: The problem with changing her towards a battlemage is that it's simply not that healthy. She's way to mobile right now to be an battlemage so her E movementspeed will get nerfed or even be removed entirely. One of the more fun parts of Karma is interacting with your E for some nice trades. Her W is basicly design to prevent people to all-in her whenever they want to. But their is another problem. Every bad Karma player out their simply spam RQ the whole games. The average Karma player will spam RQ during the lane fase and RE during the remaining part of the game. Her RW is only used defensively when they jump on her. The issue is that whatever you say, her kit works right now. It's not that hard to use and their is a hugh differents between a good and a bad karma player. You really don't need to change a lot to make her an solo laner. Just remove the ally cast on her E and she's out the support role. You can even keep the ally shield on her mantra it doesn't really matter add that point. The real question is if that's really a good idea. Despite it might feel odd but Karma support still provide a lot of unique things compaired to other supports. She's an Enchanter that can match lane bully supports in the earlygame. She provide an shield & movementspeed to an carry that enchances both their teamfight as their artillery strengths. A good Karma can be the answer towards a lane bully mage support since she just has to match them while later on she's more usefull by providing more utility than her lanebully counterpart. She's basicly a more aggressive Sona.
Karma is basicly the top Jayce of the midlane/support or the jungle Elise/Nidalee. She has a kit where she has access to her 4th ability from the gekko and is stronger than her counterparts till 6. We could even say she fills a crucial gap in both the mid as support role.
: Solving the Karma Subclass Chaos
The problem with changing her towards a battlemage is that it's simply not that healthy. She's way to mobile right now to be an battlemage so her E movementspeed will get nerfed or even be removed entirely. One of the more fun parts of Karma is interacting with your E for some nice trades. Her W is basicly design to prevent people to all-in her whenever they want to. But their is another problem. Every bad Karma player out their simply spam RQ the whole games. The average Karma player will spam RQ during the lane fase and RE during the remaining part of the game. Her RW is only used defensively when they jump on her. The issue is that whatever you say, her kit works right now. It's not that hard to use and their is a hugh differents between a good and a bad karma player. You really don't need to change a lot to make her an solo laner. Just remove the ally cast on her E and she's out the support role. You can even keep the ally shield on her mantra it doesn't really matter add that point. The real question is if that's really a good idea. Despite it might feel odd but Karma support still provide a lot of unique things compaired to other supports. She's an Enchanter that can match lane bully supports in the earlygame. She provide an shield & movementspeed to an carry that enchances both their teamfight as their artillery strengths. A good Karma can be the answer towards a lane bully mage support since she just has to match them while later on she's more usefull by providing more utility than her lanebully counterpart. She's basicly a more aggressive Sona.
: More item tweaks coming in Preseason 10? Is Riot ever going to look at non-assassin/botlane items?
This feels like a large {{champion:143}} nerf. It's to soon to tell but it's not looking good: * Botlane xp changes will nerf Zyra strong base damage that spikes in the midgame. * {{item:3136}} getting a new passive that doesn't effect Zyra's plants anymore onces their spawned. Currently they also don't refresh when they are enchanced by her ult. So these two combined & the rumors that the dot of {{item:3151}} is getting nerf her core item will no longer benefit her that much anymore. * Now her defensive item {{item:3157}} will cost 200 gold more. Good luck getting it on a support budget. * I always hate when I have to finish my {{item:3916}} into {{item:3165}} because it's so gold inefficiënt. This change isn't so bad, you won't be able to keep up with lategame damage anyway when you have to build this. So adding some extra defences to it can really help out. * {{item:3285}} is a very situational item for lategame Zyra for cdr but very core on her sololane build. Only time will tell if the increased AP ratio would compensate for it. It seems that Zyra is going back to a more tanky direction. I wouldn't exactly mind if that was the case. I'm just not sure that nerfing her midgame yet again it the solution. Keep in mind that Zyra has been indirectly been nerfed on her midgame for a few seasons now. Mostly shifting more power into her durability & lategame.
IainG10 (EUW)
: Yeah, Nightstalker is a little too abusable for stealth champs (lookin mainly at you Pyke, Rengar and Kha6)....
Yeah Kha is really busted with this. He can litterly reset the Duskblade passive 3 times in a row with his ult...
