Green Girl (EUNE)
: Hey @Squad5 , respect, those changes looks intresting... Not trying to make myself big or anything but i would like to say i m maybe guy with most games played with diana and i have big exp with diana in master+ elo in last 3-4 years. I see u guys made some changes to Diana so let me give u so informations, i see u rly nerf her pasiv dmg and her r(E) dmg and give her dmg on E(new R) dmg, this my friends means that diana depends on hiting E(new R) to kill, thats fine, but not if u put a delay of 1 sec, what this means ? hmm all untargetable champs : Fizz,Zed, Vladimir, Eve, elise, camile, kayne, rek sai, xayah.... and all champs with dashes like Ahri, Akali, Azir,Cait, Camile , Corki, eko ,graves, gnar,Hecarim, Irelia, J4, Jax , Jace, kaisa , kha , le blanc, lee, lucian, pyke ,Rakan, riven ,Renekton, Shivana, shen, sejuani, sylas, Trinda, tristana ,zed..... counter her new r ? Next time when i lock diana vs those champs, etc Leblanc my team will call me trol ? cuz she need to hard missplay so i can hit r? why diana needs to depend on enemys missplaying ( all champs i put on list above) so she can land r ? Etc cha elo game, diana vs lets say fiz, ahri, vlad... i click r and they have 1 sec to get out or go untargetable and my r is wasted? this means if old diana used to do 1k dmg to those champs now she is doing 600 at max with those nerfs on P,R. So basically u cant play diana in Master+? same problem she had before( after rqr removal, i know 90% ppl here dont know for it, but u should do as ppl who work it riot) , i dont see u guys fix anything here? yes she might be good in gold elo at least. And what if lets say fizz goes Zhonya ? he has 2 ways to dodge my r dmg ? i can win him doing what ? nothing is in my hands... make 1 of those changes : -make us choose do we want to wait 1 sec or press r again for instant dmg -dmg is activated 1 sec after u cast r no metter if someone was in your r or not ( situation where we can use this is in tf when u hide over wall and then do r flash e to enemys in tf, only way to hit more targets in master + elo. -return old RQR technique ( diana r has 825 range, make it casting RQ(EQ) over 800+range reseting r(E) like it used to do till big Season 9 (95%ppl cant do it cuz the used on simple combos so its doesnt metter to them) * bonus tip: till season 9 u could do "RQ" combo just flasing before your R hits enemy and get r reset but r not doing any dmg, return that too, i dont see any reason for it removal, i used to make rly good plays dodging ahri e with that and etc... https://www.youtube.com/watch?v=jbHVukKmAw4 till s9 diana was champ with combos, just ppl didnt know they exist and u removed all and make her simple and boring, i bet 90%ppl here dont know that diana can swap positions with her enemy like urgot used to do with old r just on lower distance this is 1 more nerf for high elo diana and buff for lower divsions. Check those posts u maybe learn something about Diana that you dont know: https://boards.na.leagueoflegends.com/en/c/general-discussion/dFvb09E8-diana-riot-zhanos https://boards.na.leagueoflegends.com/en/c/general-discussion/FrovfpFZ-diana-extremly-nerfed-3-combos-removed-riot-zhanos
this would be the least of an issue for me.. Why the fuck is a champion designed as a diver in mind get its already low DPS nerfed? WHY on earth did they nerf her passive damage to add more burst damage to her already overloaded with burst dmg kit? If anything, they should revert the passive dmg nerf and remove some damage from her W (like 30% AP total) cuz that's her defensive spell afterall.
: Yay stormrazor buffs. Now somebody other then Jhin can build it again.
: Preseason: Rise of the Elements on PBE!
DON'T remove zz'rot. It's a niche item that generates some intresting gameplay and has good enough counterplay. There's no need to remove it. Also, create some cdr items that don't have mana so champs like shen can have CDR items to build. Currently the only non support CDR item is ohmwrecker and ure removing it.
: Are there gonna be any changes to some adc's? its getting really boring having to play only Xayah/Kai'sa if you want to have any impact in the game
Then why both ashe and jinx have higher winrates than them by a good amount?
