: > [{quoted}](name=Diopsideˆ,realm=EUW,application-id=3ErqAdtq,discussion-id=9dG4kEji,comment-id=0001,timestamp=2019-11-13T07:34:12.943+0000) > > It's not only offensive items damage, > > but defensive items are nerfed significantly. Item changes must be made drastically to reduce damage power across the game. this too. warmogs used to give like 1300 or something health in the past. health items in the past gave far more health then now. defensive runes were better in the past. they had their own issues and were not perfect. but compared to todays defensive runes they were infinetly better.
> [{quoted}](name=On My Kill List,realm=NA,application-id=3ErqAdtq,discussion-id=9dG4kEji,comment-id=00010000,timestamp=2019-11-13T08:45:50.879+0000) > > this too. > warmogs used to give like 1300 or something health in the past. > health items in the past gave far more health then now. > defensive runes were better in the past. > they had their own issues and were not perfect. > but compared to todays defensive runes they were infinetly better. this passive used to be significantly weaker as well, since the current warmog is merged with FoN, and it used to be 1000hp, at the time it was considered a trash item because it'd give nothing but raw health, during the s3 and s4, no one would buy warmog because botrk was the rush item on almost any damager/bruiser ahead, tbh i'd play FoN over warmog anyday if it was still here, even with the current version of warmog. and no, the defensives runes weren't better, some could say they were more flexible for the runes, but the masteries were not (at least the damage in the 2 first ones weren't that high, the madness started with the introduction of thunderlord, but in term of defensives masteries, it was more or less a bunch of useless things you would never look at, and pick up the most generic ones to lane better, bone plate hence is a lot better than anything you could get on the previous ones, the issue is it's so good that everyone picks it, even non tank/bruisers, the best one was during S4, and most people complained during those times about tanks being too strong. and no again, tank items weren't giving that much more hp either, in fact, most of them give more life than during s3, the loss isn't in term of tankyness (beside dead's man plates, which is basically unplayable), but in term of possibilities and niches(this and the fact they've being tuning up damage since s5), atma is gone, FoN is gone, thornmail's passive is a lot weaker than it used to be, and it's almost twice as expensive, aegis used to be the best item in the game, auras items are mostly gone, the book that used to give lifesteal to spells is gone, abyssal scepter was revamped into a semi tank/damaging item. Nowadays tanks are playing supports or bruiser items because there's no actual tank items in the game anymore to fit every (or less) situation. And then they started adding items like sterakk that are better than tank items. Anyway,more than anything, hp is coming from base stats rather than items, and it should remain like this, you don't buy tank items for hp, but for their effect, i'd rather have better base stats and worse items with better passives.
: > If anything karma should just stay a support and kill off mid karma. Mid karma is bs and most people probably think it's just a support champion going mid anyways. Actually, It's the other way around. Karma was most balanced when she was played primarily in Mid. She became "bs" because of changes aimed at improving her as support (patches 5.10 and 6.6). Those changes drastically reduced her counterplay, lowered her skill-floor and skill-cap, and created the 3-lane-4-role flexpicked mess we have today. > The reason karma is bad and hard to balance actually has very little to do with the kit it's the players since riot can't balance her for mid and support since her kit can't do that. It's **everything** to do with the kit. Karma is a problem (mostly in pro-play) because she can flex pretty much anywhere and do 'ok', because her Mantras each scale with vastly different builds. Her utility is too reliable and scales too well for such a safe lane bully. Riot can't revert her rework because her old model and kit are gone, but they can revert the changes which broke her rework and improve her from there.
as a traditional karma player, I can say that they can at least come back to something close, they just don't want to and they never will. it was my first love during s1, used to spam it on dominion later on because it was the only place where she was viable, miss her.
Pika Fox (NA)
: > [{quoted}](name=Doge2020,realm=NA,application-id=3ErqAdtq,discussion-id=0BAHpZNN,comment-id=00000000,timestamp=2019-10-29T20:07:15.326+0000) > > Her auto attacks are definitely ranged, the big ass cannon gives it away immediately. If you need more convincing, her main role will be ADC and all of the ADC’s are ranged (Yasuo doesn’t count, he is just a mid laner that is played bot a few times). Yas, Trynd, and Yi are all ADCs. ADC =/= Marksman. An ADC is merely anyone who builds primarily AD with a strong hyper steroid in their kit augmenting their basic attack DPS. Jax also fits this, but is hybrid.