IainG10 (EUW)
: Agreed, but the same has to be true of AD items. You can hit hard, or you can hit often; both is just power creep. The biggest issue with Assassins right now is how often they have access to their combo; they should be get in, evaporate one target, and get out. An Assassin should be evaporated themselves if they fluff their engage or escape, or if they stick around for too many kills in the enemy group.
Agrea but some of these things could be solved as well: * Duskblade passive nightstalker should have a cooldown even 5 seconds after use would be enouge to ballance it out * Lich Bane AP ratio should be removed & in return giving it a single target slow. Since mages already deal bonus damage to towers the sheen effect would still provide them siege power & the added slow would give mages a good alternative in a {{item:3070}} build.
: I definitely do not recommend Raptor Cloak as a defensive, sit-under-tower item. It's much more useful post-laning for general map mobility.
It's a little bit of a mix between offensive & defensive. The movementspeed allows them to trade back during the laning fase. For a champion like Darius this can be key to be able to hit an enemy with his Q for the healing. This basicly creates a passive-aggressive playstyle. While the item still grants defensive stats it doesn't delay their offensive power compaired to other defensive items. This is what makes the item so great during the laning fase. It ballances itself out by moving it towards an utility item outside the lane fase while also providing utility during dives. What makes it even greater is that this items works really well on inmobile champions while doing little to nothing to mobile ones. This is why the item is so good & why it's really a shame it got removed just because it didn't have good ballanced final items.
: Don't remove Raptor Cloak!!
The problem with Raptor Cloak is that riot kept pushing it as a tank item. The problem with that is their are actually not many tanks that could use it effectly. The main users I have seen this on are juggernauts like {{champion:122}}. I have build it a few items on him and it actually makes his laning very smooth against range matchups. When under my tower I have dodge more poke and I get less punished when trying to go for cs. Hell I can even zone them a bit if they are to far up. In theory this should work for tanks as well but the reality is that this zoning pressure doesn't really work on a champion that doesn't have killing pressure. And for cs'ing their are better alternatives like {{item:3068}} & {{item:3025}} that provide a lot more compaired to Raptors. I wouldn't mind seen this item back if they change the direction for it by pushing it towards fighters (juggernauts, divers) & mages (mainly battlemages) instead. I give some examples: # Mage item {{item:2053}} (900) + {{item:1058}} (1250) + 750 [=2900] Champions that could use this are picks like {{champion:127}} {{champion:131}} {{champion:245}} {{champion:60}} {{champion:28}} {{champion:82}} It could be the second armor item for mages that everyone was waiting for. It could have a lot of AP Juggernauts & AP Divers holding on the laning fase without getting punished to hard on range mathups. # Diver item {{item:2053}} (900) + {{item:3133}} (1100) + 900 [=2900] Basicly the AD variant for divers & juggernauts --- In that situation I strongly believe that {{item:2053}} would be more accepted by the game & it's community.
: Ohmwrecker
Just rework it into a one time use active: * **Cost:** 600 gold * **Build into:** {{item:3800}} (with this item it would have a 500 combine cost) {{item:2065}} (in the reworked version it would cost 2300 gold & with this included have a 250 combine cost) Price wise it should be enouge of a trade for it's cost. The enemy player basicly has to have a Killing spree to make it even worth the gold investment. When the enemy only has a dubble kill you have to get something out of it after otherwise it's a null operation. Generally the item would be strong since so long you get an objective out of it. It might be worth it. Otherwise tho if the enemy has died many times in a row that 600 gold becomes a little bit more expensive and unless you naturally go for it you probally wouldn't want to invest in it. It might be a good item when your behind to get someone's shutdown gold.
: Preseason: Rise of the Elements on PBE!
I'm sure what I have to think about the item changes. The changes to splitpush items feel a little bit questionable to mee. Sure {{item:3056}} was doomed from the start but the {{item:3512}} removal came to a bit of a supprise. The main reason why I think zz'rot removal doesn't make sence is that only tanks where using it. But we all known how weak tanks where this season so removing options feels like a bad direction for them. What also worries me is the {{item:2065}} rework. Where yet another AP support item has been removed from the game. It's serously start to hit the AP catcher playstyle for supports. Thinking about picks like {{champion:25}} {{champion:497}} {{champion:53}}. They still will go for this item but overal it's seems to promote enchanters more right now. You mentioned that tanks have {{item:3800}} as an alternative but it's combine cost really makes it difficult to get this item. I was wondering if you would concider having an onetime use active item for righteous glory similar to {{item:2423}}. It could cost 600 and build into items like {{item:2065}} {{item:3800}}. The active actually could be {{item:3056}} or a righteous glory active.