: Urgot is a spell, so maybe that's different. I tested it with a normal basic attack (or iirc Illaoi W) and it stacked. They might have fixed it tho. The info is still on the wikia. Do you mind if we test it euw / pbe? > How do you know about this one. I was randomly testing healing stuff and bumped into it. Couldn't figure why i was healing more, and after going through the numbers i found out spirit visage was increasing the healing more than intended. I updated the post to mention "lifesteal" btw. Death dance heals correctly of the bonus damage. Bork and ravenous hydra both use lifesteal to heal from their bonus damage (usually lifesteal shouldn't heal off on-hit effects). This heal simply goes wrong somewhere and gets increased twice by spirit visage, instead of once. I'm going to test it now again, to make sure it wasn't hiddenly fixed. I'll update the post when i return. **EDIT:** yea, just tested it and i heal more than intended with spirit visage. the math works fine without it
You heal for the current hp damage of botrk's on hit dmg. Also, when you tested it with Ravenous hydra, were you using it against one or multiple targets? One thing that could make sense is it increasing lifesteal (12% -> 15.6%) AND the healing from AoE (something like it heals for 65% of lifesteal for the AoE dmg, instead of 50%). That's why I asked how you mean it does work. Edit: Urgot's W is modified autoattacks tbh. They get dodged and blinded.
: #Other champions 1. Azir doesn't spawn ult soldiers near the fountain's edges. [video](https://www.youtube.com/watch?v=_tFMT8oGN2E&feature=youtu.be) 2. Is it normal that shaco fear roots you for 0.5 seconds? Other fears don't do that. 3. Katarina remains locked out for more if her E kills a target. Also she doesn't correctly buffer movement commands. 4. Wukong's E clones are targetable for 0.25 seconds upon hitting their targets. They can be hit by Illaoi's E and Katarina's Q for example. This is a video with attack move illaoi W. [video](https://www.youtube.com/watch?v=1IPkMVlAi40) 5. Vayne's W is consumed upon hitting an untargetable target (i.e zhonya). [video](https://www.youtube.com/watch?v=LH5TcEk42C8). 6. If fizz gets stunned while untargetable during his E, his E will stop and make him targetable again. Abilities like Blitzcrank E can stun him during the untargetability. [video](https://www.youtube.com/watch?v=Zjtcee-OvUQ&feature=youtu.be) 7. Wolf stops attacking Rift Scuttler if it enters a bush. [video](https://www.youtube.com/watch?v=zqlKVljP6G4&feature=youtu.be) 8. Gnar can completely reset his Q cooldown if he grabs it at maximum range [video](https://www.youtube.com/watch?v=udeY5oKE75Y). 9. Wukong's E applies a stack of Electrocute through untargetability. [video](https://www.youtube.com/watch?v=CTOrHRPU0WU&feature=youtu.be) 10. If Yasuo gets stunned during his E after pressing E-Q, his Q will still go on cooldown even though it did not cast. 11. Malzahar gains W stacks at the start of the ability's cast rather that at the end. If he casts an ability and the target dies mid-cast, cancelling the ability, you still gain a W stack. 12. Yasuo and Braum cannot block Swain's raven's projectiles from returning to him but they can block soraka's Q rejuvenation projectile. Kind of an inconsistency? 13. Casting Pantheon's or Pyke's Q-s while on cooldown will disable your movement or attack commands for 0.25 seconds. [video](https://www.youtube.com/watch?v=be0zdBJsDBA) 14. Aatrox ult doesn't increases spell vamp healing (maw of malmortious). 15. Diana and Xin passive have both had their cycles changed after the guinsoo change, and yet only jax and yi have a fix planned for them. I think they deserve too. 16. Some abilities create clones that do stuff only champions should be able to do, like grabbing ~~the eye of herald or~~ turret plating gold. These are, and are probably not limited to, yasuo r test cube, lissandra thralls, wukong e clones, assassin kayn w. [video](https://www.youtube.com/watch?v=j5ikThLzoPE) **UPDATE:** Non-champions grabbing the eye of herald was fixed in 9.21. Turret plating was still however not. 17. Mordekaiser is granted two stacks of passive when basic attacking with deadman's. 18. Caitlyn's ability granted passive attacks don't grant her guinsoo or energized stacks. They also don't trigger spear of shojin's cooldown reduction. 19. Caitlyn is allowed to shot other headshots while one is already traveling. This is because the stacks are consumed on-hit rather than on-attack. 20. Other abilities can be cast before Sylas' E hits his target. Upon hitting a target Sylas will start dashing even if he's during the ability's cast animation. All abilities will still work, other than his W which will cancel and go on cooldown. 21. A patch ago Camille's E was made to not be castable during groundings. What was forgotten was to also make her E non castable while rooted. 