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br0fivE
Profile Joined January 2011
Canada349 Posts
September 07 2011 14:41 GMT
#61
I really agree with alot of these especially after game stats being so bland

Like there should be an in depth stats in match history
the stats we have now have so much useless information
stuff like Killed X most, killed by X most would be cool

ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
September 07 2011 14:52 GMT
#62
On September 07 2011 22:46 grs wrote:
Another Bug: Teleport randomly breaks since this patch. It does so on towers and creeps. The spell goes on the short CD (like when you cancelled it) but you don't get teleported. Worked before the latest patch.


Its much more sensitive to anything you do now. Stand perfectly still and dont do a thing to not get interrupted. Even browsing the shop seems to make it break.


addition: Make it so that when a projectile comes your way (targetted, like for example a normal attack from Trist or Ashe) and you flash out before it hits, it wont hit you and dud.

Right now flashing out of a near-death situation can cost your flash + death anyway
KCCO!
Therealdevil
Profile Joined May 2010
Netherlands1021 Posts
Last Edited: 2011-09-07 14:56:04
September 07 2011 14:55 GMT
#63
On September 07 2011 23:52 ihasaKAROT wrote:
Show nested quote +
On September 07 2011 22:46 grs wrote:
Another Bug: Teleport randomly breaks since this patch. It does so on towers and creeps. The spell goes on the short CD (like when you cancelled it) but you don't get teleported. Worked before the latest patch.


Its much more sensitive to anything you do now. Stand perfectly still and dont do a thing to not get interrupted. Even browsing the shop seems to make it break.


addition: Make it so that when a projectile comes your way (targetted, like for example a normal attack from Trist or Ashe) and you flash out before it hits, it wont hit you and dud.

Right now flashing out of a near-death situation can cost your flash + death anyway


Flash used 2 be imba, its not anymore. Don't change it back to make it imba again.
Orpheos
Profile Joined April 2010
United States1663 Posts
September 07 2011 15:01 GMT
#64
On September 07 2011 23:55 mercurial wrote:
Show nested quote +
On September 07 2011 23:52 ihasaKAROT wrote:
On September 07 2011 22:46 grs wrote:
Another Bug: Teleport randomly breaks since this patch. It does so on towers and creeps. The spell goes on the short CD (like when you cancelled it) but you don't get teleported. Worked before the latest patch.


Its much more sensitive to anything you do now. Stand perfectly still and dont do a thing to not get interrupted. Even browsing the shop seems to make it break.


addition: Make it so that when a projectile comes your way (targetted, like for example a normal attack from Trist or Ashe) and you flash out before it hits, it wont hit you and dud.

Right now flashing out of a near-death situation can cost your flash + death anyway


Flash used 2 be imba, its not anymore. Don't change it back to make it imba again.


to give more context to this, flash used to do this and was used as a free QSS to get out of targeted stuns/snares/CCs. flash is already the premier mobility skill, you dont have to make it more stupid.
STS17
Profile Joined April 2010
United States1817 Posts
September 07 2011 15:39 GMT
#65
Couple bugs regarding duo-queueing (and presumably queueing with a full team):

- The Start Game button will sometimes not enable when the second player joins a team, meaning you can not duo-queue in ranked since it believes there are insufficient (or too many, not sure which) players in the team to start the game.

I'm not entirely sure how to reproduce this but I believe it has something to do with the game not updating whatever counter it uses to determine how many players are in a party. I've had it happen when simply inviting the player to the game, then going back to the invite panel (without inviting someone else), or having one player leave the team and having to invite another / reinvite that person. I believe this is the same bug that allows 6v6 TT to work.

- Occasionally, one player will not be added to the queue when a team enters the queue together.

This one I have no idea how to reproduce, but it has caused my brother and I to lose a few hundred elo each by being forced to queue dodge in ranked since one of us is not added to the queue and the queue pops for the other before we realize. What's worse is the game thinks the other player (the one who wasn't queue'd) is in the game so if you play you are forced into a 4v5 since even restarting the client won't allow the other player to access the game and this assigns that player a leave and auto-loss.

