Red Post Collection: Preseason Jungle Discussion, Context on PBE Health Bars, IronStylus BGS Drawings, and more!

Posted on at 12:42 AM by Moobeat
Today's red post collection features discussion on the preseason jungle changes currently brewing on the PBE, a comment on Zyra's strange new walk animation, a note on trinket's having a cooldown when sold, more context on the PBE health bar changes, and IronStylus with a bunch of awesome drawings from BGS.
Continue reading for the latest news and discussion, straight from the forums and reddit!

Preseason Jungle Discussion

Responding to some comments on the current round of PBE changes being a hard change for junglers to digest, Solcrushed posted a few comments concerning the "nerfs" to the jungle items, some of the flow changes, and more.
"The S3 jungle items were as a whole, very undercosted due to the reduced revenue stream junglers had. This could be seen by the number of times we had to nerf the items because they were so efficient that laners were just buying them in spite of the suboptimal build path and 'throwaway stats'.

The junglers in the preseason are currently more than doing well with the 'nerfed items' as they have a much improved exp and gold flow in the jungle. I realize that from looking at the numbers alone it is easy to feel that jungling has become more difficult and less rewarding but I am very confident that it is not the case.

Smite deals 80% damage but has half the cooldown. Almost all the monster stat increases were due to this one change, and I am still receiving consistent feedback that the jungle is too easy early on. 
Also much less downtime and less predictability due to the new camp more than makes up for the slightly reduced rewards they offer individually."
He continued, leaving a reminder that not all of the preseason jungle changes are on the PBE yet:
"No, I am saying 'your math and logic lacks about 40% of the necessary input to reach an accurate conclusion'

Which is not the OP's fault, it is due to the PBE not having the new camp and masteries at the same time with all the other changes."

When asked why, due to the PBE xp changes, champions no longer hit 3 after clearing blue and red buff, Sotere commented:
"Yup, that was the intent! I think Solcrushed explained it in his Reddit post but the long and short of it is that junglers on Live have a burst of power when they hit level three with double buffs and were for a good portion of time very effective wherever they decided to go. Oftentimes their first gank would go a long way in deciding a lane. The idea here is to relieve a little bit of that pressure."

When asked why you can no longer buy both Wriggle's and another one of the jungle items in the new update, Sotere commented:
"We're still looking at this but the change was made purposefully. With the new jungle, the potential amount of gold you can earn through farming is very high. Wriggle's itself has some potential abuse cases. When combined with any other gold generating jungle item, it was deemed to be too strong.

We are definitely interested in feedback, but I think you will find that the amount of income you can earn with one of these jungle items is sufficient and a large improvement over Live. Getting Fourth Camp in will obviously help, too!"

"New" Zyra Walk Animation to be fixed next patch

JesterCapp commented that Zyra's funky new walk animation is actually a mistake and will be fixed soon!
"Actually, in this case the change was entirely accidental. Just talked to a couple animators, and they've indicated this change wasn't intended on the base, OR on the new skin. We'll revert the file and have it back to normal in a future patch.

Thanks for the heads up, and sorry for this disruption in your usual Zyra swagger!"

Trinket Swap Cooldown 

Xypherous noted that trinkets have a cool down when sold - that is not being able to use them when selling in order to buy a new one.
"Trinkets have a 3 minute cooldown when sold - This happens each time you sell a trinket, so if you keep selling and rebuying trinkets, you'll keep getting a 3 minute cooldown on them. This is intended to add a significant cost to Trinket Swapping. 
Hopefully, we'll have another PBE build out soon with the yellow trinket fixes though. :/"

More Context to PBE Health Bar Changes

The PBE thread on the Health Bar changes that are currently testing has been updated with more context on the changes and an outline of their goals.

"Update: Thanks for all the feedback. We’d like to provide some more context around these changes. 
Story time:
• If you’ve ever been on the receiving end of a Rocket Grab you probably know that moment of panic where you try to figure out, “Where am I?” 
• In a team fight you may have had a split second of confusion – unable to differentiate between friend or foe in the scrum. 
• When you’re dueling the enemy Ashe and your eyes are locked onto her healthbar, you need to know how close you are to death with only a glance so you can pop Barrier at the right moment. 
• Maybe you’ve watched a stream or LCS match and then jump into your own game where things look a little different. 
When we approached this Health Bar rework these are the issues we were looking to tackle and improve. They boil down to: Identification, info priority, and unified views. 
Solution Time: 
In a team fight or when a bro rolls into camera view you need to be able to answer these questions in a flash 
• Where am I?
• Is that a friend or foe?
• What’s their relative strength (level / health pool)? 
Here we used color, shape, and text treatment to help you do that at a glance. 
Info Priority
Pretty simple; health needs to pop. It has to be a first read along with team identification, and players need to be able to get that information out of the corner of their eye. 
Unified Views
Colorblind mode is kind of a big deal. You see it on streams and LCS all the time. We wanted to take the opportunity to move toward unifying those experiences - so we got a little colorblind mode in your default view. 
Now health bars for friendlies are blue, and health bars for enemies are red. Before this, non-colorblind made everything green (for friendly) or red (for enemies) while colorblind made everything blue (for friendly) or red (for enemies). We’ve just merged the two while trying to make sure your own health bar stands out in the crowd. Look for us to be doing additional work on unifying colorblind and non-colorblind displays in the future. 
Feedback Time:
So from the feedback it looks like you recognize the clarity gains to be had here. That said, we also want to mention that we are aware of how visible and important Health Bars are in our game. Change is always tough and we are looking at all of your feedback to identify high value tweaks to hit our goals while minimizing disruption. Even after we make changes and push this to live, we’ll be keeping a close eye on these things to make sure they’re always presenting the right information in the fastest way possible."

Champion Speed Paints from BGS

IronStylus popped up on reddit to share some sketches he did recently while at Brazil Game Show

"Hi guys, 
I wanted to share the daily sketches I did while doing a demo at BGS, basically the South American PAX. There was a League of Legends tournament this last weekend and along with that, 3D artist ShadowMacuahuitl and I showed of our work and did some live artification! 
These are the daily speed paintings I did during the day. 
BEWARE! They are mostly terrible! I don't often work this fast (most of these are done in about 40 minutes - 2 hours), and my techniques when I do try to speed things up end up being really sloppy. So, you'll see a grand slew of goofy anatomy, odd brush use, and general awfulness. Still, some people were interested in seeing what I had thrown out. 
Hope you enjoy!


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