22. If Camille is grounded while attached to a wall with her E, she will regain her ability to move, and once the grounding finishes (if she's still attached to the wall) she will dash away from her current location. 23. Darius' Q will heal from its shaft if the shaft is blocked by a spellshield. 24. Olaf's W lifesteal and spellvamp bonuses calculate on-cast, instead of based on his missing health. If the ability is re-casted it will simply refresh its duration instead of recalculating the bonuses. 25. Fiora's Vitals do not trigger if her Q is spell shielded, but do trigger if her W is spell shielded. 26. On 9.14 Lucian's second shot critical damage was hiddenly increased to 100% from 75%. Infinity Edge still used the old value for its damage increase. 27. If Garen Q-s a champion before it becomes invisible, his Q will cancel and Garen will be unable to cast E for the duration of his Q buff. 28. There's no reason for Hecarim's E to go through after he's immobilized / grounded. Rengar's passive and Illaoi's W stop, but Hecarim's E will go through, for example through veigar's wall. 29. Jayce melee E doesn't knockback his target. Rather he pulls them to a certain location in front of him decided at the start of cast. Doesn't matter if the target is away or behind Jayce during the cast time, they will be pulled on that location. 30. Infinity Edge increases Kindred's E damage multiplicatively. It should either be 25% damage increase or lower. Instead it's 37.5% more damage. I consider it a bug because it's the only one that acts this way, and inconsistency is usually a bug. 31. Lee sin cannot self cast his W while rooted or grounded. I bealive the tech wasn't available when he was made, which is why the entire ability was disabled, but the tech should be available now, considering talon q and illaoi w exist, both of which can use their melee versions when rooted / grounded. 32. For some reason Infinity Edge increases Noc's passive damage to the primary target by 2.5% AD. Not a lot, but still weird. 33. Riven's W-R cast times are cancelled if cast right at the end of E's dash. Doing E - W - Q is faster than doing W - Q. 34. Ryze cannot teleport a single minion with his R. This was supposed to be fixed 2 years ago, after a failed attempt on a tourney to teleport rift herald, but the bug somehow reappeared. 35. Shyvana's Q second strike is affected by critical strike modifiers. However, when in dragon form, it no longer is on the primary target. The ability will deal more damage to the secondary targets than the primary. 36. Since about 9.11 multiple champions' abilities have been re-coded to work on decoy takedowns, including yi r reset, katarina passive etc... One of these is Swain's passive which is kind of the only one i don't agree with, because it triggers on ally takedown. If Swain is against Illaoi, and Illaoi uses her E, Swain will get free hp, mana, and stacks. Sometimes it's better if Illaoi doesn't use her E at all or else Swain overpowers for nothing. 37. Sylas' passive is the only empowered basic attack that modifies its damage and when critting it doesn't deal 100% AD bonus damage. 38. Sylas passive doesn't apply press the attack. 39. Sylas passive does not add additional stacks of electrocute / phase rush from multiple hits. 40. If Tryndamere crits the moment guinsoo on-hit triggers, his E cooldown will be reduced twice, even thought guinsoo doesn't really crit. 41. Warwick's tooltips keep on mentioning that effects on him are triple, when they're never tripled. They're always 250%. 42. Yuumi's W says that it gives a certain amount of % of the player's ad or ap as adaptive power to the other. The thing is, that % itself is adaptive. When giving it from ad it actually grants you % \* 0.6 adaptive force. #General bugs 1. Melee basic attacks sometimes consume on dead targets. To reproduce this just attack a target the instant it dies. You won't get the kill credit but your attack will go on cooldown. This also fucks up some spells like Illaoi's W (does not make tentacles slam). If Illaoi hits a target before or after it dies she triggers slams. If she hits them the moment they die she doesn't. I think draven's axes also disappear if this happens. [video2](https://www.youtube.com/watch?v=_bHMJZxaV2M), [video3](https://www.youtube.com/watch?v=j3tdkvUlwZw), [video4](https://www.youtube.com/watch?v=XMGBEXrMSio) 2. Abilities that hit at the same instant are considered a single ability for black cleaver stacking or spellshields. Spellshields had a bugfix that said "no longer blocks multiple abilities that hit at the same time", and yet it still blocks multiple zed shurikens, multiple azir q-s, multiple tentacle slams. Here's zed stacking black cleaver. [video](https://www.youtube.com/watch?v=Dwa3SKU1jP8) 3. The newest pbe yi guinsoo fix made you guys discover that you can allow abilities to trigger on-attack effects. That would be a cool stuff to add to every abilty that is noted as a "basic attack" in the client. I.e yasuo q, which cannot trigger guinsoo for example, because it's not really a basic attack. 