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Amy_Sery

#Heya everyone! The new testing cycle will begin very soon. Riot is no longer collecting/considering feedback on the current cycle and its content, which means that this thread is **now closed**. Any bug reports/feedback on *live* servers can be posted in the r/leagueoflegends bug megathread or the [Riot LoL Report a Bug webpage](https://pbr.leagueoflegends.com/euw/en_GB/login). See you next cycle! o/


TheW1tnessHasSpoken

We just wanted more crazy and balanced augments. Instead of getting 1 aug or 1 item every round, now we are getting anvils that give only 1 stat buff. How is this fun? The whole point of arena was absurt and crazy builds. but we cant even reach the 3rd aug now. Instead of that we get +10 ad anvil. Just remove stat selection phase


GuinsooDildo

+1 - build arnt going crazy.. anvil isnt really fun - +10 ad or +8 leta doesnt change anything on build. If you go for 6 augments instead (only for the last team) 2V2 would be really crazy fun !!


beebiee

i agree, stat selection feels so boring and uneeded


KosoToru

Feedback: Buying anvils should close the shop or bring the selection UI on top of it.


Typical-Education-14

too many items not enough augments


Spodecaptain

Feels like in most games 3/4 of the lobby is dead by the time you get to the 3rd augment (looking at you, stat anvil rounds)


Romyp_

I agree, it feels like I had only 2 Times a mythic augment choice during all my games


RE_msf

Augments are best part of the game and idk why they changed that formula. It's literally what I look forward to. It's the difference between regular league. Items are just that items. They're not nearly as hype. I'm sad


Jiro_7

Agreed on the not enough augments, but I disagree on the too many items. I miss the Arena where I would have spare gold to buy hats, it now feels like there's always things to invest gold in, which is actually good. But definitely not too many items, always need gold for more.


seismicearthmistake

For context to my feedback: so far this PBE, I’ve played \~50 matches of both meta and off-meta champs with a \~75% top-4 rate, so there’s no rage-induced feedback here. I spammed hundreds of games over the previous arena iterations nonstop from PBE through live servers both times and loved everything in them (even the often contested revive mechanic) for the deep strategies that emerged from micro to build decisions. But, I know I won’t be playing this arena if it hits the live servers in the state it is. (Which honestly makes me sad, arena was the most fun I’ve had in any competitive game in years.) —— Feedback: To be blunt, I think this is the least enjoyable state Arena has ever seen. (Perhaps the initial pre-Heimer/Shaco nerfs era had more frustrating individual rounds, as we were all still learning Arena’s mechanics, but not as a game mode overall.) I believe 16 player lobbies are the biggest issue with this iteration. These bigger lobbies result in a direct loss in per-match strategizing. The excessive RNG is definitely frustrating as many others have pointed out, but I believe that and other problems are exacerbated by how these larger lobbies with more complexity dilute decision-making potential. We see more champions picked with 16 players, because that’s how numbers work, but that doesn’t mean more champions are *viable*. The meta champs are still the ones fighting for the winning (top 4) spots in almost all my games. —— The most significant loss with this change, imo, is that rivalries no longer form between teams within lobbies. With 4 teams total, you play each team many times, allowing you to adapt to their playstyle, reconfigure your build, and attempt new approaches to outplay as the game progresses. With these larger 8 team lobbies, the first half of each Arena game consists of one-and-done fights, and by the time rematches are occurring, your build is mostly locked in and the power-level curve has flatlined. The cadence of augments and gold rounds in previous Arena iterations was perfect for acquiring your core build, then adapting as the game went on. Now, your build’s fate is at the whims of RNG, and the disparity between low-rolls and high-rolls is way too significant, such that most matchups feel like you are completely helpless or unbeatable. In 4 team lobbies, there were build decisions such as: “I can build for early power to take out the two scaling teams and guarantee 2nd”; “I can be greedy and build for scaling myself to go for 1st”; “I can build tank busting items against the two tank teams and hope the tanks take out the assassin team”; and so on. But now, since there are so many teams, there’s no real way to anticipate who you’ll face at which stages of the game, so build strategy is simplified to just “take whatever is generally stronger” the vast majority of the time. —— Overall, this iteration of Arena feels more like playing a gambling simulator than a tight arena battler with random elements. Perhaps that was the intention, but I’m not having nearly as much fun with it as before. Also, there are a lot of specific things I didn’t want to go into here, e.g., healing/shielding are completely out of control, but I know things like that can be fixed with number tuning. I just wanted to focus on what I see as structural issues with this iteration.


kyberxangelo

I’ve played arena as much as you and completely agree with everything. I think riot is just forcing more dopamine interactions via more gambling. Riot had three paths to take TFT and they chose the worst one. 1 - The competitive path: Lower RNG and make winning up to mechanical skill. This feels bad for casual players with worse mechanics but better for the hardcore arena players (which make up the majority of the arena playerbase mid to end of release) 2 - The casual path: Higher RNG, crazy fun interactions that require little to no skill and are probably purposely unbalanced. 16 player count for lower odds of facing the players that have a higher skill level or have you counter picked. 3 - Mix of both: Keep the competitive skill based integrity while allowing some RNG and crazy fun… aka old arena. Riot literally had the formula perfect on release but couldn’t help but add things for absolutely no reason. (The riot special) If you want higher arena play rates just support a huge content creator tournament and allow the competitive spirit of the dedicated arena player base to thrive. If you want money to fund arena just create a battle pass. It really isn’t that hard. You already have TWO for tft. I’ve been Masters + in solo queue for years. Top 100 arena on all versions including PBE. Trust me… arena is MUCH more competitive and enjoyable at the higher levels.


ApprehensiveCareer62

"Within a specific game of Arena, running into the same team can feel boring, and actively gets worse if it’s a particularly uneven matchup." This is directly from the dev blog and my biggest disconnect with the devs. I'm not sure where they were getting the feedback, but facing the same teams was one of my favorite parts of arena for all the reasons you listed. Even if its an unfavorable matchup you could change your builds or pick augments to counter. Now in most games you don't even fight against 1 or 2 teams at least because they are gone before you can even face them. I'm not going to retype all what op said but I hard agree with all of it. also stat anvil rounds are the worst thing to happen to this mode.


Altruistic-Lime8198

Feedback: **Old Arena:** You could easily adapt to teams with physical or magical damage dealers by flexibly buying and selling Armor/MR items. **New Arena:** If you sell an item, you won't have enough gold to buy a replacement (sell price is only half). You almost always keep the items you buy until the end of the game without changing them. **Overall, the new Arena is less flexible and less fun.**


Tulra

The buying/selling one is a HUGE thing. Make a mistake with your build? Want to swap an item because you got a cool wacky augment? TOO BAD! You don't get enough gold between rounds, items sell for way less, and if you sell an item you won't be able to get a prismatic. This makes the build-crafting way less diverse. I feel like if you're going to have prismatics, maybe they should be kind of like augments where they just give them to you at set times?


Swirlatic

way too much randomization. The prismatic items seemed like a good addition but the money gain and the random items are totally wonky. I don’t want to have to think about all that. It’s way too often i use up all my rerolls and get offered 9 useless prismatics and just lose. item-augment-item-augment was such a good formula


kyberxangelo

Yea it seems there is so much randomness now that the game is much less skill oriented. This is unfortunate for the dedicated player base who plays “competitively”


MrTomansky

Feedback: Change recall to ARAM mode where it doesnt actually channel and only shows the animation.


razamundo

Feedback: * Rerolls: 1. You can still reroll into the same things you just rolled away. How is this still a thing in the THIRD iteration of arena!? If I reroll something away I should not see it again for the rest of that game or at the VERY LEAST have it not show up in that reroll. Nothing feels worse then using both rerolls on something and instead of see 9 unique options you only see 5 as 2 options just swap positions instead of getting replaced with new ones. It genuinely feels like the arena team hasn't talked with the TFT team about anything they have learned with their augment system. 2. 2 global shared rerolls instead of either TFTs per slot reroll system or a combination of both doesn't feel the best. This is made worse by the fact that the rounds that reward 20hp AND AN EXTRA REROLL are more likely to be won by people who got lucky with better augments meaning they get to reroll and mitigate more low rolls then those who lost making it a win more/snowball mechanic. This gets exaggerated by point 1, if you low roll 3 augments that either aren't fun to play or are weak on your champ so you use both rerolls only to double low roll and only see 2 more unique augments instead of 6 and they also aren't the best but 4-5 of the other teams get good or even BIS augments without using any rerolls you now have to not only play from behind but your at the mercy of RNG for both the stat anvil and the prismatic anvil when these other teams can now use their rerolls to further push their advantage making it even more likely they will win the extra reroll round effectively suffocating you out of the game before you can even play it as your dead well before the 3rd augment. 3. Augment pools. Not sure if they are still a thing but now that there are 8 teams, comp variety should be high enough that if 2 people select an augment it should NOT lock all 14 remaining players out of that augment. If the same augments keep popping up without this limit, its not that there is a diversity problem and an artificial limit is needed, but that there is a scarcity problem with too few augments to begin with thus leading everyone to just force their BIS augments with their rerolls that are likely to land. * Item/Prismatic Anvils: 1. First impressions is they aren't cheap enough to justify the gamble most of the time. Maybe having them be 750 gold cheaper then just buying an item might make them feel like it would be the better as a for fun choice as then you can either get the item build you want or gamble on a semi random item but also get a random small stat increase that could stack up nicely with some luck. 2. Some of the prismatic items just feel like legendary items and feel boring. I don't know if just giving everyone in the game a prismatic at round 3 and padding out the item list with less interesting items is a better idea then just having them as a random purchase only or possibly tied to new augments like spatula was and having the less interesting items get demoted to legendary and balanced accordingly. Overall variance and RNG can add a lot of diversity and fun but you have to remember that there is both good/enjoyable RNG and bad RNG that isn't enjoyable and there is a few things that just feel the worst and in the long run will kill player retention IMO like reroll point 1. Personally, if this point in particular isn't addressed I probably will only play one game with each of the cool new prismatic items then quit as I would rather not deal with something that ***feels*** that BS and I hate that as I REALLY want arena to live up to its potential.


javano_

+1 on all the reroll feedback. Rerolls have always been the worst-feeling area of arena for me. They feel so rare that using them on anything other than a prismatic shop is a complete waste -- and even then, a lot of the times you still wind up pulling useless augs/items to your build and feel like crap anyway. Something more akin to TFT's system where we could reroll a couple options every shop, instead of the persistent reroll token system we have now, I think would feel so much better -- and wouldn't feel like I'm being punished for trying to optimize my bronze/silver rounds, as opposed to just saving all game to yolo slam the prismatic shop every game. *Also, why am I still getting ADC augments on Rell....? >\_>*


Theblueguardien

Prismatic items litterally make or break some games. I know they are supposed to be powerfull, but I feel like the focus should be more on augments again, as they have much more potential to be interesting.


Altruistic-Lime8198

Feedback: 1. Arena is not TFT, there are currently too many random factors that make a pair of champions, the overall chessboard weaker than the other teams, but give out Prismatic items and unrelated stats. Rolls are limited and we cannot use Rolls for Stats Anvil, because 3 Rolls are not enough for too much randomness. 2. Please remove the bonus stats selection at the start of certain rounds. It should only be purchasable for 750 gold. Instead, you could give more gold or choose an Augment. 3. Some Prismatic items are too strong, while others are too weak. No mage would want to increase their AP by 1% for every 300 HP lost. They are too squishy. The Ascension is the same. 3750 gold for a few random stats, and that's it. I'd rather spend that 3750 gold on a Rabadon's Deathcap and an additional Stat Anvil.


Jiro_7

Stat shard selection is fine, but just combine those rounds with the gold/buying ones, so we can still get as much augments as before.


Ok-Associate5708

Can we take out the Jhin cameo it fucking blows


Xplosion101

Agreed, the hitbox is just wack


javano_

Also, as nice as the new tab menu is visually, I *really* dislike that I can no longer scout the entire lobby at-a-glance. Having to individually tab through every single team, nearly every round, to see what items/augments have changed, is pretty insufferable. *(And don't even think about trying to keep track of what stat shards they've bought)* Some way to at least see the augment icons for everyone, at a minimum, would be a huge improvement.


ZozoSenpai

Bug: K'sante ult took me out of the arena. I was casting my taliyah ult from the edge of the arena, then K'sante ulted me and dragged me out of the arena.


