: 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]
: 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}}?
Rioter Comments
: LeBlanc Design vs. Lore
I think riot learned their lesson the first time they reworked her. Their was a good reason they reverted the first one.
KazKaz (OCE)
: Damage meta is just not fun
It's actually not as bad than it used to be. I still remember the times where squishy champion dit a lot more damage over time & litterly where deleted from just a few auto's in the earlygame. Poke used to be a lot stronger. An artillery mage could take out champion with 2 skillshots, Rengar didn't needed 0.8 seconds to kill you (he only needed 0.2). Every played a support in season 3 where a rank 3 ult oneshotted you with just mpen boots. Compaired to this, the meta isn't as bad as it seems. Games are no longer a stall of 40 minutes (in gold elo & higher). I fear if damage goes down again we will get those turtle comps again. And trust me, you don't want to go back to that season ever again...
: Buff tanks not the items.
Buffing their base stats won't solve anything. But I do agrea they need todo something. Tank general problem right now is safe waveclear
: Answer: I do attack move Thanks for all that info, really appreciate it. I usually stick to one build for each of my champs and go that every game because I dont like sitting in base for a long time trying to figure out whats good or not (and that I also don't know whats best). For brand support and lucian botlane, what support do you think would be best? I thought nami would be good because she has a heal for all of brands massive poke and a disengage for lucians ult or when he uses his dash. I'd like to try sona like you said, she seems good in the right situations. Im just trying to get some blue essence to be able to afford her, takes like a week or more to just get one champ.
Enchanters with high sustain tend to shine against poke heavy champions during the midgame or when ahead during the lane fase. The problem is in terms of the earlygame. Early poke is generally stronger than early sustain in league (which is logical). Picking an enchanter into Brand is only reliable when you have botlane pressure from your Jungle. In those situations picking Nami could be alright but it's still a very skill intensive situation when it comes to winning the lane fase during Nami's aggressive nature. The problem with {{champion:267}} {{champion:498}} vs {{champion:63}} {{champion:236}} wasn't just support vs support. The outcome of that matchup was mostly determed by the botlane synergy between the support & marksmen. Nami is an enchanter that is great add improving her adc position & buffing her trading. The thing with {{champion:498}} is that her playstyle is more build arround poke & reactive trades. Not the other way arround. From my experience if you want to win that matchup you will need to have lane pressure by pushing them into the tower. The problem is that in terms of waveclear Brand/Lucian are a lot stronger so a skilled enemy botlane wouldn't give this for free. Beside needing the pressure this is also risky when you don't have Jungle pressure. In terms of poke their stronger as well. In terms of range you are both matched & in terms of all-in you should have had the advantage if you had an traditional auto attack based markmen. Your only clear advantage is your gank assistance & advantage in win extended trades with lane pressure. Enchanters tend to shine in siuations where they have the lead. If you can't create an advantage in your own lane. Just try to keep your adc alive or roam to lanes where you have the advantage. In terms of champions that are ok/good against Brand: * **Counters:** {{champion:16}} {{champion:37}} * **Soft Counters:** {{champion:40}}, {{champion:117}}, {{champion:497}} * **Skill matchup:** * **Edge to counter:** {{champion:26}} {{champion:267}} (edge to brand with bad botlane synergy), {{champion:43}} (midlane ult E counters his ult), {{champion:555}}, {{champion:89}} (vs experienced brands, can be a soft counter against inexperienced ones) * **Edge to brand:** {{champion:99}} {{champion:12}} {{champion:53}} {{champion:25}} It takes a lot of game to succesfully handling a {{champion:63}} in lane. For {{champion:267}} it's a skill matchup. In terms of champion I wouldn't recommand to ever pick against a Brand is {{champion:201}}. Braum has the 2th lowest base mr (now Yuumi is released) in the game. Even onetricks will have problems against a good Brand. I believe that {{champion:37}} is in a strong spot power wise right now. So it's probally a good moment to pick her up. Just be carefull against {{champion:53}}. Good luck ;)
: To all you Yuumi "33% win rate" ney sayers
She's the enchanter for poke marksmen right now. She's great with things like {{champion:51}} {{champion:81}} {{champion:110}}. Just don't pick her with a {{champion:67}} because your going to die.
: Can anyone give tips to silver player?