4. Empowered projectiles can still hit you after you became untargetable. Usually the attack either doesn't cast or the projectile disappears mid-air. In this case it just hits you. Pretty sure this is because these abilities destroy projectiles on-cast, rather than for the full duration of the untargetability, and since some attacks don't cancel if a target becomes untargetable, they create the projectile after it, and so they escape the destruction. Can easily be test with Dragon's empowered attacks and Zed's ult / Yi's Q [video](https://www.youtube.com/watch?v=g___bjfGKiU); [video2](https://www.youtube.com/watch?v=haXqPFW_z54) 5. A lot of abilities interact, i could say, weirdly, if cast under the champion's model. Usually the animation and the actual damage area are placed in different directions. in other cases there's asssassin kayn w which hits every unit in a 4500 unit radius. Here's a video with Illaoi, because kayn is too broken to actually make a video of, but the reproduction is the same. Jinx W had the same bug and after a vandiril video she was fixed. I also saw a reddit post talking about rakan not jumping when doing this. Click somewhere. Don't move mouse. Use ability. Enjoy [video](https://www.youtube.com/watch?v=C1PkOpb1534) 6. If a target is affected by more than one invulnerability effect, when one ends the target is shortly no longer invulnerable, even if other invulnerabilities are in effect. EDIT: Moved items and runes bugs to another comment in this thread, since i didn't have enough space in here.
Conqueror does not stack with autos fired at shen's W. I know this first hand as someone who played Urgot vs shen and i lost my fully stacked conqueror once his W expired Also > Spirit Visage increases bork's and ravenous hydra's bonus damage healing twice (i.e by 1.3 * 1.3 = 69% instead of 30%). How do you know about this one and how exactly u mean it? Does it apply bonus healing on hydra's AoE/Botrk's on hit dmg?
Meddler (NA)
: We'll take preseason changes into account, he's looking sufficiently out of line though that we can't just leave him until 9.23. Would rather put a bit of power back in if he ends up too weak post preseason than just let him sit that long.
Are you looking for general nerfs or just for early game nerfs that are not present in his mid game spike? (something like swifting some E rank up base damage into the level scaling base damage)
: Are you guys tracking on AP Malphite's performance? He's really gaining steam (I had multiple games last night in mid silver flex with double Malphite bans). I'm a longtime lover of The Mountain That Dives, particularly as a tank, but going full AP is just so stinking strong right now. Cut that down & maybe I can be rock solid in the top lane again without all the bans.
It isn't that ap malphite is that strong. It's that tank malphite got destroyed
Meddler (NA)
: Yep, we've got it as a learning task for a new designer who's just started. We'll put it in for testing and, unless it feels poor to Sona players for some reason, get it into an upcoming patch.
Is it planned to be implemented as something only the Sona player can see?
Meddler (NA)
: Quick Gameplay Thoughts: September 13
What happened to the Viktor changes? I thought they were planned for 9.19, no?
Meddler (NA)
: Quick Gameplay Thoughts: September 13
For Xin Zhao, could you please not make utility buffs on a champion that used to be a carry duelist at the lvl of Jax? Reduce his early strength a tiny bit and push his lategame a lot instead. Staph! Yuumi and Catfish are already dead :( Also looking forward for some light cassiopeia buffs. Can definitely be satisfying to watch her in pro play too.
Meddler (NA)
: We're seeing her underperform in all skill levels at present so are pretty confident we've got some decent room to buff her. The passive Q damage increase does look meaningful, given it doesn't kick in at all until level 9 though we don't think it's going to be excessive.
The concern is the direction. Her Q-E are in a healthy state... but her W is nearly non usable (at least as a poke tool)
Meddler (NA)
: Quick Gameplay Thoughts: August 9
Any thoughts u can share for Galio? I'd also like to express my deep disappointment for the Syndra buffs u elected to push. Because her W is what needs some love plus the numbers are too high on the buffs u actually pushed
: **How do you feel about Syndra's ult?** I really like Syndra except her ult feels so boring, so I never stuck with her. For such a nuke, her ult should be more of a high point. She has all these skill shots, her Q+E is like a double skill shot long range stun, super fun! But the on-click nuke just feels so boring. The same thing keeps me from playing more {{champion:45}} . Which is too bad cuz I love his voice lines.
