seems to stop instantly which is not the case. So I think I need to make slower movement but I'm afraid that the animation would be, well, slow / boring. The thing is, I only use HitfilmPro to animate (which is pretty easy to use), however, Riot (and all other animators) are using After effect to animate. I can't afford it (I will only use it for animate pictures) and, even if I could, my pc can't handle it (I tried the trial version and I was impossible to use). I don't really know how to loop **properly **an animation (I can but it would take a long time to copy past all the positions of all the frames. Thank you again for your time, I'll use your advises next time ! {{sticker:slayer-pantheon-thumbs}}
Hi again, I looked up your software, seems pretty popular, so you should be fine sticking to it, at least for now. I'm not exactly sure what the problem is that you described about fluidity. You don't need to make any movement slower, really. Just don't make anything stop abruptly, if you want it fluid. For example imagine you animate someone jumping off some cliff. During the fall, he has the same speed no matter what is at the bottom and he is probably quite fast. In your animations you often let him hit hard rock and he stops immediately. If you let him hit (sufficiently deep) water, he hits the surface, but doesn't immediately stop. Instead continues with much lower speed, until he stops (and swim back up or whatever). Actually I suspect your animating involved only putting down keyframes without any editing to them? I may be wrong here, but just in case, use the "value graph" the following tutorial mentions. If you did not use it before, it will save you a whole lot of work and also make it easier to make fluid animations: https://www.youtube.com/watch?v=6ZOsK7q0QD0#t=10m44s I skipped to the important part for you, feel free to start from the beginning if you are confused, but I think you should be fine? Also, the video is for the "express" version, not the"pro" you mentioned you have, and a year old. I am fairly hopeful your version did not change around too much though. Also don't worry about the looping, it's not that hard or important. And it should be done by whatever displays the video in the end. Like when you put a videoplayer on autorepeat for example. You shouldn't need to copy any keyframes, just make sure your last image is basically the first image too, so nothing teleports around when the looping back to the start happens.
Awarewolf (EUW)
: Login screen fan made - Victorious Sivir
I like the images you chose to animate, so I'm gonna write a bit. I am not a designer though, so I may not be super useful. I have most of my understanding of movement from dancing. You may find it useful to do something similar (any fun form of movement does it probably as long as you also think about what you do every now and then). The Morgana and Kayle one seems ok to me, but the other ones have really abrupt stops in their movement. You said you know you're not good at making fluid movement, but that's not the only thing. You usually want movement to look natural. For that it needs to have purpose. Sivir tilting to the right suddenly (around 24s in the video) is not very natural. As is her head sticking out like a turtle coming out of its shell just before that. That's random movement just to have movement, but not natural. Evelynn pulling on the tie is good for example. It still lacks fluidity, but it isn't as unnatural as the things I mentioned about Sivir, because it has purpose. Even though I personally find the jerking part at 15s weird. Fluid movement shouldn't be that hard actually. If you can't wrap your head around how it works: If you want to make something stop, instead make it move slower everytime it moves. If it's hard to do in the software you are using: It shouldn't be that hard, if you know what to do. Make sure your software isn't crappy and find tutorials, if necessary even for another software and adapt it. Some things may be different but essentially they work the same way. A more advanced thing about fluid movement, but probably of limited use here, since you probably want to loop your animations (?) would be continuing a stopping movement somewhere else. A useful example could be when Evelynn leans back (around 20s) with her whole body. The movement could be continued by just her arm moving on and straigthening a bit.
: Excuse me Riot wtf?
~~Uhh.. is this real? I'm pretty sure all of the unreduced prices are wrong.~~ ~~I thought it was actually illegal to advertise things like that? Did I remember that wrong? I couldn't find anything just now.~~ Nevermind I forgot it includes champions. (I have all of them, so I don't usually see those combined costs)
Zedant (EUW)
: Someone have the predator sound?
Go into practise tool, mute everything except sfx and record it yourself? Almost any sound thingy should be enough. I know VLC can do it. Probably a lot quicker than waiting around here.
Pxerkza (EUNE)
: >if they programmed well https://media.giphy.com/media/l0HlPtbGpcnqa0fja/giphy.gif how i imagined you after i read your comment
Almost accurate, except for the controller and the pants, since I'm on my way to the shower. Also I don't say AHAAHH. Most of the time.
