Eternals Feedback Thread: Set 1 Uniques

RiotXenogenic·9/4/2019, 8:00:50 PM·1 votes·113,973 views

Hey folks! I am Xenogenic, the Game Design Lead for the team that makes skins, events, and new content like Eternals. After announcing Eternals a few weeks ago, we’ve been having ongoing conversations with players to gather feedback and make improvements while we continue working on them.

One of our changes to the feature is to build sets of 3 Eternals that are unique to each champion, capturing things directly related to their specific abilities or gameplay patterns, and not include common stats like Kills, Damage Dealt, etc.

What we’d like to do now is list our proposals for each champion for the first set so you can give us feedback on what you like or don’t like, as well as make suggestions for ideas for things we should track in the future!

A couple of quick notes before the list:

  • Some players want very skill-expressive trackers, while others want trackers that are more accessible and will grow large over time. So to that end, we’ve tried to include some of both for each champion and will likely continue that trend into the future. Be sure to let us know which type of Eternal you prefer, though.
  • This is a rough draft type list, so there is some level of short-hand.
  • For example, sometimes we may say “enemies” which really means “enemy champions,” not minions or monsters.
  • Multi-hits means 2+ (or more) targets hit in a single cast of a spell.
  • “Long range” casts of spells mean more than 75% of their max range, unless otherwise specified.
  • Damage dealt, damage absorbed, damage dealt to, etc. refer to damage to/from champions, unless otherwise specified.
  • We want Eternals that track high moments and successes without being gameplay warping, by which we mean: Eternals should not be asking you to do things that you don’t want to do or shouldn’t be doing (i.e. kills as support, casting spells specifically on yourself instead of allies or vice versa, etc.). If any of these feel warping to you, please call them out and explain why!
  • When Eternals are fully “rekindled,” meaning all 5 milestones they track have been reached, they start tracking your personal best within each game. Keep that in mind for stones that might seem basic on the surface. Many of them become more interesting when tracking the highest/best amount you’ve done in a single game.

Here are our proposals for Set 1: https://drive.google.com/file/d/1c8fLzByerZZrBPJmfRxZD8KgHO2Vn3UV/view

UPDATES to set 1 based on feedback: https://boards.na.leagueoflegends.com/en/c/developer-corner/MjrsLTba-eternals-feedback-thread-set-1-uniques?show=flat&comment=00cb

https://i.imgur.com/6Cx09kR.png[/img]

304 Comments

Prinz Eugén9/4/2019, 8:10:40 PM124 votes

Dont lock them behind RP paywall, give alternative ways to obtain them and you can start having a discussion.

Jinx ult should be distance you killed someone with ult. Or track how many people you killed while they recalled / just finnished recalling.

Bionimal9/4/2019, 8:06:35 PM118 votes

How about not having them cost RP [zombie-brand-mindblown]

Twertle9/4/2019, 8:07:07 PM94 votes

Make them free, thank you!

HomeRegion9/4/2019, 8:07:58 PM91 votes

Step 1: make them free

VayneÎsMyWaifu9/4/2019, 8:20:20 PM40 votes

It was a smart move to disable voting on this thread. You would just see how nobody wants this garbage especially for irl money. :)

iiGazeii9/4/2019, 8:17:50 PM28 votes

These are better. Unique stats for each champion is definitely the right direction.

I know a lot of people want to see these become free content, and while that would be nice, I don't agree. I think there should be a way of earning these, similar or connected to mastery. A way to craft Eternals using drops you earn from getting high scores in matches, similar to getting keys from Honor checkpoints, would be ideal. Playing your favorite champions well and doing well consistently should give you the opportunity to earn an Eternal for that champion.

WillChristiansen9/4/2019, 8:19:34 PM22 votes

I worry about the Veigar “R kills on champions over 50% HP” one. If I was trying to rekindle this immortal, I’d likely make non ideal gameplay choices trying to R people from higher hp than strictly necessary. Eternal shouldn’t encourage non ideal play.

Me Do Me 9/4/2019, 8:29:55 PM15 votes

No one is gonna pay RP for it

ezelsior9/4/2019, 8:29:10 PM15 votes

How about making them cost blue essence or RP :) instead of making it exclusively RP :)

Mr Deer9/4/2019, 8:51:36 PM13 votes

In regards to Zoe coming from someone who mains her:

  • Enemy champions killed within 3 seconds of being slept by Sleepy Trouble Bubble (E)

  • Long-range Q hits

  • Distance traveled by Es that have put targets to sleep (direct hit or traps)

It would be super cool if that last one (Distance traveled by Es that have put targets to sleep (direct hit or traps) would be replaced with something pertaining to her W (Spell Thief) so she had one eternal per ability!