: Anything happening to Aatrox? Riot August made a comment about him on his twitter but i wasnt sure if he was serious.
August is mostly a TFT balance team now so what u saw was for TFT Aatrox and he was probably just being sarcastic.. I don't think he wanted to buff Aatrox for tft, he's pretty decent
Meddler (NA)
: Quick Gameplay Thoughts: August 2
Any thoughts on Akali and Galio?
Meddler (NA)
: Quick Gameplay Thoughts: July 19
I would like to ask your thoughts on Irelia and Galio for 9.15 and also why Cassiopeia got hotfix nerfed without waiting a single day more to have more stats on her (what made her in dire need for that nerf?)? Hopefully ull find time to answer
Meddler (NA)
: Draft of the blog got written this week. Not certain on exact release date yet, still aiming for late July as per that quoted post though.
Isn't Ascension and Blood Moon in the modes u plan on rotating again? I LOVE these modes.
: Ah but i commented that before you edited yours so i didnt saw what you had in mind until i refreshed :P I would be pretty okay with that, specially because i feel like she has waaaaaaay too much AS really early on as well, specially with the AS Rune stat and Alacrity Would you think it would be oppressive for her W to have Magic DR again? but like this time scaling with ability level? something like 10-50% or it can be even less if that worries people about her stomping midlane
Im actually a fan of that. Her W not reducing mgic dmg only makes the ability a passive stacking mechanic. But I'd keep the W with half the DR of physical dmg since they want her to have weaknesses.
: Thing is that if her passive gets hard nerfed Early game, she would probably lose the only trading tool she has left, unless of course like you said the rest of her kit gets buffed, which im unsure on how would it be done Except for W, W at least should get buffed
I specifically said she'd get higher ratio on her Q. At the end of the day, it only affects her first few levels.. it isn't all that bad.
Meddler (NA)
: Quick Gameplay Thoughts: July 12
Irelia doesn't need a nerf, she needs a small rebalance. Her passive is just too strong early game once stacked. Nerf it HARD early game, make it the same lategame and buff the rest of her kit. She basically has a strong early game, is good into both melees and ranged champs and has strong teamfighting so ofc she will get abused in pro play. Something like 20% AS at lvl1, scaling back to 60% at lvl 13, with 10-70 (7 + 3.5*lvl) on hit dmg. Revert E nerf, buff Q ratio by 5-10% and boom.
: Thoughts on Rumble's performance both on mid and top since his last set of buffs?
IMO, I don't think he's rly OP in mid (although obviously a lot stronger than in top lane), it's more about the fact that ppl are not used to him (result of low pickrate) in mid lane and thus they don't respect him resulting in some pretty nutty winrates.
squirleon (EUW)
: Do you have anything planned for toplane tanks? Outside of Tham Kench who is getting nerfed hard, they have low winrates and very low pick and ban rates. They are also not seen in competitive much. Tanks in toplane basically only have one keystone option and that is grasp of undying. Tanks struggle against melee enemies because conqueror is stronger agaist a tank than grasp is for a tank. Grasp is also very bad against any ranged matchup resulting in tanks just being free gold because of kleptomancy. Turret plates are also an issue for tanks because tanks will rarely have the opportunity to get them because of lane pressure, resulting in falling behind too much.
In my experience, every time tanks are playable in top lane, they're unhealthy. Im VERY fine with them being played in jungle and support but top lane they either crush lane and teamfights or they're a bit suboptimal.
LTF Law (EUW)
: So you basically want to delete mages?
Hashinshin fan. Don't give too much attention. But to be fair, Irelia needs a passive nerf (power pushed to the same level but later on than lvl1) so that she can be a better pick in SoloQ with buffs to other abilities. (I still love Hashinshin for that constant complaining though :D)
Meddler (NA)
: Quick Gameplay Thoughts: June 20
What happened to the Syndra buffs?
