[INTRO] Jo “Fearless” Graylock - Lead Designer, Gameplay Systems

RiotFearless··1 votes·29,060 views

WHO AM I? Hey everyone, I’m Jo Graylock. Before I came to Riot I was an RPG designer for most of a decade, as well as Jiu Jitsu instructor and metal radio show host. The vast majority of my developer experience comes from my time at Obsidian Entertainment. Lots of awesome people making awesome games there, but I couldn’t pass up a chance to work on my favorite game.

I try to play a ton of everything, but favorites are LoL, Fallout 1 and 2, Xenoblade Chronicles, Tactics Ogre, Dino Run, FTL, and Risk of Rain, with healthy amounts of D&D and Warmachine at the table. When not gaming, I’m usually doing lots of tabletop painting, playing volleyball, or spending time with family.

I currently own: 2 cats.

WHAT AM I DOING AT RIOT? WHAT CAN YOU EXPECT NEXT YEAR? I started as an individual contributor at Riot, working on the Sona update before moving into systems work, first on the Jungle Update for 2015 before following up with Cinderhulk. After that, I moved to lead the Lead Design spot for Gameplay Systems. I’ve been lead for the Juggernaut items and the 2016 Season work so far. I’m really looking forward to keeping this season exciting throughout the entire year.

WHAT AM I GOING TO TALK ABOUT? I’m going to be here to talk about all the systems stuff in LoL. This means items, the map, the jungle, and all the other rules level stuff in the game. A lot of our changes can be pretty easy to miss, but also a little mysterious or obscure. I’m really excited to bring this stuff into the light, as well as the reasons behind why we change the game. I’m also really happy to talk about how we work as designers, both in what our day to day looks like, and some stories about how we think about problems and overcome them. Riot designers were super inspiring to me before I got here, and I’d love to give back a bit of my time to pay that forward.

WHAT WOULD YOU LIKE TO HEAR FROM ME? Let’s talk about stuff, for realzies. The openness and honesty of Riot was a big reason to work here, and I’d like to keep that tradition going. :)

EDIT: Going to meetings for a bit, will be back around dinner time.

EDIT2: Alright, heading out for some dinner. Thanks for talking everyone! Look forward to a lot more!

87 Comments

ploki1223 votes

Volleyball, metal, LoL, Tactics Ogre, and RPG/design interest... I might have a new Rioter to pester. As a bonus, you even worked with people who worked on Kotor 2!

WHAT CAN YOU EXPECT NEXT YEAR? [...] I’m really looking forward to keeping this season exciting throughout the entire year.

Kinda mean to tease in all caps before not hinting/spoiling the slightest juicy bit. So... what can we expect next year? :P

I’ve been lead for the Juggernaut items and the 2016 Season work so far.

With "rework blocks" like the Juggernaut update, and the Marksman update as well as the previous Support update and the upcoming immobile sieging mages, we've seen time and again that such drastic changes often not only skew the balance in that role's favor (since the shiny new objects invariably pump a bit more power in their kit, at the very least in the form of adaptability), but also make the affected champions much more played than normally.

How much does that temporary "collateral imbalance" matter in your eyes while working on a system, and did it ever happen that you decided to break down a massive batch of changes into smaller ones just to let it trickle in and not overwhelm players with it (like junglers, maybe)?

Riot designers were super inspiring to me before I got here

Let's go for some candy questions : Who are your favorite ex-Rioter and current Rioters (not necessarily designers)?

Unrelated to OP

Otherwise, let's go for some more generic questions :

  1. What is in your opinion the best/worst niche in LoL right now in term of design (split push, mobile mages, tank supports, poke supports, all in mid laners, AP junglers, etc.)?

  2. What would you say is the biggest pros and cons of the current way PBE functions?

  3. Favorite champion?

  4. What design from another game would you like to see in LoL (even if unrealistic) and why?

  5. If you were ice cream, what flavour would you be and which of your 2 cat would eat you first?

biomaster3 votes

Hi just want to know what's happening to cull? I heard that it's a bit weak, and i really want to not be criticized for buying it. i really liked avarice balde and it's saddening to see it's predecessor suffer so. Wondering what if any plan you have for it?

RiotFearless3 votes

Cull is on watch, and probably needs a small buff. Staring items are extremely sensitive to small changes, so have to tread carefully.

