: Me: Looks at the post, ignores it since GP isn't mentioned. Also me: Locks in GP, who has 40% Armor Pen on Barrels from LVL 1 onwards. :3 Also, also me: Wants release Rework GP back with 60%. UwU EDIT: Also, Corki deals 80% Magic DMG with AAs anyway, so his Armor Reduction is kinda shit, since he needs to close and, again, deals magic DMG.
> EDIT: Also, Corki deals 80% Magic DMG with AAs anyway, so his Armor Reduction is kinda shit, since he needs to close and, again, deals magic DMG. Still sherds your armor for his entire team. Thats the problem not Armor Pen but Armor Reduction as it allows full ad teams to ignore armor. To be fair with current amounts of armor reduction (which is calculated before armor pen) this 40% on GP barrels is probably wasted anyway.
Rioter Comments
: Imagine you are allowed to delete one champion from the game?
{{champion:81}} so he can't break even more items in future (and to see his huge playerbase cry :D). or {{champion:13}} so Rito can finally stop working on his reworks and can focus on something more important instead.
WardMyBüsh (EUNE)
: League of Legends New Project skins teaser S9 2019
Jinx, Irelia, Akali and Pyke: https://www.youtube.com/watch?time_continue=48&v=wg6lffteZ-w
YaraUwU (NA)
: Tanks that still do damage?
The class you are looking for are not traditional [tanks](https://leagueoflegends.fandom.com/wiki/Champion_classes/Tank) but juggernauts, a subclass of [fighters](https://leagueoflegends.fandom.com/wiki/Champion_classes/Fighter). While tanks are defined by thier durability and crowd control abilities, Juggernauts are defined by durability and ungodly amounts of damage once they are rolling. If thats what you seek you should give a try to those guys: {{champion:266}}, {{champion:122}} ,{{champion:36}}, {{champion:86}} ,{{champion:420}} ,{{champion:75}} ,{{champion:48}} ,{{champion:6}} ,{{champion:106}} ,{{champion:83}} . But then even among standard tanks we can find a few outliners that still can do some serious damage: {{champion:31}} , {{champion:150}} , {{champion:14}} ,{{champion:223}}. On a side note. Some time ago Rito revised thier [classes](https://leagueoflegends.fandom.com/wiki/Champion_classes) and {{champion:62}} is no longer classified as a tank, he is a diver. Most of this new classification makes much more sense than the old one.
: Qiyana: Awesome visuals, but one big missed opportunity.
Rock MD (NA)
: > [{quoted}](name=Sherogarth,realm=EUNE,application-id=3ErqAdtq,discussion-id=cyZ8uyR5,comment-id=,timestamp=2019-05-27T20:57:52.092+0000) > > **Problem No. 1 "A worthy oponent."** > Lets face the sad truth. How often will we see {{champion:82}} willingly targeting feed {{champion:266}} / {{champion:24}} / {{champion:11}}... with his ult? > Do you know who will be targeted insted? Champions that cant defend themselves and cant run away. > "Lets challenge this {{champion:350}} / {{champion:16}} / {{champion:40}} / 0/10 {{champion:157}} , they definitely looks like a good and fair fight." There's little value in taking a support AND yourself out of the game. On top of that the only stats you receive are base stats. > **Problem No. 2 "What happens in death realm stays in death realm... unless we are premade."** > Imagine a simple situation. You play on top vs {{champion:82}}. You killed him already and you are ahead in cs, he is no threat to you. You just spotted enemy jungler, {{champion:120}}, heading toward toplane so you turn around to evacuate to your turrent but then Morde ults you. He is not engaging you, he knows he cant win... but he can wait for his premade jungler to take good position on the other side. What do you do? Fight him? Even if you win there is his teammate waiting for you. Well, you can at last count on that his teammate will not know where you will reappear, right? Worng, they are on voice chat so he knows exactly where you are. GG fair duel. That's part of playing vs. him. You can't say Lissandra is unbalanced because she can use her ultimate in coordination with a jungler. Anyone can, especially if it's a crowd control type. Also, I imagine while he's there he can't see or deliver pings either. > **Problem No. 3 "Scrifacial {{champion:82}}"** > Another sitauation. You hard carry your team... 20/3/5 on {{champion:11}}, feels good. Just one more teamfight and the game game is yours. You go in and... poof, you are stuck in this death realm with this useless 0/10 "support" {{champion:82}} that went full tank.... How long will it take to kill him? 4-5s max. Once you are done with him