It would be great to see something like:

  • Number of spell shards stolen from enemy champions

or

  • Number of spell shards picked up from minions

or some sort of combination of the two

  • Number of spell shards used with W (actives and/or summoner spells alone)

Other than that, I love these! Thank you for your efforts to make Eternals more enjoyable.

LadyFenrir9/5/2019, 9:41:00 PM13 votes

I don't know how thorough or dedicated Riot is to reading all the comments and I worry that mine will be lost in the sea of all the responses - but I logged in to provide feed back anyway.

First, I agree with the general consensus that these shouldn't be locked behind a paywall. I know people have complained plenty about it so there's not a lot of point in rehashing it but I'd like to make something clear. (Not to mention, Riot seems insistent on pretending those numerous complaints do not exist.) Bottom line, most of these are just stat trackers and relatively uninteresting ones at that. It's not that I don't want to pay for them, it's that I simply will not do it. Yeah, it'd probably be an interesting fact to know how much distance Orianna's ball has traveled but it's not something I actively want to know, or brag about in any fashion. That's just one example of the massive amount that I can list out of the current Eternals you have listed. I know you are trying a balancing act between people that want 'easy' counting stuff to seem skilled and people that want actual skill based stats and you will have people complain no matter what you pick, but realistically only way I would pay for this would be if it were something to actually be _proud _ to show off (and I think most people feel this way).

A lot of people have made great suggestions/alterations to your current list and I don't think there's any reason to throw these away. I simply believe you should make these available for Blue Essence for a multitude of reasons. One, I (and a lot of long term players) have almost 200K sitting with **nothing **to work towards or spend it on. Two, I don't believe what you're offering is worth RP even if it does take a lot of background stuff and you legit need to offset the cost. Three, it would show that you are actually listening to a large portion of the community instead of "listening" by reducing the cost. We never said it was too much, we said it wasn't the right move.

Now, I'm not above paying for bragging rights. I like League and I will pay a great deal for stuff I like. Not that it matters to the conversation, but I have spent a great deal of money on this free game. Not really to be 'supportive' but because what ever it is I am buying, is something I actively want.

You know what I would pay RP for? Achievements or Titles that make me feel like an actual badass. I think the problem with main train of thought thus far is making them all champion specific. To be completely honest, some champs can't shine based upon their own skill usage, but how they're used. It's just too much to try and please everyone for each individual champ. I think Riot would be much better off by having generalize categories. By this, I don't mean how the Eternals are currently broken up (or was at one point). I actually mean by Rift Role (ADC, Support, Mid, Jungle, Top) or by Champion Role (Tank, Fighter, Assassin, Marksmen, etc) and gearing both toward different play styles. I also think that it's important to think of stats involving multiple champions - as if there is an ACTUAL FIGHT HAPPENING because that's really where the skill comes from one champion interacting with another champion. I also believe you should have situational achievements.

I'm going to provide some examples (I even named 'em, cuz why not), and I hope you keep in mind that my suggestions are very much based upon how and who I play. Other players that have other player styles would probably have great suggestions for what makes them feel badass/what achievements would be best for them. I'm a defensive player, I mostly play supports, assassins, or sometimes bursty mages (which really, I try to use like assassins anyway)(and yes I realize the irony of being a defensive assassin). (also, I hope you're still with me).

Support Achievement Examples:

  1. "All the Credit" - This achievement is designed around those clutch moments where the support actively saves someone either through healing/shielding (like Sona, Soraka, Taric, Karma) or through CC/Damage Reduction (Exhaust, Morgana, Leona, Braum). This would take a lot of stat tracking, from multiple Champions and skills, namely being proximity of two champions and how much health the one being saved had recently lost (obviously more allotted for tanks/high HP champs). This doesn't have to result in a kill on the enemy team, just saving someone on your own team.
  2. "Oopsie" - This achievement... I don't even really want to call an achievement because I can already imagine the outcry of ADC everywhere about how it encourages KSing. But realistically it's just something that happens as a support, even as a great support. In efforts to save someone or mismanagement of Skills or auto's (or hell, even the mismanagement by the ADC), the Support gets the last tick and credit for the kill. I just think it would be something fun to track, especially for support mains who do not intentionally steal kills)