Here is one which is unrelated to gameplay but causes a client crash:

If you disconnect due to temporary internet loss during a game and use the in-game reconnect feature, your out-of-game client will crash when you try to do pretty much anything after the game has ended.

Steps to Reproduce:
1. Join a game (must have more than one player in it so the game persists after a disconnect, it doesn't appear you can reconnect to a game with just you and bots in it)
2. Disconnect your internet and wait about 30 seconds
3. Reconnect your internet
4. When prompted to reconnect to the game do so
5. Finish the game
6. When returned to the client after the game, try to view your profile page
7. The client should freeze or crash

I believe this bug has to do with the client not reconnecting to the server when you tell the game to reconnect so the server is probably registering you as logged off / disconnected and terminating your session while the client thinks that session is still active. Then again, I have no idea what your implementation looks like so this is pure speculation ^^

I am pulling the steps to reproduce from memory, so they may not be entirely correct. When I get back from classes this evening I will try to see if I can nail down the steps a little more concretely and also try and find out how to reproduce the other two bugs if I have time.
Platinum Level Terran - Take my advice from that perspective
r.Evo
Profile Joined August 2006
Germany14080 Posts
September 07 2011 19:23 GMT
#66
On September 07 2011 22:46 grs wrote:
Another Bug: Teleport randomly breaks since this patch. It does so on towers and creeps. The spell goes on the short CD (like when you cancelled it) but you don't get teleported. Worked before the latest patch.


I believe the post below yours was the answer to this one. It's annoying, but dealable with imo. In case you think it's something different, please try and find ways to reproduce it / videos / replays of it.

I also added that "minion bug on reconnect"-bug, wondered myself why we didn't think of that earlier.

+ Show Spoiler +
Currently, if you disconnect for any reason and the "Would you like to reconnect? Yes/No"-dialogue pops out and you press "yes", you reconnect, but your vision of minions is flawed to the point where the game is unplayable. Basicly you have "vision" of minions who were alive when you disconnected, but can neither interact with them nor see champions near them. It creates huge amounts of confusion and the only way to fix it is to End Game -> Reconnect.

This bug is hugely annoying (especially in ranked) since it causes reconnects to last multiple minutes longer than they should be.



@STS17: Great points and perfect descriptions, added all of them.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
September 07 2011 19:35 GMT
#67
On September 07 2011 22:46 grs wrote:
Another Bug: Teleport randomly breaks since this patch. It does so on towers and creeps. The spell goes on the short CD (like when you cancelled it) but you don't get teleported. Worked before the latest patch.

This is being looked into.

On September 08 2011 00:39 STS17 wrote:
Couple bugs regarding duo-queueing (and presumably queueing with a full team):

- The Start Game button will sometimes not enable when the second player joins a team, meaning you can not duo-queue in ranked since it believes there are insufficient (or too many, not sure which) players in the team to start the game.

I am not aware of this. Does quitting and remaking the team?

Exploit for 6v6 TT is different. That requires client-side manipulation.

On September 08 2011 00:39 STS17 wrote:
- Occasionally, one player will not be added to the queue when a team enters the queue together.
[...]

If you can get more detail on this, I would be very grateful.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Tooplark
Profile Joined October 2008
United States3977 Posts
September 07 2011 19:36 GMT
#68
It seems that if Player A teleports to Creep B and Creep B is stunned, the teleport will cancel.
This has not been tested or reproduced yet.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Ayestes
Profile Joined April 2010
United States106 Posts
Last Edited: 2011-09-07 20:07:05
September 07 2011 20:01 GMT
#69
I've often wondered how it would change the game if Riot added Templates that affected gold income you could pick before the game, such as Assist, Jungle, and Standard. Meaning the Assist would be granted some gold for being around creep kills, the Jungle would gain bonus gold for killing Jungle creeps, and the Standard would have the regular gold income for killing creeps. Jungle and Assist would have penalties on the regular minions. The idea is that Jungling and Support would be more fun if you had a better gold income.