you ready yourself to go into the teamfight... but your team is gone. Without it's only carry your teammates were decimated in seconds. Enemy team "traded" one support for one extermally feed carry. A worthy trade. ? How is this a problem. Mordekaiser will be decimated before he even gets remotely close to you, unless he gets off a good flank or your positioning is shit. And in this case what's to stop a crowd control tank or support from doing the exact same thing? > **Problem No. 4 "Left to die"** > And last situation. You and 2 other members of your team ecounter 4 members of enemy team (dragon/herald fight or whatever). Your team disengages and everyone is almost safe but then enemy {{champion:82}} ults you. This leaves 2 v 3 on the outside... your team decides to run for thier lives and leave you for certain death once you reappear, even if you menage to kill Morde there are 3 enemies waiting for you (or they are Irons and decide to go back 2v3 to save you... and all 3 of you die :D). And then you die because part of the utility in his old is trapping you. > One last thing... imagine all this in Proplay. Pros are gonna hate this champ. > Not that i care about esport nowadays anyway. If the range is too long, that's one thing, but you don't like legitimate and interesting uses for his ult because they punish your bad play or give Mordekaiser some flexibility outside of being a damage machine.
> There's little value in taking a support AND yourself out of the game. On top of that the only stats you receive are base stats. In a teamfight that might be a bad idea to trade Morde for a support but outside of teamfights... just a free kill. And now a plot twist: What if Mordekaiser IS a support? > That's part of playing vs. him. You can't say Lissandra is unbalanced because she can use her ultimate in coordination with a jungler. Anyone can, especially if it's a crowd control type. Also, I imagine while he's there he can't see or deliver pings either. Lissandra's ult lasts for 2s, death realm lasts for 7s. Thats a huge diffference. > ? How is this a problem. > > Mordekaiser will be decimated before he even gets remotely close to you, unless he gets off a good flank or your positioning is shit. Morde doesn't need to get close to you, its ranged point and click cc. > And in this case what's to stop a crowd control tank or support from doing the exact same thing? Right now most cc was already converted into skill shoots so you could at last try to dodge them. On top of that there is no other cc that lasts 7s. ------------------------------------ All in all what I fear the most is not that there are some abuse cases to his new ultimate but that it will be solely used for this purpose - not as a glorious "1v1 me bro" but as a cheap form of cc. So all this fantasy behing Lord of Death and Suffering will be reduced in reality to "imma support in pro play hurr durr" and soon after Rito will start to balance him for this new disgraceful role.
radetari (EUNE)
: no it wont the only thing i can see confusing is if yuumi is attached to someone he ulted as for the yi situation, you are a juggernaut and there is no way you could 1v1 him alone, and if you happened to ult him, well you are taking some of his stats and should be able to take at least a third of his hp so your team can do smth about him let me explain: you are taking him out of the teamfight even if you die, he wasted time with you a bit new morde ult is the best counterplay to boosting strats as for when taric or lulu ults him, u just ult him and even if u die, those ults are expired and are not on him anymore dont be afraid to die for a better cause if i ever see an oportunity to help my team that i would pay with my death in game, i would do it and be happy about it as long as the good deed is done and the help is handed
> if **I** ever see an oportunity to help my team that **I** would pay with my death in game, **I** would do it and be happy about it as long as the good deed is done and the help is handed Thats the point, thats you. Trust me there are tones of players that will never even consider sacrifacing thier score/kda/epenis/whatever to help a teammate. Heck you can even use Mordes ult solely to Kill Steal from your teammates and they can do nothing about it :D.
Rioter Comments
: I know, but it's almost core of her character considering how Book and Yuumi work together. Btw why is it that champions in DOTA with similar abilities (like global tp) have no such huge fuss in regards to how it will affect pro play?