: > [{quoted}](name=PowerOfDrainAge,realm=EUNE,application-id=A7LBtoKc,discussion-id=6nEuYRvs,comment-id=0002,timestamp=2019-05-24T15:07:40.209+0000) > > If Aatrox proves too strong, pls look at his lvl1 armor. Aatrox's counterplay is mostly about being able to all in him bcz of his squishiness which is not present currently. He still doesnt scale all that well tho (so maybe u could add that armor to scaling). > > Edit: As a lvl7 teemo with around 100k on him, I feel the current changes ruin the champ. Ruin his possible playstyles and generally felt a bit bad to try. I dont understand the need to change him tho, he feels incredibly fun to play as he's currently and doesnt lack counterplay either. he has normal stats a juggernaut should have. there is no issue. base stats are some of the best buffs you can do to a champion, and the hp/armor really made him solid.
yea but he needs to have counterplay in lane. His level 1 armor has to be low. I too think he needs a bit higher armor later on but still it can feel unfair in lane. Either way he's of the more mobile juggernauts out there and he has a lot of other tools to make up for his lack of tankiness
Meddler (NA)
: Quick Gameplay Thoughts: May 24
If Aatrox proves too strong, pls look at his lvl1 armor. Aatrox's counterplay is mostly about being able to all in him bcz of his squishiness which is not present currently. He still doesnt scale all that well tho (so maybe u could add that armor to scaling). Edit: As a lvl7 teemo with around 100k on him, I feel the current changes ruin the champ. Ruin his possible playstyles and generally felt a bit bad to try. I dont understand the need to change him tho, he feels incredibly fun to play as he's currently and doesnt lack counterplay either.
Meddler (NA)
: Wukong Prototype on PBE: Additional changes
With the changes on his Q, I think a CD reduction on it should be applied. To make it a bit like Jax's W (spammable)
Meddler (NA)
: There's some Ryze experimentation going on at present, cautiously optimistic it'll be worth shipping at least some of it. Wouldn't call it a revert though and don't think we've got any reason to believe past versions of Ryze were more balanceable even if his current state has issues too.
Could you share what's tentative to change on Ryze and to what maybe?
: Is this youtube?
A man cant make a joke it seems, looking at these downvotes..
: Small Diana Gameplay changes coming to PBE
Why lower her DPS when bruiser is all that she should be known of? Why not lower her Q ratio for example? I dont see why u need to nerf her passive which is basically a weaker version of Jax's ult passive now. I like how u move her burst of huge attack speed bonus into a constant bonus though. Ahm.. Is 0.725 base attack speed or 0.625 with a lvl1 bonus?
Ryúga (EUW)
: I think Asol is not meant for 1v1s!
Battlemages are often cappable of doing 1v1s
Meddler (NA)
: Sorry, I don't follow - the ultimate CD go off during what?
He asks if it's possible for wuk's ult cd to start on cast.
Meddler (NA)
: Prototype Wukong Changes on PBE Context
It looks great for the most part.. The only thing I dont rly like is the Q change. It would be nice to introduce a percent max HP dmg instead. Something like 2-6% + 2% per 100 AD, and either let a lower amount of armor reduction to it (10-22%?) or a heal based on that bonus damage. (dmg will still be physical). I just find the "u get 20-100 dmg and heal for a tiny bit" slightly uninteresting. He seems to be better as a triforce user now thus i believe it's nice for him to have an ability to help him deal with tanks.
: Excited to test these changes Meddler, could I ask if you want Wukong to be more assassin-y or bruiser with these changes
Definitely pushing him away from being an assassin. It's so obvious in these changes, and it has been stated elsewhere
Meddler (NA)
: Prototype Wukong Changes on PBE Context
Red Fr0st (EUW)
: So , this revert is just for silver-gold ap zac players who want to deal damage as tank champion instead of usefull cc in teamfight?
Trust me, old zac was way more fun than this one. It is never a good thing to be team reliant in soloq anyway. My bro quitted lol bcz of the zac rework and the two champions he loved the most are from the same designer (Vel'Koz and Zac). Old Zac was just too fun and was never in need of a rework. It isnt about AP playstyle, tank felt better to play as well. The main issue with current zac is that his ult can either win u or lose u the game, similar to Ryze ult.
: Zac changes coming to PBE for 9.11
What about the whooping 25 dmg u took away from his W and another 20 from E?
Meddler (NA)
: Quick Gameplay Thoughts: May 9
Soraka seems to be weaker after her changes. Her lanebullying is in check, which was the aim, but I'm not sure a direct nerf was the plan. Since she's forced to max Q first now, can her W CD be lowered a tiny bit in the early game? (from 8s to 6s for example)
Galiö (NA)
: I checked after you wrote this. Fair assessment. Interesting that it deals physical damage now however. And it has that 'cleave' effect. Still not the biggest fan, but on hit malphite here we come? Idk
his W has always been dealing physical damage.