> I tried out most to all of the different supports, Trying out every support that's out their will indeed be helpfull to known what you play against. But I wouldn't focus on trying to master everyone of them when playing in a silver elo. > I watch countless of youtube videos on my champ and guides on them hours on end. I have a ton of knowledge in my head but in game I am totally awful I have a feeling your trying out to many things on to many different champions. Watching video's is nice but I have a feeling you look to much of them without watching your own gameplay. Use the replay system to your advantage and start watching your own games. When possible watch it on a slower speed so you can determ your own mistakes and solve them for future games. > and it's kinda pissing me off because with all of the time i spent towards this game, ive been silver 3-4 within a 3 years span. Play around 5 hours a day on weekdays and more on weekends. Spending so much time is not always productive. Instead of playing 5 hour league of legends. Play 2 hours & take the other 2 hours to watch the games (preferable the games you lost). > I mostly play nami, braum, soraka and blitzcrank. I die averagely 8-10 times a game which im kinda clueless on too because i die most of the time alone vs in teamfights. That's indeed a hard combination in lower mmr. Enchanters tend to be very team depended. Braum is not that good in lower mmr (he's more of a time bomb that is team depended where you can't rely on in lower mmr). Blitz is fine but ones your in high silver players tend to adapt to him & it takes more mastery to get him out of the lane fase. > Could anyone give me some tips or play some games with me to see what im doing wrong? Im trying to improve but whatever I try I get no results and its pathetic. Thanks guys The first thing I noticed is that you pick {{champion:267}} against very unfavorable matchups. In one of your games you had an {{champion:498}} adc against a {{champion:63}} {{champion:236}} botlane. The second thing I noticed is you don't build for the situation on {{champion:267}}. You build {{item:3504}} for {{champion:202}} in one of your games. Their where play of other items that would suit that situation better like {{item:3174}}. The enemy team exist almost entirely out of magic damage. So that change would probally give you an entire different game. Question: Do you use attackmove? This is what I recommand: Try to stick with the same support in ranked. This way you have a better unstanding on the matchups and you will recieve less deaths when in a bad matchup. I suggest you stick with Braum. Alternatively you can go {{champion:267}} or {{champion:16}}. I feel your Nami could be OK if you would build her correctly. Try {{champion:37}} her kit is similar.
: No room for casual play in League of Legends. You are forced to commit to LoL or Uninstall
I think your better off with creating a new account. Their will be smurf add the start but your mmr is basicly reset and ones you level 30 you will probally be placed in high iron/bronze/low silver and you will be able to play the game again. You can demote yourself so much you want. It's your mmr that only can ballance out smoothly. What's also worth mentioning ones you have time to play league against you will easy catchup to your old rank. What I would do is create a smurf, level that one up and play ranked with that one. If you have feeling your getting better again you can away switch to your main and play ranked on a competive level again.
: What happens when a Tahm Kench eats someone with Yuumi on them?
dubble protection
: A few questions before I do a more in-depth review: Are his auto attacks ranged or melee? How does his q place/attach chains during his ult? Could you give me a general idea about his q range, cooldown (empowered and unempowered), and the cc durations on his e and r? What kind of build(s) are you expecting him to use? How is he intended to play in laning phase and teamfights? What kind of weapon does he use? Any extra lore in general would be great since he sounds like he could be a really interesting character in light of the Ziggs short story. Also, there's no point in making his ult both root and ground the target since a root already prevents dashes and blinks.