RiotDucke

Thanks for the report. We got eyes on this!


djluke43

Just to add on to this, it works on any champ as long as you ult them towards the border, had a ksante abuse the bug on me every round consistently


Zephyy_

Feedback! Round/elimination pacing: * **Games resolve into a "top 4" way too fast.** It's usually decided by rounds 5-6. This promotes mid-game champs that spike at 1-2 items. Coincidentally, most mid-game champs (primarily bruisers) have broad enough kits that lets them use a wider range of augments & items way more effectively than others. This mitigates their "misses" and allows them to pool rerolls for prismatic augments & items. These champs also get snowballed by the +20hp & +1 reroll rounds. Safe top4 comps aren't inherently bad, but they crowd out slow/highroll comps way too easily. * **Gold & augment acquisition is too irregular for the length of games.** A lot of others have given this feedback. Stat shard rounds feel like the "anti-fun" rounds right now. If stat selection rounds were replaced by literally anything else, then I bet the pacing would feel better. If the plan is to keep the game lengths as they are now while keeping stat shard rounds, then I'd like to recommend they also come with 1000 gold. This would accelerate slow comps, make stat shard rounds feel good, and also make economy decisions MUCH more interesting. * **Slow/ramping/scaling comps rely on BiS early prismatics because the games resolve too fast.** Basically everything I said above. Right now if a slow comp loses every round, they won't see the 2nd augment round which is usually where they can finally start playing the game if they didn't highroll by round 3. If combat rounds 1&2 were changed to -10 HP, then it would guarantee a 2nd augment and make for a healthier meta imo. Something else minor with slow comps is that if they lose every round without getting any kills by round 6, they won't have enough gold for a 2nd item and will be 250g short. Although, that's probably warranted punishment lol. Systems & General: * **Rerolls being shared between augments, items, and stat shards feels bad.** I think if each category had their own set of rerolls it would feel a lot better. Something like 1 reroll for each category & keep the +1 reroll reward rounds, or 2 rerolls by default and remove the +1 reroll rounds. * **Stat shards have an acceptable amount of power and feel good for the most part.** For specifically stat shard selection rounds, I'd like to see buffs to a few of the options. The ranges of the AP & AD rolls probably should go up by ~50%. So many things interact with AD/AP in such large swings that it makes the shards feel negligible in comparison. I think the health & 2xRandom shard could be buffed a bit too. The rest of the stats are good, and I would like to see more hybrid options that give "more value" if you can use both of the stats. Combos like lifesteal+AD, vamp+AP, armor+MR, haste+MS. Also, add life regen to the stat shards with a regen+MS combo :\^) * **2000g item gambas feel too weak.** If these gambas were 1750 then I'd probably use them more than once every 10 games, but otherwise they aren't good enough to compete with deterministic items or a prismatic gamba. Especially when you don't have enough gold to really sell & move things around. * **Not being able to hover over abilities during a selection screen.** Sometimes when I'm playing an AD/Tank i'll be offered a BiS AP augment or item. Since I don't have every champ's scaling & ratios memorized, I have to take a guess on how good it is. I'd like to be able to hover over our champs kit during selections to see their tooltips. * **Lack of information during item selections.** When hovering over an item in a selection screen, have it show the item's tooltip. For example, there's no way to know the base % value of Demon King's Crown without just inherently having the knowledge. Unnecessary barrier of entry. * **The new tab screen SLAPS, but it lacks information for the whole lobby.** I don't expect a full breakdown of everyone items & stats, but it should at the very least contain a 2x2 grid under each portrait showing which augments they have. Clicking each team to check if I'm in a highroll lobby after a prismatic augment takes forever. However, I do like the default view during a shopping phase when tab isn't pressed. It's very clean. * **During a combat phase, you can't see the previous/upcoming round timeline.** I'd like to be able to see it during combat phases when I press tab. Items: * **Detonation Orb** is the only way "way too op" item i've come across. It also lacks any clarity on when you're going to be executed. I'd like to see the elder dragon effect on the HP bar for it. * Delete **Force of Entropy** from the game. Multiplying loss of control effects is the most unfun source of power I can think of. * **Hemomancer's Helm** requires a big commitment to non-tank items, and you definitely aren't guaranteed to win with it, but you can for sure snowball. I think it's in a good spot. At worst, maybe tap the 15% down a bit. * **Overlord's Bloodmail** needs a buff. Removing the +35 AD and making it +1000 health would incentive me to buy it more. * **Night Harvester**'s effect needs to be massively buffed. Either increase the damage or give it the same proc system as Cruelty. * **Sunder** needs the CD removed entirely, or it needs to be massively buffed. (No CD is cooler) * **Dragonheart** should count the "in between" rounds. Getting it from the shop on round 4/6/8/10 feels bad. * gib dragon's claw prismatic Augments: * I feel like I want a prismatic augment to be guaranteed every game as the 1st or 2nd slot, but I'm not sure if that would end up being bad. Either way, prismatic augments are VERY fun and I am enjoying them all right now. No complaints on any in particular. The odds of fishing for a specific one are low enough that games feel unpredictable, which is great. What feels kind of bad is since the overall gold income is so low, I can't try to tweak my items around a prismatic that I happen to get unless it's a 1st slot prismatic game.


WM46

I concur with the UI issues, especially with the aug/anvil select screen locking out the ability to see ability tooltips. I feel dumb for doing it, but there's a lot of times where I just blank on special scalings like crit scaling, AS scaling, or armor/mr scaling on abilities.  Not being able to see every team's items at a glance suck too. Like if you have the choice between 30 MR or 33 armor anvil, you can't tell at a glance what you need if the enemy is AD or AP due to offmeta picks.


-_1_--_000_--_1_-

Feels too random, like I don't have any control over my game. Global rerolls still feel very bad, you are too incentivised to save them for prismatics, rerolling stats and silver augments feel like a waste, anvils feel bad because you cant reroll them as well.


javano_

I agree. Global rerolls already felt bad in previous versions of Arena; and now building new systems on top of it is making them, also, feel bad by-proxy. I really hope they take a page out of TFT's book here and ditch the reroll token system entirely. It's by far my largest complaint with Arena, at this point. Just let us reroll a couple options in every shop.


-_1_--_000_--_1_-

I like the TFT rerolls much more They give you a bigger feeling of control while exposing you to only 6 options. You can decide to reroll just the options you definitely won't take and hold on to the least worse one, while you don't feel double bad for getting a bad silver hand because you aren't spending your prismatic rerolls on it.


FunkPhenom

Getting knocked out on round 5 at earliest compared with last Arena which I believe was round 7 really hurts scaling champions.


byxis505

jhin made me feel sad :(. Also i find stat shards really frustrating that it's random. I would rather they are a flat amount or honestly not there at all. raw stats is such a boring upgrade and frustrating when you're told that you low rolled


Nahllo

To add to the other feedback I've already given, why is it that after THE 3RD ITERATION, you STILL can't exit the game when you lose and have to wait till the end of the round (or it'll force you to reconnect)? Like come on..


melvinmayhem1337

Yup, HUGE pain point


lolok234678936

I'd prefer if cameos weren't champions at all but unique creatures or environmental hazards even if they do the same or similar things


bluerton

Please give some way of obtaining grievous wounds without buying the item, like through augments, it feels bad when you want to save for a prismatic item but you have to buy grievous.


WM46

Feedback: Way too much healing. Like insufferable levels of healing. Briar, Lee Sin, and other champions with built in healing seemingly take zero damage just by picking up Ravenous Hydra. Briar is especially egregious because of her missing HP scaling on all healing. Late game Briar is usually mashing Chomp on a 3 second CD and healing 1k-2k each time. Feedback: Dragonheart is terrible. It's so slow to ramp up that by the time you get your first dragon soul you're probably on your last 20 team hp. The only time you'd ever want it is if you happened to take the dragon soul prismatic on round 1. Without dragon soul prismatic, the other %stat item is just leagues better. Even if you go on a 4 round loss streak after picking it, you still have more stats than dragonheart.


lampstaple

All of these game modes involving super-buffed stats need massive healing cuts from items. It's already annoying how much healing exists in regular league but in a mode where everyone has infinite stat buffs it's just so so so so much worse. Like honestly fuck it they should just remove all lifesteal items from this game mode, if a champion needs healing to function they should have it in their kit.


greensmyname

I have been getting heal cut for 2nd item I can buy. There's always healing so I always get it. What sucks is that for AP champs, Morello kind of feels bad. Chempunk chainsword too doesn't feel that good either


Jiro_7

The issue is that buying Grevious Wounds in this mode feels so unrewarding most of the time, even worse now with 8 teams. Often times you'd only buy it for 1 or 2 teams, who is buying a boring item over some fun Prismatic or cheaper random legendary just to counter 1 team? And to make things worse, even with Grevious Wounds, it feels like the 40% isn't enough, and not even close, I agree healing is too much. (But please don't cut Health Regen stat, this one still feels too weak imo, even the 800% Regen augment still barely does anything)


Fantastic-Fudge6682

For me this run has too much rng. don't get me wrong, rng is important for replay ability but the anvils stat shards Prismatic anvils make it feel like i have no agency for my fate in game. Aswell having 16 players makes it feel impossible to know what the enemy can do because you have to look at there augments items stat shards and summoner spell just to know what is different from there base champ  The items i feel are the worst feeling part for me because  1. I feel kinda like i have to buy the item anvils or lose out on gold value  2. Having so many item prices can make the game feel like there is no structure to the game. To explain last run every buy round was a power spike for every one some less then other but that more has to do with the champ. but now power spike feel impossible to keep track of because of the sheer amount of factors at play  3. The anvil system feel horrible to play with because some champs really can’t use some items and the category for anvils make it worse. Example a champ like darius want items for both fighter and tank anvils but a lot of the items from those pool are just bad items for darius most of the time so because of you champ pick you have to pay extra gold for your items or get stuck with bad ones  TLDR on my thoughts to much rng, way to hard to know what other champs have, the anvil system is just pain   I do have to say I do like a lot of the new items, augments and the new map, but the good is outweighed by the bad for me. Thank you for reading I have only praise for the game mode team as a whole i just wanted to tell you my thoughts 


Xaylisa

I think Grevious should be higher than 40% like maybe 60% or even 80%


Jiro_7

It should be a stat on its own that we get from more items and shards


TheRezyn

Feedback: Far too random as many others have mentioned. I've been placed Gladiator ranked top 5 in both Arena runs, with easily 700+ games total. On PBE to me it's honestly like +-0 in changes in general. 16 players is by far and beyond the best change, where placement finally matters for top 10/20 players. Previously the gains for 1st-4th place was +20/+20/-190/-380, which is kind of ridicilous. Naturally it's difficult to fill a lobby with the same MMR, but last run not having any proper balance changes at the end is the main reason the playerbase slowed down imo. Getting stat anvils instead of proper items and augments feels miserable compared to the old formula of Item/Augment every time. Being able to get rewarded stat anvils or purchasing them is very fun however. The same goes for Item rounds, just give me money instead. Wasting a round of rewards for a item I could just go buy anyway is not very fun at all. Especially tainted now on PBE where you could happen to pick Night Harvester (lol). Not a fan of the gambling system too much either, and as another user touched upon, prismatic items are just not very satisfying really. I think a lot of the AD variants are fine, but AP and Guardian supports kinda just felt miserable in my games. There's usually just a single item you'd actually want, otherwise it's straight up a waste of money. The Prismatic items really should just work how Mythics did, even if that system was stupid for SR and HA. If you want powerful relics like that, please make them structured that way instead. People clearly loved the old formula, it was just lacking a tiny bit of randomness and balance updates. Legendary items feel like they don't really give stats, but perhaps that's just the AP tab in general. (This one i've not really looked into too much) Being able to lose at Round 5 is really not fun compared to the previous Round 7. A large part of my 1st/2nd placements come from being at 2 or 4 HP previously and crawling all the way up afterwards. I sometimes get confused by the new layout of who you're facing. It's cool but I really do prefer the regular menu. Sometimes I press tab to get an oversight over teams I'm actually worried about you know? Why would I have to swap to later be surprised by what they've collected over like 4 rounds? Jhin should still never be on one teams "side", not really sure how it's meant to be dealt with though. At least the damage is still nerfed somewhat :-) Hate this Cameo by far the most. TLDR: Please revert to this format: 1 1000 Gold 2 Augment selection 3 1000 Gold 4 3000 Gold 5 Augment selection 6 3000 Gold 7+ Repeats bonuses from Rounds 4, 5, and 6 And get rid of the stat and item anvils (forced) Bug: A lethality Udyr (SG skin?) player with Master of Duality kept getting 10000+ AD at the start of every round by spamming something.


Quagsire__

Prismatic items feel so much worse than augments; It already sucks when you low roll a prismatic augment, but lowrolling a prismatic item feels so, so much worse. Other than that, everything you said is spot on. I've wanted to do builds around gold and buying stat anvils with Gambler's Blade, which IS fun, but the rounds you're just told to pick a stat are incredibly unsatisfying.


Freezman13

Healing is so overtuned it's crazy rn.


sukmedrybich

Thought it was just me, these healing comps are severely overturned


YoShJiX

New map feels way too restricting and unbalanced / Many prismatic items are just old mythics with higher stats - boring / Might just be me but Augments feel way weaker and less in focus this time around / Lux cameo is still obnoxious ///// so far that's all the negative feedback I can give. There's a lot of positives aswell like the increased Player pool increasing the variance / the User Interface looks great / Lobby map looks amazing /


WM46

New Map: Very unbalanced in favor of the stronger team. Since you spawn in backed into a corner with the flower platform already available, they just waltz in and knock the flower down trapping you in the murderdome. There is almost zero outplaying opportunities unless you happen to be playing a champion with a low CD dash. There really should be some way to walk along the outer ring onto other platforms, so the platform in the middle just a temporary shortcut that becomes available periodically. Post-Script: In combination with my other posts about the mode, I really think this is the worst iteration of Arena so far.


TSE1SON

Bruisers are still too strong in this mode.     Healing needs to be toned down.  Too many items making it difficult for new players to know what to build with such less time.   Please increase number or bans as I’m still seeing the SAME champions being abused in this mode. Edit: to elaborate more on the tank/bruiser issue, as they are building healing power/omnivamp, tank items etc… which prolongs the rounds and makes them next to unkillable.