Because in DOTA balance is handled in a different way. For every "op" ability there is similary "op" counter ability or counter pick. This approach leads to situations where a S tier hero can be hard countered by a F tier hero and this F tier hero will sit forever in his F tier because it's only role and niche in the entire game is to hard counter this one and only S tier hero. Therefore a hero X can be extremaly strong in unorganized play but when it comes to the pros they know that hero Y makes him useless so they dont even bother picking hero X unless they have a strat for it (ex. hero Z who hard counters hero Y). Rito decided that they want every champion somewhat viable at every lvl of play. That leads to the situation that whenever there is an OP champion usually all pros can do is to ban it away. And this results in one team "wasting" thier ban on a champion that is OP and not using it as a strategic tool.
Omarowh (EUW)
: Create a rune that makes manaless champions build mana items
So according to LoL Wiki [health value](https://leagueoflegends.fandom.com/wiki/Health) is around 2.67 gold per point and [mana value](https://leagueoflegends.fandom.com/wiki/Mana) is 1.4 gold per point. Therefore I propose something like this: 1st or 3rd row of Resolve tree: > **Mind Over Matter** 50% of your Bonus Mana is converted into Bonus Health (1 point of mana = 0.5 point of health). 100% for manaless champions. ex. {{item:1027}} 250 mana = 125 mana + 62.5 health or 125 health for manaless. I would not include mana regen here thou as it could result in abuse from {{item:3010}} or {{item:3802}} passives and the only items that have any "standard" mana regen are already support items anyway. *Edit. Lets check out items and see if thats not too impactful: {{item:3194}} : +75 hp // +150 hp for manaless, {{item:3003}} (no stacks) : + 162.5 hp // 325 hp for manaless but no mana to ap passive, {{item:3040}} : +350hp // cant be stacked by manaless (no mana expenditure), {{item:3010}} : +75 hp // +150 hp for manaless, {{item:3110}} : +100 hp // +200 hp for manaless, {{item:3024}} : +62.5 hp // +125 hp for manaless, {{item:3030}} : +150 hp // +300 hp for manaless, {{item:3025}} : +125 hp // +250 hp for manaless, {{item:3100}} : +62.5 hp // +125 hp for manaless, {{item:3285}} : +150 hp // +300 hp for manaless, {{item:3004}} (no stacks) : +62.5 hp // +125 hp for manaless, {{item:3042}} : +250 hp // cant be stacked by manaless (no mana expenditure), {{item:3041}} : +50 hp // +100 hp for manaless, {{item:3800}} : +100 hp // +200 hp for manaless, {{item:3027}} (no stacks): +75 hp // +150 hp for manaless, {{item:3029}} (max stacks) : +100 hp // +200 hp for manaless, {{item:1027}} : +62.5 hp // +125 hp for manaless, {{item:3057}} : +62.5 hp // +125 hp for manaless, {{item:3070}} (no stacks) : +62.5 hp // +125 hp for manaless, {{item:3070}} (max stacks) : +250 hp // cant be stacked by manaless (no mana expenditure), {{item:1082}} : +25 hp // +50 hp for manaless, {{item:3078}} : +62.5 hp // +125 hp for manaless, {{item:3050}} : +62.5 hp // +125 hp for manaless. All in all this doesn't look very abusable. We need to remember that you would need to sacrifice a minor runeslot for this (in Resolve tree on top of that) so imo it's not a bad idea. Hell we could probably even bump it up to 75%/150% for manaless and it still would end up being just an ok rune with all the impact other runes have.
: Maokai, Amumu, Sejuani, and Nautilus all deal primarily magic damage, regardless of what they are building, and thus can benefit from Abyssal Mask. They're (in theory) some of the best users in fact, because they are all short range AOE magic damage dealers, and {{item:3001}} aura isn't gigantic.
Just for clarification {{item:3001}} aura doesn't affect your allies, it affects your enemies by increasing magic damage dealt to them. So as long as your {{champion:32}} with {{item:3001}} is sitting right on the enemy's face you can be {{champion:101}} snipping them with your ult from across the map and it will still amplify your damage.
: I wanted to put down champs like {{champion:420}} {{champion:59}} {{champion:2}} {{champion:14}} as a few examples but I was worried or expecting somebody to say "they don't have Mana issues if you know how to play them", "You've got more issues than Mana", or "just build X item and they don't ever run oom." Those aren't EVERY champion I was thinking of, just a few. That's why I said "a tanky champion who has Mana issues."
