PBE Patch and Thresh Live
A lot of important news hit today, make sure you did not miss out.
- Unofficial PBE Patch Notes for 1/23/2013 - Steel Legion Lux Splash
- Down Right Amazing Thresh Login Screen and Music
- Thresh Is Now Live
Morello on Fiora Buffs
We agree with the W blocking on-hits. We're going to try and test this
are you talking about things that actually have like a flight animation before hitting? i always wondered why some things would trigger on W but other things that made even more sense wouldnt.
The division currently is purely technical - we're going to look at breaking that division and making it block all associated effects of an attack - instead of just the auto-attack damage. This would mean things like Bear Stance's stun or Jax's bonus damage on Empower would not hit Fiora.
League of legends on Mac
Riot releases a native mac version of league of legends for testing on the PBE
Im pleased to report that the long-awaited (fabled? mythical?) League of Legends Mac client is almost ready, and its heading into open beta soon.
And by soon, I mean that its available right now on the Public Beta Environment. Open beta, which will allow anyone to access the live servers on Macs, will follow after were confident in the results from the PBE test.
To make this happen, weve been hard at work: Riot engineers re-wrote a lot of the underlying game engine so that both PC and Mac platforms share the same code base and assets. This means Mac players will receive all future features, bug fixes, and new content at the same time as PC users.
While we aren't quite ready for a full open beta launch, we wanted to share the Mac client with PBE players to help us find bugs and give feedback.
Download the Mac PBE client here, patch up, and log in to help us make the Mac League of Legends experience as awesome as possible!
Thanks to the Mac community for your extraordinary patience and a very special thanks to a particularly astounding group of folks who helped many of you play League via an unofficial client over the past months.
Steve "Udyr" Mieczkowski
P.S. Huge thanks to the Cross Platform team for their hard work!
Thresh's auto attack animation
There are 5 animations. Really... there are 9.
For the long range attack, what do you do if he turns after attacking? You don't want the whip to be awkwardly rotating with the whole body. The animators had to make animations of him pulling the chain back from 5 different directions, and then we blend into those ending animations based on the current angle with Thresh and his target. If you don't notice this at all, then we did a good job. It would have looked derpy if we didn't do this.
More on Sejuani
1) Is this removing the slow from her autos? Cause that isnt what was asked for...If you mean seperating the slow applied from the mark that allows the casting of permafrost, so that they cant use merc treads or cleanse out of it, etc. So that permafrost can always be cast if the mark is their regardless if the slow is their or not, than this is good.
IF however you mean your removing the slow completely.... then im extremely worried cause thats a major nerf and some significant power would need to be added elsewhere.
We are experimenting with removing the slow from her autos and instead giving her a new passive, with the mark system then being a passive built into Permafrost. Loss of a 10% slow is indeed a removal of some power, we'd be looking to compensate for that though of course and, at end of day, a 10% slow doesn't actually offer that much effect, particularly because it's often occuring with another slow (e.g. red buff) and thererfore suffering the secondary slow penalty which reduces it's strength to almost nothing.
3) Also great, Ive had troubles with using q over walls, cant wait for this. However increased responsivness how?
Do you mean, making it so the casting of the ability is less clunky, or easier to cast while moving so that you actually gain the full effect?
Or just the responsive of the reaction when colliding with enemies, so that you can continue moving immediately after the collision (unlike now where you sometimes seem to be rooted for bout 0.5 of a sec)
Or, preferably, both?
The charge responsiveness changes actually include a few things - detecting an enemy's been hit slightly quicker some of the time, reducing the brief pause at the end of the charge that occurs sometimes, preserving move orders if they're in the same direction as the charge, improved passing through terrain and finally adjusting the charge range indicator to match the actual distance traveled (the current indicator's slightly longer than the actual distance - I'm guessing one got reduced in live balancing before her release and the other got missed).
The League Update - Riot Bans Envision, Panky leaves Curse.eu, Thresh!