: Bring Us Your Bugs!! Celebrating 10 Years of LoL
Zyra's plant sometimes don't attack.
Jacksin (OCE)
: Ashe voice-over update
Dam first time a voice-over actually feels like an upgrade to the champion.
: Why does Yasuo still have a 51% ban rate?
You ban champions like Yasuo for 3 reasons: 1. He's anyoing to lane against 2. You dislike the fact that you can stomp him & your team still manage to feed him later on 3. You don't want your teammates to pick him It's a very similar reason why people ban {{champion:238}} {{champion:84}} {{champion:55}}. I useally ban Yasuo when {{champion:51}} {{champion:245}} {{champion:238}} {{champion:350}} {{champion:81}} are picked or banned. {{champion:51}} {{champion:81}} for their safety nature. {{champion:245}} because he's good into the champs I play & {{champion:238}} for a similar reason I ban Yasuo. My teammates randomly are killed by it. {{champion:350}} is for the Garen/Yuumi strat but I'm lucky enouge to not have faced a good one in the last few weeks to make it worth banning it.
: So 3460g worth of defensive stats for 2400g? Ofcourse it requires 3 enemy champions but still.
Exactly why it works. Don't underestimate the 3 enemy champions requirement. Even when that tank that you shouldn't be focussing early on in a teamfight can't be killed. In later stages of that fight these bonusses are gone what makes cleanups & turn arround still very possible. It's also worth to mention that even a billion armor has any chance against the likes of {{item:3035}} that just shred through it like paper. And than we haven't even mentioned the amount of %health damage & true damage in the game that makes that armor number really not that impressive.
Bârd (NA)
: Replacing his untargetable with unstoppable is just a flat out nerf. Going from "You don't get hit by that Morg Q" to "You don't get rooted by that Morg Q" is a downgrade, and if anything I'd want to see that travel speed *decreased* so he has the opportunity to dodge more spells and follow on more dashes.
I actually never said it should be a buff. The current problem with Maokai W is that the slow missle speed gives you really poor interactions. You say lower it. Back on the pbe the missle speed was lower and people litterly could outrun it. Imagin you are playing Janna & you let Maokai W you. Well you would been able to perma run arround taking Maokai hostage in his W. Maybe take a trip to the fountain while your add it. I doubt that's an healthy gameplay design. If you was to maintain this slow misslespeed playstyle changing up how it work is crucial to his gameplay. Keep in mind when he's targetable you are able to soak more spells so rather than removing the frontline for the duration. The frontline is coming to you.
Rioter Comments
Bârd (NA)
: Those W changes are terrible. * He'd be far too easy to lane as, since he now has an instant cast skillshot dash he can use to get out of any danger. * He loses almost all of current Maokai's skill expression (predicting mobility spells to follow the enemy, dodging key spells with the invulnerability) * More mobility creep... yay. The passive change also sucks. It cripples his late game by making it so he no longer counters spell spam.
I partly argea, it should remain a targetted ability. What I do like to see is that they remove the untargetable effect but in return he's unstoppable and the travel speeds has been increased again. As far the ult goes. I believe an missle speed AP ratio should be more than enouge make it more rewarding to use in later stages of the game.
Rioter Comments
: [Suggestion] New "Quick play" option to get into games faster.
It has potentional but I would suggest they force you to fill in all roles but allow you to ban out one role. I would also only limit it to normals as a replacement for blind pick. The only issue with this system is when a champion is released players will just pick that champion in every role to get it.
Rioter Comments
: When ap support free farms bot, what to do?
Just play the game & let him carry you. If your really short on gold their are cheaper builds that you can go for to remain relavant in the game. For casting adc's you can go for {{item:3071}} and for auto attack based marksmen you can go for {{item:3153}}
JuiceBoxP (EUNE)
: Nerf pyke's ult gold generation already.
He kinda needs the gold to make this assassin support style concept work. Maybe they can nerf the gold a little bit but I wouldn't go as far as compleetly removing it. This all said tho, is it so bad to have a support that is able to score a good number that otherwise is dominated by sololaners. It's like complaining that Zyra deals more damage than her teammates.
Rioter Comments
Rioter Comments
: My boi shen is getting a buff, but this is a questionable about jax and fiora I dont know why they buff Jax and fiora. Maybe their early game is weak or something?