A Wild AP Sona3 votes

You should lose your job at riot games for making sona unplayable garbage with your biased 40 nerf bullshit just because your awful at this game and dont know how to lane against a champ thats piss easy to kill

it took until s6 when sona got INDIRECTLY buffed through new masteries/frost queen before she became viable again you forced through an awful rework that NO one wanted despite the massive outrage in the sona community then you ditched us for a year and ignored all negative feedback regarding the million nerfs you hammered through on an underpowered champ

you immediately need to be fired

Pika3101 votes

I second this notion.

Pika3103 votes

What's it feel like knowing that every project you've worked on since joining Rito Game has not only been deemed complete failures, but ones of such game-shaking effect that they continue to negatively impact League to this very day? ...and that all have been met with such severe backlash that you've made a name for yourself as one of the most hated employees in the entire company?


How is it that despite the above and both the sullied image and economic repercussions to Rito that have ensued in direct cause to your actions that you've not only avoided being held personally responsible for those failures, you've actually managed to somehow crawl up the ranks of Rito's employment ladder to your current position?


Moving on to a more specific question, what was the mindset that made you arrogantly believe you were ever qualified to work on Sona? A champion that you yourself have openly admitted you've never played as, with or against and had literally zero understanding of; for a role and class that you do not play? Furthermore, how much gall did it take to openly and repeatedly lie to the community both during and after intentionally ruining her?


Lastly, what was the initial catalyst that led to you hating Sona so deep-seatedly that you were willing to sacrifice your own morals as well as your company's name and profits just to make certain she never see play again?

MrWasjig2 votes

Man that's brutal! But some questions I think some of us wanted answers to but just couldn't bring ourselves to ask, Also, most hated employee? I thought CertainlyT held that position? Or at least was a pretty good candidate.

Pika3102 votes

I didn't say, "the most hated" just one of them, implying that he's just at least close to the top. I know full well and good CertainlyT probably holds the #1 spot, even though I personally don't hate him.

MrWasjig2 votes

Okay I had to reread that part, you did in fact specifically state "one". Also you're one of few people who have said they don't hate CT, despite the landslide of bullshit he's allowed to get away with.

One last thing I find hilarious is that your post has been totally ignored xD Just more proof that nobody from Riot will admit a fault.

Pika3102 votes

Yes, but unfortunately that's exactly how Rito's "balance" team has been for a very long time. Call them out, they either spit in your face or just completely ignore you entirely. Meanwhile they constantly preach design and ethics values that they never follow.

Look at the most recent patch, "We made changes based on objective data." Complete bs, they literally just nerfed the champs that have the highest winrates and then made up excuses afterwards. Long gone are the days where "balance" actually put even the smallest amount of thought and effort in their job, when they weren't afraid of nerfing toxic champs like LB and Yasuo even with winrates nearly as low as 40%.

MrWasjig2 votes

Meanwhile they constantly preach design and ethics values that they never follow.

Finally someone else who sees the sheer amount of hypocrisy they unload onto the platform like a few tonnes of semi-liquid shit. Remember that post they released a few months ago (may have been sometime last year) that basically stated and explained their design philosophy? Well I often think back to that with each champion release and tick off the things that AREN'T present.

Or I'll think of all the stupid buzz words they like to throw around like monkeys flinging poo, remember them and then call them out when they go against it all.

Prime example, meaningful choices. One of the buzzwords I fucking hate because they time and again fail to actually accommodate it. Most recently, the new Masteries. Because when I think of meaningful choices the first thing that comes to mind is having something dumbed down and restricted in terms of overall choices available. Not to mention most of the keystones are astronomically binary when it comes to some champions. Think of DFT and DoT mages.

"Am I a DoT mage? Warlord's Bloodlust it is!" Said absolutely nobody ever because the only keystone that's any good on mages in that tree is DFT. And Thunderlord's Decree in the next tree over is just "meh". That's not a choice Riot, that's just being shoehorned into the only decent thing available.

Mordepool2 votes

Which edition of D&D and what's your favorite class/ character?

Straight to the hard hitting questions

RiotFearless2 votes

I'm pretty happy with 5th Edition. Before that, my favorite D&D variant would have been Iron Heroes off the 3.5 stuff. Really love any edition that understands that non-magic classes can and should feel awesome to play.

Merxamers2 votes

Hey, great to meet ya!