The numbers are rough guesses, but I was thinking something small like:

Standard: No Changes
Jungle: +10 Gold per Monster, -5 Gold per Minion
Assist: 5 Assist Gold per Minion, -5 Gold per Minion

I imagine it would mess with the balance considerably though and might be more trouble then it's worth. It's likely that it's not Riot's intention at all to do anything like this because there is already a ton of pre-game customization. However it's brought up time and time again that people prefer the Carry roles and at least personally it's because I hate being so item starved when I'm Support or Jungle.
Would you kindly?
STS17
Profile Joined April 2010
United States1817 Posts
September 07 2011 21:23 GMT
#70
On September 08 2011 04:35 MoonBear wrote:
Show nested quote +
On September 07 2011 22:46 grs wrote:
Another Bug: Teleport randomly breaks since this patch. It does so on towers and creeps. The spell goes on the short CD (like when you cancelled it) but you don't get teleported. Worked before the latest patch.

This is being looked into.

Show nested quote +
On September 08 2011 00:39 STS17 wrote:
Couple bugs regarding duo-queueing (and presumably queueing with a full team):

- The Start Game button will sometimes not enable when the second player joins a team, meaning you can not duo-queue in ranked since it believes there are insufficient (or too many, not sure which) players in the team to start the game.

I am not aware of this. Does quitting and remaking the team?

Exploit for 6v6 TT is different. That requires client-side manipulation.

Show nested quote +
On September 08 2011 00:39 STS17 wrote:
- Occasionally, one player will not be added to the queue when a team enters the queue together.
[...]

If you can get more detail on this, I would be very grateful.


Yes MoonBear, you're forced to quit the party and remake in order to be able to start a game.

Also, I will try and figure out how to reproduce the second one, but like I said I'm really not certain. It might have something to do with the host starting the game "too quickly" (i.e. as soon as the second player hits accept and the button is enabled) or it may have to do with internet instability. Though this is pure speculation I'm afraid.

I experienced this one mostly at my home with my brother where our wireless connection was...fickle... at best. Unfortunately, we're both at college now and are ~400 miles apart so getting to test it will be more difficult since our schedules are so different.

It could be as simple as the player's client never getting the message that he's in a queue so he just sits in the party invite screen. Is the server-client connection reliable? In other words, if a message is sent but never received, will the sender (eventually) know that it was not received?

Some things to try though:
Invite a player, as soon as you see he's accepted, join the queue. See if he goes with you.

Invite a player, after he accepts have him disconnect his internet briefly, while his is disconnected, try queueing up, see if the server things he is in your game when the queue pops.
Platinum Level Terran - Take my advice from that perspective
Lightningbullet
Profile Blog Joined April 2010
United States507 Posts
September 08 2011 02:56 GMT
#71
On September 07 2011 17:43 mercurial wrote:
You mean like Tristana jumping after getting rooted? :D

LOL, I love doing that. I think if the user jumps before getting stunned, she jumps and is stunned directly afterwards
BoxeR is AWESOME!!!!//Proud 2nd Member of the BW>SC2 club.
Lightningbullet
Profile Blog Joined April 2010
United States507 Posts
September 08 2011 02:59 GMT
#72
On September 07 2011 18:17 icemanzdoinwork wrote:
Basically a suggestion to make 5v5 used more.

A clan system, where the clan receives an ELO. It encourages people to play 5v5, which is how the game is inteneded to be played. You can still have the team ELO ladder as well making clan and 5 exact players two different ladders.

In such a team based game it's pretty amazing there is no clan/guild system. If the competitive scene is to grow in LoL. This is something I believe is quite necessary.


I think if they add leagues, like in SC2, it will make it better. But that's just me. What do you guys think?
BoxeR is AWESOME!!!!//Proud 2nd Member of the BW>SC2 club.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
September 08 2011 03:12 GMT
#73
On September 07 2011 04:42 Two_DoWn wrote:
Not so much a change, but PLEASE FOR THE LOVE OF GOD STOP HOMOGENIZING POWER CURVES.

Some champions are better late. Some are better early. The differences are what makes the game interesting. Annie is a the best example. She was strong early, weaker late. Now? She has the same power curve as every other ap champion in the game. And its not good for the health of the game.


I support this 100%.