Ok, from the four champions you mentioned only {{champion:14}} is a "true tank" per se but thats not the point here. What you need to understand is that in case of {{champion:420}}, {{champion:2}} and {{champion:59}} and some other champions mana problem is a designed flaw. Imagine {{champion:420}} with infinite tentacle slams or {{champion:2}} with infinite axe throws - thats not a fun lane. That being said there are already some ways to help migate this problem: 1. try to start a game with {{item:2033}} (it works great for me on {{champion:83}} for example), 2. early {{item:3024}} or {{item:3057}} can help alot too, 3. consider picking mana restoring runes: Biscuit Delivery, Time Warp Tonic (with {{item:2033}}) form Inspiration or Manaflow Band form Sorcery (even Presence of Mind from Precision - this one can be sick on a right champion in the middle of a teamfight) As for {{champion:14}}, if you are going full tank then {{item:3001}} is still a decent item. Your AD damage will be bad anyway and as long as you have at last one AP damage dealer Abyssal's aura won't be wasted.
Rioter Comments
: Uh, so this sona and taric duo in bot lane, what makes it so effective?
I already posted this in another thread so i'll simply copy my own conclusion (TL;DR - damage creep): > It literally comes down to the question "why should i pick a "true" damage dealer if everyone explodes anyway?". In current state of game Sona's damage is simply just enough to get the job done and thats because there is to much damage both direct and indirect flying around. What do i mean by indirect damage? All those runes like comet, items like luden's echo, random aoe spells that just happens to hit you and so on. It may seem like its not that much but in those few seconds of teamfight they can really stack up. On top of that Sona/Taric combo is great at dealing with this indirect damage. Both of them are aoe healers, this allows them to simply ignore big chunk of damage on the battlefield. Another point is CC. With so much damage even singe stun can be a death sentence and Sona/Taric combo brings 2 aoe stuns that can be used to lock down big part of enemy team. Last point is Taric's ultimate. In a world where everyone explodes in 3s a potential teamwide 2.5s of immortality is like additional life and Sona's speed aura makes it even harder to disengage from this. > All this is quite ironic. Extreme high damage metas don't favour damage dealers. If everything deals tones of damage anyway why not pick someone who does other thing on top of that. And before someone answers that "uhhhhh... buuuuut Sona cant one shot an adc early in game". Thats true but we need to remember that Sona has one of the easiest auto targeted poke abilities in game. Simply keeping enemy adc at 50% hp all the time, while at the same time keeping herself at 100% with heals, puts enemy adc in danger. One decent combo, one decent gank, few more hits and he/she risks one way ticket to the fountain. This usualy leads to enemy adc sitting under tower or recalling every 30s, wasting tones of farm. And as we all know farmless adc is the saddest and salties thing one can find on Summoners Rift.
uNhoLeee (OCE)
: > [{quoted}](name=Demented Lemur,realm=NA,application-id=3ErqAdtq,discussion-id=GhEOvKQb,comment-id=0000,timestamp=2019-04-27T17:56:16.581+0000) > > Yeah if this is not an indication there is too much damage in this game i dont know what is. cheese or not > i dont know what is. > i dont know what is. it's called, healing. sona and taric outheal any damage you output. literally _nothing_ to do with damage.
Literally _everything_ to do with damage. It literally comes down to the question "why should i pick a "true" damage dealer if everyone explodes anyway?". In current state of game Sona's damage is simply just enough to get the job done and thats because there is to much damage both direct and indirect flying around. What do i mean by indirect damage? All those runes like comet, items like luden's echo, random aoe spells that just happens to hit you and so on. It may seem like its not that much but in those few seconds of teamfight they can really stack up. On top of that Sona/Taric combo is great at dealing with this indirect damage. Both of them are aoe healers, this allows them to simply ignore big chunk of damage on the battlefield. Another point is CC. With so much damage even singe stun can be a death sentence and Sona/Taric combo brings 2 aoe stuns that can be used to lock down big part of enemy team. Last point is Taric's ultimate. In a world where everyone explodes in 3s a potential teamwide 2.5s of immortality is like additional life and Sona's speed aura makes it even harder to disengage from this. All this is quite ironic. Extreme high damage metas don't favour damage dealers. If everything deals tones of damage why not pick someone who does other thing on top of that.