: Hey gang! Thanks again for all the kind words, support and insightful conversations based around these changes. As we always try to mention, the PBE is often used for experimental stuff that we want the community's feedback on. You all made a few things VERY clear today and I'm super appreciative and receptive to your concerns. **As a result, I'm happy to share a new iteration of Malphite, which should be hitting PBE around Monday midday (PST)**. Sadly it can't be sooner, as we don't push things to PBE over the weekend. **Revisions:** * Q- AP scaling reverted to .6 from .4 * Q- fixed a typo regarding the cast time (was written as .5, is actually .4) * Q- adjusted the animation considerably to look/feel less clunky * W- 3x Armor multiplier when Granite Shield is active has been REINSTATED * W- the bonus damage on the initial Thunderclap hit has had its ratios reduced to compensate (.3 AP from .4) and (.15 Armor from .2) * VFX updates on Passive shield regeneration, Q missile/trench, W up-time/impact, E and R (**BASE SKIN ONLY FOR NOW**) **Context:** Q- Believe it or not, these changes were specifically designed not to nerf AP burst mage builds. We felt like the combination of extra Q range and bonus AP scaling on W would be perceived as a win here. Since that wasn't the case, I'm reverting the AP scaling on Q but nerfing the new W's ratio to compensate. And while I personally do think that Q spam is a little unhealthy, those who came before me were smart enough to gate it behind a high mana cost. I still think this is an elegant solution because the ability is most oppressive in the early game, and its gating mechanism slowly evaporates as Malphite levels up and purchases a mana item. Hopefully this will satiate all the cheese wheelers out there without frustrating your opponents too much. :) W- We underestimated how attached players would be to the 3x Armor multiplier. As a designer, it felt a little tacked on, and granted power in fairly obscure ways. However, there's no denying that preserving Malphite's niche as THE anti-AD tank is important to all of you. It's clearly a resonate fantasy and one I'm happy to bring back. **Clear-Ups** A few common questions/concerns have come up, so let's address them here! * Malphite's abilities won't gain range based on his size- sorry! I wanted to do this, but it was OP OP * The initial AA reset from Thunderclap triggers an Aftershock. This means it deals three instances of damage simultaneously; the AA, Thunderclap bonus damage, and Aftershock AoE damage. The result is a pretty meaty burst of damage! * The new speed differential between Malphite and his target are significantly buffed. Assuming you Q a target with 400 MS on LIVE, the delta between you would be ~225. In this iteration, that delta explodes to 350+ once you get some boots. The combination of a longer range Q, easier target accessibility, and improved burst damage from W should allow Malphite to participate in skirmishes and team fights without always relying on his R. * Scope for this project was super limited, and for good reason. I'm still new, I'm learning the tools, and bandwidth from art/tech was already accounted for in our project pipeline. Maybe Malphite will get a full VGU in the future, and maybe I'll be the one to do it, but that's currently not in our slate. ...Get it? Slate? Cuz he's a-- nevermind. **Next Steps:** * Next week I'd like to add a check to Q that uses your target's move speed if the amount you'd steal from them would make you faster than the base values. This preserves my goal of making Q consistently good, while retaining the playmaking potential of stealing from a particularly fast foe * We'll also be monitoring Malphite's overall damage output/power. I'm happy to reinstate the things you guys said were important to you, but that likely means that Malphite is now overtuned. Please keep in mind that we'll likely have to trim power from _somewhere_. Keep the discussion going! I'll be active here and on Twitter over the weekend. -Lutz
I like these changes a lot but.. While I can understand his W's AAs base dmg going down in favor of a better trading tool in lane, this kills a lot of his dueling potential in extended trades. These values get outscaled within the first 4 autos. And to add to that, this one kills Malphite's ability to jungle which is already pretty bad. At least pump up the armor scaling per auto to 0.15 from 0.1. Thanks for your time.
: What Changed? Runes were Reforged again, Almost everybody lost some stats and they brought back Mini runes which give armor and MR, while also bring in a LOT of dmg, So much that Vlad doesn't even Build Visage as Core anymore or damn near at all. More AP items has CDR so he litterally has 1-2 second downtime on some spells later on and it's all game of " I hope you can walk away from my AoE E that slows you, My Q that Hastes me forward at times and Kill me before I pool and repeat this process while I spam my strongest ability on you by Point clicking you and taking Half your HP Away. If Vlad is Full AP there's nothing stopping him from Flashing/Proto Belt, or just Pool with his Hasted Q into E his Q with or without his ult, while having either of those spells back up in less then 3 seconds Mid/LateGame. NOTHING ZERO COUNTERPLAY OR INTERRACTION, just get out of his range- YOU CANT.