  1. How much thought goes/went into the location, angle, etc. of the 'skinny' walls, which you can jump over with a 3rd Riven Q, etc.? Or was it a case of "these were already there, don't change them?"

  2. What's your favorite D&D character you ever made and played with?

  3. If you play MTG, what kind of decks do you like to run?

RiotFearless4 votes
  1. Map geometry is an element we generally keep fairly fixed, while letting champs determine how they want to interact with it, given that it's going to very likely be stable. A lot of systems work is about making sure we have a solid rules base for champions to interact with and navigate, and the map is a very base layer set of "rules."

  2. Up until recently, I was always the DM for my games, so my actual pool of player characters is actually extremely small. My favorite table top character that I've built was actually a Shadowrun rigger that had two custom built gun platforms that looked like mini kaiju monsters. Nerd Glasses Push

  3. Green Black or pure Green are my favorite. Thrall decks were my jam back in the day.

Jeddy0172 votes

Okay,I have something simple I want to ask you about.What are your opinions on the other permanent game modes besides Summoner's Rift?You know know,ARAM,Twisted Treeline & Dominion.

And before anyone post it,"Hurr durr what's a Dominion?"There,I said the joke,we got that out of the way.

I know you're probably not part of the team responsible for the other permanent game modes.So I'm not asking for a 20 year plan for Dominion.Just give me simple opinions.

RiotFearless4 votes

I'm really not an expert, or even particularly familiar with the other game modes. Before I started working at Riot, I was actually pretty into Dominion, and would play a few games every week, to test out champ match-ups and builds in the faster setting. Once I got to Riot and found myself on a team that is entirely focused around SR, I pretty much only play SR to make sure that I stay as current as possible and am testing and experimenting as much as possible in the space that lets me build awesome stuff for players.

Sorry I don't have more deep thoughts to throw in here.

Jeddy0172 votes

Well,it's not your fault the people on the team actually responsible for the other maps rarely talks about them.

Flemman1 votes

but, we you work on new item and changing mechanics, did someone look at how it will affect other map (3v3 as ranked too) or did you just put them live and tell the balance team to see what happens

Eph2892 votes
  1. 'm curious about your thoughts on champions that have skills that buff certain stats but then have lower base stats to compensate.

For example, Lissandra has her mana recovery passive, but lower mp5 than most of her mage colleagues. Is the idea behind the passive/skill to give Lissandra (and other examples) a different play pattern, or to give her a strength?

  1. Thoughts on the AP "CDR gap" relative to the new Essence Reaver? Is the expectation of 40% CDR on a max mage build more-or-less something Riot is not designing around?

  2. Juggernaut items have been hit-or-miss. Dead Man's Plate is great . . . Sterak's Gage kind of underwhelming. What are your evaluations on them?

  3. Are there plans to create a more defined subclass of AP Juggernauts? Right now if you do mostly magic damage and don't really scale with AP, you just build tank. AP bruiser seems like an unexplored design space to me, but what do you think?

RiotFearless2 votes
  1. The desire would be to be both. If a player executes the constraints well, the passive should manifest as a comparative strength. Admittedly, these champs cam get hit pretty hard when the systems around them change, as they are doubly sensitive.

  2. Current thought is that max CDR shouldn't be something that mages just get by accident, and should be something that actually has meaningful trade-offs. ADC builds are still very much in flux and we're actively still looking into tweaks to make sure that going into Reaver is powerful, but has a few more trade-offs as well. 5.24 has a small change to delay the rate at which ADC's get the full CDR, which should help with how free that stat is currently. Totally possible we'll need to do more there still.

  3. We have some more communication on this coming next year. TLDR is that these items are all answering the question we wanted them to answer, but some could still get some small changes to adjust how well they answer those questions.

  4. We've talked little bits about these guys, but the crowd is pretty small. Given that we have some pretty large blocks of champs that are in very difficult spots, my guess is that the work on this group might be a ways off. That or they might get some love from the projects targeted towards other groups. That tends to happen a lot when it comes to systems projects, just because everything is so interconnected.

Hellioning4 votes

My problem with CDR for mages, currently, is how niche most of the CDR options available to them are. Xerath doesn't want Lich Bane, most AoE mages don't want the useless spellvamp on WotA, etc.

If there were items with lower AP but high CDR that didn't come with mana regen, that'd be an acceptable tradeoff, but it seems every mage CDR item that isn't chalice or morello has a unique passive that is very niche.