> [{quoted}](name=Pika Fox,realm=NA,application-id=3ErqAdtq,discussion-id=0BAHpZNN,comment-id=000000000001,timestamp=2019-10-29T23:05:36.236+0000) > > Yas, Trynd, and Yi are all ADCs. ADC =/= Marksman. An ADC is merely anyone who builds primarily AD with a strong hyper steroid in their kit augmenting their basic attack DPS. Jax also fits this, but is hybrid. they were designed as melee carry as first, they were supposed to be like a lot of carries in dota, but it didn't work at all, because their kit couldn't give them enough opportunities to actually carry and have an impact, hence why Riot stated pretty early during the development that they were a failure, hence why nobody use them with their true potential, because it doesn't work. I've been wishing for years that someday the meta would stop being so convoluted around the early lanes (it literally has been like this since preseason 1), but it never happened, and it probably won't (G2 will save us all), even the morde 2nd rework was a failure (I mean, they nerfed him a lot though), meaning that at this point of the game, the meta will always remain like this, and the ADCs will always be ranged carries by convention.
Dr40UR (NA)
: Senna: The "support" ADC
I don't know man, I wonder when Riot will start making champions that aren't overtuned by level 3, since Camille (or maybe Lucian) it has been a complete clown fiesta in the champions development's department. And players have been saying it out louds for at least a whole years, they don't want more damage, they don't want more mobility, they want variety and original counterplay along with meta breakdowns, it very clear when you read the forum.
Cloud273 (NA)
: Wukong should be disabled during urf
Jax, Hecarim, Pyke, Fizz, j4, new shaco, kayn, garen, xin, fiora, ap trynd, zed, ap ww are laughing in the background of this post. Meanwhile wukong gets to be invisible in a very predictable way, such a bummer. meanwhile kayn is literally everywhere in the game, fizz is untargetable most of the time, j4 just dunk people 320 miles away, shaco is perma stealth, garen just do garen stuff, hecarim one shots people, jax just press buttons fast and kill everyone, ww heals for 1k health every 2 seconds, trynd just spin to win, well yeah, wukong is the most broken thing.
SiG DxD (EUNE)
: what if Aatrox's Q animation scaled with AS?
seems kinda broken tbh, since his whole kit revolve around it, it's not like garen whose Q is just an integral part of his spinning gameplay (the AS changes for Garen are kinda stupid though). If you get used to it, it would just win you every single late game team fights, and we all know how Aatrox can just take over a fight once he has his core items. Also, it'd probably make it hard for the e>q combo. Basically it'd turn him into a bursty champion rather than a sustainable one.
: The disarm sounds really good. However the removal of % missing hp (if that is what you did) will have some conflict with Tankma, and also I personally like the heal as a sort of endurance or renewal rather than just giving someone hp. I'm not sure if Tankma should be impacted so heavily but admittedly I don't care much for it myself. The mega shield + damage + reducing Mantra CD is questionable and may be a deal breaker. Also a delayed shield aoe bomb is sadly no longer unique because of Ivern, Kayle, and I suppose Neeko. Otherwise, thanks for sharing this and R+R double paths may be the direction Rito should head, along with ally W and changes to her passive. Also disarm and probably removal of root.
> [{quoted}](name=Fini of Legend,realm=NA,application-id=3ErqAdtq,discussion-id=IbidzvcM,comment-id=0003,timestamp=2019-10-29T16:17:31.243+0000) > However the removal of % missing hp (if that is what you did) will have some conflict with Tankma, and also I personally like the heal as a sort of endurance or renewal rather than just giving someone hp. I'm not sure if Tankma should be impacted so heavily but admittedly I don't care much for it myself. I'll just leave it like that, but fuck tank Karma; % missing hp shouldn't even exist. I'd rather prefer see this being changed for something that is actually meaningful for her gameplay, instead of a braindead ability that gives you half your life back with 0 payback. This ability can't be healthy for anyone. Ah man I miss 2012 karma.