Antenora (EUW)
: > [{quoted}](name=yrknaqren,realm=EUW,application-id=2BfrHbKG,discussion-id=NK0XZWdQ,comment-id=00010000,timestamp=2019-10-18T10:44:11.335+0000) > > It should be though. Okay, maybe they need to edit the new champions that have been added since the last time, but even that shouldn't be necessary, if they programmed well. No it's not as simple as that. Code changes every single patch, it's not just champions. A game mode that worked a year or 2 ago may not immediately work on code today.
Look, all that urf does is give champs some better stats. That's just changing some numbers around (and the same operation is applied to every champ). I am sure you agree that is a simple thing to do, right? Yes there may be some weird interactions with skills, but again, that has already been solved for almost all cases. They don't even need to use the code from 2 years ago actually, just redo it. Make a copy of whatever normal SR looks like now, but apply the stat changes.
: As much as people totally ignorant about programming think that all you need to do to put URF live is press a button...well, this is actually not the way it works.
It should be though. Okay, maybe they need to edit the new champions that have been added since the last time, but even that shouldn't be necessary, if they programmed well.
Azhpas (EUW)
: "Mastery undefined"
Still happening. Anyone have ETA on a fix?
: Duck Kled or Duck Quinn
Oh. No, people with anatidaephobia would be at an unfair disadvantage when their enemy uses that skin!
: Duck Kled or Duck Quinn
But then they couldn't name it James Pond, because that's copyrighted. I think. At least there are games about a fishy thing that has that name too.
Rioter Comments
FURRY V2 (EUNE)
: _***~~Rito answer~~***_ https://youtu.be/ETxmCCsMoD0?t=47
More fitting (and I like the song more) https://www.youtube.com/watch?v=iihs-vW63Po#t=49s
JustClone (EUNE)
: Son, quick question. Does it say "Make two auto attacks instead one", or "Apply on-hit effects twice"? So after answering this and using our brains for a second we can conclude that: All stuff that requires auto attack should not happen twice. Only the on-hit effect when auto attack happens is applied twice, for that particular auto attack. So while you cannot stack your passive "faster"... (Thou one should be very curious about giving a shit about this, since you will be stacking your passive at the same time you are stacking your rageblade.... so huge smily face questionmark goes here) Your ult is on hit effect. Very similar to how vayne silver bolt ability. So you will be triggering your ult damage every other auto, instead of every 3 auto attacks... And that is not bad. Not bad at all... very useful, but not in the center of the picture. And if you are missing the point from rageblade it is the stacks. You get good AD/AP ratios, and you are focused on auto attacks, so it is extremely effective item for Jax. If anything I would say that this item is made for Jax not for Yi, as you tried to conclude yourself. Anyway...
> [{quoted}](name=JustClone,realm=EUNE,application-id=39gqIYVI,discussion-id=MOf79wAE,comment-id=0002,timestamp=2019-09-16T13:46:48.158+0000) > Your ult is on hit effect. Very similar to how vayne silver bolt ability. > So you will be triggering your ult damage every other auto, instead of every 3 auto attacks... No, the bonus damage still occurs every 3rd attack. Jax's ultimate currently does not interact with Rageblade's passive in any way.
: Why is Guinsoo's Rageblade not affecting HALF the things ?
I don't know if Jax's ultimate should work, but it does indeed not. I tested with a rageblade and botrk (to see two orange damage numbers pop up when the phantom hit happens). If you look at the order of things happening each attack, it becomes quite obvious why. For each attack, I will count when Jax's ultimate does damage, and when Rageblade doubles on hit effects: Attack 1: 1, 1 Attack 2: 2, 2 Attack 3: 3, 3 (Jax's ult does damage, Rageblade will fully stack next attack) Attack 4: 1, 6 (Rageblade doubles on hit this time and every 3rd time from now on) Attack 5: 2, 6, 3 (added a counter for Rageblade's double hit, starts at 3 for consistency with Jax ult damage) Attack 6: 3, 1 (Jax's ult does damage) Attack 7: 1, 2 Attack 8: 2, 3 (Rageblade double hit) Attack 9: 3, 1 (Jax's ult does damage) Attack 10: 1, 2 Attack 11: 2, 3 (Rageblade double hit) Attack 12: 3, 1 (Jax's ult does damage) Notice that it will continue like this forever (if you don't, feel free to continue counting until you believe me), so Rageblade will never cause the damage from his ultimate to double. Sidenote: Since you mentioned Yi I looked to see what happens when he uses Rageblade and apparently his passive double hit does NOT count as a separate basic attack. Which means Rageblade double hits do not happen as often as I would have thought.
Rioter Comments
Rioter Comments
Kurotsu (EUW)
: Craziest lore that a lot of people don't know?
Gangplank carves pictures on people's bones (while they're still alive).