Situational Achievement Examples

  1. "Thanks Tower" - Surviving a Tower Dive (or on the flip side, you could have another achievement for successful tower diving). This would have so many things to take in to account: how much health one player had versus the other (personally I love having little to no health and surviving a full health tower dive from an enemy (cough cough Yas cough cough). What Skills/items/summoner spells are used on both parties and various other things that would make this Skill based versus luck based (or perhaps stupidity based if the other player shouldn't have dived anyway). I also think it's a good idea that this would be another achievement to take into account proximity (as in, ideally this would be one enemy champion diving one other champion).
  2. "Whew" - Hopefully we've all done it, or at least have seen it. That person surviving with 60 health, 20 health, just 5 little health points. Sometimes it's luck, sometimes it's skill... sometimes the enemy auto's a minion but this is something more than WORTH bragging about.
  3. "Don't Believe in Counters" - There's a long list of champions who counter other champions. I honestly don't know them well because I believe you can play any champion well against any other champion. In that train of thought, I think it would be great to recognize players who do well with champions against their designated counters. I don't know how exactly to measure that, but I bet the community would have wonderful input on that account because this would be a great way to recognize specific skill level because a player can show they do well against a champion that specifically counters the one their using.
  4. "Who needs Smite?" - Stealing Baron/Dragon with a measly old skill or perhaps even without actual vision on the target?
  5. "You're Welcome!" - Taking a skill shot or targeted skill that would have killed another champion (the best examples I can think of is Cait or Jhin's Ult, or Morgana's Q, but I'm sure there are other skills easily added to the list).

Anyway, I've made a massive wall of text. If you made it this far, cool you get a high five (and my eternal gratitude)(haha, eternal). I completely recognize how complicated the achievements I listed might be for Riot to pull off gracefully but, again... I would PAY for that type of record system. I don't want to pay for a simple counter, I would rather pay for something that actually shows off how I play and what I've achieved... Maybe it's impossible, but oh well I put it out there anyway. I really think if Riot went with this type of achievement system the Community would really get involved in describing their own play styles and what they think should be recognized. I'm just one person, I mostly just play a few ways... there's so much potential and I would love to see this kind of achievement/skill based system come to life.

(Edited because the bullets were making things weird and italic, also added 5th Situational Example)

Phi6Slamma9Jamma9/4/2019, 8:28:39 PM12 votes

Literally no one believes whichever Rioter says the same corporate line when they say that Eternals have to cost money. With achievements still locked behind a paywall, the discussion isn't even worth starting yet.

As for champs I play, 'slimes picked up' is a meaningless stat for Zac because it's just playing the game. Successful revives would be a lot better.

The Swain ones are really good, and I like the E-Q combo one.

for Yorick, 'enemies inside W' is meaningless for the same reason, as well as trapping not always being the best thing to do. Same with ghouls created. If Swain can get the E-Q eternal, can Yorick get one that's the amount of times he's thrown 4 ghouls on someone or something? These are by far the least worth paying for out of the three I listed.

Verevyta9/4/2019, 8:29:53 PM12 votes

Make them free

RayDenki9/4/2019, 8:58:25 PM11 votes

The only thing we really want from this is to not having to pay for a damn achievement system that doesn't even give a real reward.

Niether9/4/2019, 9:38:09 PM10 votes

Please don't make eternals cost RP. There is no reason for what is basically a stat tracker to be locked behind a paywall. Eternals should be free for all players and Riot should release different types of paid content like announcer packs or map skins.

RiotXenogenic9/7/2019, 1:37:47 AM10 votes

Alright! First, let me say: thank you all so much for taking the time to give us your feedback. We read all of it and use it to drive our discussions on next-steps.

I've taken the feedback from Twitter, reddit, and this post to compile a list of changes to our proposed Eternals. However, let me mention up front: this list is still not final.

We will continue to make adjustments to our initial proposed sets as necessary. The changes listed below are changes we are going to attempt, but we may end up having to take yet another path on any given Eternal due to feasibility, technical concerns, or other reasons. However, if we're able, we'll make these adjustments.

Lastly, anything that says "REMOVED" doesn't mean we won't ever track that. It just means we're going to remove it from set 1 to prioritize something else.