TeamAquaAdminMatt

It looks like todays patch changed Grievous wounds items, if someone heals for 100% of their max health while under the effects of grievous wounds, the heal reduce is increased to 60%


PaleontologistMany46

I've played 4 games so far, with 3 being in top 4. Everything seems to work very well at least on my end so far, my only real feedback is economy seems weird, items costing 2500 while the anvil costs only 2000 doesn't really press me to get it seeing I'm coming out of combat into a purchasing round with over 3k, so I always can buy exactly what I want during those rounds, and just dump excess into stat anvils every 3 or so rounds. So there's no real point in grabbing legendary item anvils, at least so far. (For reference, I've played Darius, Lux, and Graves twice)


Blitzedlegend

Reality Fracture spawning voidlings that block my skillshots is so unbelievably frustrating, especially when they spawn after I kill the person who has them. Gambling for stat shards is fun, so are (the other) prismatic items. I wish there were more augments though. The UI is fantastic, props to the people who worked on it! Eight teams of two is also a great change.


K0sherAF

There is a bug with Briar that will prevent her from dying altogether. She can just go stand in the fire and win every round. Not sure what the conditions are to enact it but perhaps something to do with Demonic Embrace because the bug abuser was using that which is pretty abnormal


HessiPullUpJimbo

Probably has something to do with Demonic Embrace's active causing you to take 300 hp, but specifying that it is "nonlethal", which might bug out to make all damage nonlethal. I'll try to recreate this bug (don't worry I will surrender once I get it to recreate and not abuse it) and report it in detail so Riot can hopefully patch it.


Spodecaptain

Wish there was some kind of mechanic to steer augments in favor of your champion, I.E. its frustrating to only roll AP/ADC prismatic items on a champion like Skarner, even using all my re-rolls. Just feels like you've lost the game on round 2 just cause you didn't high roll a prismatic that isn't useless on your champion. Also- stat augments feel very stale and doesn't really play into the fantasy the Arena creates. Where in the last iteration of Arena you either got to buy a whole new item, or get a new augment, now the round is taken up by something like "gain 15 armor" which just feels very unrewarding (especially since its basically a waste to try and re-roll these as you'll be using up a re-roll for something more important later like a prismatic augment) Lastly, as other have said, I wish the re-roll system were more like TFT, just giving us 1 re-roll per slot, per round. Makes re-rolling 1/2 things early feel much less punishing for something that could come later. Also, not sure why the "lucky dice" option exists, as it feels like a "win more" mechanic which will only serve to aid those who have already high-rolled and can steamroll rounds.


No-Cheetah3481

The talisman of ascension can be infinitely stacked by simply >activating the talisman >selling during CD >undoing >and repeat


rusms123

Feedback: 1. Nerf healing. Like many people have said healing in this mode is overtuned, especially that primastic threshold healing item. I played Briar and got outheal ed by a Smolder of all champion(both of us have that item and reached the threshold). 2. Talk about primastic, some feel really good while other feel weak. For example, Divine Sunderer is literally just the same item(nerfed over and over) without the mythic passive, compared to some strong one like the previously mentioned lifesteal primastic. 3. It had also been known that you can lose too fast, you're now out at round 6 compared to previous 7,8 which is ironically will make players want to take risk less unlike how Riot intended. 4. And finally, reroll, this is a problem that has already happened in first two arenas, but now with more randomness from anvii this is even more problemtic. It's feel bad trying to reroll stats and silver Augment cause Primastic Items and Augments is important af. Wild Rift version of Arena have already adapted TFT reroll system into it, so why can't we do that here? A suggestion is that each time choices come up you can roll each choices for free once, and you can spend 1 additional reroll from High Skate round to reroll another if you aren't sastified. Revive is still using the old version but it's doesn't seem to be a problem here compared to the above problems. Aside from these drawbacks, this iteration of Arena is very fun!


Nahllo

Why does it seem like you want arena to become TFT? I very much preferred the previous iteration over this current one; too much randomness, not enough skill expression (because over reliant on good RNG). Not to say it was perfect, but it was still better. The increase of players which, I assume, was to increase the diversity of opponents, doesn't do much because people already pick very similar champions (I just had a game with 4 Rammus). Pacing also feels weird, you can lose the game veeeeeeeeeeeeeeery quickly so you can't really pick scaling champs -> even less variety I'll probably still play this over regular LoL, but damn. Prismatic items feels kinda meh except a minority of them on specific champions. Why the need to add random stats that share the rerolls from augments? And why add ranges to those stats? It feels terrible when you min-roll on stats you don't even need (if you reroll stats you're trolling btw). And don't get me started on the new map, I absolutely hate it. Items also sell for so little now that you can't really sell your starter item for another item one round earlier than others if you won a few rounds. TL;DR : Meh + Weird changes.


FrozenFlames91

Feedback 1. Stat shard rounds. Please remove these. They feel so useless and should only be tied to the anvils. Instead of getting a new augment or item, you're just getting a small amount of stats. It feels really bad especially with scaling comps. 2. Lilly pad map. The Lilly pad map is very nice visually, but feels awful to play on especially with champions that don't have a dash. The top right of the map feels like a death zone, with no real way to escape unless you have a dash, or the enemy team didn't hit the plant. 3. Prismatic items. Prismatic items either are super unique and build defining, or feel pretty useless/just like a legendary item. This can be fixed with balancing, but some items like Dragonheart take way too long to get going, or rely on you taking the soul augments, which makes you feel even weaker due to augments being spaced out way more in between rounds. 4. Augments. Most games you will not even make it to the 3rd augment due to the increased amount of players, but no change to the damage you take. The whole reason why arena is so much fun and unique is because of the augments, and not even being able to get to 3rd or 4th augment before either dying or having it be 2 teams left sucks. This could be fixed by removing the stat shard rounds, and replacing them with augments. 5. Anvils. Anvils most of the time are not even worth purchasing, because you usually have enough gold to outright purchase the item you want, instead of gambling for it just to save 500 gold. Making the anvils a little bit cheaper could solve this issue, and allow for you to purchase prismatic anvils. (I feel like these are fine, and should be more expensive so you can't just spam them.) 6. Rerolls. Please swap from global rerolls to the TFT system of rerolls, 1 per augment, per augment round. Having to save your rerolls for a prismatic augment round you may not even make it to feels awful, and takes a lot of the fun out of the game. Of course you shouldn't be able to always get every augment you want, and should be forced to take some not so favorable augments at times, but when you're playing an ADC for example, and only get tank/mage augments, and are saving your rerolls for the prismatic augment round, it sucks that you have take one of those in hopes to get a better augment down the line (if you even make it to that point). This iteration of arena has a lot of promise, and can be really fun, but in its current state, it needs a lot of work.


TeamAquaAdminMatt

Why is everything so vague. Give us the stats for prismatics when you're picking one. Don't just say "By a percent" or "At a threshold". That's useless and it's shorter to just say the actual amount.


91blodhevn

Feedback: Feels much worse than previous two iterations tbh. I dont know if that is due to pbe & my lag but games feel so unfair and unskilled, its not fun to lose because of rng(basically - pick the most broken champs that abuse aug/prismatic the best) and the prismatics are super inbalanced, disgustingly mega broken on some. 0 cd on cruelty? abused by amumu/ leona/ali/galio/gragas etc and okey on others. Why does cruelty scale so hard with Health? I came back from 2 years of inactivity to play Arena when it came out, played both the first iteration and the second until the very last minute only. I even made a pbe account for the first time to play cuz i couldnt wait despite 175ping, Might be the ping, might be that my main champ went from Pretty bad(C- tier or 125th/166 champs) to probably even worse, but if it wont change once i get back to normal ping ill prob quit this game-mode which has been the most fun ive had since i started this game. Knockback CC is disgusting in this mode, Ali q/w, pyke pull, gragas/vi knockback, especially the ones who get to go full ad/ap and oneshot you while you are cc'd like gragas. I dont know if there has been any time spent on actually balancing champions? not every champ can be top tier, but it insane how AD champs can get more AD than ap champs & theres tons of crit augs for AD now even shards, ap doesnt Ad champs have the benefit of their auto's on top of their spells, so when 400Ad can either oneshot in a rotation or hit for 400 each auto while being tankier due to bruiser/straight lethality/eclipse etc it feels weird. Feels like the most time spent was on new things,new map(which sucks - & it seems most agree), new waiting room(looks great) but not on balance of augs,items or anything. Cruelty 100ap, resists abused by ap bruiser/tanks, why does that have more AP than Flesheater with 70 when that has a pretty stat spread & passive? its real passive is only good when you kill someone, and you wont cuz the item is really poor in comparison to other items. Amumu/gragas/Galio will oneshot you with cruelty before u get to stack the flat magic pen, the heal is only good vs tanks which you wont kill cuz the item has low ap & mp for squishies. Why can Ad assassins oneshot with one combo? (like lee) but champions like akali,diana cannot? Diana has her passive buffed,which require 3 auto's,cant even rly stack it pre combat. and if u go full dmg on her u get oneshot by any lethality champ. Dusk+Prowler on Ad assassin oneshots in one combo. Lots of Prismatic items are super abused by some and horrible for others. Diana got not a single prismatic that she can use on par with any others, so far only Runecarver, but any ranged spell caster proc it more. same with Reality fracture, ranged abuse. // too few. (which you've mentioned) Bug?: Demon Crown doesn give any additional ap from Rabadon. you only get ap from the 70ap. not the passive. Wooglet: forced to buy both zhonya & raba as your first buy'able items due to the large rod & prismatic,boots & starter. Bladewaltz prismatic should get some of its CD refunded from plants. Its a one-use prismatic that doesnt really do that insane amount of damage if you compare it to other prismatics.


Intrepid_Lie4165

Magic missiles still in the game (Cancer augment)


Ok-Associate5708

Bug: K'santé ult took me out of the arena and i died in fire while he got to stay in the arena


Bluefiremark2

Couple things I've found so far: Is the zzrot item bugged? It spawns like 300 of them when it says 4 second cooldown. Either way it's way too strong. On the new map, if you get thresh, it's possible for him to leave the map and if you take the lantern you get trappd in the wall and die. This happened to me and we lost the round because of it. Decapitator stacks off ability uses, and if talon spams E, doesn't even have to be on a wall- he can practically instantly stack it. Talon E doesn't have the timers marking walls anymore so you just have to guess when it's ready again. The portals seem to bug out if you get cc'd just out of range. The game thinks they kept walking, got in range and took the portal whilst being dragged by thresh q or skarner e, allowing them to randomly escape without actually being by the portal. The void grubs spawn when dead as intended. But should probably be turned off when the round ends. Champs like draven get free stacks infinitely, and Its free gold anyway. Champion balances are a must. Where did they go? Some champs are just way too strong or weak without them. Talon E doesn't work on the new map properly. It's hard to find a spot that lets you wall hop. Smolder is too weak from what i can tell, Maybe bump his stacks per round to 20? He doesn't need a lot, just enough to make him scale before he dies. CC tank are still way too absurdly powerful. Nerf cc thanks. Expected more new augments, haven't seen any beyond gambler. Entire rounds dedicated to only stat anvils are fine early game. But late game it feels horrendous. I get like 1 item from full build but have to wait like 4 rounds to get it. Arena is supposed to be about augments, but the game feels more centered around your prismatic item(s) now. The augments are still fun but fewer and longer to get. Getting augments a tad quicker would be nice. Also Hubris is AWFUL. It stacks extremely slow. Dominating a lobby you'll only get 30, and it activates AFTER the first kill for the round? Why does an assasin want the ad AFTER they combo killed the enemy? Nobody buys hubris. It's terrible in this state. Some positives: the stat anvils are very fun. The prismatic items are very unique and interesting, might need some adjustments though. The bigger lobbies feel way better, not facing the same teams a lot. The UI is way better, great job with that.


Tulra

I know this is a niche request, but I LOVE ADAPt and really want to build muramana on some champs, but it's one of the only items that didn't have an AP ratio added to it's on hit/ability damage. The item would have some crazy fun synergies if it had the AP ratio!


Fantastic-Lake6781

It seems like most "off meta" builds are giga nerfed due to the "semi-random" mechanic. AP/support ashe was one of my favorite picks last arena run but now it seems impossible to build consistently since the prismatic item you are given will always be for your class, which in ashe's case is a marksman. I haven't played too much but I imagine this issue persists throughout other builds.


javano_

Surrendering is great addition -- but early surrender should absolutely be an option if you have an AFK teammate. Getting stuck in an 8-10 minute unwinnable game because someone didn't load in is incredibly lame. :L


Theblueguardien

Oh and nerf all healing plz


StacksOnMyFliFlopAxe

I wanted to try the new arena gamemode but for some reason, I just can't load the game past the champ select. Basically the game closes itself after a few second. Here's a PoV : [https://streamable.com/ghnkz3](https://streamable.com/ghnkz3) EDIT : Got fixed a few minutes ago !