Guess their trying the let's buff the counters of the broken champions so the broken champions don't feel that broken. In theorie it should work but I fear the ballance team isn't their yet and need a lot more experience & failed attempts in order to make it work. They are add least trying this time.
: Is it now time to nerf Tristana?
Just make her W interruptable and you have a fixed champion.
: Which two roles are the most different and why?
Top & Support in my opinion, some of the champions might be similar. In terms of mechanics & macro during the early to midgame it's a total different beast.
JuiceBoxP (EUNE)
: The reason i think tanks are bad right now.
I believe we recieved a point where things conponements like {{item:1028}} + {{item:1029}} should become a thing.
: What is the absolutely best support of the game?
If it's for competive I think it will be {{champion:12}}. Since meta shifts and nerfs happen all the time their is not a single carry support you can risk to remain playing. When support role is overnerfed only tank & enchanter remain viable. Since tank supports have more carry potentional you are forced to pick a tank. If it's a team for solo Q than {{champion:143}} my friend.
: People troll my games because I pick Vel'koz support.
Guess most of these players don't known the game very well. {{champion:161}} is more than viable as a support. His pickrate dropped during the meta shift but he's still on the same tier as other AP supports suitable for the role like {{champion:143}} {{champion:63}}{{champion:26}} {{champion:9}}. If I had to tell something crazy, you have less chance to win a game {{champion:25}} {{champion:555}} {{champion:412}} {{champion:497}} {{champion:117}} {{champion:44}} etc than when picking {{champion:161}} right now.
Rioter Comments
: > [{quoted}](name=CoolKnightST,realm=EUW,application-id=3ErqAdtq,discussion-id=mqRET0cA,comment-id=00010000,timestamp=2019-07-08T17:24:03.815+0000) > > I wish that was a solution but this wouldn't solve the problem: > > * The 40% will remain the must have scenario > * It would only troubles supports that can't just skip cdr, solo laners will abuse their cdr items > * This will gate builds since they will just go for the build that gives you the most cdr rather than building something situational. If we imagine a word where each point of CDR costs 1000 gold, getting 40% CDR would definitely not be a must-have. Obviously, no one is suggesting it should cost that much, but it means as the cost of CDR increases there are fewer situations and champions where getting high CDR is mandatory.
That's the same as removing the cdr stat all together. Would be funny to see carries running arround with higher cdr as the support.
: CDR just needs to cost more and/or appear on fewer items and/or in lower quantities.
I wish that was a solution but this wouldn't solve the problem: * The 40% will remain the must have scenario * It would only troubles supports that can't just skip cdr, solo laners will abuse their cdr items * This will gate builds since they will just go for the build that gives you the most cdr rather than building something situational.
Rioter Comments
: Riot confirmed that they will rework him after Ryze. Which Ryze is yet unknown.
If it's the same team as Ryze I'm kinda scared of the results..
Nea104 (EUW)
: > [{quoted}](name=CoolKnightST,realm=EUW,application-id=3ErqAdtq,discussion-id=KMEBQgVE,comment-id=0026,timestamp=2019-07-02T08:11:22.450+0000) > > So TL;DR > {{champion:89}} changes are looking dangerous, they keep buffed her. She might become the new Lux in the future ones a item or keystone get's broken. Is this a meme or...?
: why are roots silencing now
Root's might need some changes or be seperated between a few forms: * Entangle: Cannot cast dash abilities, other abilities can still be cast but they won't move (like Akali's shuriken) [example Zyra's E] * Root: Can only cast selfcast abillties where rooted. [Example: Ryze root]
Ahri Baka (EUNE)
: Why is Mage Lux getting nerfed?
Can't wait till the Aftershock & Athene's nerfs and hear the ballance team reponse after this. Almost a month ago I recommanded players to stop playing {{champion:223}} {{champion:555}} & {{champion:99}}. I knewn this would happen. Can we have a date for the Aftershock & Athene's nerf. I want to turn it into a meme {{sticker:sg-miss-fortune}}
BoomXyros (EUNE)
: Nightblue3 got banned
It's a deserved ban and it actually benefits everyone: * Nightblue3 so people aren't going to randomly attack his stream because he didn't get punished for what he did * The Teemo player that was attacked that despite also been banned he has a feeling justice has been done from his side as well * Riot for their repuation and respecting their own system * The community because an example was made It's only a tempory ban and both parties have different accounts. It's a fair punishment for a desperately needed statement towards this community.