Akrylia (EUW)
: > [{quoted}](name=yrknaqren,realm=EUW,application-id=ETj6EdvQ,discussion-id=tEhdbEh6,comment-id=000200000000,timestamp=2019-08-26T07:28:27.750+0000) > > Look at the clip in slowmotion (should be an option when you click the cog, bottom right corner) and watch the cursor. It's still quick, but you can see the cursor pass slightly above Evelynn right as she recovers from the stun and that's probably around the time the Q is cast. you can still test this in practice tool
I just did and It never happened like your clip shows it. I tried casting R waiting a bit and then casting Q and it always cast exactly where I pointed. However it does happen if I mash Q as R is still casting. Not 90 degree, but it's a little off, enough to miss a target. I think this is less an issue with her R, but rather an issue with Q trying to trigger during a time it can't (for example while she teleports with R or during a stun by Akali as seen in your clip)
Bambennos (EUW)
: [Since Soraka Rework] After all these Years....
Wow, I haven't played Soraka in a long time, but I remember this bug. Maybe they should just revert it to her old E...? I doubt she could be as oppressive with it now as she was back then.
: reasonable directon? it went 90 degrees off target
Look at the clip in slowmotion (should be an option when you click the cog, bottom right corner) and watch the cursor. It's still quick, but you can see the cursor pass slightly above Evelynn right as she recovers from the stun and that's probably around the time the Q is cast.
Jesi Oni (EUNE)
: What free passes? This useless beta thing that gives you random emote? Not even a lil legend egg this time... I don't get anything else for free and certainly not event passes for rift like project and other stuff.
> [{quoted}](name=Jesi Oni,realm=EUNE,application-id=NzaqEm3e,discussion-id=lL9aIo57,comment-id=0001,timestamp=2019-08-22T15:23:15.812+0000) > > What free passes? This useless beta thing that gives you random emote? Not even a lil legend egg this time... > > I don't get anything else for free and certainly not event passes for rift like project and other stuff. Emotes are better than eggs in my book, because those egg things are only visible in aram and TFT, both of which I don't really like. If you happen to get an emote twice you can disenchant them for orange essence (happened with some emotes from hextech chests for me), which means more skins, and thats kinda nice.
Akrylia (EUW)
: Please just PLEASE FIX EVELYNN. I CAN'T PLAY HER LIKE THIS.
The clip for your first bug does not show Evelynn using her ult and her Q goes into a reasonable direction. Did you accidentally post the wrong one?
Rioter Comments
Rioter Comments
: Honestly I didn't do the maths myself I just let a website do it for me I made it calculate the odds for event A or event B happens but not both, so that might have been my mistake, I probably should have asked for either A, B or both events at once
: try it for yourself, the odds are dramatically low, i'm not too sure what kind of maths they have behind it but if it's just the chance of rolling two seperate 20% on the same hit then it would be 0.04% (?) chance of double shrink and from my experience playing around with it i'm either super lucky since i've seen it happen at least 3 times, or that's not how they made it work (or i'm just dumb), it could also be a bug which would explain why I've noticed it more than it statistically should have happened EDIT ; yeah i'm dumb, it's not 0.04% it's just 0.04 (aka 4%), btw if you're curious, if that's how cursed blade stacks two of them gives u 32% chance to shrink, not 40%, and 3 of them would be 39% ? and also triple shrink (at once) would be 0.8%
> [{quoted}](name=Call me Teddy,realm=EUW,application-id=ETj6EdvQ,discussion-id=02aNE1HE,comment-id=000000000000,timestamp=2019-07-26T04:34:13.311+0000) > > EDIT ; yeah i'm dumb, it's not 0.04% it's just 0.04 (aka 4%), btw if you're curious, if that's how cursed blade stacks two of them gives u 32% chance to shrink, not 40%, and 3 of them would be 39% ? > and also triple shrink (at once) would be 0.8% I would also assume each blade is separate, so I also assume the chance doesn't just become 40% for 2 blades. However, you may have made another mistake - or maybe just worded things weirdly. The chance to shrink (by any amount) is 36% with 2 blades and 48.8% with 3 blades. 32% is the chance to shrink exactly once with 2 blades. (easy way to calculate the 36% = 1 - 0.8*0.8 which is "the chance that it doesn't happen that both blades blades do not trigger")
Rioter Comments
Rioter Comments
neropa (EUNE)
: Emotes should be disenchantable
Yes and same for summoner icons.