Eph2892 votes

Thank you so much for your thoughts! Your time is valuable and so is your insight.

On #4, you have a couple that are closer to assassins, but kinda bruiserish (Diana, Kassadin, Ekko), a couple that are closer to tanks (Galio, Malphite, Cho'Gath), and then a couple that are kinda out there in design niche limbo (Warwick, Singed, Swain, Morde, Eve). Possibly Ryze and Vlad too. But then maybe an important part of the discussion is defining what makes an AP bruiser.

On thing to note: seems all of those guys would love an item like Dead Man's Plate that gives 500+ HP, 10% CDR, and either at least 80 AP or some kind of damagey-passive ala Dead Man's Plate. Riot please? Or is that just a straight buff-through-itemization?

Earl Eulrich2 votes

Well, nice to have you here.

What I would be most interessted in is talking about Design Philosophy, especially in regards to recent itemization-changes:

For me I feel like last season i had a lot more options to adapt a Champion to my playstyle and the Setups...e.g. i had a lot of sucess on sth. like bruiser-graves, AD-Caster Sivir, All-AD.MF...but currently everything but crit is just not really viable anymore - and crit is just really bad for a guy that must have really insulted the RNjesus in a former live. Last season i could trade a little bit of scaling and dps for reliability and some more aoe on most Champs, this season it´s just all about stacking crit and getting lucky (until your at 100%obviously, but at that point most games are already decided).

So did you streamline buildpaths on purpose so less decissions could be made and inexperienced players have an easier time or do you plan to fix some of the mess (http://boards.na.leagueoflegends.com/en/c/gameplay-balance/kIqG66Ao-detailed-preseason-feedback-part-1-items%29?) with the current items?

Pyro2 votes

When you guys designed items like Jaurim's Fist, did it ever occur to you to think about recipe as item's identity?

Currently we have an increasing number of items sharing the exact same building blocks. Phage and Jaurim's Fist, Serrated Dirk and Caulfield's Warhammer, Giant Slayer and Executioner's Calling (and Vampriic Scepter!). Even big items like the Kircheis Shard upgrades, or summa summarum the Last Whisper upgrades. And things like Aether Wisp/Fiendish Codex (or all the Ruby Crystal upgrades) have already existed before.

What are your thoughts on the diversity of item recipes, or lack thereof? Does it bear any value to you?

Awkward Couch2 votes

Sorry just found out about this thread and I've been at work! :/

  1. Can we possibly get mastery points in Twisted Treeline? I like the game mode but it is often overlooked.

  2. What part did you play in the new Rageblade. It seems broken to me still after the nerfs (but then again I'm silver so I'm not that good :P so maybe I'm just exaggerating a bit). I don't think cost was it issue I think it just gives too many stats for one item.

  3. Fall out 4? I haven't played it yet and I want to know your opinion. XD

  4. Is this preseason like a giant PBE right now? It kind of feels like it and I think a lot of players do not like it.

  5. What is your all time favorite bug in LOL?

  6. This isn't a question but I like how there have been more step items to get to larger items. The biggest one for me is giants belt being build out of ruby crystal. Just wanted you to know.

  7. Are the late game champs (Vigar, Nasus) going to get some love soon? Games are finishing up a lot quicker than in previous seasons and that makes the late game Nasus not as scary. And that makes me sad on the inside. :(

Thanks for reading and if you don't want/can't respond to all of these I totally understand! XD

Kei1432 votes

Am I too late to the party?

*Fires random shots anyways even if I'm late *

  1. Have you played D&D with anyone within the Riot Office?
  2. Have you ever done that during regular hours, get caught for it, and be able to justify yourself?
  3. How much time do you spend planning for your games as DM?
  4. Do you think being a DM has helped in your Rior career at all?



  1. Ever going to explore dropping the turrets HP back down, now that the armor/MR scaling is back?
  2. Not sure if this is the right place, but your thoughts on MF being able to 100-0 3 ally members before someone can disrupt her?
  3. Are "Artillery Mages" the next batch to be looked at? If so, which champs are in that sub-class?
  4. Theres multiple tool tip confusions for the new masteries. Are they being looked at?
  5. Are there going to be more Sona changes coming to make her "feel" more impactful?
  6. Are there going to be more major / minor Marksmen changes? If so, what is being looked at? Or are you going to move onto the next sub-class already?