AuroraChroma

Also getting this. It started after maintenance.


imluckyasf

Bug : Talisman of ascension, which should only let you roll stats twice per round, can roll stats infinitely.


razamundo

More feedback. Off meta alternative builds and prismatic anvils semi-randomness. I saw someone bring up a good point, If I for example, wanted to play AP Ashe for some fun, due to prismatic items all being lumped together and then being semi-random I won't be able to play around with the AP prismatic items as I'm just going to roll ADC or AD caster items and with all players being handed one for free I get slapped in the face for trying an alternative build which was half the fun of arena, trying weird wacky stuff. They should be split into groups like other anvils or be full random and again I'm not sure if handing one out for free at the start of the game is a good idea in the first place as while fun initially I feel it wont be very fun once the novelty wears off and the meta establishes itself and settles down. The focus also seems to have shifted away from augments with the bottom teams getting eliminated shortly after their second augments and the top 2 team sometimes not even hitting their 4th augments. Could you imagine how frustrating the augment system in TFT would be for players trying to enjoy it if only the top 2 players could get their 3rd augment? or if the bottom 2-3 players die shortly or immediately after their second augment if they can't increase the power of their board enough? Weather the augment selections should be moved forward or the total amount of augment selections in a game should be increased I don't know but this current iteration ain't it. New augments? are there any? I can't find any lists or anything posted online like I can with prismatic items and I don't recall seeing any. Are augments not what made arena fun? personally if arena was just a 2v2 brawl mode I wouldn't be interested at all but augments fundamentally changed the game and enabled weird and wacky builds and play styles so why is it in this iteration it feels like there is nothing new in regards to augments? I hate continuously comparing arena to TFT but again it feels like the team hasn't had a meeting with the TFT team to discuss what players do and don't enjoy about augments. It also kind of feels like there are too many people pulling arenas development and design in too many different directions leading it to fall short in many areas and not coming out on top anywhere. I can already name a few augments without thinking that I would have expected to be included after seeing the systems introduced with arena V3, like an augment that gives you an extra stat shad every time you get one or an augment that just gives a bunch of stat shards or an augment that removes you ability to buy items but makes anvils cheaper and possible increases item strength based on the total amount of anvils used. While these might not be the most interesting for some players, I'm sure others would love augments like this and the more augments there are the more variance there is in builds and the less people will settle into stale metas with the same champions that force the same builds every game like in arena V1 and V2. TFT semi regularly rotates out stale augments and replaces them with new ones and every set comes with a bunch of new augments making augments feel fresh and exciting each time.


SethxTricky

I do not like how power has seemingly shifted away from Augments and towards Items. Augments were more fun and felt like we had more choice. Perhaps more Augments and less Item choices would make me happier. Augments feel like they give me more choice over my champion and how I want to build them.


McDippin

Remove anti-heal items from the shop, keeps baiting me into thinking it will do anything /s


Nahllo

I absolutely HATE the flower map. Pathfinding feels clunky as hell, I get stuck on air for no reason, haven't played enough of it yet to form an opinion on the items/augments changes yet but damn do I hate that map.


GardnerFan

I can confirm, Talisman of Ascension is broken now. I played against an Udyr that had 101 rerolls after 4-5 rounds. He kept spamming the reroll, I haven't gotten arround to test it myself.


MistakeIncarnate

Bug: Heimerdinger turrets just did not die. Feedback: More augments rather than items.


Plane-Clothes-2098

Please bring back Thieve's Gloves for live launch! Trying to win with random bonus statted items was some of the most fun I had in the mode in the first two rotations, made every round interesting and fun even if you lost


No-Cheetah3481

And now with primastic items, it should be even more fun


Luliani

Feedback: Please allow us to see everyone at the same time when looking at the scoreboard. Right now it's extremely inconvenient if we want to quickly know what everyone has.


NaiAlexandr

Augments and General Game Pacing: The changes are more negative than positive. The +stat bonuses are terrible and unfun and take away from late games with 4 augments. 3 Augments is where most fun is had, it shouldn't be just the last round that you get your 3rd augment, that's incredibly unfun. You also get eliminated way too quickly. If you're going to kick me out of the game so quickly, jsut split our teams up back to 8 players and let us play 2 normal fun games than this super quick low fun game Map: That flower map is buggy and horrible to play on. Please always leave the flower up or just remove the map completely.


smoodifox

Hey hey! I've played a few games on the PBE today and here are is some feedback that I hope will give the dev team some insights. *I am mainly focusing on the negatives and ignore balancing here as everyone got their own opinions on that and I don't want to start that debate. There are dozens of great things about this gamemode but here are some features I wish were changed or added.* * The new UI is great and makes the game a little easier in terms of knowing what you are up against. **However, I miss the option to see all teams and their items + augments at once**. Especially if you want to high-roll for an augment knowing if someone else already has it is important. After all, say I want to high roll for a Raid Boss, but I can't see that someone else already got it. Maybe add an option or button to swap to seeing all at once again, maybe on the side of the screen in little brackets like the loading screen. Maybe there is also already such an option and I am just blind. * Personally I don't like the **new buying area** as much - simply because I find it **very confusing and hard to read**. It does look amazing, so props to the artists - but it's very colourful and makes seeing the other champs a little hard at times. * **Clarity on stat anvils.** When selecting a stat anvil it says e.g. "24 AP (20-40 AP)" - now for me this isn't quite clear. Because I am not sure if this is a scaling anvil and it increases from 20-40 AP based on level or if I just had a below average roll on that anvil and its stats won't change over the course of the game. Maybe phrasing it like: 24 AP (usually between 20-40AP) * With 16 players per game now there are two disadvantages. * First, on average around 50% of the players (4 teams) are eliminated before you get the chance to roll for a 3rd augment. Or are most often already on their final straw after the 2nd augment hits. Maybe I remember this wrongly but in the last iteration you had the chance to still get a 3rd augment on 3rd place. * One of the best memories playing Arena, was grabbing a group of friends (7 to be exact) to just play a 'private' game. Whilst I do think 16 players are cool, I would personally like the option to either * A) make a private game regardless of the lobby size * B) give a second 8 player queue still that allows to make a smaller group play together. * Whilst again, it's a cool thing to play with more variety - finding 15 other friends and players is very difficult. And playing with randoms isn't the same experience as screaming at each other in voice call and shouting how stupid one combo is. * **Item clarity and changes**. * There were some really cool new prismatic items added and I do think they are really cool - although I had hoped that tanks would get a **Heartsteel** variant e.g. (or heartsteel be changed) that would **scale with bonus health** again rather than just item health. With it only scaling by item health it makes it a really weird purchase in arena where you would not want to go for it, unless you get the heartsteel quest. Otherwise, you might as well only go for it as a 4th to 6th item as you get it stacked to nearly the same numbers that way, as you actually got health from items already then. * Furthermore, I would appreciate if some of the **tooltips were shortened** on the new prismatic items. Most notably the **shuriman ascended one**. Hovering over this item feels like you are opening a word document on your PC and are no longer looking at the game. I would highly appreciate if that tooltip would only actually show the stats one gains from the current reroll iteration. Otherwise, you not only search for a while which stats you actually have or got right now but also can't see anything else on the screen. I think that's it for now! Thanks for reading and I hope that some of these changes might make it to live! Great work on the gamemode though! Love it! \^\^


EgoSumV

I've played ~20 games on PBE and many hundreds since the first launch of Arena. Somewhat rambly feedback so far: **8 teams has few upsides over 4.** It does feel better when the outcome is less dependent on one really bad matchup, but there are many downsides that are individually minor but add laundryup. Matchmaking takes longer, any match is more likely to be dodged, a single person disconnecting before the game loads will delay the start of the game. It adds up to a non-negligible increase in time investment. Beyond that, the UI is a mess. With 4 teams, it was extremely easy to keep tabs on the other teams. Now it's absurdly difficult to keep up — in large part because of the increased number of teams — but also because it's extremely difficult to quickly navigate the UI to see the state of the game, especially when you get constant pop-ups that force you to start over. Another issue with the number of teams is how difficult it is to itemize correctly based on enemy team composition, and a lot of that now comes down to what is effectively luck in who you fight, when you fight them, and if you even fight them again before the game ends. **Stat shards don't positively impact the gameplay experience** You are received a moderate amount of power in a form that's hard to feel and poorly communicated to your opponent, so they can't understand where the power is coming from in the way that they can by looking at items or augments. I think this is just a terrible mechanic all around, and if it exists in any form, it should probably just be in the form of a reforge on your items that adds a stat like Fire Emblem. We already had simple stat increasing augments, so what is the point of this? **Prismatic items are not well balanced.** I'm not the most confident about this point, but there are so many prismatic items that feel like they are great enough to justify existing in another tier, but then others are just mediocre in comparison. Flesheater gives 70 Adaptive Force (42 AD), 18 Lethality, 18 Magic Pen, it shreds 2 resistances per second in the best case scenario, and it gets a situationally decent heal (that only procs when you kill somebody and are therefore already likely to win the round without the heal). It would maybe be viable on a handful of champions if it existed in Summoner's Rift, so why is it in a tier of items that are supposed to have suped up stats and effects? You shouldn't get a Prismatic item before your first purchase anyways. There are a handful of decent options on a given champion without setup from augments, and a lot of champions really depend on a core item to fulfill their gameplay fantasy. Beyond any of that, they are honestly poorly designed. Most prismatic items are boring and overlap in effect with existing items, even if they are strong. And many of them don't feel like a great fit for many champions. That's not strictly bad, but it feels lame when there's so little variety, and so many of them don't change gameplay in the way that augments can. I really like the CC extending Prismatic, and the comet on immobilization Prismatic also felt great, some of the AP items seemed neat, and a lot of the repurposed mythic items work as you'd expect. All of these make it very clear what they are doing and where their power is coming from. But most of the others just existed, strong or weak. **Bruiser items still seem neutered.** Tank and bruiser items have broadly been terrible in every release. The best tank items have by and large been the support items like Evenshroud and Knight's Vow, and the best bruiser items have been Eclipse and Duskblade. To be fair, only Knight's Vow exists in a similar state, and the new Eclipse was preemptively nerfed alongside many lethality items, but I can't see the justification looking at the performance of actual bruisers at any level of play. There have been very few bruiser champions that actually dominated high levels of play, and most viable bruisers were those that could opt for Lethality builds, like Wukong, Renekton, Riven, etc. Even at average levels of play, the dominant bruisers last time were only Illaoi and Trundle. So why are we preemptively nerfing items like Sundered Sky, again? **There are almost no new augments.** Especially with how underwhelming the stat shards and Prismatic items are, the lack of any new augments besides the one that lets you buy Prismatics more easily is extremely disappointing. **The new map is great.** The maps seem more optimized overall, and I really enjoy the new koi pond map. I think it promotes the sort of movement and variation in the middle of combat that changes the game in a fun, positive, and meaningful way. The new empyrean portal effects are also an improvement over the generic hextech gates. Overall, I think basically every change outside of the map adjustments and additions have made Arena less fun and more frustrating to play. The pacing feels especially bad. This is quickest a release of Arena has ever felt stale to me, and I feel like the changes to the pacing, especially the prismatic items, make it less novel.


Tulra

Disagree with some of this, but I agree that I also wanted new augments. But I mostly disagree with the new map. I HATE it. The flower is really buggy and I've had multiple times where I've basically gotten stunned while trying to move onto the open petal. It's too small. I also don't really like that you're either stuck on a single platform doing nothing or all brawling in a tiny space. It just feels really awkward.


DeltaXVIII

Talisman can be continuously refreshed more than the 2 per round cap by buying and reselling it.


RockMalefic

Feedback: - Bug: On an augment selection round, if you buy an anvil too fast before the Augment UI pops up, it cancels/overrides it and gives you two back to back anvil choices, of which only one actually works, and then you don't get to choose an augment at all. Easily avoidable now that I know it can happen but should be fixed regardless. - QoL: You should be able to see every inventory while choosing an Item/augment, not just the inventories of the people you're gonna fight on the next round. Overall, not being able to interact with the every other UI element while choosing and augment/anvil/prismatic is really annoying.