D357R0Y3R (EUW)
: 9.14 changes according to Riot Repertoir (Blitzcrank, Leona, Akali, Lux, Tahm kench)
So TL;DR {{champion:223}} gutted because of sololane abuse {{champion:84}} they finally reverted to shroud to normal stealth {{champion:99}} sigh..., overnerfing her instead of Aftershock & Athene's. What's going on, best part is they litterly removed 2 mechanics from her kit. Some might be happy she is finally nerfed. But like I guessed they nerfed her compleetly wrong.,This don't feel like tempory nerfs that can reverted. I lost all hope from the ballance team after seeing this (since this is EXACTLY what I PREDICTED what would happend...). {{champion:53}} changes are intressting, the changes to {{champion:78}} support as well. {{champion:89}} changes are looking dangerous, they keep buffed her. She might become the new Lux in the future ones a item or keystone get's broken.
Rioter Comments
Myrmiron (EUW)
: Irelia's rework was a success.
She's fine, I'm more shocked on the fact that their are so many players that bad on her after 20 games {{sticker:sg-zephyr}}
coreym11 (NA)
: The ranked system isn't as accurate at measuring player skill as it could be.
They maybe can add some more upgrades to ranked armor like letting the armor shine more with a good KDA and let it rust with a bad KDA.
: "I support Nubrac but I do not want him in my own games"
I don't think he deserves to be banned for this. Part of the reason why this strat worked so well is that most players didn't adapt to this strat like: * Freezing botlane pushing out the adc from experience * Changing up your midlane pick by taking something that has more range like {{champion:101}} {{champion:115}} * Let the jungle prepare on camping toplane. * Disrespecting the 1v2, back when lane swamps where a thing (bot switches to top). The 1v2 strat happend all the time and their was a never a problem with it. The game was very jungle heavy depended to break freezes and it eventually went away when players adapted. Their where also options like letting the support rotate to mid as well or just letting botlane swamp with midlane. In the long run these strategies would be aplied and the strat would dispear all together. The sad part on all of this is that the reality that these master players (that suppose to be high tier). Played poorly against it and rather than adapting and taking away this strategy they let riot make it bannable. I wouldn't be shocked whe would ever see this strat in a competive game since it really can bring teams offguard. With how unprofessional these players response to all of this some random teams might win out some series. And because riot made it bannable now teams will be very unprepared against it because they never where able to pratice how to counter it.
: Hashinshin: MR items are weak, Armor items are too strong
Hashinshin is wrong, but the reverse is far from the truth: * Armor items are indeed in a terrible spot, but not when it comes to flat stats. Their issues comes with their active/passive and their terrible synergy with it forcing every seperate armor item to be strong but together they useally and blocking their full potentional. * Mr items have the issue they have no options. I believe the changes to {{item:3001}} will be intressting in solving this problem. * Protobelt is ok, but the problem with the item is you us it for a different reason it's designed for.
Rioter Comments
Xavanic (NA)
: > [{quoted}](name=FkValeRly,realm=EUW,application-id=3ErqAdtq,discussion-id=cO89Kven,comment-id=00010000000000000000,timestamp=2019-06-14T05:54:56.871+0000) > > volibear is a bulky caster ...? volibear is a bruiser....you do know bruisers and juggernauts are 2 different things...right?
: Pink Ward Slot
> ... also it gives a little **buff** to **lee sin** cause it makes it able for him to ward jump. {{sticker:sg-ahri-2}}
Rioter Comments
Rioter Comments
: > [{quoted}](name=Dynikus,realm=NA,application-id=LqLKtMpN,discussion-id=Ve7rcYdE,comment-id=0000,timestamp=2019-06-10T09:02:27.142+0000) > > with how tight that timing is, it's entirely possible your latency was enough that riot's servers didn't pick up you spell shielding until after blitz q hit you. that's the only explanation I can come up with, as it doesn't normally block his hook. It honestly would not surprise me if this was the case, but we can't know for sure. If anything it makes it "unreliable" since I did shield his hooks like that the entire game
> [{quoted}](name=PolarEclipse,realm=EUW,application-id=LqLKtMpN,discussion-id=Ve7rcYdE,comment-id=00000000,timestamp=2019-06-10T09:04:44.590+0000) > > It honestly would not surprise me if this was the case, but we can't know for sure. If anything it makes it "unreliable" since I did shield his hooks like that the entire game Was it before or after you had {{item:3109}}?
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CoolKnightST

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