: About players on urf
Basically why i've been saying for months that AURF is better, you don't always get to play what you like, and sometimes you're screwed by RNG, but most of the time, you get to play a game, whereas in URF, everyone just pick the broken things and screw every possibility of fun in an already extremely frustrating game mode at time. URF is basically the worst game mode, I'd rather play anything but this, every game, you know people will abuse everything they can abuse, because in the end, winning is more fun than having fun for a lot of people.
: Why Are Karma Players Upset about the Phoenix Video?
Usually, in any other situation, i'd say people are just being themselves, shitting on everything, but in this case, after how many time Riot pooped on the karma's fans, it's quite comprehensible that people aren't happy when they hear anything related to her. As for a lot of people, I used to love Karma, prior her rework. There wasn't outhere a single champion as fun to play, she was super entertaining skillwise, and they turned her into a machinegun that does nothing 75% of the time but to press one button. I see her from time to time when I play aram, and just a glance on my karma traditional skin is enough to make me reroll it or even dodge. there isn't a single rework that went as poorly as hers, even Rengar's was better, and Riot wasn't only blind about it, they put an urge to nerf every single unique mechanics left to her kit and stubbornly kept saying she was in a good spot, she was overplayed, and she was good, refusing to hear anything about her extremely lackluster kit. (I mean, even ezreal has a better and funnier kit, and god knows that ezrael old kit used to be fun only because of the damage it could dish out in a blink.) In the end, she's so different that it's just not the same champion at all. I mean, I understand that her kit was beyond broken, thus was made unviable for the sake of it (shield bombs on mantra was the most broken ability in the game, literally doing 1k damage in aoe with her core items), but i'd rather play a slightly weaker champion than this one button champion, because know what ? in the end, it's a game, and it's about being fun, and when you take out all the fun from something, people get mad, still baffles me how people are still mad about it 6 years later, tho, and I love it.
: I build bruiser Illaoi {{item:3111}} {{item:3065}} {{item:3025}}{{item:3748}} {{item:3083}} {{item:3071}} or {{item:3111}} {{item:3065}} {{item:3025}}{{item:3748}} {{item:3083}} {{item:3812}}
> [{quoted}](name=7thHeaven,realm=NA,application-id=3ErqAdtq,discussion-id=ZLxiu4yQ,comment-id=00010000,timestamp=2019-10-03T10:44:02.295+0000) > > I build bruiser Illaoi > {{item:3111}} {{item:3065}} {{item:3025}}{{item:3748}} {{item:3083}} {{item:3071}} > or > {{item:3111}} {{item:3065}} {{item:3025}}{{item:3748}} {{item:3083}} {{item:3812}} given builds are the absolute worst. especially since she has so many options, outside of death's dance that you often ends up building, because it's just almost always great. (Same with black cleaver, since you'll get instantly 5 stacks with 1 w after ult, meaning it's probably the biggest damage item you could give her at any point of the game.) Gauntlet for example is pretty niche, it's amazing against AD, it's amazing against people who tries to run away from your ult, but it's not worth running it if you don't need the armor, you wouldn't really give a fuck about the mana and there's cdr pretty much anywhere in her path. basically for example i'd almost everytime get a sterak over it, better stats, free damage, and a built in momentum that will ensure you don't get bursted when it matters (pretty hard to pull off in aram, but it still work pretty well) when I play illaoi, I enjoy building damage item that make me tankier and sustainable, meaning I won't build titanic hydra, it's too expansive doesn't give any defensive (put aside the health of course) stats + she's not too much reliant on auto attacks, the passive works great with w though. Same goes with warmog, it's pretty great, but only if you survives fights and you don't want to survive afterward, but during the heat of a teamfight, and for that it doesn't give you anything but raw health, while a death's dance literally do the job of a tank item and still giving you life steal and a big amount of damage. But after all, it really depends on the context, don't build something unoptimal because it's cool or you're used to, think about your builds, and try not to waste any ressource. btw, max E, it's literally your biggest damage output during the early game, and your mana pool won't last very long if you spam Q on every opportunity, while you'll have to actually be careful when you land your E, hence more meaningful damage, more annoyance, potentially more damage with the tentacles, but less yoink farming.