> Are his auto attacks ranged or melee? Since he's a skirmisher I would make him melee. He has enouge mobility & tools to get in auto attack range. > How does his q place/attach chains during his ult? The idea is to make him a teamfight monster so he repeated heal his allies. When he's in the ult. I was thinking about making heals on the same target less effective since he should be able to use his Q very frequently during his ult duration. I was thinking it would feels like a burst of healing in teamfights. > Could you give me a general idea about his q range, cooldown (empowered and unempowered), and the cc durations on his e and r? The target range would be something arround 600 but with a relative high cooldown on early ranks let's say 17 / 15 / 13 / 11 / 9. When in his ult I would removed the cooldown or maybe limit it on 0.5 - 1 second between casts. I might need to add a limit on how many times he's able todo this. It's hard to known without seen it in practice. > What kind of build(s) are you expecting him to use? Since it's a skirmisher he would be building attackspeed, crit & attack damage like {{item:3087}} {{item:3153}} {{item:3026}} {{item:3046}} {{item:3033}} with {{item:3302}} as support item. However items like {{item:3504}} {{item:3107}} will work on him a little bit during the scaling of total attackspeed combo with ardent & redemption could be a situation one if he decides to go that route. > How is he intended to play in laning phase and teamfights? His focus would be teamfights. He does provide some zoning pressure with his mobility & can soak some cc for his adc but his main goals is reaching the teamfight fase when he can dash arround in teamfights. > What kind of weapon does he use? Any extra lore in general would be great since he sounds like he could be a really interesting character in light of the Ziggs short story. Well I actually didn't mention the weapons for that reason. I was first thinking about a fox with guns but in terms of his kit & gameplay blades would suit better. So I was thinking about something technological like sticks that turned into a melee weapon like short scepters or something. I had some ideas regarding his lore but I'm not a really good story teller. I think in terms of personality he should be something very loyal, always having his teammates back (maybe even litterly). He's the guy that goes back to back with his allies. > Also, there's no point in making his ult both root and ground the target since a root already prevents dashes and blinks. Wasn't sure for flash anymore, but good to known.
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: Remember the mage itemisation update that was supposed to bring diversity to builds?
I actually don't think any of the mage items are bad and it's more an issue with items of other classes. To give an example with bruisers that made grievous wounds mandatory to have in a game. I believe they originally thought that having the option between {{item:3135}} and {{item:3165}} but we all known we need them both. We all known whe need a defensive items like {{item:3157}} {{item:3102}} and we all known we need a mana item and boots. So basicly 5 of of items we will be building has already been decided before the game even starts. So how can their be diversity when we have no room for them to build.
: What is the lowest economy ADC
{{champion:81}} doesn't take much resources.
: Blitzcrank Changes Heading to PBE
I respect that someone tried to give Blitz some love: * **Passive: Mana Barrier:** Buffing the passive would be a great start. It's a great start but I do think he needs more than just a buff towards his passive. I actually think this would be a great opportunity to introduce something additional to his passive that could help new players. Just like Warwick blood sence to help players with spotting low health targets. Some different type of mechanic can be introduced that would enchance the playstyle of Blitz. **Example 1: Mana clarity:** Enemies that are low on mana with be highlighted for Blitz, grants him movementspeed while moving towards him. **Example 2: Mana cloud:** Enemies that cast abilities will be revealed with a blue cloud that is visible through the fog of war. This cloud is only visible when Blitz is within 1000 range. Personally I would like to see some tests on Mana Cloud since this could provide some intressting utility for over the wall hooks. Even when your team doesn't provide enouge vision controle. He still has a raw idea where to cast his hooks over the walls. Enchancing his playmaking potentional and improving him as a support. * **Ultimate: Static Field** It seems like a good idea, I do have my worries that this might give him a little bit to much damage since their is already a lot of damage packed in his other abilities that might need to be nerfed down as a result. So I'm neutral on this one. I really don't want to see Blitz endup in the toplane and get overnerfed so he eventually is spit out again in the support role been haf the champion he used to be.
: Riot balance team. I implore you, please read this and consider.
I think the solution would be improving how his Demacian Justice passive works: * In my opinion it should still pick random but Garen should be allowed to switch targets. Extra bonus could be that the icon with the highest bounty & kill on it are bigger or have a slightly different color. I believe a system like that would also stimulate new players with addressing prioity targets he needs a shutdown. * Secondly, Garen should recieve bonus momentspeed while moving towards an Villain. * An bonus would be that it's possible to have more than one Villain marked. Let's say one enemy is so far ahead over everyone else. This target should automaticly be marked as Villain while allowing to mark someone else as a second Villain. This would make things intressting when Garen is behind.
Nerinel (NA)
: Why can't we outclude a role while filling, after support became more popular role?
I agrea they should allow to exclute one position when they take fill primary. This would also be very health for the system. Since players are now willingly to play 4 roles rather than just 2.