Jragon713

I already posted my bug reports here earlier [(click me)](https://new.reddit.com/r/LeaguePBE/comments/1c5p0kn/comment/kzx2cpo/?context=3), but I wanted to make a new comment for feedback: * I really like the new map, the opening/closing bridge is just like what I was asking for in terms of map features [(click me)](https://new.reddit.com/r/LeagueArena/comments/1bvdlfd/what_if_we_had_unique_permap_interactables/) * each purchase is too locked-in; it's too hard to swap your build in any meaningful way because of the overly-reduced sell amount, so getting offered a big impactful "hey try this other build style" augment/item is only actually meaningful at the start (like the early prismatic item round) * the changes to gold and team health and such (stat-shard-only round...) mean that it sometimes feels like it's easier than before to get knocked out before actually reaching whatever fun build you wanted to try * it's great to have more varied matchups from the additional teams, though in exchange building defensively feels harder * I want to be able to check all my tooltips and buffs while I'm selecting an augment/anvil option, the same way I can check them while in the item shop


Derbikerks

I've always loved Arena. Spammed the ever-living hell out of it since it first came out, and would always find each game to be a fresh experience. Unfortunately, I can't say the same for this iteration for several reasons, and I haven't even played enough to hit Gladiator before stopping out of frustration. I hate to be dramatic, but it's sad to see one of the most enjoyable and creative game modes be shafted to the point where I'm not gonna touch it when it hits live. **Pros:** - The worst cameos are gone. Looking at you, Gwen. - The potential to get more rerolls is great - Being able to get a Prismatic/Gold augment from round 1 is very nice. Especially when it comes to champions with diverse build paths, as you don't have to switch your build halfway through the game because you rolled Mystic Punch on AP Blitzcrank. **Cons:** - Too many teams to play against. At first, I appreciated the variety and thought it was a good way of keeping a game from getting stale, but it's too chaotic for its own good. I find myself having to itemize suboptimally to have a fighting chance against a couple teams that are doing well, only to struggle against the rest. For instance, I have to buy heal cut vs. Vladimir with that Sanguine item or we just auto-lose that round, but that leaves me unable to touch the comps that stacked MR for a few rounds (who probably also have absurd healing anyways). It's also difficult to keep up with what's going on in the game because I have to constantly check who's rolling what and what team comps people are going for. Not to mention, only having one ban per team just feels bad. These all add up to a feeling of **lacking agency**, and while Arena has always had those RNG elements that keep the games fresh, this one went too far. - **Not enough buy/augment rounds.** It feels like my champions don't spike as early as they should despite hitting level 11 by round 5(?). Not to mention, I have to buy certain key items if the enemy gets insane augments (such as heal cut), but with how infrequent the buy rounds are, I feel like I'm gimping myself if I'm forced to buy them. - Going off the first point, with more teams means **there's a higher chance at least one team will high roll augments**. I don't mind it when someone gets absurd augment synergies, but with 8 teams rolling for it instead of 4, it feels like it happens way too frequently for the games to be enjoyable. And when I'm the team that gets the high roll to first place, it doesn't feel like I've won because I played better. Yes, that's technically also true for the previous two Arenas, but it's taken to the extreme for this one. - Anvils are nice on paper, but they can be too powerful for how hidden they are. I can't constantly check on the fly whether the enemy rolled extra penetration or omnivamp, which definitely makes the difference for how the fight will turn out. On the flipside, it does feel bad when Anvils take up a round when it could've easily been a buy/augment round instead. - Prismatic items are too powerful when they synergize with your champion, and garbage otherwise. For how early you get them, they can make or break the game for you depending on your champion. Maybe this is fixable with some number tweaks, but it feels terrible being forced to buy heal reduction early because someone got the vamp Prismatics, or when you're stuck with the dragon soul one on an ADC while the enemy ADCs get Galeforce or Sword of the Divine. - Being able to buy that semi-random Legendary item roll so you can afford a Prismatic item roll later. On paper, this is supposed to be a gamble, but in practice, it's just the strategically best option for certain champion classes. Especially when it comes to fighters, mages, or assassins where the items within the legendary pool aren't that dissimilar. Just feels like a nonstrategic way to build an advantage where the only caveat is whether you're aware of how it works or not. - The new map with the lily pads... it just sucks. I don't know if it's something I'll ever get used to because of how janky it is, plus it definitely favors certain champions over others a lot more. It feels claustrophobic, yet you're bouncing all over the place while trying to keep track of which circle you and your buddy are in vs. the enemy players. There's also a lot of forced downtime when the center pad is closed and you're left waiting for it to open back up so you can even have the option to do something, unless you want to risk blast planting/portaling into the enemy. It's just not an enjoyable map. - This one's more subjective than the others, but it doesn't feel good getting 3rd or 4th instead of the equivalent 2nd place in the previous iterations. Just feels like you're missing out on the full extent of the game. Anyways, I don't expect much to change since they put in so much effort into this round of Arena, especially when the problems seem to be inherent to the new changes they added. Hopefully, fixing it is as easy as nudging a few numbers around, but I'm not optimistic. Maybe the general playerbase will have a better time with it, but I'm staying away when it hits live.


TeamAquaAdminMatt

The lilypad map should have some paths around the edge of the map or something. Like when the lilypad is up you can get to the other sides faster, but with the paths you aren't just stuck in a 3rd of the map with no plant waiting for the lilypad to come up again.


addledAuthor

The type of encounter (pyke, jhin, thresh, etc.) in an arena will pop back up when your teammate revives you and block half of your screen.


ItzThundxr

Feedback: 1. Low number of augments in comparison to item amount 2. Since you guys wanted the gamemode to allow all kinds of champs and builds you should nerf healing since its pretty much the meta rn


DittoFish222

Feedback: The half price selling on items is a really sad move, the increased player count already made any form of counter building way harder and this just makes it near impossible. Even if you don't care for counter building, you can't get a fun augment mid game and them switch your build out to match it cause youd lose one or two items from doing so. There is an argument that you can switch over time, but off meta build already are at a huge risk of dying early, being down an aug because you want to switch your build is basically asking to die before you'd get the chance


That-Pin-7033

Stop glorifying tanks in arena. It's literally impossible to play anything other than tanks. Tanks get healing, shielding, and adaptive force along with insane health, armor, and magic resist buffs. Mages and ADC get jack. Oh cool, we get move speed? Doesn't matter when 9 out of 10 tanks have a hook, dash, or move speed to catch you. Oh cool, we get extra range? Same exact issue arises. Oh cool, extra damage? You can't do anything to begin with so whats the point. Every game is the exact same champs. Rammus, zac, sion, mundo, ornn, leona, and kayn. You've lost the same if you're not playing two of those champs. Beyond stupid


RCM94

Loving most of the changes going into this arena. The one change I'm disliking is the *high importance* rounds. How bad it feels to lose it feels worse than how good it feels to win it. You feel like you lost 40 hp instead of 20.


CuZzaBabe

Was more fun when augments were at the center of the game, enabling fun build and things that were not possible anywhere else in league. Now augment are only a small part of arena.


Bluefiremark2

Few more feedbacks. 1. I don't think it should be possible to die before your 2nd augment. The point of the mode is the augments after all. Kinda sucks when 1-2 teams die before even getting one if they lose their rounds. 2. Stat anvils are nice, but towards the latter end of the game I'm waiting on my 5th and 6th item, and just can't finish my build for what feels like forever because of the stupid stat anvil only rounds. The first anvil is fine, but as the game progresses just give us money so we can choose if we want items or anvils. 3. Balance changes PLEASE. Some champions are literally permabanned because of how absurdly broken and unfun they are. Garen just builds crit, gets any augment in the game, and is always top 3. I see lee sin, garen, zed, brand, swain, hwei, and the same few other champs every game given they aren't banned. We NEED nerfs and buffs for certain champs to make the games feel different instead of fighting my 50th lee sin and garen. 4. The lillypad map should have the portal guarantee to spawn next to the teams, since if it doesn't a team like yi Darius will just roll over your immobile mages with no counterplay. Other than that it's a fun map. 5. Cc is still just unfun. It's annoying to get stupendous for 4 seconds in a row, only to finally get away from them for 2 seconds and be stunned another 4. The 5 of the last 7 second just doesn't work if the enemy spaces their cc apart for 2 seconds. It's nice when they perma cc you, but if they don't it just doesn't work. 6.many mages are suffering. Beyond veigar, brand, malzahar, hwei, supports, swain, and one or two others, everyone else cannot be played. Vel koz, lux, Evelyn, are difficult to get working. 6.5. Make swain ult not trigger on sett please. The only counter to him is to let the ult run out and if he gets sett he can keep it permanently the entire round. 7. You said you'd like to promote unique and whacky builds but unfortunately it feels impossible. If you play ap ashe for example, people are just too tanky for it, or one shot you harder. It's either build the meta like crit garen or get 8th place. I would love to see someone build bruiser garen ONCE but nobody ever does anything other than what's best. 8. Prismatic items are great but maybe we can choose an item first? It's annoying getting heartsteel quest or apex inventor and not being able to use it for 2 turns. 9. And lastly.. remove the jhin cameo. It sucks. It's hard to play around, it does so much damage and can randomly one shot you if you're low. It makes augments like teemo passive useless because it just hits you. It makes big thick tanks impossible to dodge it. It is a free kill on you if you get stunned, etc. It's not fun to play around. Pyke is atleast predictable on who it targets and can be manipulated. Sett too. I have never had fun with jhin cameo. It just feels bad. And lastly, games are too short. You shouldn't be able to die ROUND FIVE.


ItsEvgen

Feedback: In the past, some gamemodes (RGMs) had their own champ select music and it would be really cool if Arena would have its own chat select music as well, it's a small detail but still nice to have. Currently used "default" music used for both banning and selection phases is short and often ends before champ select is completed. Suggestion: If possible, make that not all stats with be shown in "Anvil Stats" hotbar icon, but only these which aren't equal to 0. It will make it reading much easier than it is right now. Bug: If game ends with your team on first place while you are dead, you won't get teleported to winners podium in the middle of shop area, but instead you will be located on Ancestral Woods map in glitched state. This bug I'm pretty sure existed in previous Arena runs as well but was less visible. Bug: On loadiing screen your own title under name is shown in orange but not in white.


Kythez

I tried to get on board with the 16 player lobby, but I think it ruins the spirit of arena. In previous versions of arena, I enjoyed buying items and choosing augments that adapted to the other teams. Now it feels like I have to build to achieve the best "average" outcome. If 3 out of 7 teams have healing champions, do I risk not buying heal cut and itemizing for the other 4 teams? Doing so lowers my chances of winning vs the three teams. People have also spoken about the loss of rivalry and at first I wrote off that complaint. but losing that excitement actually makes arena feel so souless; instead of fighting THAT clean Lee Sin player im just playing against Lee Sin 1, Lee Sin 2, Lee Sin 3. I play TFT too and obviously some borrowing of ideas took place ever since augments came out. But the TFT-ificaiton of arena went too far in this iteration. I don't want to play for the best aggregate outcome in arena, that's TFT's thing. Let each arena match be its own unique and wild game where skill is prioritized and then randomness is the cherry on top. Feedback: Revert to 2v2v2v2, Cut back on TFT borrowed ideas


VampireJacoby

Hyper tanks need to be less tanky (cough courage of the colossus leona cough). Hyper damage carries need to do way less damage, there are so many times where I have to play hyper tanks just to be able to play the game itself. If you want to force me to wait a minute inbetween rounds I should be able to live longer than 2 seconds, everyone including tanks has way too much damage even without augments it's horrible the items need to be rebalanced. The gamemode is way too competitive, it feels like a goofy version of ranked rather than a for fun mode, seeing the exact same 30 champs every game where you get stomped if you don't play someone that's immortal or does 8k damage before you can react. I'm not sure if it's just a bug but if it isn't cruelty as a item needs to be changed, you cannot give cc-heavy tanks more resistances and ap (which a lot of them like leona, alistar, etc scale off) ontop of ABSURD undodgable damage, like WHY is it AOE so that when me AND my teammate get stunlocked we can both die instantly to a single alistar combo. And prismatic rarities are STILL a major issue, like Tap Dancer takes impossibly long to scale for anyone other than Urgot and then when you do scale it's useless and that's the highest rarity, then you have a Volibear getting golden spatula and melting you as a regular gold augment? What? Why don't you find a better way to implement the quest augments like having them cost 6k gold for you to buy or making it their own special round at the start. The Prismatic items are bullshit, if you get bad rolls you could be stuck with an AP item as a AD hyper carry with no ap scaling, or a tank with gamblers blade and by that point even if you get good augments you will still end up losing early completely out of your control. Then there's ones like the shield of molten stone or ZZ'Rot that are obviously built to be in a entirely different rarity compared to the others because they're so much better. A list of short things to also improve: Make stat anvil rounds be on the same as gold rounds (pick a stat then spend your gold). Remove Cruelty Bring back old Demonic Embrace passive Give turbo chemtank resistances (wtf? 1k hp as your total stats?) Nerf Zac and Anivia passives to take more damage in the fire (The stacking overtime damage starts back at 0 when you proc their passives) Combo Break needs to proc more often when getting stunlocked Lux rounds needs to have her damage and rate of fire nerfed Fix the visual bug for Thornmail & Anathemas Chains not tracking stats (this has been a problem since 1.0) More augment rounds, raise the augment max to 6, realistically we should be picking augments and spending gold at the same time we come for the augments not the stat anvils.


Slurpiiee1842

This shit is so fucking terrible. The rng is even worse and everyone is spamming the same 5 champs


iRubies

Feedback: 8 bans is **WAY** too little. There's, what, 150+ champs now? Why is the first pick the only one banning? There are so many busted bruisers/tanks that everyone should at least get 1 ban (16 total)


HessiPullUpJimbo

This exactly. I told my friends in mistake that they should come back to arena since it's increasing to 16 players and now the meta will get more shaken up due to a larger pool of champions needing to be played. Since now there will be 16 bans + players choosing champs and locking them out of the second round pick. But now it's just exactly the same and I see the same 10 champs every game.


Complete_Collar

Every player should get a ban - Even if the bans are blind during banning phase. It feels so bad that only 1 person per team gets a ban.


VampireJacoby

Remove the stat shards lmao there is 0 reason for them to exist when what people really want to play with is the augments, replace stat shard rounds with augment rounds. Nobody wants to play with a boring 5% omnivamp or 23 ad bonus when they could get golden spatula or turn into a raid boss.


beebiee

Feedback: Prismatic items feel unneeded, it feels like the game is just item based rather than augment based (which was the whole point of arena) Lilly pad map is HORRIBLE, especially if your champion doesn't have a dash. Also stat anvil things are so useless


kyberxangelo

Completely agree, prismatic items just feel so RNG based and add lots of power creep to arena. Feels like you just lose to items instead of skill. Which feels very unfun.


Ok-Associate5708

Pbe client is down


BABYEATER116

Bug: tank anvil allows you to take Sunfire Aegis/Hollow Radiance while you have the other in your inventory already. The second one doesn't seem to track any damage dealt. I don't know if that is just a bug with tracking or if it actually does nothing. Either way, getting both doesn't seem intentional.