Anivia

  • [REMOVED] Kills to enemies within Glacial Storm
  • [ADDED] Enemies knocked aside by wall

Amumu

  • [UPDATED] “Number of Qs Landed” updated to “Number of Long Range Qs Landed”

Bard

  • [REMOVED] Multiple (2+) enemy champions hit by Tempered Fate
  • [ADDED] Number of double stuns inflicted with Q

Blitzcrank

  • [REMOVED] Time spent under the effects of Overdrive
  • [ADDED] Takedowns within 5 seconds of activating Overdrive

Braum

  • [REMOVED] Number of projectiles blocked by E
  • [ADDED] Damage blocked/mitigated by E

Camille

  • [REMOVED] Kills to enemies affected by R
  • [ADDED] Number of champions knocked aside by R

Evelynn

  • [REMOVED] Damage dealt by E
  • [ADDED] Kills within 2 seconds of exiting stealth

Fizz

  • [REMOVED] Kills with E
  • [REMOVED] Distance traveled with Q
  • [ADDED] Skillshots dodged with E
  • [ADDED] Bonus damage dealt to champions with W empowered autos

Garen

  • [REMOVED] Time spent with (P) up
  • [ADDED] Healing done by P

Ivern

  • [REMOVED] Trigger seed damage
  • [ADDED] Number of champions knocked up by Daisy

Jhin

  • [REMOVED] Number of roots with W
  • [ADDED] Number of max damage Q bounces into champs

Kai’Sa

  • [REMOVED] Number of plasma ruptures
  • [ADDED] Bonus damage dealt by rupturing Plasma

Kalista

  • [REMOVED] Number of sentinels triggered
  • [REMOVED] Stuns with R
  • [ADDED] Rend stacks transferred to champions by Q
  • [ADDED] Low health (<25%) allies saved with R

Karma

  • [REMOVED] Damage healed with empowered W
  • [ADDED] Total reduction to R cooldown from Passive

Kayn

  • [REMOVED] W Multihits
  • [ADDED] Number of transformations unlocked in under 10 minutes

Kennen

  • [REMOVED] Distance traveled in E
  • [ADDED] Number of enemies passed through with E

Kindred

  • [REMOVED] Distance travelled with Q
  • [ADDED] Champions executed with E

Kog’Maw

  • [REMOVED] Kills due to Passive
  • [ADDED] Number of attacks that hit champions beyond default/base attack range due to W

Leona

  • [REMOVED] Passive marks consumed by allies
  • [ADDED] Damage mitigated by W

Lissandra

  • [REMOVED] Self healing done with Frozen Tomb (R)
  • [ADDED] Champion kills within 5 seconds of taking damage from Frozen Tomb (R)

Lucian

  • [REMOVED] Time spent hasted by W
  • [ADDED] Q hits on champions that weren’t the Q target

Lulu

  • [UPDATED] Knockups with R is now “Multiple champions (2+) knocked up with R”

**Nami **

  • [UPDATED] Nami ult hits increased from 2+ targets to 3+ targets

Neeko

  • [REMOVED] Takedowns within 5 seconds of breaking camouflage from Passive
  • [ADDED] Number of full Q triple-hits on champions

Poppy

  • [REMOVED] Shields thrown with P
  • [ADDED] Damage absorbed with P

Qiyana

  • [REMOVED] Distance traveled with E
  • [ADDED] Champions executed with Q

Riven

  • [REMOVED] Distance dashed with E
  • [ADDED] Number of three Q hits on the same champion

Singed

  • [REMOVED] Distance traveled in R
  • [ADDED] Time spent at 25 stacks of passive

Sivir

  • [UPDATED] No longer going to attempt to track spells blocked by Ricochet (W) instead of Spell Shield (E)

Sona

  • [REMOVED] Empowered Q Auto attacks
  • [ADDED] Number of Power Chord (any) empowered autos against champions

Soraka

  • [REMOVED] Time spent hasted by passive
  • [ADDED] Number of enemy champions hit by Q

Shyvana

  • [REMOVED] Dragon hits with R
  • [ADDED] Number of stacks on Passive from killing dragons

Teemo

  • [REMOVED] Time spent Moving Quick
  • [ADDED] Champions killed by a poison tick from E

Tristana

  • [REMOVED] Distance enemies knocked back with R
  • [ADDED] Number of enemy champions knocked back by R

Twitch

  • [REMOVED] Slow duration of Venom Cask
  • [ADDED] Number of enemy champions killed within 5 seconds of exiting stealth

Veigar

  • [UPDATED] “R kills on champions that had over 50% hp” changed to simply “R Kills”

Xin Zhao

  • [REMOVED] Distance traveled with E dashes
  • [ADDED] Number of champions knocked up by Q