Also pls dont make so many balance patches. The community is not as bad/dumb as you think. We will figure out stuff if you let us.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
RoninShogun
Profile Joined November 2010
United States315 Posts
September 08 2011 03:15 GMT
#74
When you are channeling 'e' as Garen and use your ultimate on someone while still spinning, if they flash out of range Garen will still cast his ult on them regardless how far out of range they are
Artosis: Yeah I was gonna probe rush but someone did that yesterday
locodoco
Profile Joined July 2010
Korea (South)1615 Posts
September 08 2011 03:20 GMT
#75
If u press A to autoattack,it should show ur auto attack range like it would show a normal skill's range
i wish riot would give me better ping
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
September 08 2011 03:28 GMT
#76
I was hoping that we could customize the recommended items list. It's not a lot of hassle to go through the menu but I feel it would be streamlined if the summoner could pre-determine what items appear in the list. (A lot of the recommended items are pretty redundant anyway)
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2011-09-08 03:33:13
September 08 2011 03:29 GMT
#77
On September 07 2011 23:52 ihasaKAROT wrote:
Show nested quote +
On September 07 2011 22:46 grs wrote:
Another Bug: Teleport randomly breaks since this patch. It does so on towers and creeps. The spell goes on the short CD (like when you cancelled it) but you don't get teleported. Worked before the latest patch.


Its much more sensitive to anything you do now. Stand perfectly still and dont do a thing to not get interrupted. Even browsing the shop seems to make it break.


addition: Make it so that when a projectile comes your way (targetted, like for example a normal attack from Trist or Ashe) and you flash out before it hits, it wont hit you and dud.

Right now flashing out of a near-death situation can cost your flash + death anyway

Uh, you're aware that they deliberately took out flash popping projectiles because it used to do what you're suggesting, and was absolutely ridiculous? Imagine popping a tower shot during a dive, or taric/sion's stun projectile, etc. This shit happened constantly at top elo, and consistently (but not as well-calculated to be so brutally effective) at low elo.

Edit: I wasn't just ninja'd, I forgot to post this hours ago. ahaha..ha...oops.
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
September 08 2011 03:31 GMT
#78
On September 07 2011 23:52 ihasaKAROT wrote:
Show nested quote +
On September 07 2011 22:46 grs wrote:
Another Bug: Teleport randomly breaks since this patch. It does so on towers and creeps. The spell goes on the short CD (like when you cancelled it) but you don't get teleported. Worked before the latest patch.


Its much more sensitive to anything you do now. Stand perfectly still and dont do a thing to not get interrupted. Even browsing the shop seems to make it break.


addition: Make it so that when a projectile comes your way (targetted, like for example a normal attack from Trist or Ashe) and you flash out before it hits, it wont hit you and dud.

Right now flashing out of a near-death situation can cost your flash + death anyway

They deliberately changed this because it was too powerful to flash during a towerdive. Projectile popping with flash was a great part of the game, but now that it's out, I hope it stays out, because it makes outplaying scrubs that are too dumb to know when they're dead and flash anyway that much easier.
I'm on GOLD CHAIN
sob3k
Profile Blog Joined August 2009
United States7572 Posts
September 08 2011 03:45 GMT
#79
On September 08 2011 12:28 Eishi_Ki wrote:
I was hoping that we could customize the recommended items list. It's not a lot of hassle to go through the menu but I feel it would be streamlined if the summoner could pre-determine what items appear in the list. (A lot of the recommended items are pretty redundant anyway)


That would be so awesome
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-09-08 03:52:35
September 08 2011 03:49 GMT
#80
On September 08 2011 12:45 sob3k wrote:
Show nested quote +
On September 08 2011 12:28 Eishi_Ki wrote:
I was hoping that we could customize the recommended items list. It's not a lot of hassle to go through the menu but I feel it would be streamlined if the summoner could pre-determine what items appear in the list. (A lot of the recommended items are pretty redundant anyway)


That would be so awesome

http://na.leagueoflegends.com/board/showthread.php?t=1177803

Presumably at some point someone will write a GUI interface to make the changes for you, if editing text files isn't your thing.

EDIT: Apparently this:
http://na.leagueoflegends.com/board/showthread.php?t=145862

has been converted to use the new API. So you should be all set.
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