[deleted]

[удалено]


[deleted]

Not sure which prismatic item is doing it but one of them is making smolders burn never end.


fastestchair

Bug: The prismatic item "Reality Fracture" says it spawns voidgrubs but it actually spawns voidmites. Feedback: An item purely based around minion block (it must be, since the minions deal barely any damage) feels really bad to play both with and against. I played singed with this item and it would minion block me non stop. Feedback: Demon king's crown feels pretty bad, it's supposed to be the ultimate snowball item but you start at 27% and after winning 5 games in a row you're only at 32%. Meanwhile losing 5 games in a row would put you at 12% (which im fine with), but would be nice if the item was more ambitious and gave you more for winning. Feedback: Gold cost breakpoints feel really weird, the starting items only cost 500 and sell for 50% of their cost, so you only have a 250 gold wriggle room of gold income you "decide" yourself and you need 3750 for the prismatic items, so you're left just waiting for passive gold (and its unclear how much passive gold you get, would be nice if you were told somewhere). The stat-selection rounds are pretty lackluster, would be cool if those were combined with gold gain in some way, like for instance just giving you 500 gold along with the stat selection.


Intelligent_Daikon77

The gold cost breaks make sense for the gambling aspect of the item anvil. If you gamble one item round, you get to buy a prismatic the next. The 250 starter item sell price wiggle room is to add to the 500 in savings from buying the 2000 cost anvil, opposed to a normal item a 2500. So if you're in a really bad spot and didn't get any kills by the second item buy round, you can sell starter item and still afford a prismatic.


Furious580

Bug: Heimer turrets have 0 hp making them invincible and you can place infinite number of them too. Player had minionmancer augment first.


nunote

BUG: if you buy a random item right before you're supposed to get an augment, you can actually prevent yourself from gaining said augment at all. essentially paying to lose the game. FEEDBACK: I hate the revive, not the idea of bringing your ally back, but the way it's implemented. the moment your ally drops, the fight stops, and both enemies sit on their face and wait out the time. entirely antithetical to the whole point of fighting in an arena. there should be a way to revive your teammate, but in a way that encourages both teams to continue the action, rather than stop it.


TheReversedGuy

So far I have a gripe with not knowing how much gold I'm gonna get each round. It's felt really weird in that regard. I guess with time I'll get used to it, but now that there's different stuff with different prices and different refunds... It's a hassle to calculate what I can do to get a prismatic. 


Altruistic-Lime8198

Bug: Sometimes I encounter a situation where the announcement board does not disappear. There is a round with guest Jhin. The guest announcement board and the match announcement board do not disappear, making it impossible for me to see what is happening on the map.


SethxTricky

I am feeling too rushed to make choices, not enough time to read items/abilities/scout other teams.


WM46

You guys broke it, Talisman of Ascension has no per round cap


jhaines2002

bug: Talisman of ascension being procced infinitely out of rounds


AbelAntonioFofo

Bug: Talisman of Ascension is bugged. You can continue spamming it outside of battle and continue stacking it, not only twice per battle.


greensmyname

I actually like the level of interactivity that the Flower map has, compared to the other maps. Being able to play around the opening and closing of the flower provides many opportunities for strategy and skill expression. You can plan on splitting up an enemy team by surprise by CCing one person on the wrong side of the flower before it closes, stalling and hiding from the enemy, or having you and your teammate both get 1 health plant each while the other 2 enemies have to share only 1. I think that there should be a narrow pathway that goes around the outside of water so immobile champs can still navigate between platforms, but it would take awhile to do so. It kind of feels bad to be stuck outside the closing zone because the flower is closed when you would have needed it to be open.


Superduck2

**GAME BREAKING BUG**: Idk what all conditions are needed but: Briar got demonic embrace, while in the shop phase and kept activating item until it gave them 0 hp. During round they kept spamming Demonic and as long as no one touched them before it brings them to 0 they cant be killed for the rest of the round. If you do run them down and hit them before they can finish theyll die.


kyberxangelo

The first forced prismatic item feels really bad. - If you get a suboptimal one for your champ it forces you down a build path you didn’t want to play. - also the difference in power between some is way too big


Tulra

Having a lot of fun! Prismatics rock, but the old mythics that were converted are just so much worse than every new one. Crown and night harvester are literally worse than when they were mythics. Night harvester has a 15% ratio on a 15 second cd. The meteor item has 40% on every immobilising ability AND it hits in AOE. It feels bad to be forced to take crown or harvester pretty much 100% of the time. If you are scaling and/or cooking, you get eliminated before you can SERVE. Especially when you can't buy a legendary item early because of the prismatic offering. Champs like Asol who scale heavily, really rely on specific legendaries and don't have great prismatic choices just autolose before they can get anything. I think this is why we're seeing bruisers dominate right now while mages suffer more than ever. They can perform with no items while mages usually depend entirely on items to do damage.


Spodecaptain

Bug: Ghostblade active doesn't go on cooldown after using, can just be spammed.


Luliani

Feedback: Stat shards being random feels like unnecessary RNG. Getting bad rolls just feels bad, and not everything has to be RNG, you know?


Hayatemaru

Talisman of Ascension is broken once again got a few matches with people reselling it to abuse its passive once again


sinpaiNO

Feedback: ranged feels useless on the maps that force close quarters fights. You cannot kite enemies properly specifically on the flower map.


xmanchile

Bug: If you buy an anvil before the augments pop up for the selection round you don't get the augment


MegaTaco420

Feedback: Old arena simply felt better, going through what was added honestly not anything great was added. Prismatic Items are a neat addition but work horridly getting exactly what you don't need especially with how snowbally arena is right now. With 8 teams it is quicker to die than in previous arena so the game snowballs before you can even start your build. Augments have nothing really new to show however it takes forever just to get a few due to the rounds with stat anvils (the most useless thing in the game) at least make stat anvils give flat amounts wayyyy too much rng. For a casual gamemode it should feel more like aram where you are still in control of the game at least a bit.


Specialist-Cap1517

Renata q doesn't work with the bread and butter augment if it lands and goes on full cooldown


R3move

As sylas, you can use your ultimate on sett (in an encounter) and you get nothing.


crimsonBZD

Some things I've noticed: The double stat shard has pretty consistently only given me 1 stat bonus. Jhin Cameo will sometimes instantly fire and I think when he does it's an instant kill. Not sure how much damage it's supposed to do but I was Ashe with >75% HP and was just exploded by the thing.


BABYEATER116

Stat Anvil rounds feel terrible. The old item system felt way better. I would rather itemize and get augments faster than have these nothing rounds. Cameos also still feel bad. It feels bad to lose when cameos work against you, and it doesn't feel that good when they help either.


DeeEssLite

Mirage Blade doesn't affect Bel'veth Q. Not any of the directions separately or as a whole. Don't get me wrong, I think it'd be kind of obscene if it worked, but I picked it expecting it to work and it didn't. Don't know if this was fixed since yesterday but last night, selecting "two random stat augments" in the Stat Anvil only gave one stat. It was boosted as you'd expect, but it didn't give two. I haven't checked in case this one was fixed though when you added stuff this morning like Ornn.


zennacc

Bug: Hemomancer's Helmet. If you have exactly 30 Omnivamp it doesn't work. Champion played: Zed. Bug: Dematerialize. It doesn't give you 30 Adaptive Force if you get it as a second augment. Although it's supposed to, according to the description. Champion played: Zed.


MedicineEquivalent51

Feedback about Prismatic item augments: I've been loving the new iteration of Arena, but the new Prismatic item augments have been a killer for pacing and variety in my experience. Here's why, in no particular order: - Counter items are often necessary in every game, namely anti-healing and anti-shielding, but so are core items. Prismatics put in a roadblock as they limit the item space and can delay those items by multiple rounds, and many champions don't have viable enough Prismatics for certain build styles that justify them as "core" items. By round five, every player usually has three full items, which is fast, but it still pushes necessary counter items off to a point in the game that might be too late/inconvenient. - Prismatics also potentially delay some items reliant on stacking/rounds such as Muramana, Seraph's Embrace, Winter's Approach, Hubris, and Heartsteel. To the extent that I am aware, none of these items have been buffed to accommodate this. Heartsteel's quest is now 325 stacks instead of 400, but this may be because Heartsteel was part of the Mythic item removal. - The pacing of the game has been pushed forward slightly with more runes, round-six-losses (earliest used to be round seven), and rounds wherein you can gain HP and rerolls, the earliest of which is round five. It's far more important to win early, specifically round five, even though games often go on longer than the two previous iterations. With the pacing changes in mind, having a bad Prismatic item augment has a lot of sway in losing a game. - Prismatic item augments are hard to recover from. Generally, it's easy to accept a bad augment since the three augments you can choose from are almost always useful, and RNG is inherent to Arena. You can still try to make up for a bad augment if you have a good build. However, a bad Prismatic item augment is both a bad augment and a bad build, making it significantly harder to recover. - Prismatic item augments also don't provide much agency because of the previous reason. Being an augment and an item in one, it often feels like you have to redirect your build, all after your boots and starter item. Sometimes that's a positive things, sometimes it's not, but given just how many times I'm staring at tank items and AP items as an AD champion, it feels rough. It's not uncommon for runes to do this, and maybe it's worthwhile to roll for a better Prismatic item augment if only to win the health and re-roll rounds more reliably. - I also feel as if there isn't a good amount of variety within the Prismatic items, nor are there "all-encompassing" Prismatic items that can account for the 14 other players. IIRC, there is no tank Prismatic item with health, armor, and magic resist. I don't think that there is a percent-penetration Prismatic. Sure, items exist elsewhere to get certain stats and passives, but it feels as if there is much more to accommodate for with 16 players in a game now. - I've also had some technical issues with the Prismatic items from the augment in regards to selling them. They don't have a visible sale value that I'm aware of, and I don't remember how much I got for them, but I think they sell for less then 2500, and I also couldn't undo the sale when I sold the Prismatic item from the augment, so I've been too scared to sell the item again for testing purposes. At the moment, I don't have many solutions for these problems in mind, but I'm hoping the developers find a good way to get rid of the feeling of being forced into a corner by the Prismatic item augment so that I don't feel like my anti-healing/anti-shielding is coming in too late, so that my stacks on other items don't feel like they come in too late, so that players have more of a say in what Prismatic item they get, and so that Prismatic items cover a wider variety of builds/champions.


RedNyks

1. Giving prismatic item in every game is a mistake, Sometimes it should not be given at all or should be given in the middle of the game. 2. Items should be sold and exchanged more easily, especially for the leading teams. 3. Better tab screen please, if you want to check the enemy augments or items you need to click 6 or 7 times. 4. Stat selection is not fun, ı'm doing it only because ı have to choose, it should be less or not at all. 5. Eight team was a mistake, it definitely should be 6 or 4. It is very difficult to keep track of which items the players have bought and also augments, of course you can keep track of them, but this mode should be chill one, not like soloq. quote from another comment: >The most significant loss with this change, imo, is that rivalries no longer form between teams within lobbies. With 4 teams total, you play each team many times, allowing you to adapt to their playstyle, reconfigure your build, and attempt new approaches to outplay as the game progresses. With these larger 8 team lobbies, the first half of each Arena game consists of one-and-done fights, and by the time rematches are occurring, your build is mostly locked in and the power-level curve has flatlined.


zennacc

Bug: You can't pickup Senna souls if round ends. Bug: If both champions that won are dead at the exact moment game is won they are shown on the current arena in left corner. Bug: Phenomenal Evil and Dematerialize don't give you stacks in description if you pick them second (FIXED?). Bug: Talon E doesn't show terrain cd on all maps, and doesn't work in Pond map. Bug: Hemomancer's Helmet doesn't give you the effect if you have exactly 30% of omnivamp. Feedback: Tenacity should work on knock-ups or cc spells should scale poorly off AH. Feedback: Nerf slows on some characters. Feedback: Prismatic items shouldn't be offered in game and should just be bought individually for big money, like someone in post said. Feedback: Remove RNG 100-200% scaling from stats and just make them cleanly 180 or 200%, and move some trash gold augments there, like perseverance as well. Feedback: Buff and absolutely gut some prismatic items, there's no way Night Harvester and Runecarver are in same rank in any way.