Yorick

  • [UPDATED] “Enemies trapped by W” changed to “number of enemy champions trapped with or bumped by W”
  • [REMOVED] Towers destroyed while being damaged by the Maiden
  • [ADDED] Number of times all 4 ghouls have lept on target hit by E

Zilean

  • [UPDATED] “Levels granted by passive” changed to “total experience granted by passive”

Zoe

  • [REMOVED] Distance traveled by Es that have put targets to sleep
  • [ADDED] Number of picked-up spells used with W
Ęsdeath9/4/2019, 9:51:14 PM9 votes

Why come here posting some "changes" when you don't even address the real elephant in the room: Your RP paywall? Everyone complains about it, but you act like everything's fine.

What point of Eternals being a pure result of lazy work and lack of creativity don't you understand? If I wanted to check those stats I could easily open any third-party website for that; god, even Match History transmits more information than that garbage.

With you it's always the same. You even dare to create a post stating you listen to our feedback when all you end up doing is lie blatantly to all of us. In the name of the people who recognize your mischievous attempts to manipulate everyone into buying a stat-panel for EACH champion: Fuck Eternals. And quite frankly? Fuck your philosophy.

Kampsycho9/4/2019, 8:52:34 PM9 votes

Why isn't there anything specific for people with 500k, 1M, 3M Etc Mastery Points, when this was something to show your mastery over a champion and your dedication and seemed to be based more for one tricks out there...

P0PPY THE HERO9/5/2019, 12:47:21 AM9 votes

Poppy Shields thrown I’m sorry but you really aren’t doing a good job at convincing us that this isn’t just another monetization scheme. There’s literally a dozen things to spend real money on in this game and stat trackers did not need to be one.

Darked9/5/2019, 12:28:23 AM8 votes

How about not having to have them cost, free achievements tends to be something that isn't is new steam landed this so many years ago

[zombie-brand-facepalm]

xDerpina9/4/2019, 8:34:06 PM7 votes

"Some players want very skill-expressive trackers, while others want trackers that are more accessible and will grow large over time"

You guys need glasses.[zombie-brand-facepalm]

Agent Corgi9/4/2019, 8:35:35 PM7 votes

While I'm still not yet onboard with Eternals, I do have one question regarding them:

If a Champion Recieves a Visual and Gameplay Update (ala Fiddlesticks & Volibear), what would happen to their Eternals? Does the Progress reset since new objectives/stats have to be added in or does the customer have to pay for new Eternals?

Mordepool9/4/2019, 9:04:10 PM7 votes

Ill be honest idgaf about eternals.

Caenen9/4/2019, 9:27:28 PM5 votes

First, to comment on the Sion Sion eternals design only:

  1. Sion Q is not a full ability unless you reach 1s+ channel, so encouraging it further is basically the perfect deal.

  2. It's okay, provided non-direct hits count (making people try to hit only non-recasted R's is a bad idea). I'd rather have "Enemies hit by R that were slowed by E at range", but -while promoting of a good way to engage a fight for sure- it would be quite a bit more difficult to implement.

  3. Now THIS is what I enjoy, especially looking forward to the 'all time best from one game' tracking. Just a juicy STAT to potentially blow some people's mind with.

Obligatory note: "Kills while dead in passive (= while affected by the Glory in Death buff)" could also be a good Sion Eternal, even if your job as Tank Sion isn't to finish off people with it. But I wouldn't say it's a must over #2, so maybe in a future set.

So the design of the things is generally fine, and I've also been looking for other flaws of them already, such as gaining information from the Sion Q Eternal popup, which luckily doesn't happen since the popup only appears out-of-combat as far as I've seen, so that's fine so far.

However, personally these Eternals aren't very appealing to me minus maybe the last one. If I want to show a cumulative stat of how much I main the guy with the single largest Axe in League of Legends, I'd just point to my 1.2 MILLION mastery - not how many Qs I've hit or Rs because nobody can make use of that stat BUT other Sion mains that could compare it with their own. So here's my thought:


#Make players with a stat from the Eternals that is top 100 of a server stand out when looking at it!


I wouldn't care if I load in against KarthusKing276 with 371628 lifetime isolated Q's against champions. I would care if there's a #27 next to that number, indicating how much this guy plays Karthus on the server. Or that the same guy has had a game where 15(!) ults got him Multikills! A 30+ kill game, at least! That would make me interested in what carzy games he must have played previously - and would be a reason for me to work on getting my Sion stats displayed aswell.