PB4UAME (NA)
: So much of the advice here is honestly pretty terrible. The comment going over what abilities do wasn't even correct FFS. With Illaoi, you need to understand that your combos and abilities all take a ton of time to go off, more so than literally any other champion in the entire game. Your E will self CC you for over a second, your Q, and any tentacle slams all take an entire second before the slam does damage. As a result, simply E->Q will take a little over 2 full seconds to finish. The ideal combo however is E->W, move to cancel the wind-down of the auto->Q which takes 2.25-2.5 seconds to complete. IF you have your ult up, and there are multiple other foes in range, its instead E->R->W->Q, which will take almost 3 full seconds to complete, but will cause all of your tentacles to slam the spirit 2 full times, plus your Q, at which point your W will be almost off coolldown again for another full slam, at which point your spirit will direct another slam for a fourth slam in about 4 seconds of time, of which all 4 slams happened in the latter 2 seconds of said 4 second interval. Now, understanding this combo, how much time it takes, and when the damage goes off is very important. Since there is a slam going off roughly every half second in the latter phase, your healing based on %missing HP will be MASSIVE. Unless ignited or inflicted with grievous wounds, if you can survive the first 2-3 seconds, your healing will keep you going for the next 2 seconds, at which point whomever was standing in your ult is likely dead, and other people will have backed off. So, what you need to focus on then, is surviving for the initial portion of that, such that you can get off your fantastic AoE teamfight damage, and can keep yourself alive with your % missing HP sustain. Illaoi's kit doesn't have the tools to deal with the hyper burst META so unfortunately, you need items to bail you out. The AD, HP, CDR, and passive of {{item:3071}} or {{item:3078}} make them your go to first item; the former if even or behind, and the latter if ahead. However, they won't provide enough defenses by themselves, so you'll need another more defensive second item, (along with finishing your base boots into either {{item:3111}} if they are CC heavy, or {{item:3047}} if they are AD/AA heavy). What I have found to be singularly useful for a variety of reasons is {{item:3053}} as a second item. Firstly, you have utterly massive base AD which scales into your tentacle, Q, and W damage, as well as increasing the % of damage dealt to spirits that their owner will take, so Sterak's provides a sizable damage buff to every ability but your ult, which is never used for its burst damage anyway. Secondly, it increases your max HP by a good amount, increasing how much you'll heal for at the same HP %, and making you harder to burst; however, most importantly, it provides a massive fuck-off shield which you should be able to time for your massive 4 second combo. This shield alone can be the difference between dying just as you ult, vs surviving the whole combo, and doubling the slam damage. Additionally, its a shield, so your HP will stay at a very low state while its blocking damage, thus ensuring you heal massively from your % missing HP heal for each slam you can get off. Furthermore, it provides a good chunk of tenacity which, when in conjunction with runes and or merc treads, will enable you to shrug off interrupts to your combo. For a third item, the damage, CDR, passive delay of damage taken, and the extra healing from all physical damage makes {{item:3812}} an absurdly powerful Illaoi item. It doesn't provide near as much defense and especially burst defense as Sterak's though, so be sure to pick up {{item:3053}} before you go DD. One other thing is that because you self CC yourself for so long to initiate the teamfight combo, its very useful to first kill a spirit so they have to deal with tentacle disruption in their back line, or better yet, wait for a tank champion to initiate and CC your opponents, then follow up with your E->R->W->Q combo. This will help keep you from being CCed and focused down yourself while you get your lengthy combos and set up off for maximum damage. Finally, one last note is that you are immune to displacement CCs/effects during the cast time of your ult. This can be especially useful vs some champions to ensure your combo is not interrupted before you can get your tentacles slamming to regen your HP while otherwise CCed.
More than anything, even though it's an pretty good post, she's really comp dependant. If you fight against 5 mages/ad ranged, you're most likely feel useless for most of the game, except perhaps at being a meat shield for your people, in the other hand, the more frontliners there is, the better she becomes, often just 1 big tank is enough to enable you. I remember a game where all I would do was to run to sion, e and ult him, and everytime they engaged they would be without their initiator after 10 seconds. Ended up with 15k damage done solely with conqueror I also think conqueror is absolutly bonkers when you're able to pull off your ult without too much displacement and running away, but when you can't, you're basically playing without a key rune. She's really a miss or hit champion, either it works amazingly, either it's a monstrous failure. (That reminds me Aatrox btw, but I think he's in a much weirder spot when it comes to random drafts.)