  1. Do people sign up for these Developer introductions? Or is it** STRONGLY **suggested that your team members participate?
  2. Was this inspired by "in-between the two turrets?" If so, why not just wait for your turn for "in-between the two turrets?"
Deep Terror Nami1 votes

What RPG's did you work on?

RiotFearless2 votes

I worked on Neverwinter Nights II, Alpha Protocol, Dungeons Siege III, and South Park: The Stick of Truth, along with some projects that never quite saw the light of day.

Deep Terror Nami2 votes

"Graylock" sounds straight from a fantasy RPG btw. Badass :3

Malicious Metal1 votes

Metal Radio show host, eh?

Favorite Metal band?!

RiotFearless2 votes

Between the Buried and Me and The Black Dahlia Murder have both been favorites for an extremely long time. Within the Ruins and Nile both get honorable mentions.

Nazzadan1 votes

Favorite black metal band?

RiotFearless2 votes

Meh? Really much more into prog/math stuff with some hardcore thrown in on the side. Black/Death/Thrash are stuff that I'll be happy to listen to when a friend throws them on, but what tends to stick for me.

Decrit1 votes

oook then which prog/math bands? :DD

Dream Theater are for granted i suppose?

RiotFearless2 votes

Prog list: Between the Buried and Me, The Contortionist, Last Chance to Reason, The Faceless, Ghost Ship Octavius, Cynic

LoZfan031 votes

1 - Some of my favorite design stories are about the stuff we never get to see. Were there any preseason mastery or item ideas that got axed along the way but created insane or funny moments in testing?

2 - You mentioned a lot of little changes can be mysterious or obscure - is there anything already live that you feel is unnoticed or underappreciated so far?

3 - I picked up FTL recently, and I'm excited to give it a crack since I've just 1001%ed Binding of Isaac. Any tips going in?

Finally, thanks for all your hard work! This will be my 4th season with League, and it's already been my favorite start. I'm sure things will settle into a groove over time as usual, but the game feels more well-rounded and varied than ever (Yasuo/Trynd for the first half-patch notwithstanding).

RiotFearless2 votes
  1. The marksman items had a lot of revisions, some of which had some extreme power, and of course some of these lined up with champ iterations that were very strong. Combine that with the fact that we have some high skill marksman specialists in the main playtest group I'm in, and we had a few playtests that felt like an alternate game mode where the goal was just to run as fast as you could away from the marksman. Not good for the game, but very entertaining to see the roles flipped so hard.

  2. I think our bounty changes, coupled with the game pacing changes to towers and minions are very exciting, personally. I care a lot about making sure the game is still fun, even when you're losing, and these changes make it much more clear what you should be doing when a team is down, and cut down on some of the worst game states to experience as a losing team.

  3. Play all the races. They did a great job of building out a lot of play styles, and some of them take a few sessions to understand. Also, upgrade your doors fast. Invaders tend to get really sad when they can't leave the room they landed into board, despite a total lack of oxygen.

ItemsGuy1 votes

I have two main questions, although these aren't about League in particular:

  1. "Game Designer" is a pretty vague and wildly-used term, but thankfully nowadays I'm starting to hear more specific terms like "Systems Designer" and "Technical Designer" and "Content Designer." What kind of designers work at Riot, and what kind of tasks do they usually handle?

  2. What was your journey to becoming a Systems Designer like? (More specifically, getting to the point where you first started working on game systems, rather than what you've done since then with Obsidian etc.)

Mostly asking since while game design has always been something in my crosshairs (especially re: mechanics and interactive systems, like MOBA kits and item systems), it's always seemed like my skillset's been incompatible with that path--coming from a primarily art-focused background, hearing about how every game designer has come from a programming background and how dev companies heavily favor designers with a CS degree makes me a bit anxious.

I know every company is different, but do you know if there's a place at Riot for a less tech-savvy designer? Or is that something that someone would have to carve out with their own hands?

RiotFearless2 votes

At Riot we don't split up game designers much besides Designers and Tech Designers, with the main difference there just being the ability to check in code. In terms of things like systems design or mechanic design, these are competencies that each design has some ability to do, but will be stronger or weaker depending on who you talk to. At Obsidian, I moved between being a Cinematic Designer, a Combat Designer, a Systems Designer and even a Technical Designer for one project. Each company has their own ways of understanding their teams, and I think that's smart for each company to set out who they want and how specialized they want them to be.