Otherwise, it's just a number, and numbers are only exciting in specific cases.

Anyone else's thoughts on this idea?

(Edit: fixed typos and such)

Iivo9/5/2019, 10:50:03 AM5 votes

The Eternals for Jax seem a bit boring to me, I would like to have something like amount of attacks dodged with Counter Strike (E). Also would love to see number of Soul Fragments collected for Swain or something like that, don't really like the kill counting Eternals that much.

Jaibamon9/4/2019, 8:17:12 PM5 votes

Teemo

While I agree they're better than the first ones, I still find them... boring and simple. Everybody steps on Teemo's shrooms, where is the challenge on that? Instead, give me Eternal points for killing champions with the shrooms instead. An Eternal for using Teemo's W? That's the most boring of his abilities. Did you know that Teemo has an increased attack speed after his passive? Why not use that instead?

I made a post on the Teemo Mains subreddit about better Eternals for the swift scout: https://www.reddit.com/r/TeemoTalk/comments/cqzgu5/teemos_eternals_suck_lets_make_them_better/

Here are a couple of suggestions from there that I would like to share, hopefully you can take them into account:

  • You're welcome: Kill a champion with your poison damage (the initial damage from E doesn't count). There is nothing better than killing someone by the last ticks of poison.

  • Smell that? That's fear: Kill a champion where you have the "Element of Surprise" buff. That's during the 3 seconds of increased Attack Speed after you used your passive.

DarkSpiritslayer9/6/2019, 3:05:25 AM5 votes

tbh noone should care about what Eternals you guys planned on making for each champ because nobody should BUY these!

this feels like such a huge scam ... no player should spend RP to get this crap we basically pay RP for a stat tracker ... wow


and the rewards are absolutely useless & garbage woooow you get 1 - 6 small blue lines over your mastery emote!!! just WOW! what a great "reward" ...

not even "cool" (and even some generic but still cooler) rewards like:

  • unlocking special icons from that specific champion
  • unlocking special emotes from that champion
  • unlocking a random skin shard from that champion
  • unlocking a special recall animation or even just special recall particle effects for that champ
  • unlocking a champion-themed banner in your lane when you play that champ (like the clash flags in lane)
  • unlocking a joke buff (like the "on the chase" buff when Vi / Cait and Jinx are in enemy teams for example) that shows your Ethernal - and the buff just reads something like "this character is a master of combat and will crush everyone who stands in their way" (for the Warrior Eternal) or "this guardian will protect his team no matter what happens" (for the Protector Eternal) etc (ofc these buffs wont give any benefits)

or even stuff like:

  • unlocking a special TFT-board-skin in the theme of that champion - for example on that board-skin a statue of that champ in the corner or their weapon / armor / etc are displayed

the old client even had a stat tracker for basic stuff (like kills, dmg dealt, dmg taken, etc) AND THAT WAS FREE and unlocked for every champ that we played now we have to pay RP to unlock the same old stat tracker for each champ separately thats so dumb ...


i rly wanted more mastery stuff to show the progress on my most fav champs but tbh - even just releasing Mastery rank 8+ would have been better than this sh*t because at least thats free (probably ...) sure that doesnt give you any good rewards as well (instead of your stupid blue-Eternal-lines above the mastery emote it would just be a new amd upgraded mastery emote) but at least we didnt pay RP for it ... right now im not even sure you would make mastery 8+ free anymore ... you would probably charge RP for that as well >_>

sooo YAY to more champ mastery and skill expression but a NAY and a big fat YIKES to your current Eternal system

Desaroll9/4/2019, 8:21:11 PM5 votes

Hayo! Visiting from LAS <3

A note for Lulu. Her E and W have two uses, depending if you cast them on an ally or an enemy. Those eternals reward using them on one of those.

The W Eternal rewards using it on enemies. Not using it well, not using it when you need to use it. Just, using it on enemies.

May I suggest changing it to hitting 2 different champions with each Q? The double Q launch (From Pix and from her) is something you have to learn to do, and do it correctly.

The E one is ok, even if it values only one type of cast, as even AP Lulu will use E more than once to shield themselves.

Good luck! Lulu

PD: All said, I would like to remark that the first mastery update we get, and it's closed behind RP. That a M7 with 10k points can get a better M7 emote than a M7 with 2m just because one of them paid... Seems wrong.

Shahamut9/4/2019, 10:54:59 PM4 votes

Skarner ABSOLUTELY NOT!

Absolutely NOTHING involving the stupid passive spires. They are barely even his passive.