: I think Zilean might be too strong in Nexus Blitz
There might be something wrong with old men in nexus blitz in general: https://i.imgur.com/VK9h2oW.png
wildfox99 (EUW)
: how can you nerf the mobility? {{sticker:sg-lux-2}} you basically have to rework almost every champion
Give us items with groundrd effect on use or other ways to punish careless dashes, jumps and blinks. Its not that hard if you think about it.
: Tank changes for 8.16
Are you planning any changes to Resolve tree?
: This is the entire problem - you are assuming the early game matters and you are assuming the tank has a lane opponent. No, and no. Tanks are not top laners, they are junglers. {{champion:32}} {{champion:113}} {{champion:33}} {{champion:20}} {{champion:79}} {{champion:111}} {{champion:59}} {{champion:57}} {{champion:154}} In the jungle, you don't need armor or MR early. So Conditioning is fantastic. In the jungle, you have plenty of sustain at level 1 from items. So Revitalize is fantastic. In the jungle, your main objective is to secure objectives for your team, so Demolish is fantastic. It's not even about split pushing (though that's great too), it's about ganking a lane, getting a kill, and having no AD but still wanting to apply some pressure while the enemy laner is dead. Shove up, get that Demolish, get 1st turret gold. Excellent all around.
> Tanks are not top laners, they are junglers. Tell this to them: {{champion:54}}, {{champion:98}}, {{champion:57}}, {{champion:516}}, {{champion:14}}, {{champion:78}}, {{champion:3}}.{{champion:31}}. Other than that, there are also support tanks: {{champion:89}}, {{champion:12}}, {{champion:44}}. {{champion:223}}. Let me tell you a story about early armor and the jungle. Long ass time ago, back in season 2 - the season of tank junglers - when the jungle was a dangerous place, there was only one viable start for a jungler: {{item:1029}} + 5x{{item:2003}} (except for {{champion:19}} and maybe {{champion:20}}). Anyone who played as a jungler in this period will tell you this: early game armor is probably the best single stat you can get to help you with early sustain in the jungle. Less hp lost on camps = more hp to fight enemy invade and more hp to contest early scuttle crab. Sutstain form your lvl 1 jungle items will do nothing versus enemy champion if you are forced to fight for your buff. One more thing, there are tanks who scale thier damage with defensive stats. Both {{champion:33}} and {{champion:54}} would love to have those few armor points early to help them with clear speed. On the other hand {{champion:111}} would love to have few more hp points early to power up his shield.
: If Nexus Blitz succeeds, will yah make SR games longer then?
I have this feeling that if Blitz succsseds Riot will use it as an excuse to make SR games even faster because "players loved 15 min, onesided stomps". Lets hope Im wrong.
: Bone plating's value doesn't come from overall damage reduction, but rather a burst of tankiness. Effectively, it can be a 45-120 damage shield per fight. What you're doing is like estimating the value of electrocute by looking at how much DPS you gain.
Not exactly, what i'm doing is estimationg the value of Bone Platin on an already tanky champion. I know that Bone Plating is not a bad rune especially if you can play around it at low lvl and force trades with your opponent when the rune is up. Bone Plating has the highest pick rate form its tier and i was jus curious to see if there is a reason for this. Turns out that this "burst of tankiness" is laughable compared to other forms of damage migation at last outside of trades and even then tanks and juggernauts usually prefer longer trades.
: Simply not true. Sej and Shen for example are overnerfed thanks to pro play. Runes won't change that.
Thats true but on the other hand all tanks are struggling right now. It's important to target as large group as possible first and bring them to decent lvl. Only then Riot can focus on specific buffs to outliners that are left behind. If you go the other way: first buff specific champions and at the same time buff something that affects larger group (like runes or items) you will end up with few overbuffed outliners that will bring us another "fun" meta.