Vlad hasnt been building visage since the end of season 6 tho? AP items have the same amount of CDR as in season 6. On top of that, building visage makes it even easier to cap CDR if that was the case. It's blatant u guys have no idea what vlad is supposed to do and how to counter him. So... Vlad has flash once every 5 minutes and u say thats an issue? Many champions' counterplay is far lower when they have flash because it's core to their functionality - another example being kennen. Vladimir has 330 movement speed, has no gapcloser, low range and no mobility whatsoever. Now you may be saying that im just defending my champ but I have been maining vlad for far too long to know what counters him and even though I dont play him rn (haven't touched him for 6 months), I admit that his current state is a bit problematic but for a totally different reason than you say. God forbid a teamfighter can teamfight and kill your team come lategame, yeahhh.
: Nobody has Problems with him on lane. Its just that he kills your whole backline with 0 counterplay
Then stop playing the wrong champions. Try doing anything against malphite top, ori mid, janna support with a hypercarry ADC. Chances of winning are minor. Meta favors him a little but when it doesnt he feels so worthless. And if anything is actually wrong with vlad rn is exactly his laning phase (well, during the end of it). You're helpless once he reaches lvl10
: Vladimir created a strategy that revolves around trying to defeat your opponent in laning phase without requiring any items whatsoever. Fighting for wave control and teamfights between champions make an overall game of League of Legends more fun and compelling, but taking 2500+ targeted/AOE damage in one rotation while being untargetable for 6 seconds is not particularly fun or interactive. ... With that being said, are any Vlad nerfs being planned?
So that is all vlad can do (AoE dmg, 2s untargetability to be able channel his E) and ure asking them to nerf him for that? On top of that, this is Vladimir for years, what changed suddenly and u think he needs to be touched now? He has received many indirect nerfs (frost queens, shurelyas, spellbook, electrocute, ignite) and 1 direct nerf (0.2AP ratio off his E) in the last two years and 1 minor buff (the addition of 1-10% CDR rune stat). WHAT changed now? I want proper arguments of what's strong/wrong and not random bitching "miah miah nerf vlad rito miah" But rather sarcastic hearing that from a vayne main.. All the arguments u used can be used against you.
: Not exactly. In the past he was at least 50/50 (pretty sure more though) a crit champ, building things like Shiv, PD, and IE. It wasn't until the updated rageblade in season 6 (to a lesser extent Sated Devourer) that he really switched to primarily an on-hit champion.
I answered to something different. The guy said 'the item seems to be busted on champs who dont rely on constant on hit dmg like kog, varus but on champs with x-hit passives like yi and vayne".. Then he reworded it.
: Since you mention Hecarim: Have you thought about changing how his E works? It being impossible to flash or spellshield it is frustrating.
But it's a basic attack, it makes sense.
: Early 9.10 Patch Discussion
Currently, the main issue with Vayne isn't her synergy with guinsoo's so much but rather her Ult reducing her Q CD to half... it removes an enormous amount of counterplay against her.
: Yes! Guinsoo's is also under consideration at the moment. Not for a rework level thing, but for tuning. Currently I have a change in testing where Phantom hit triggers every third attack (rather than every other attack) and its %pen is a flat 15% (rather than 6.5-15% based on level). We'll be keeping this in mind while evaluating Vayne and Master Yi.
This item controls the lategame fantasy of many champions who rely on it a powerspike. But, tbh, I prefer these champs to be reliant more on their kits and levels than the item itself.
beany (NA)
: any thought on adjusting guinsoo's in conjunction with those champs above? It doesn't really break champs who have consistent on-hit damage like kogmaw or varus but it does break those who rely on x-hit passives like yi and vayne
Yi has a consistent on hit steroid, what do u mean.
: Vladimir is commonly placed in the same category as Vayne and Riven at the moment and is commonly requested to be nerfed alongside these two. He is currently extremely strong if you're good at him. Is there any reason he's not being given the same treatment as the first two?
because, unlike the other, neither his winrate nor his pickrate is as high even though the free CDR build makes him frustrating. But I do admit they should add more visible counterplay to his early game (and instead give him another minor buff in some way)
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PowerOfDrainAge

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