Tell you what Riot, I wasn't going to buy any of these anyway, but if you guys will finally, FINALLY revert (fully or partially) Skarner so that he no longer has the spires, I will buy EVERY eternal for Skarner with RP. Even if I can get it for blue essence.

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/KYwQGVPX-what-skarner-mains-really-want

Palaven9/4/2019, 9:17:30 PM4 votes

Singed Singed OTP Here

A huge element of Singed is SPEED. You try to incorporate that by having "Distance Traveled While Under the Effect of R." However, this seems pretty boring. Its merely a volume stat that just requires moving (which Singed constantly does) while ult is running. I think a much better way to approach this concept is to play into his passive (movement speed boost near ally/enemy champ), especially because it can stack.

Sometimes in teamfights, Singed gets moving REALLY fast because he is drifting off many nearby allied and enemy champions (while R is running, as well). So I think it would be cooler to have something like:

Seconds traveled while having at least X Movement Speed

I'm not sure what X should be but suppose you made it equal to: [345 (Base Movement Speed)] + [45 (for standard upgraded boots)] + [MS from Rank 2 Ult] + [MS from drifting off 3 allies/enemies] and of course then adjust for the the fact that MS scaling falls off at a certain point. Basically, pick a number that would typically be reached when drifting off 3+ enemies/allies in the mid game. Sure, it might be more easily reached in games where Ghost/Swifties are taken but I think that's OK as it is much cooler as a concept and slightly more difficult to achieve.

EDIT: I'm not really a proxy Singed player but it might also be cool to have "Seconds spent beyond Tier 1 Turret pre-15 minutes" or something that would track his time spent proxying in the early game.

Moiphy9/5/2019, 10:16:34 AM4 votes

I don't mind these. They seem nice for the most part, but that's really about it. They're just this nifty little thing it seems like. Tracking stats is kind of cool, and it's one of my favourite things to do, but if this is a premium system I would've expected a much more premium experience. I don't mind RP costs that much. But I do feel like these can be made better if these can be acquirable through Blue Essence all throughout the year. Riot Games isn't making many fans by locking this behind a paywall. Sadly, I can tell there is a lot of work being put into these, so I find it rather sad that they have to have such a negative backlash simply because of the pricing.

I think people would happily sink BE into this for their favourite champions. But if you are going to lock this behind a paywall, I would suggest really going to the extreme with this. Making exclusive Eternal Chromas as rewards for hitting certain milestones, maybe being able to customize your TFT board, have a banner in the fountain that represents your eternal progress for you champion. A leaderboard for the various statistics provided with Eternals could also be fantastic. Maybe making the banners in the lobby customizable using your eternals. With a lot of these additions, you could have set eternals to be a really good premium option, with a Blue Essence/low RP alternative for other people.

Overall, I like the changes Riot has made, but it isn't anywhere near enough. Chroma Packs were initially 590RP, and to me these seemed okay, but still a little on the pricey side. Valuing these as much as a recolour of your favourite champions is honestly really sad. If Eternals release in this current state, it will likely be a sad affair, although I do suspect Riot Games will still see profits from these. As someone who doesn't main any particular champion, and will play various champions on and off depending on meta, fun-factor and comfort, I don't get much value at all, and I don't see this being valuable to anyone except for maybe some of the community who does spend most of their time on singular champions. I love this idea, and you guys are doing a great job, but the implementation is going to be key to the success. I hope they're a lot better on release than I am seeing from videos and from reading various posts, and that maybe their release into the game isn't actually worthy of the outrage given by the community. I hope.

Kei1439/4/2019, 11:18:13 PM4 votes

For sona, I'd rather see the enemy dmg reduced by diminutio (empowered W). It's a large part of skill expression for sona that many people forget about.

For Janna Q, I wonder if the time spent knocked up by Q is a better stat. It encorages to hit long charged Qs which is a prediction game.

hpp39/4/2019, 9:56:15 PM3 votes

For Zyra:

One of our changes to the feature is to ... not include common stats like Kills, Damage Dealt, etc.

"Damage done by thornspitters" is just as bad as tracking damage dealt (I'm not saying all of Zyra's damage is thornspitters, I'm saying that it's equally boring and meaningless as just tracking all damage dealt).

I suggest "skillshots blocked with plants" as that's the only real skillcap mechanic Zyra has.