: Grade on a game not showing
Up, happens roughly 1/4 games
: ARURF is not wanted
I kindly disagree, URF is unpracticable without random picks. Everyone ends up picking the same 5 meta heroes, which literally kills the mode in about 3 games for everyone. I remember having played the first rotation of urf, and it was all about hecarim, xin, jax and fizz and shaco (when his boxes were useful) those picks that could literally 100-0 you without even taking a single hit. Now with the random addition, you don't always have to face those, even if people tends to pick them, you don't always end up playing the same game every single time. + in the end, if you ban those characters,it's just gonna be the rise of mages and it's gonna be literally the same problem, ending up with an unpracticable game mode that isn't fun if you don't play the broken shit.
: I like to think of aatrox as the new Ryze for top lane. Gets changed every patch but they have no real idea how to balance the champion, reworked and still a problem (Ryze 4th rework and still not balanced)
> [{quoted}](name=two and ten,realm=NA,application-id=3ErqAdtq,discussion-id=jlqutnk0,comment-id=0002,timestamp=2019-09-07T16:01:00.804+0000) > > I like to think of aatrox as the new Ryze for top lane. Gets changed every patch but they have no real idea how to balance the champion, reworked and still a problem (Ryze 4th rework and still not balanced) original ryze was far better to play tbh, and wasn't such a big problem, outside of being hard to counter in lane, and being one of the strongest late game, but both cases are still true, except the guy got a real ultimate and better mid game abilities. the rework that really broke my heart though was karma (along with old poppy, but she was kinda weird to play, new poppy is good as well, but I miss the old Q smashing people in the head), such a funny and original character, they kept nothing of it, and pulled out of their asses the most uninspired character of the game
Jaspers (EUW)
: I totally agree. ARAM has a different playstyle, it's confined space means certain champs excel where others don't. The ones that don't are utility tanks (Braum, Poppy) who have limited range and hard engage or assassins as they will be dog-piled if they go in. This is just how it is. Yet Riot have done what they can to make assassin's lives easier (while Poppy and Braum have no buffs at all, they have 46% winrates). Akali's buff doesn't mean just 18% extra damage, once she has Gunblade it's also more healing because she's doing more damage. Not only that, Gunblade active will do more damage as well. But you know what's weird. Akali's win rate in ARAM is 48%. Leblanc's is 46%. No amount of bonus damage will help them, it's about surviving and even with -8% damage taken they still will get dog-piled because that is how ARAM works. An assassin's job in aram is to take out a carry then die, not survive and oneshot all the ADCs with 2 abilities while moving at mach 4 across the map. :P I think the longer they leave the damage buffs in the harder time they will have removing them.
> [{quoted}](name=Jaspers,realm=EUW,application-id=3ErqAdtq,discussion-id=e2461fVW,comment-id=0002,timestamp=2019-09-09T15:57:55.992+0000) > > I totally agree. > > ARAM has a different playstyle, it's confined space means certain champs excel where others don't. The ones that don't are utility tanks (Braum, Poppy) who have limited range and hard engage or assassins as they will be dog-piled if they go in. This is just how it is. > > Yet Riot have done what they can to make assassin's lives easier (while Poppy and Braum have no buffs at all, they have 46% winrates). > > Akali's buff doesn't mean just 18% extra damage, once she has Gunblade it's also more healing because she's doing more damage. Not only that, Gunblade active will do more damage as well. > > But you know what's weird. Akali's win rate in ARAM is 48%. Leblanc's is 46%. No amount of bonus damage will help them, it's about surviving and even with -8% damage taken they still will get dog-piled because that is how ARAM works. An assassin's job in aram is to take out a carry then die, not survive and oneshot all the ADCs with 2 abilities while moving at mach 4 across the map. :P > > I think the longer they leave the damage buffs in the harder time they will have removing them. And I can absolutely say, after a couple hundred of games since last month that Akali, in the hands of someone competent, is an absolute beast, it literally demolish anything (there's also the fact that people aren't using the oracle against her), she's almost at pyke's level of low efforts big reward type of gameplay. In the other hand, Sona does absolutely nothing the whole game if there's any type of burster in the game, let's say there's a wukong against you, you're doomed, you're never gonna be able to do anything. (Gotta have to admit that she used to be beyond broken, it's great to not have a free win everytime you get her in your team)
Sageace (NA)
: For an assassin with an ultimate reset, he's VERY MOBILE for it, compared to someone like Darius, who actually HAS to earn his resets due to how slow he is. Pyke should not get a reset at all honestly, it's fucking bonkers.