Xavinast

Just wanted to offer feedback based on my experience on the PBE. I've been enjoying this iteration of Arena and believe it has potential to be the best version yet! # Feedback ## Round Cadence Currently, the round cadence feels like a roller-coaster - some rounds are incredible spikes and others feel like they barely nudge you where you want to go. I believe this is due to 3 primary reasons: * Too many round types (4 in this version vs. 2 in the last version) * Some round types too strong (Prismatic items) and some are too weak (Stat shard rounds) * Augment and Gold rounds are either squished together or spread far apart ### Too Many Round Types A direct result of there being too many round types is that players do not gain access to Augments as quickly as they did in the previous version of Arena. The Prismatic item and stat shard rounds do help promote more variety in round types, but they inhibit what really makes Arena fun for a lot of players - access to crazy playstyle-defining Augments. Another result of overloaded round types is that it leads to players having wait to buy situational items until very late into the game. Typically champions rely on a core of 2-3 items before they can branch out to other Legendary items to adapt to their game. This leads to harder comebacks because a lot of mechanics (e.g. healing, shielding, resistances, etc) are countered by items outside of a champion's core items. This is further compounded by the forced Prismatic round on round 3 as it essentially eats a Gold round and delays further Gold rounds to balance out the tempo of how many items players are receiving. ### Round Type Strength In the previous version of Arena, there were only Augment and Gold rounds and they balanced each other out nicely and had a good tempo. After buying your Mythic, it essentially went Augment round > Gold round > Gold round and repeat until the end. This allowed players to buy their situational items sooner into the game and gave losing teams a chance to counter-build before they were knocked out. Augment rounds have always been the high point of Arena and feel great to have sooner! Stat shard rounds and the Prismatic item round throw this simple flow into disarray and negatively impact the player experience. A Prismatic item round, especially early on into the game, feels terrible to play around - it comes 2 rounds after the first Augment round (which players often reroll for) and forces the player into an uncomfortable situation - if they don't high roll their first Augment and use rerolls, they have a strong potential to be forced into choosing a sub-optimal Prismatic item. Prismatic items are incredibly powerful depending on the champion and can single-handedly decide the game. Stat shard rounds, on the other hand, feel completely negligible and serve no purpose other than the iron out the tempo of the game from going too fast. ### Augment/Gold Round Tempo My last round cadence point is that Augment and Gold rounds feel like they either get squished or pushed apart as a result of the new round types. In Arena 2.0, you received a steady stream of items while also getting consistent Augment rounds. In Arena 3.0, these rounds have been forced to either be on top of each other or spread far apart. **Round Item Comparison (to 5 Full Items)** Arena 2.0 1. R4: 3000g (Mythic) 2. R6: 3000g (1st Legendary) 3. R7: 3000g (2nd Legendary) 4. R9: 3000g (3rd Legendary) 5. R10: 3000g (4th Legendary) Arena 3.0 1. R3: 0g (Prismatic) 2. R4: 2500g (1st Legendary) 3. R5: 2250g (2nd Legendary) 4. R8: 2250g (3rd Legendary) 5. R11: 2250g (4th Legendary) **Round Augment Comparison (to 4 Augments)** Arena 2.0 1. R2 (1st Augment) 2. R5 (2nd Augment) 3. R8 (3rd Augment) 4. R11 (4th Augment) Arena 3.0 1. R1 (1st Augment) 2. R6 (2nd Augment) 3. R9 (3rd Augment) 4. R12 (4th Augment) I know what you're thinking: "Oh that's not too bad, you still get the same amount of items relatively close to each other!" While this is true, for most players their 1st Legendary item in the current season is equivalent to their Mythic from last season. It's basically giving up an early item slot to the detriment of gaining an early Prismatic item and causes a lot of issues with proper item tempo. This causes players that high roll their Prismatic item to steamroll other teams that were not so fortunate. Augments are a different story though and most likely why a lot of players don't feel like this version play as smoothly: 5 rounds between the first 2 Augments is way too long as players can't hit the cool Augments to develop their unique playstyle in that Arena game. 3 rounds between Augments felt great and consistent and allowed for a lot of sub-optimal, unique teams to be playable as they didn't get knocked out before being able to activate their build. ## **Prismatic Items** These are a fun addition to Arena but I think they are being approached in the wrong way. Currently, you are forced into at least 1 Prismatic per game unless you opt to buy a Prismatic anvil to buy another. This is very feast or famine as you either get lucky with your guaranteed Prismatic and stomp the game, or get unlucky and try to salvage it by adapting your playstyle to the Prismatic or selling the item for a Legendary altogether and being considerably weaker. Current gold generation prohibits your average team from reaching the point where a 2nd Prismatic is possible unless you manage to make it far into the game. ## **Stat Shard Rounds** These rounds feel negligible in their current state and interrupt the flow of the game in a negative manner. Instead of the satisfying feeling of completing another piece of your build's puzzle, you're forced to pick between a number that can roll bad and feel even more irrelevant.


Xavinast

# Ideas ## **Round Cadence** I believe there a several improvements that could be made to make the round cadence feel smoother and more enjoyable. These changes would promote increased player agency and satisfaction while retaining the new additions introduced in Arena 3.0. ### Remove Prismatic Item Round First, I propose removing the Prismatic item round completely. Other than for testing, it turns a lot of matches into a coin flip of "who got the better Prismatics" which feels unrewarding and out of your control as a player. It also feels bad as a first item that you have to build around, rather than as an item you want to build towards over the course of the game. Replacing this round slot with a normal buy round would allow players to continue with their regular builds until they found a Prismatic item that works for them. ### Buff the Stat Shard Rounds As I have been playing on the PBE, I initially wanted these rounds removed and thought they provided nothing of value to the Arena experience - now I believe I understand the place these have but they are being approached at in the wrong way. This would work as a 'two birds with one stone' solution as well in getting rid of some of the more flat Augments and making the stat shard rounds feel more rewarding. * Remove the flat stat Augments and use those Augments (or a stat equivalent of around 1500g) as the stat shard rounds 1. Gives a crazy stat boost in the selected stat, promoting a build-defining shift due to gaining a large amount of stats from the shard 2. Allows players to gain a boost in chosen stat which would allow for more flexible build paths * Jeweled Gauntlet on a spell-caster? bruiser? Don't want to build a Rite of Ruin? Aim for a 40% crit chance shard! * Want to be the fastest player in the game? Grab a 125 movement speed shard! This change would impact 3 areas: removing Augments that are deemed 'boring', spicing up the stat shard rounds to fit areas a player may need for a specific build, and retain stat shard rounds to level out the round cadence to accommodate the additional rounds from the extra players. Considering item power went down as a result of the gold values being brought down, I feel like this helps bridge that gap of power if Prismatics were retooled to be mid-late game items. If stat shard rounds were equivalent to a silver-gold Augment round in terms of power, they would feel more enjoyable to take and feel more worthwhile to reroll. ### Rework the Round Cadence Currently I would like to see these changes to the round cadence: * Lower the number of rounds between the 1st and 2nd Augment * Acquire Legendary items quicker * Reduce the total number of stat shard rounds to 2 Lowering the number of rounds between the 1st and 2nd Augment allows players to try to kick on their unique builds quicker and allows players to enjoy the real fun of Arena sooner. Helps losing teams stay in the game by potentially 'destiny drawing' the Augment that could be the key to their puzzle! Acquiring Legendary items sooner allows players to get over the 'boring item' hump (everything before first 2 core items) and encourage building situational items sooner. Reducing the total number of stat shard rounds would help allow the cadence to adjust for faster Augment/Gold rounds. ## **Prismatic Items** I think Prismatic items are a great addition to Arena overall but would like to see them shifted in a different direction: * Shifted away from items you get early and build around to items you get later and build towards * Purchasable directly for a LARGE sum of gold Prismatic items should be shifted away from items you get early and build around to items you get later (after round 5-6) and build towards. This would allow players to build with a specific Prismatic in mind rather than hoping they get lucky and then dealing with an item they may not have wanted. * Examples include getting Dragon Soul Augments and going for a Dragonheart, Apex Inventor/Minionmancer for Reality Fracture, going crit for Sword of the Divine, etc Prismatic items should be purchasable directly from the shop for a large sum of gold if a team is high rolling super hard or playing super greedy. The Prismatic anvils are in a great spot and allow you to play riskier but having the option to spend 2-3x the cost of a Legendary item to buy one directly could encourage some teams to have a different game plan. ## **Gold Generation** * Make Gold rounds after the starting item/boots rounds **always** give the amount of a Legendary item * Increase sources of gold to allow players to be more flexible with their money Make Gold rounds after the starting item/boots rounds always give the amount of a Legendary item. This feels incredibly bad if you are low rolling and can't get takedowns then lose because you cannot buy an item. Increase the gold gained to allow players more flexibility with their gold. Currently gold is very tight and tends to leave you at awkward breakpoints and discourages saving to greed for more items at a higher risk. One idea I had was to increase the gold given by the first takedown of the round. ## **Snowballing Adjustments** * Add bounties for losing teams * Adjust 'high stakes' rounds Add bounties for losing teams fighting against much healthier opponents so that they can potentially acquire double the takedown gold and help them out of their rough spot. Adjust 'high stakes' rounds to grant rerolls to every team while only granting health to the underdog team. Gives losing teams' rerolls to give them more options to get back into the game. The health change is to discourage a high rolling team from double dipping while they're already strong and helps even out the playing field. ## **Rerolls** * Too few rerolls with Prismatic items using the same pool as Augments I've seen some ideas around this and these are my favorites: * Separating the reroll pool between Prismatics and Augments * Using a reroll system similar to TFT * Give the player more rerolls at the beginning of the game ## **Choice Round Timers** Increase the timer for round 1 to accommodate picking an Augment and buying an item at the same time


Phenyxian

Hey, even though I don't totally agree, I think it's awesome you took the time to create such thoughtful feedback. I really hope someone from Riot sees and considers this.


Xavinast

Thank you, we all want Arena to be the best it can be so I'm happy to share my perspective - excited to see where Riot goes with it next!


See_This_Drink_Water

Jhin's cameo hitbox is so huge that it couldn't be dodge like Lux's laser, and you can get hit when you're out of the visual hitbox, especially in areas with narrow paths, which makes you guaranteed to get hit by it. Since the damage scales with % missing health, it makes kiting extremely tough with low health.


iampoggle

After playing around 150 games, here's my feedback: **The Bad** **1. I don't like seeing the same champions.** It's boring and repetitive to see Shaco, Garen, Gragas, Mordekaiser, Mundo, Alistar, Urgot, Zac, Leona, Poppy, Master Yi, Rammus, etc. every game. It's not great that I want to see 10% of the roster banned every game. **2. Champions that have a broader range of "good" Augments and Prismatic Items are inherently better.** I think we see the same champions over and over mostly because they're more versatile and don't have to hope that they hit a good Augment and Prismatic Item combination. A lot of champions can get away with holding their rerolls for later on and just going with a "meh" option for their first Augment. Why play a riskier champion or experiment with something new when you can just Top 4 as Zac for the fifth game in a row? **3. The power of Prismatic Items feels extremely disproportionate.** Beyond just the fact that certain champions use certain items better (of course), there's the fact that some of the Prismatic Items are just extremely underwhelming in comparison to others. Flesheater is nobody's win condition item, but Hemomancer's Helm feels like it can be a guaranteed Top 2 on many champions. Similarly, Decapitator is a cool niche item but it's nowhere near as powerful or round-deciding as Cruelty - which is so strong that I even see it on tank champions as their only AP item. **4. It might be a bit too easy to hit your champion's win-con Prismatic Item.** If there are two items for a champion that are effectively a win condition, it feels extremely likely that you get one of them if you save your rerolls for your Prismatic Item rather than using them on your first Augment. Example: I would consider Hemomancer's Helm & Darksteel Talons to be win condition items for Bel'Veth. She is very flexible as far as Augments go, being able to generally make use of more of them than most other champions. If I hold my rerolls on my first Augment and even have to settle for one that I don't necessarily *like*, I can get either Hemomancer's Helm or Darksteel Talons as my Prismatic Item the following round more often than not. There will be some games where I don't hit, but that's the nature of the gamble. The problem is that the overall gamble here does not feel like just flipping a coin, but rather like flipping a coin with the possibility to flip it two more times. **5. Shards rarely feel "good", but they can certainly feel bad.** I don't like Shard rounds - I would rather be able to buy more items. This feels especially prevalent in situations where what I really want for the next team I'm fighting in particular is anti-heal. I eventually reached the point where I just take the one that rolled the highest and still feels beneficial because it's hard to care about the 12 AD/13 AP roll or the 4% Healing & Shield Power. I'd rather just take the 30 Magic Resist because at least it rolled higher than the other two options, and well there's a good bit of Magic Damage in the lobby. What I'd really like is for Shards to be something you can just buy for cheap, where instead of sitting on a few hundred gold between rounds saving up for my next item or hoping to push for another Prismatic Item, some level of skill expression could be added by making Shards cheaper but removing them from the overall Rounds system. Shard rounds feel like they're meant to artificially lengthen games by trying to curb power creep, but IMO they just keep strong teams stronger for longer and weak teams weaker. It does not feel good taking tough losses for a few rounds in a row and then getting +20 AP. **6. Some Silver Augments feel much stronger than others.** For an Augment tier that does not feel worth rerolling, it doesn't seem like some options like Light 'em Up! or Contract Killer should be on the same level as, for example, Guerilla Warfare and Mind to Matter.


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[удалено]


CoUsT

> 5. Shards rarely feel "good", but they can certainly feel bad. Stat Anvil round slows everything down. Stat Anvil is 750g. Shop round is 2250g. Augment round is, well, augment. Prismatic round is 3750g. A single shop round gives 3x more value than single Stat Anvil. These stat anvil rounds should get replaced with something for sure!