This is defined as:

  1. plant was hit by a linear skillshot that doesn't go through minions
  2. this occurred within 0.5s of the plant being spawned

For Vel'koz:

The ones you have are okay (champions killed by R is probably the weakest), but here are some more interesting suggestions:

  1. Hitting 3 enemies with 1 Q
  2. Hitting Q at over 1100 range (longer than the max range, requires geometry)
Void Kaiju9/4/2019, 8:19:02 PM2 votes

Are milestones permanent or on a per-game basis?

For Chogath, would I get a notification every time I get to 10 stacks but also get one when (if) I reach a personal best? Or is it a flat number of notifications as I reach milestones and then one for my personal best which I will likely almost never see?

(Also for his specific challenges, putting the multi hit on q seems more fitting to me? With ult stacks already being the most basic of basic skills, asking a little more with the q doesn't seem unreasonable.)

DeathBurst9/5/2019, 1:11:48 AM2 votes

As a Garen one-trick, not a single of the Eternals for Garen sounds exciting. Yes, I kept in mind the note about rekindling and personal best in a single game.

  • Enemies killed with R is just grinding, and after rekindling it's just barely better than counting kills.
  • Damage dealt with E is incentiving grouping for team-fights, which Garen is bad at. But beyond that, it's entirely out of your control, and tracking personal best will just show how much you were able to dumpster your laner when you had an easy match-up. At best boring, at worst warping.
  • Time spent with passive up is strongly correlated with game length. Getting a good score won't be about avoiding poke or anything skill-full, it will just be about dragging out games...

EDIT: in contrast, Kled Eternals are much more interesting. Getting the delayed trigger on Q that enemy can avoid if you don't play correctly, getting good R with accurate prediction of where enemies will be 3-5 seconds ahead, and proper use of your passive away from base. Yeah, fine, that's what I want to see, that demonstrates mastery and skills.

jannaold9/5/2019, 3:16:23 PM1 votes

{quoted}

Hey folks! I am Xenogenic, the Game Design Lead for the team that makes skins, events, and new content like Eternals. After announcing Eternals a few weeks ago, we’ve been having ongoing conversations with players to gather feedback and make improvements while we continue working on them.

One of our changes to the feature is to build sets of 3 Eternals that are unique to each champion, capturing things directly related to their specific abilities or gameplay patterns, and not include common stats like Kills, Damage Dealt, etc.

What we’d like to do now is list our proposals for each champion for the first set so you can give us feedback on what you like or don’t like, as well as make suggestions for ideas for things we should track in the future!

A couple of quick notes before the list:

  • Some players want very skill-expressive trackers, while others want trackers that are more accessible and will grow large over time. So to that end, we’ve tried to include some of both for each champion and will likely continue that trend into the future. Be sure to let us know which type of Eternal you prefer, though.
  • This is a rough draft type list, so there is some level of short-hand.
  • For example, sometimes we may say “enemies” which really means “enemy champions,” not minions or monsters.
  • Multi-hits means 2+ (or more) targets hit in a single cast of a spell.
  • “Long range” casts of spells mean more than 75% of their max range, unless otherwise specified.
  • Damage dealt, damage absorbed, damage dealt to, etc. refer to damage to/from champions, unless otherwise specified.
  • We want Eternals that track high moments and successes without being gameplay warping, by which we mean: Eternals should not be asking you to do things that you don’t want to do or shouldn’t be doing (i.e. kills as support, casting spells specifically on yourself instead of allies or vice versa, etc.). If any of these feel warping to you, please call them out and explain why!
  • When Eternals are fully “rekindled,” meaning all 5 milestones they track have been reached, they start tracking your personal best within each game. Keep that in mind for stones that might seem basic on the surface. Many of them become more interesting when tracking the highest/best amount you’ve done in a single game.

Here are our proposals for Set 1: https://drive.google.com/file/d/1c8fLzByerZZrBPJmfRxZD8KgHO2Vn3UV/view

https://i.imgur.com/6Cx09kR.png[/img]

Realy like the new sets, any ETA when they will be available? I also got a Question on Janna

[sg-janna]

"Multiply Allies Healed with one Monsun" does this tracks the Heal or the Targets?

Lets say in 1 game i Ulti 4 times in the game: 3 people, 2 people, 5 people, 4 people - Whats the Value then? ° 4 Multiplie Allies healed with Monsun? ° 3+2+5+4 = 14 Multiplie Allies healed with Monsun? ° "5000" heal on multiplie allies.


And riot pls remove/censor those trolls who offtopic and cry for the RP price.. this topic is about the Unique Trackers per Champion, not about the RP price....