KazKaz (OCE)
: Uhhhh just so you know, the Resolve tree is broken.....what tanks need is another update where Riot actually makes them interesting to play so they get a relevant enough pick rate to inflate their winrate.
Can you share your thoughs on why, in your opinion, Resolve tree is broken? It's always better for any discusion to have someone with opposite view. Also, how would you make tanks more interesting to play?
: Don't balance an entire class around runes. It just makes them volatile to any changes. Many tanks are bad because riot over the course of 2-3 years decided to give tanks more damage. This was an effort to stop the "Wet noddle fights". When they did that, the solved one problem. Unfortunately, by giving tanks more damage (specifically base damage and % hp damage), they toned down their defense. It doesnt help that riot also introduced better armor/mpen shredding, better %HP damage, more true damage source..etc Now, what I think Tanks need is an item that gives them more resistances/hp when they are surrounded by a lot of enemies. {{item:3193}} Technically is good. Unfortunately, I do think it needs to be better but have a higher requirement. IE, it wont work if you don't have X or Y amount of HP/Armor. This would somewhat prevent some champions from abusing it like they did when Gargoyle was in meta. Champions that technically were not tanks.
Problem is that tanks were already balanced around the runes in the old system. Back then you could not go full attack speed page on {{champion:111}} and expect to do the same as someone who picked standard armor yellows, mr blues, and maybe damage reds and quints. With Introduction of Runes Refoged this delicate balance got shot in the foot. We got more damage options but our defensive options were cut out. At this point I can see only two solutions: a. Balance them around the runes and balance the runes around them (this is what is suggested) b. Buff thier base stats and make them somewhat tanky regardless of selected rune page. While in theory this sounds like a lot better option, players proved us again and again that every time you give someone a free defensive boost they tend to go for damage options because thier def is already decent. This approach can in short time lead to tanks picking up Domination tree and running around with electrocute :D. To be fair we need Riot to flood as with new items (not only for tanks). Today counter options are to shallow for the game to balance out on its own as it used to be.
: I think you forget that all rune trees are also used AND MEANT to be used by non-tank classes. Every rune tree is multipurpose, you can't expect them to be perfectly adapted to a specific class with the ideal benefits. Enchanters and Fighters very often use resolve secondary. The only runes that are used only by tanks are the keystones,.... that you are not talking about.
Fair point. Currently every rune in Resovle tree provides you with something else: - turret deconstruction - life regeneration for your team - early game damage reduction that scales with nothig - late game armor, mr - in lane health regen - hp transforming into ap/ad after takedowns - health stacking mechanic - healing and shielding power - condition based tenacity There is no strategic thinking involved into selection of your setup, there are no choices (should i go for scaling resistances or flat ones versus this oponent?, can i handle weaker early game for a promise of late game unstapable tank fantasy?, should i be selfish or should i pick runes that would help my teamcomp? are my runes in a good synergy?). Those are the example questons u should ask yourself when the game starts. To be fair most of the Rune Path falls rather short in that department. Thats why as a long term solution i suggested this: > Rework entire path and make it focused on sustain, life, and adaptation. Add new defensive path, focused on resistances, cc and hinderance of your oponent to allow players pick thier playstyle and allow players go full defense mode similar to current double offensive setups like Domination/Sorcery. Other than going full def mode it would also free some space in the tree to provide us with runes dedicated to other classes. As for the Keystones... This whole post was about tanks and i mentioned that keystones for them are fine, on the other hand i agree with you that we could use a new keystone in resolve for champions other than tanks. (something for mages to help them survive the lane maybe)
: > [{quoted}](name=Sherogarth,realm=EUNE,application-id=3ErqAdtq,discussion-id=gKyXfZQo,comment-id=,timestamp=2018-07-30T23:58:11.465+0000) > > +5% armor and mr is not bad but one must remember that resistances are affected by diminishing returns, so while on paper +15 armor bonus with 300 armor looks nice it's the same amount of protection as +5 armor bonus with 100 armor I thought we debunked this a long time ago? Pretty sure the value of armor is consistent no matter how much you have. It never diminishes the return. Edit: Yeah, it's consistent. The formula for damage reduction is: 100/(100 + Armor) Examples: 25 armor = 100/(100 + 25) = 0.8 (20% damage reduction or +25% effective health) 100 armor = 100/(100 + 100) = 0.5 (50% damage reduction or +100% effective health) 900 armor = 100/(100 + 900) = 0.1 (90% damage reduction or +1000% effective health) http://leagueoflegends.wikia.com/wiki/Armor > What this means: by definition, **armor does not have diminishing returns in regard of effective hitpoints,** because each point increases the unit's effective health against physical damage by 1% of its current actual health whether the unit has 10 armor or 1000 armor. However, health and armor have increasing returns with respect to each other.