Riot Jag (NA)
: Teemo changes temporarily on PBE for early feedback, part 2
Idea have an idea for a replacement for the footsteps: #How about an Auditive warning? It works like this * Enemies will hear Teemo laugh shortly when he's walking arround in stealth and come within 600 range of them. After this happends enemies will recieve an alert icon / or maybe a slightly more red screen. So enemies known he's in stealth within 600 range but don't known exactly where. If Teemo's in a brush enemies won't be alert by his presents until he leaves the brush. This would be a more soft way to alarm enemies. And by doing this I believe your current idea will work. ----- As far on improving his W: * I want to see in his W is that he's allowed to bounce off of one of his muchrooms. This will cause the shroom to detonate with a slight increased damage radius (lets say 100 more range). He's only allowed to bounce off one muchroom every cast.
dalphy08 (NA)
: Why must female champions "support" males?
{{champion:84}} {{champion:92}} {{champion:51}} {{champion:164}} {{champion:420}} {{champion:131}} {{champion:39}} {{champion:145}}{{champion:55}} {{champion:7}}
: Yea needs to be 0-150/151-300/301-450 450 ish seems about its range now
The first wave indeed doesn't have to be that hugh since it's main functionality is synergy with his passive and his Q. I made it a little bigger for utility on short knockups like Orn E, Vi Q, Trundle E, Sol R, etc...
nelogis (EUW)
: The rework sounds really cool but that thing looks like an ultimate ability lad 1200 range is longer than Xerath
The 1200 range is indeed a little bit overkill. I took a large number because how much delay their is between the 3 casts. Technically you have 3.5 seconds (not including cast itself so I guess about 4 seconds) to run away from it's damage radius. It felt like it should be higher than the average marksmen range so they actually need to run away from it when they are getting low. So how about 250 / 400 / 650 ? And I agrea it looks like an ultimate ability but I doubt that's really an problem. It perfectly fits it's theme by introducing high impact high cooldown abilities. The long cast and usage of abilities like this allows for shifting more power into the ability without having to worry about needing it up every 3 seconds. Having an ability that allows you to zone for a straight 4 seconds feels like a way better alternative.
: I was talking Mid Zyra where she has the opportunity to freely farm with 0 risk and naturally harass with her plants that offer 0 counterplay. You go in to step on the seed and she can instantly turn them into mini turrets that will eat you. They have the strongest form of resistance in the game; Number of attacks is a toxic game mechanic with regards to player minions.
Uhm... No hard feelings but Zyra Mid is far from a no counterplay champion. In fact she's been a gamble pick their for some time now for the following reasons: * **No waveclear:** Zyra's really depended on lane pressure their. She's can't really waveclear fast enouge in pressure situations and need constant pressure to no lose cs. She doesn't really have mana problems but her waveclear damage falls off when she falls behind. * **Weak against ganks:** She's still really immobile and doesn't have a dash or other escape like most other midlaners. A well placed gank and she's out. * **Weak lategame:** She doesn't scale as hard compaired to many other midlaner and her midgame is only strong when she recieved enouge resources or managed to get enouge roams off. * **Counterpicks:** Zyra is really weak against Artillery mages that can outrange her like {{champion:161}} {{champion:101}} {{champion:115}}. She's also is relative weak against assasins ones they turn 6 like {{champion:238}} {{champion:105}}.
Rioter Comments
: Linux Support
Riot dropped Linux support because it caused to many issues with updating the client. When a client doesn't even support Windows. How are they are going to pull this off with one more OS {{sticker:zombie-brand-mindblown}}
: Can we get some number nerfs on Zyra please?
Zyra has been nerfed enouge. What makes Zyra strong righ now has nothing todo with her own numbers. And she isn't even that overpowered to begin with. She's strong in the meta but that has it's own reasons: * {{item:3303}} remains the primary reason why Zyra keeps getting nerfed. This bad designed items causes nerfs in the support role from day one. Everyone knowns it's a bad design for both the champions that suppose to use it {{champion:143}} and the champions that shouldn't be using it {{champion:16}} even {{champion:40}} in some regard . * The support role has been overnerfed. This leaves overloaded like {{champion:412}} and strong early suppot like {{champion:143}} strong is the charts. * Zyra naturally feels strong in a snowbally situations. It doesn't exactly makes her overpowered. She has many weaknesses to exploit. Something that doesn't happen in lower MMR. Zyra is fine, fixing the game state would even place her in the underpowered category add this point in time.
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