> [{quoted}](name=Sageace,realm=NA,application-id=3ErqAdtq,discussion-id=QOln6Zhs,comment-id=000b,timestamp=2019-08-11T02:43:16.649+0000) > > For an assassin with an ultimate reset, he's VERY MOBILE for it, compared to someone like Darius, who actually HAS to earn his resets due to how slow he is. Pyke should not get a reset at all honestly, it's fucking bonkers. I remember back in the days, they kept nerfing darius because they didn't like him dunking people too easily, they said it was obnoxious to play against him during fights, that was also a large margin of why he got reworked in the first place, and the ult did get hit by quite a lot. Dunking people never has been the same since rework, they turned him from the ultimate juggernaut to an off-tank with the ult of a diver. I wish they'd been consistent with Pyke. Better ult, better mobility, better cc, better cds, well pretty much better at everything and works just as well with 2 less items than him. Yea, the comparison of the two make u think that the first one was unhealthy and they knew it, so they fixed it during s3-s5, but ther latter is the absolute goat that they won't fix, because it's "fun to play", it kinda reminds me camille, except she got guttered like 1 month after her release. I hate those champions with no limitation, no counter-play, no weaknesses. When you get on top of someone after outsmarting his abilities, you're supposed to be rewarded, not with pyke.
Pika Fox (NA)
: Dota simply isnt nearly as massive or popular, especially in areas where net cafes are common.
It's popular enough, especially when it comes to the competitive aspect of it. bringing popularity doesn't really relevant either, both are the same kind of game, keep your "my game is better" for twitch. (and as a matter of fact, Dota is bigger in a lot of SEA country, like the Philippines, and in Russia, even Dota 1 seems to be almost big as League of Legend in China when it comes to the number of games played per month) It's like "Listen to my awesome idea" and your response would be "Yes, this coffee isn't good enough"
JuiceBoxP (EUNE)
: The reason i think tanks are bad right now.
If you want the tanks to be tanky, get rid of every single free true damage abilities (like come on Vayne and Kayle) and give it on meaningful abilities, the purpose of the true damage is to being able to deal with the natural tanks/bruiser without giving up your progression, but in the current state with conqueror or Vayne, it's just like no matter what you build to stay alive, it's gonna be useless because in the end, they do true damage. True damage is supposed to compensate a weakness or being solely a counterpick mechanic, not a 100% go to. making tanks being tankier is worthless as long as they have to deal with 2 or even 3 instances of true damage in a way or another. put aside, if the tanks were sustaining enough, the pros wouldn't run them 1v1 top, but against the ADC, so their ADC get an easier lane. (which btw would probably add a lot of depth into the draft, but it could also start a lot of problems.)
Pika Fox (NA)
: Runs too far into unkillable territory and makes fights drag out too long. Also causes a situation where the tankier you are, the less reason i have to put damage into you, making your team, by extension, take more damage. It also leads to scenarios where the fight is over, your team is dead, but it goes on way too long because youre still alive.
I mean, it has been like this in dota for nearly 15 years, and no one ever complained about units being too tanky, or fights being too long, why wouldn't it work in here ? the downside is, the auto attackers get strongers, and the casters with long CD are fucked unless when they get their skill off, it leads to a kill. In the end, it'd probably be weird, considering how fast paced the game is.
: Still sugar, too much is bad, natural or not.
You should go on wikipedia or something, because that's wrong.

Anaspida

Level 122 (EUW)
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