Thanks for clarification. One can play the game for few years and still learn something new. Regardless, while in theory this should mean that +5% total resistance = +5% effective max hp, in practice with current amounts of penetarions, true damage, and %damage this amount is probably closer to half of that or even less anyway :(.
: Overall that is true, but also those defensive but there was pros and cons of the old system Like you could get a crap ton of armor, but you lost a lot of damage by doing so. So it made it a lot harder for you to die, but usually you couldn't kill also. Runes reforge has done a bad job overall at giving those kind of decisions. Currently all I have seen tons TONS OF DAMAGE, or SLIGHTLY LESS TONS OF DAMAGE + TANKY. They basically have to lower damage overall, and allow tanks unique things in their kits/items with out over buffing everyone to keep them valid. Because if they buff resolve runes all that will happen in Conqueror Darius, but he will be more tanky then before.
Thats why I think that in the long run there should be second defensive Rune Path. This way Tank would be able to go for double defense setup while champions like Garen or Darius would not want to sacriface thier offensive options. That would create some sort of Trinity: true tanks, tanky damage dealers, true damage dealers. With those "styles" separated Riot would be able balance one of them to some extend without affecting the others.
: I feel like a big problem with the new rune system is if they buff up one tree too much people will just take it as primary or secondary. During the bone plating/Chrysalis meta that was dumb. You could lose match-up you are strongly favored in because they took them and you didn't. Not saying tanks don't need some help, but Riot has to be super careful so we don't have Quinn doing almost the same damage but also is tanky AF.
There is a reason why almost everyone was playing with armor yellows and mr blues in old system. Early game defences are tricky to balance. They are either required to play like in the old system or are gutted and picked by none or only those who have no other option (tanks). Maybe every tree should provide some sort of defensive mechanic. This way players would not feel forced into Resolve if Riot sometime in future decide buff early defense.
Fízz v2 (EUW)
: Tbh I dont think resolve is a big issue for tanks compared to all the true damage and armor pen. Sure some runes succ but you have good choices except maybe in the last tier where all are kinda meh unless you are a heal champ with Revitalize. But the keystones are a pretty big part of Resolve too, both Aftershock and Grasp are pretty overpowered.
Compared to Electrocute or Conqueror both Grasp and Aftershock feels balanced. On the other hand the problem with armor penetration is to some degree caused by the lack of early resistances in Resolve tree. At this point a tank player can be cought in a small window were he is affected by lethality in the same way as any other player in game. Thanks to the sudden impact rune assassins (or anyone) can start with 10 points of lethality as long as they have some form of dash. As long as tank player dont pick up any armor he is affected by that. Whats worse most top lane tanks usualy go for hp components before resistances. If he decides to go for {{item:3751}} on his first back and his oponent goes for {{item:3134}} tank player at this moment is affected by whole 20 points of lethality. Not much of a tank at this point.
Rioter Comments
CD8 (NA)
: Can mages get another armour item? Please?
Let me present to you the Hextech Magnet-Laucher v2! > Hextech Magnet-Laucher v2 > > +70 Ability Power > +50 Armor > +10% Cooldown Reduction (?) > > Unique – Cold Steel: When hit by basic attacks, cripples source's attack speed by 15% for 1 second. > Unique Active - Magnet Bolt: fires a magnet bolt in a stright line (skillshoot), magent bolt deals 100 - 200 (based on level) (+ 30% AP) (+ 30% Bonus Armor) magic damage to the target hit. Enemy champions hit by magnet bolt are Grounded for 4s. (40 second cooldown, shared with other Hextech items). > > Builds from: {{item:3145}} + {{item:3082}} + 800g > Total gold cost: 2850g
: Tell me your 3 most played champions and I will tell you your personality and greatest fear.