When I think about the work that I did, really everything has been some form of system, apart from Sona. For example, even though I was the Cinematic Designer for Alpha Protocol, most of my work there was building out the game experience of the story. AP wanted the cinematic sequences to still very much be an interactive part of the game that gave players the space to express themselves, experiment, and feel like they could "win" the story by getting to be the character they wanted to be. A lot of the decisions we built into how players picked their dialogue options and how those payed off and showed progress all went back into making sure the cinematics could be that gameplay experience.

Basically, being a systems designer was simply a matter of taking on a big project, and then consistently thinking about the entire impact and interactions of the project. It also really helps if you're comfortable working on the nuts and bolts level stuff, knowing that when you do your job well, players might not even notice a lot of what you've done. Great systems design is often like great film editing, in that many of the best examples are amazing because of the subtle things that they do that most people won't (and shouldn't need to) notice.

ItemsGuy2 votes

{quoted}

At Riot we don't split up game designers much besides Designers and Tech Designers, with the main difference there just being the ability to check in code. In terms of things like systems design or mechanic design, these are competencies that each design has some ability to do, but will be stronger or weaker depending on who you talk to. At Obsidian, I moved between being a Cinematic Designer, a Combat Designer, a Systems Designer and even a Technical Designer for one project. Each company has their own ways of understanding their teams, and I think that's smart for each company to set out who they want and how specialized they want them to be.

When I think about the work that I did, really everything has been some form of system, apart from Sona. For example, even though I was the Cinematic Designer for Alpha Protocol, most of my work there was building out the game experience of the story. AP wanted the cinematic sequences to still very much be an interactive part of the game that gave players the space to express themselves, experiment, and feel like they could "win" the story by getting to be the character they wanted to be. A lot of the decisions we built into how players picked their dialogue options and how those payed off and showed progress all went back into making sure the cinematics could be that gameplay experience.

Basically, being a systems designer was simply a matter of taking on a big project, and then consistently thinking about the entire impact and interactions of the project. It also really helps if you're comfortable working on the nuts and bolts level stuff, knowing that when you do your job well, players might not even notice a lot of what you've done. Great systems design is often like great film editing, in that many of the best examples are amazing because of the subtle things that they do that most people won't (and shouldn't need to) notice.

Ah, thanks for the insight! I suppose it's really no surprise considering the nature of the industry, that this sort of thing isn't set in stone between companies, who all have their own unique needs and wildly different projects and pipelines. It's always helpful to hear from individual perspectives, and really goes to show that there's no one way about things. This may sound odd, but I suppose that sort of thing puts me a bit more at ease!

RiotFearless2 votes

And for the last question, there is a place at almost every studio for designers that don't have tech educations, definitely including Riot. I have a film background before I got into gaming, and I've worked with Designers with every sort of education, from Art, Philosophy, Architecture and Literature. I've also worked with plenty of incredibly talented designers who did not complete a degree. The most important thing for a game designer is that they are great at understanding and making fun games. Some people learn things that help them do this in school. Some people mod and some people figure this out along some very strange paths.

aperson11 votes

Are you guys going to rework Guinsoo's Rageblade? The item seems pretty "out there" considering all the changes to other items this preseason that really focused their identity. Right now it's turned into a kind of "you can 1v1 anybody, splitpush forever" item and I think that's pretty boring for a stack-on-autos type of item. What are your plans for the item?

RiotFearless2 votes

We are looking to slowly reduce power, but the base goal is one we want to keep. Just need to pull levers to get it into balance.

LongHair Fox1 votes

Any tips for a person who is making his own table top rpg rules set? I find it quite fun, but I am currently a bit overwhelmed by the theoretically endless possibilities.

RiotFearless2 votes

Playtest small blocks of stuff fast, rather than trying to build a full first pass. Ensure you have core blocks of awesome and build up around those.

laststanding61 votes

What are some of the funniest bugs you have encountered while balancing a champion?

RiotFearless4 votes

I didn't understand where the decimal point for move speed values were supposed to go, so I had a Sona that pretty much just blinked where you clicked for as long as her E was up. Caught before it got into a playtest, but very fun for a few minutes.

laststanding61 votes

That sounds amazing XD

More from Dev Corner

More by Fearless