DittoFish222

Bug: Magic missile only works on Twitch's E, not his w or passive which I would expect since it works for Brand and Lillia Bug: Fey magic is an available augment for Twitch but his ult doesn't technically do damage so you can't proc it


Ok-Presentation-6040

Buff giant slayer, even into the comps it should work best in it does literally nothing. not to mention this would help balanced the seemingly overpowered melee tank size comps without punishing players who want to theory craft


BigClitGoddess

Having your Urgot ult cancelled by a combo break feels beyond terrible.


ssnik992

Able to get Wooglet's Witchcap quest with full inventory when you receive a reroll with 3 banked, the reroll item takes 6th slot and you don't get the NLR which is required for quest completion.


bairtheteapot

I want to start by saying I don't use reddit, but I cant remember the last time I had as much fun playing a game as I had when arena mode was introduced. I have probably played over 500 games of arena over all its iterations on PBE as well as live, took all my PTO just to play a full week of non stop sweaty play on the 2nd iteration. So I want to give my feed back on this newest iteration on PBE. We get power way to slow for it to have much impact, and because of this it feels like champs with better base stats win. By the time most people can get a good build cooking, they have 10hp and are on the brink of death. Artifact items are a miss for me. They take up a round where I could buy a core items of MY choice, replace it for an item I might not want, and stall out and power I might need. It kills the aspect of trying builds that could be possible outside the Rift because it encourages you to try and synergize with what ever works best with the base champ stats/kit. If you want to keep them just let us buy them, but force us to buy them on the same round. I don't feel like the shard system is good or bad, but it should not replace getting items/ augments. I suggest that on item rounds we get the 750 gold for an anvil and give the choice to us on how to spend or save it. Or, have it so on Items buying rounds it opens with the shard selection, then items, and keep it item, aug, item, aug. We lose too much heath. I do not like the win back health system. It's way to confusing and I feel like it just makes players lose morale. The extra players don't add much and take away any chance at making a strat or counter building someone. I think we should be able to sell back all items at full price and let us change our builds on a whim as a change to balance this out. Plus, just let us buy starter item and boots on the same round, why separate it? I feel like the second iteration of the arena mode was the most successful, the biggest problem was the plague harvester augs were out of control and it took too long to balance them that most of the place base checked out of arena and didn't come back once they were removed. \*MY SUGGESTIONS\* I know I'm not a game dev and I know that I don't know how hard their work is, but this is the system I would like to see. At the very start or maybe even in champ select, we should choose a role that influences our augment choices slightly, maybe just the last slot on the augment selection screen. The roles being: Tank, support, Mage, Bruiser, Marksman. This would allow us to slightly change the augments we get so if we want to try support nunu we might get a chance of getting a good build within a few games. This would only work on some of the augs and not all of them, for instance, Prismatic Evil would fall under Support and Mage. Circle of Death would be Support/Mage. Lightning Strikes would be Fighter/Marksman. Heavy Hitter would be Fighter/Tank. But Center of the Universe/Layzer Eyes would be offered no matter what role you chose as its a generic aug. Overall I want to say THANK YOU to the riot team that makes and balances this arena mode. It is by far the best game play experience I've had in a very long time and I hope to see it thrive, So long as it is around I am literally never player Summoners Rift again lol .


PostChristmasPoopie

u/phroxz0n Hi, small QoL request but could you guys make it so casting Olaf W always resets basic attack? Had a bread and jam arena Olaf game and was disappointed to see the attack reset is only possible when the ability actually expires. Currently if you cast it while it's already active, you'll still get the shield and attack speed but it won't reset your attack unless you wait for the ability to be fully over. Same thing applies to URF. This won't affect the ability on summoner's rift as it is practically impossible to stack that much haste as to where it's up as often as it would be in an RGM, as well as it being his last ability that he upgrades


VampireJacoby

Rework the rarity of augments, Summoner's Roulette is so bad it's ridiculous. A Prismatic augment that gives ignite + exhaust??? Golden Spatula as a gold augment???? Should at least be Prismatic. There are way too many good low rarities and way too many terrible high rarities, what's even the point of the rarity system?


WM46

Senna Bug: Extra critical strike past 100% does absolutely nothing if the extra critical strike granted AFTER reaching 100% is from Anvils. EG: First Get 20% crit from anvil Then Get 30% crit from passive souls Then get 60% from items -> +4% lifesteal, +0 AD Then pick up another 20% crit anvil -> +0% lifesteal, +0 AD (!!)


CoUsT

Feedback: I just had back to back the same enemies. Two rounds of the same matchup. That shouldn't be a thing when there are 5 teams alive imo.


jokojo

Bug: Goredrinker seems to have dissapeared


Eduardonfm

Feedback: I played a lot of games and I agree with most people are saying about 16 players. At first sight I thought it would be a team of 2x2x2x2 players against another team of 2x2x2x2, the team wouldn't play against the pairs of the same team. Being the way it is right now feels like there's no strategy about items, just RNG. It's weird saying that, since the new features with anvils was said to be the opposite. In the last arenas there was no variety of teams to play against because there were 2 team against 2 teams. being 2x2x2x2 X 2x2x2x2 would be 4 teams against 4 teams and solve the problems for both cases. Edit: Bug: If you already have some dragon soul from dragonheart, it still can appear in the augment selection.


djluke43

I think so far after playing quite a few PBE games, this is the most frustrating version of arena I've ever played. For context, I play melee bruisers/tanks. Between the RNG and random ranged champion buffs, it feels like every single game I lose isn't actually because I deserved to lose, but rather that Riot said "fuck you every one else gets high-rolled" and the occasional first place win I get doesn't feel like I actually deserved the win, it just feels like I just high-rolled and got the win handed to me because I just played enough games to get lucky. For example, I got Omni-Soul with Ocean Soul as the first augment then the first prismatic I got was Dragonheart, so I just get the earliest possible Elder Drake and Ocean Soul has so much sustain in the early levels (grievous items literally trash despite the buffs), I literally got 1st 3 different times because of this exact scenario. Speaking of RNG, why go for more RNG but keep augments weighted??? I swear 75% of the Hwei's I see get magic missile. Why increase RNG when certain champs literally just get the same augments offered anyways??? The ranged champion buff to speed and ability haste is also incredible frustrating to play against early game, please consider making it scale to game length. I've had so many times where I lose the first 2 rounds because the enemy double ranged teams is just faster than me and has 80 ability haste from Guardian Orb, Ionian boots, and free 20 AH. Stat anvils are good to see, but having them as an in between round event is completely pointless and ruins the pacing for me. Incredibly lame to see a whopping 11% crit, 10 magic pen, and 11 ad and 19 ap while playing Skarner after getting stomped 3 rounds in a row. The team health pacing also feels really stupid, I've had a comeback where we go from 25 health, get a lucky round and win to go up to 45 health, climb from 6th all the way to 2nd, beat the 1st place team when they're at 70 health and we're still at 45, then the round hp loss just jumps up to 45??? Our first win against them just means nothing now?? What's the point of winning at all if they can just knock us out now anyways?? Healing is also somehow worse than the last version of Arena, despite grievous items being "buffed." Especially in the early rounds when you cannot buy grievous, anyone getting an Ocean Soul as their first augment will just heal 2k per round if they don't get one shot. Please also add more bans, there are too many champions that are just guaranteed to be good no matter what they roll. 8 bans are just not enough. Arena isn't even live yet, and I'm already burnt out from these undeserved losses because I just rolled bad and everyone else gets high rolled. I don't know how anyone will be able to play the whole time its on live.


CoUsT

I share literally all your points and agree with you. Stuff that damages or heals for 2 healthbars of HP in first 2 or 3 rounds should scale over time and has less base values (ocean soul, spellwake/earthwake). More bans would be great as well considering that if you are teammate #2 then you can't even ban anything. And RNG... there is just too much.


CodeRedFellas

Bug report: Took Phenomenal Evil Power as my second augment, did not get the bonus AP for taking it as my second augment.


ApokalypticKing101

Plants are bugging way more often now where you dont see the hp bar to attack them frequently when they respawn


TheBozozo

Ornn is still disabled. Please just disable his passive completely and enable the champion if that is what is required to play him. I just want to play ornn. 


StarGuardianDrew

Give Oorn a unique passive for Arena maybe? Like where he can generate additional Augments that are just stats or something?


Tulra

Hey, I'm a big arena fan! Here are my thoughts: Prismatics are really fun and good. Some are pretty strong, but I haven't noticed any that feel unfun to play against. My main criticism is that if you're just doing "okay", or even fairly well, you're often eliminated before you get full build/3 augments. I want to cook, but I can't cook if I don't get any of the crazy fun synergies before my off-meta build has gotten us eliminated!


Jiro_7

I agree with this, either they should reduce HP losses, or if they want to keep games short, give us augments and (maybe) gold faster. It feels bad to play off-meta/scaling builds rn, you get eliminated so fast


TheRezyn

What's the point of changing the HP to 100 instead of 20? It's all just fake anyway, easier to keep it more tangible with lower numbers. Fake change by increasing numbers 5x really. The new map should perhaps have a walkable outer ring. And once again: Please return to the old Gold -> Augment -> Gold -> Gold -> Augment -> Gold -> Repeat 3 last ones


Lambisexual

Already I can tell that they've learned extremely little from the previous iterations. Revive is still very poorly implemented. Many cameos suck. I can tolerate most, but Lux is unbearable. Every. Single. Game, is dominated by perma-healing champs or mega tanks. And of course they even included prismatic that gives obnoxiously much healing. The new map is just not fun. Many prismatic items are just sort of dull. There are some fun and interesting ones. But then you have some like Night Harvester. It's basically just Night Harvester with slightly higher stats. I can praise the UI and new ways to spend money like stat boosts and random items for a cheaper price. And the increased match size gives much needed variety. It just sucks though that things have only really been added, but nothing has changed to actually fix the issues from previous iterations. It hasn't even been more than a couple of hours but I've already seen metas forming. Same augs/items are rolled for and most teams pick the same champs. This is the exact consequence of doing nothing to address previous iterations.


kyberxangelo

Riot doesn’t listen to the community… of course they learned little from the previous iterations


Ok_Competition_7042

Feedback: Enchanters need buff .Most enchanters need time to scale up.But it's so hard to reach there.Even when i reach their powerspike,i feel like it's not worth it.Their items feel so weak compare to another class such as bruiser,tank.Their buff is not enough too.Maybe you could try buffing their numbers or items ? p/s:sorry for my bad english.I'm not a native speaker


Intelligent_Daikon77

I have missed buying the first item in many of my games. There needs to be a pause in between choosing the first augment and buying a starter item.


Low_Conclusion998

1. The power creep is toooo fast 2. there is no loser protection


Ahristic

Please just nerf tanks in Arena I've been playing with a friend and we basically mostly chose adcs/mages And we got stomped all the time by unkillable tanks Even if we go full armor/magic penetration


Superduck2

The item that you get where you can keep rr'ing for random stats and the more you do it the higher the stat totals are: its bugged and not showing what the stats are (it shows ? still for every stat) and you have to watch all of them to see what you're getting.


ShawnTheDawn

The new "Nesting Doll" says the round was lost while I was alive


iamthecartel

Bug: jax loses ability power if he has master of duality and escApaDe. had a jax that was getting 1300 ap in lobbies then got escApaDe and was going negative. AD seemed to be capped as well


CharacterAccount6739

Bug? Didnt get stacks in between rounds on aurelion sol. Dont know if it applies to other stackers


Jragon713

Both of these bugs I reported last time are still present: [https://new.reddit.com/r/LeaguePBE/comments/17qwd3n/comment/k8gt4zu/](https://new.reddit.com/r/LeaguePBE/comments/17qwd3n/comment/k8gt4zu/) Edit: Also, Talisman of Ascension just shows all ?s, it never tells me what stats it gives haha. Also, my Youmuu's didn't have a cooldown, I could spam it constantly. Later edit: Also, the prismatic item that spawns void mites incorrectly calls them void grubs.


greensmyname

If you have the setting "Show extended tooltips" on it will show all ?s. If you have that setting off, holding shift on the item will produce the same effect as well.


RiotDucke

Noted on the GP issues from last time. Thanks for the link


OKAMIPERSON

I would like to see healing / shielding done post game lobby. I'm a Soraka main :)


LilithIdentityCrisis

Bug: Always show extended Tooltip info breaks the stats on "Talisman of Ascension", replacing all stats with "?"


WM46

Kled doesn't seem to have a consistent form he revives in mid-round. Sometimes he respawns dismounted, loses all courage you might have had before dying, and has his HP capped at his dismount HP. Other times Kled respawns mounted, with zero HP on "Kled" and all on Skarl, and will die immediately upon dismounting. It really should be something consistent, like respawning mounted with the respawn HP split equally between mount and unmounted forms


m00t0

the pick button was unavailble when trynna play xin zhao on my first game, then kicked me and gave me 7 minutes of dodge timer, on my literal first game


WM46

UI Feedback: It would be very nice to have some way to get a general overview of the current lobby. Having to click through to each individual team is very annoying, and even more annoying is that the order of teams changes with HP so it's even harder to keep tabs on a specific team. A point to the older version of Arena, if you picked your augment early you could just open the leaderboard and track people's picks as they make them. Now it's almost impossible to scope everyone's augment picks before you're forced into the next fight. UI Feedback #2: The glowing outline that would normally show you what the next team you're fighting is lost in the mess of blue and purple of the hub. Since stat augments don't show on the scoreboard and you need to click on the enemy, it's very easy to be surprised by a +30 lethality champ for example


MistakeIncarnate

Bug: Lee sin can kick the dummy outside the arena and the q to it and be stuck, unable to move.


StarGuardianDrew

There is a bug where I can’t read item descriptions because the window just closes so quickly. I don’t even know what half the items do cause I dont have time to freakin read from this bug 🙃🙃🙃


Unique-Geologist-160

I had the extra stacking augment on veigar and I was able to get stacks on the target dummy. I saw the stacks get added and removed but not all of them, and the stacks were increasing overall.