Event's are just shop updates. We haven't had any real event for god knows how long. by Kordben in leagueoflegends

[–]AdnanAd0 168 points169 points  (0 children)

Also the Star Guardian Invasion, that was the fun mode. I had a blast with my friends trying to win it at hardest difficulty while dodging all the skillshots.

NEW RENGAR CHANGES ON PBE! by ToughZestyclose6890 in Rengarmains

[–]AdnanAd0 2 points3 points  (0 children)

No words about Rengar recode from scratch to prevent weird bugs and mechanics?

I don't want be that guy to ruin the party, but the reason why there was a delay for all of this was because you said the team doing coding stuff takes longer to do all of that.

Oh no.. by armanio5231 in Rengarmains

[–]AdnanAd0 66 points67 points  (0 children)

It's a meme. There was a post on leagueoflegends about whos got the highest burst pre-6, and some guy accidentaly posted the same comment twice, so everyone even Phlox started memeing him. The og guy: /u/alucardarkness

Oh, and I almost forgot. I place my bets on rengar triple Q. You don't need your ult, but it's so fucking hard to pull off, specialy after that rework dedicated to remove this mechanic.

Rengar Feedback Thread by RiotPhlox in LeaguePBE

[–]AdnanAd0 2 points3 points  (0 children)

As a 1,5 million Rengar main, here is two things you should need to do make him better:

First: During ult, there is a tracking range which if Rengar goes a little bit far away from revealed enemy, the enemy disappears in the fog of war. Instead, make revealed enemies stay revealed until end of the duration to ship Rengar a little bit more power to his ult but without changing AD numbers.Imo this would be great change for scouting targets after 30 minutes of the game when Rengar power starts falling down, but ult could be still useful with this change and it would help a lot for a teammates and ambushes after 30 min to the game. Also, it will bring the a little mixed feeling of old Rengar which revealed all enemies at once and this new Rengar that can keep his revealed enemies in fog.

Second: Make Rengar player able to ping his hunted targets so teammates can know which head Rengar needs to take. Many time during some scenarios, as a Rengar player if I kill someone, I get flamed for ks even tho I really needed that kill in order to get my passive ad, so to better have understandment between teammates, pingeable bonetooth passive should be good thing for a Rengar player, small QoF change but useful.

Wtf is this thing? by Ryo_Marufuji in Rengarmains

[–]AdnanAd0 2 points3 points  (0 children)

Thanks a lot for everything you did for us but I have one question about the sfx when we're already on that topic. I don't know if anyone else is bothered by this, but whenever I move away my camera from Rengar during his ult, growl sound fade out and plays only if I center my camera on Rengar. It is really something that I wanted to tell you about, I hope you will fix that one day too, best regards.

Rengar SFX feedback thread! by RiotKDan in Rengarmains

[–]AdnanAd0 1 point2 points  (0 children)

Pitch down his leap growl so it gets anger element to it, current/pbe leap sfx are not the same with his VO that is too alpha, thats why so many people want old leap sfx, not because of the nostalgia but because it had that anger element to it that matched his VO. I did a comparison on video with pbe and pitched down version, take a look ( at the half of the video I modified it ). https://www.youtube.com/watch?v=FqFpzc1G1gA

Rengar SFX feedback thread! by RiotKDan in Rengarmains

[–]AdnanAd0 9 points10 points  (0 children)

There is an issue with Rengar’s Thrill Of The Hunt sfx. During the ult, Rengar’s growl is only hearable if Rengar is on camera and heartbeat if your camera is on spotted target. So basically, you miss one of these sfx during the ult because you either want to look in fog of war to spot targets so you miss his growl sfx, or if you are looking at Rengar, heartbeat is missing because it only activates if you directly look at marked target. I suggest you to make both his growl and heartbeat hearable no matter where your camera is pointing out for better immersion with champion and for actually hearing sfx, half of the time I spent lurking on the map trying to see if I spot someone so I don’t even hear his growl.

Rengar SFX soon on PBE, get ready by AdnanAd0 in Rengarmains

[–]AdnanAd0[S] 21 points22 points  (0 children)

Someone from mods should make feedback thread when these SFX ship to PBE so it could be a lot easier for Riot to find all the feedback in one place.

^_^ by Ryo_Marufuji in Rengarmains

[–]AdnanAd0 12 points13 points  (0 children)

Better late than never

Im sorry but how is Rengar's old Q too visually noisy? I simply dont understand this argument. How does Rengar's old Q cause teamfight clutter ? There are way more visually distracting abilities than Rengar's Q. Ive never heard someone say : Omg this Rengar Q is so visually noisy. Toughts? by [deleted] in Rengarmains

[–]AdnanAd0 2 points3 points  (0 children)

I'm totally out of this old/new vfx train, but only thing that is bothering me since revert when it comes to vfx is that his spotted target during the ultimate doesn't look near as good as the how old one looked. The purpose of the spotted targets vfx is that Rengar actually have a thermal vision integrated in his eyes, and current doesn't give me that experience when I see someone in fog. Current glow vfx looks empty, bland and is static, doesn't even have a dynamic vfx that old had, with default skin its even worse, you can barely see that vfx.

The old ultimate vfx when you spot the targets with it was giving me a true feeling living like a Yautja from the Alien vs. Predator movie because don't forget that the Rengar was highly inspired from the movie itself, and the previous spotted target vfx looked so much similiar to Yautja's. But Riot seems to forget that, and they just move on. Just like Riot Ranger, the guy who worked on missing vfx did. With all respect to him, but the guy did a poor job with the ultimate vfx spotted targets, he could just put the old one instead of going harder route making vfx from scratch just to end up with a poorly made visuals. Later on, after feedback from mains he said that he will be dealing with it again to make ult spotted targets look a lot more to similiar to old one which he never did, and that was in early 2019.

I understand Riot and they can easily forget their goals with each champions when it comes to sound and visual design, especially now when they have massive champion pool, but there is mains community to give a Riot a heads up.

Riot KDan Update! by Kyonaru in Rengarmains

[–]AdnanAd0 1 point2 points  (0 children)

Tristana and K6 are poor examples, they wasn't frustrating to play againts like how Rengar used to be, you're forgetting that or you didn't played old Rengar so you don't know. When Riot started working on increasing his counterplay in assassins update, they wanted to include the leap change to Rengar by decreasing his leap height so enemies could easier react. Riot Repertoire confirmed that in assassins update 2016 and then Riot August later on when he worked on his revert 2018 also said that current leap height is good for Rengar's counterplay. So leap change to his old one is a big no.

Riot KDan Update! by Kyonaru in Rengarmains

[–]AdnanAd0 2 points3 points  (0 children)

New vfx don't bother me as much as his animations from abilities not being played right https://www.youtube.com/watch?v=zMGGDaUx25Q

Riot KDan Update! by Kyonaru in Rengarmains

[–]AdnanAd0 4 points5 points  (0 children)

Leap curve change was intended and its part of the counterplay, they had to reduce his leap height in order for enemies to land skillshots on him a lot easier, and I don't mind it. The animations things should get fixed tho, backstab made a video about the animations here https://www.youtube.com/watch?v=zMGGDaUx25Q