Rioter Comments
: Welp Im a Swain main no more.
There is no Swain. Swain retired. It looks like spaghetti code struck once again and somehow the new champion appears as Swain in game. We need to come up with a new name for him. What are your suggestions? I suggest Bob.
l MrD l (NA)
: Can we stop banning Swain? :<
There is no Swain. Swain retired. On the other hand the new champion you are talking about needs a new name... I suggest - Bob. On Topic: Yes, ppl should stop banning Bob, he is not even that strong.
: For a game like this, the originality would be inherent... examples: - AO was the last truly skill based system... it STILL has a few million followers over just that, and it's almost 20 years old. - Invention System | the Inventor classes would be able to make both unique items, and at higher tiers build machinery. - Mix of Sword/Sorcery and Tech. This is unique. - Classless leveling system... which is hard for game designers to understand is extremely popular. (Most games are cookie cutter versions of Everquest)
Classless systems are almost impossible to balance in MMO, thats why game designers avoid them.
Skelenth (EUW)
: Something Something Future VGUs
More {{champion:19}}, less {{champion:3}}. Simple.
: Honestly, Tyrant Swain (And Swain in General) makes me really hyped for Mordekaiser's VGU
"You think you do but you don't." Trust me, having your main removed from the game sucks. At first you dont realize this, blinded by all the hype and great visuals. But then, one day, when your excitation for this new/reworked champion fades away it will hit you like a truck - there is no going back. You will never be able to play your favourite pile of pixels again. The champion you loved is gone. I went through all this and it is the main reason my interest in League is almost gone now.
Rioter Comments
CatSith (NA)
: The comics were basically just an introduction of how they released Varus from his tomb and ended up trapped within in him.
An introduction that we will be left out with for next 2-3 years.
Rioter Comments
Rioter Comments
Rioter Comments
Razyelx (EUNE)
: The Most Favorite Champion of All Time [Voting Elimination] - Group B
Went with Aurelion in this one but we all know how this will end. There can be only one true king {{champion:44}}.
Rioter Comments
: Knowing Bethesda, they'd sue and make Riot hand deliver each player a copy of Morrowind and still refuse to begin developing TES6
> [{quoted}](name=Overly Tilted,realm=NA,application-id=A8FQeEA8,discussion-id=Ezm9k1BA,comment-id=0000,timestamp=2017-07-12T13:01:53.389+0000) > > Knowing Bethesda, they&#x27;d sue and make Riot hand deliver each player a copy of ~~Morrowind~~ Skyrim > > and ~~still refuse to begin developing TES6~~ make Skyrim playable inside of lol clinet
: Idea: small button near abilities to revert the last ability-level change you made
Use Ctrl + Q/W/E/R to level up your abilities. It should make it easier to pick right one.
00Fuzzy (NA)
: He's just so awesome :3 His whole kit is built around keeping your teammates from killing themselves PLUS he's a tank who can soak up damage and provide extra armor to squishuies so that they too can be tankier... or he can use it on an engager/tanky engager/tank to keep them in it even longer so that the other team takes longer to chunk them down! THEN when you think that that person you're protecting might die YOU PRESS R and your whole team can become invulnerable :D A good Taric ult will win games! Also, the damage and cdr provided from his passive (which you neglected) means that he can provide damage when it counts and can spam q more often in team fights. Q has an awful heal... yes BUT combined with windspeakers you're really only using it to give a sustained amount of AOE DEFENSE STATS!! I guess what I'm saying is that, he may not fit into the specific boxes but in his own little nest in-between where he has the diversity to excel in anyone if played properly :)
He can, in some magical way, keep his "worthless" and "brainless" teammates "from wood" alive??????!!!!!!!!!! He should be played in 90% od games :D.
: 2.5 seconds of complete damage immunity for your entire team, nothing else he has beyond that should be even remotely close to the best, otherwise he's overpowered le epic rework of course
Le epic indeed, ~70% of power budget packed into aoe stun and damage immunity ult that u cant even measure in any way.
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Sherogarth

Level 93 (EUNE)
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