Cypherous (EUW)
: The issue is that for those replays to work it would essentially require you to have the older client available, meaning the client would become bloated pretty quickly, the system wasn't built with replays in mind
> [{quoted}](name=Cypherous,realm=EUW,application-id=39gqIYVI,discussion-id=ZNknm0G0,comment-id=0000,timestamp=2019-05-14T14:08:11.803+0000) > > The issue is that for those replays to work it would essentially require you to have the older client available, meaning the client would become bloated pretty quickly, the system wasn't built with replays in mind Yes but, just keeping the last patch watchable would not need unreasonable amounts of space. At most it would double the space, but I would be surprised if that was the best they could do. Even if it was that bad, they could at least give us the option to have it like that.
: Neeko nerf this patch? not in patch notes?
I am pretty sure that did not change this patch. Tried to block a Fizz ult once and it went straight through it and hit me instead. That game was before this patch hit.
Rioter Comments
SkaiBlade (EUW)
: No, I mean the (model) surface of the map object, i. e. the same surface the map textures (water, stone, dirt and grass) are drawn onto. It just changes the way the indicators and spell visuals are drawn on screen, it doesn't influence champions at all. If the map had "stairs", the indicator would look "wrinkled" over them, like it was a ghost ribbon laying on the ground but penetrating the "upright" (i. e. impassable) terrain like the jungle walls. Since the actual changes in levels are smoother and more subtle than real stairs, it wouldn't look too bad.
> [{quoted}](name=SkaiBlade,realm=EUW,application-id=39gqIYVI,discussion-id=QeQJw45t,comment-id=0001000100000000,timestamp=2019-05-12T20:33:14.877+0000) > > No, I mean the (model) surface of the map object, i. e. the same surface the map textures (water, stone, dirt and grass) are drawn onto. It just changes the way the indicators and spell visuals are drawn on screen, it doesn't influence champions at all. If the map had "stairs", the indicator would look "wrinkled" over them, like it was a ghost ribbon laying on the ground but penetrating the "upright" (i. e. impassable) terrain like the jungle walls. Since the actual changes in levels are smoother and more subtle than real stairs, it wouldn't look too bad. Oh. That.. would never be implemented, because it would look ugly and make people complain more than currently. I would say many people don't even know the current problem exists, but everyone would notice a Lux ultimate bending in the middle. Also it would make aiming a little weird when going over height differences. It would probably still be better gameplay in the end though..
SkaiBlade (EUW)
: > [{quoted}](name=yrknaqren,realm=EUW,application-id=39gqIYVI,discussion-id=QeQJw45t,comment-id=0001,timestamp=2019-05-11T17:02:57.725+0000) > > They should just make the whole map an even plane, other solutions likely require a ludicrous amount of work. From a graphical/mathematical aspect, it is "easy" to get the elevation of the point where the cursor aims as long as the actual "height" of the map is known, since the camera cannot be rotated, that's an easy linear transformation of the cursor's X/Y position scaled my zoom level translated by camera position. Then it should be easy as well to layer the skillshot indicator as texture on the surface compared to drawing it "into the air".
> [{quoted}](name=SkaiBlade,realm=EUW,application-id=39gqIYVI,discussion-id=QeQJw45t,comment-id=00010001,timestamp=2019-05-12T19:11:56.076+0000) > > From a graphical/mathematical aspect, it is "easy" to get the elevation of the point where the cursor aims as long as the actual "height" of the map is known, since the camera cannot be rotated, that's an easy linear transformation of the cursor's X/Y position scaled my zoom level translated by camera position. > > Then it should be easy as well to layer the skillshot indicator as texture on the surface compared to drawing it "into the air". Which surface? If I understand correctly, that surface would be at a slight angle to the map surface*. That could improve some things, but would also cause new problems. For example Jhin would have to tilt his gun slightly up or down, so his animation would need to change. *I assume the map is (mostly) 3 planes: Nexus, regular ground, and river, all parallel to each other
Shamose (EUW)
: League of Legends and the Z-Axis/Third dimension.
Wow I never knew that was a thing. Kind of embarassing. Even more embarassing to have a game in a state like that though. They should just make the whole map an even plane, other solutions likely require a ludicrous amount of work. Fixing the ability indicators is not enough, because their visual effects also need to be at least somewhat accurate or dodging becomes mostly luck instead of skill in some cases.
: Ivern's bush attacks don't scale with ad?
I just tried it in practise tool, there is also AD scaling. Ignoring the AP part: Level 1 with 3 Bloodthirsters he has 301 AD, which did 150 per hit on a target dummy with 100 armor (50% reduction). Seems ok to me?
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yrknaqren

Level 220 (EUW)
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