SanKakU (NA)
: 3 out of 4 of these champions I dislike the new version and preferred the old version.
What are your thoughts on Warwick btw? I didn't mention him on the list because I think most of his features were kept that defined him (R Suppression, Q bite for heal, W Attack Speed and etc..), but after playing him for a bit on this account and lots on my other previous account there's something about him that makes me miss his old-self. Additionally, I miss Warwick's old Passive. His current one is kinda meh, you need to be below 50% max hp for simple healing to take place and then below 25% of max hp for the healing to become noticeable which is risky to be this low looking at the damage possibilities that we have today in League and it also just makes you an easy target really.
Rioter Comments
: > It's the only Summoner Spell with Direct Target Damage. {{summoner:11}}
Fair point, but Ignites damage is almost x5 times bigger. Both Red and Blue Smites each deal around 160+ damage at max rank, whereas ignite deals 505 True Damage at max rank.
: > [{quoted}](name=Darkin Hybrid,realm=EUW,application-id=3ErqAdtq,discussion-id=Zi7LIua0,comment-id=0000000000000000000000000001,timestamp=2018-10-19T22:03:34.433+0000) > > I don't want everyone to have Brand's Passive at their disposal. A single stack of Brand passive only does 4% of max hp, which on a squishy is about 80 health, and it's magic damage so MR affects it, and it doesn't apply grevious wounds or grant vision. Not to mention Brand's E is the only targeted normal ability he has and it has way less range than ignite.
Galiö (NA)
: Reav3 on retiring champions... interesting.
Not retired btw... {{champion:266}} {{champion:28}} {{champion:50}} {{champion:6}}
Cinth (NA)
: {{summoner:21}}{{summoner:1}} , but no one hardly takes these because of how outclassed they are.
Barrrier only blocks 2 seconds of damage, so it doesn't really do that much. I take Cleanse a lot more frequently knowing that the enemy team will have atleast 2 Ignites. But even then if I Cleanse after being Ignited someone else will Ignite me with their Ignite. Legit everyone takes it now a days; Top Laners, Mid Laners, Junglers (sometimes), Supports, you can even get away with Ignite on Marksman since Heal is useless lategame anyway or when compared to what Ignite brings (it even secures kills which you couldn't get because you couldn't get that last auto off). I'm just legit so done with Ignite.
: An Attempt At: Making Every Summoner Spell Viable.
I feel that your proposed Ignite nerfs don't suffice, if it's only 30 base damage at early levels and 5 at later levels that you're exchanging for that bonus 10% healing reduction which is huge btw. I think Ignite either needs a massive overhaul/rework or it doesn't really have a place along side other runes if they were to be balanced.
Cinth (NA)
: I understand you're being civil and I apologize if I came off as aggressive. What do you suppose it needs then? % max health damage then? That would fuck over tanks.
Cinth (NA)
: To be COMPLETELY honest with you, Ignite shouldn't be doing a forth of my health throughout the game
Can't we just remove it instead? It's the only Summoner Spell with Direct Target Damage. What's the counterplay to a 600 Target Range Point-to-Click Spell that deals 505 damage at max level anyway...
Jøker (NA)
: Where's his damage?
Nerf Refillable Potion
: I never was a fan of the piano syndrome lol.
: > Apparently Resistances Stacking has not much of an effect if you don't have extra Health to go with it Not really. Let's just do the math. As a starting value, let's assume you have 60 armor by default. (I've chosen Ashe lvl 11 for this example) All incoming physical damage is reduced by 37.5%. If you buy a chain vest you'll hit 100 armor. All incoming physical damage is reduced by 50%. That allows you to survive 25% longer than without the chain vest, which is why it's comparable to having 25% health more. (Assuming the incoming dps is consistent) Let's compare that to buying a Kindlegem which has the same gold costs. Ashe lvl 11 has 1389 health. Buying a kindlegem gives you 200 health more. This increased your health by 14.4%, which means you survive 14.4% longer. You get more effective health from buying armor than health. However, health has the advantage of working against magic and physical damage. For a kindlegem to become more valuable in this example you'd need to have 177 armor. > which is why only Tanks benefit so much from it It's actually the other way round. Tanks don't benefit from buying health as much since their health pools are already quite big. If you have 3000 health and 200 armor a kindle gem will let you live 6.7% longer, while a chain vest will let you live 13.3% longer.
Honestly just looking at everyone's comments it makes me a little confused all around.
: > Apparently Resistances Stacking has not much of an effect if you don't have extra Health to go with it, **which is why only Tanks benefit so much from it**. Mostly correct, I'd add that its more that **tank items** add both health and resistance. So tanks get tanky more from the the items system than actual champion design. For example, Cait and Ornn have essentially the same base max HP at level 18, Cait -> 2028, Ornn -> 2096. As far as it feeling useless, its situational. As an adc, if the enemy is all burst, and you survive it, then you do infinitely more damage since you aren't dead. But if the enemy is more sustained damage, then a little more resistance/health might only allow you to get 1-2 more AA off, which is negligible. Also, building Black Cleaver and/or Frozen mallet gives you a lot of health, making any resistances you buy more valuable. I'll sometimes do that as Lucian-mid if my teammates have a lot of damage and are ahead. There are mage items that give a lot of HP as well. So building one or more HP damage items ({{item:3071}} , {{item:3022}} , {{item:3027}} , {{item:3151}} , {{item:3116}} ) plus resistance boots ({{item:3111}} or {{item:3047}} ) and just a single resistance item ({{item:3143}} , {{item:3065}} ) can make a big difference in the right situations. But there are times when that's bad (or straight up wrong) too, i.e. when you are the teams only damage source, or if the enemy team can get a bunch of sustained damage (ADC) on you, or if the enemy burst is so fed it can pop you anyway.
It just annoys the hell out of me that almost all Assassin's can get away with building full damage, full penetration build because they have mobility/dashes to allow them to easily get away. While if you build a couple of Resistance items you still will die because almost every item they buy either ignores/reduces your armor, magic penetration. This one game I bought a Frozen Mallet and Ninja Tabbies + Guardian Angel and I still kept getting one shot by a Zed who wasn't even Fed or any other AD on that team (check my match-history).
: I'd rather they remove the active on it, and add cdr or mana regeneration. Still find it out of place to share it's unique active with the belt, considering they're significantly different effects.
: How is {{item:3155}} useless?
I never said it was, I said stacking resistances is useless. That defensive item is the best one out of all items honestly because once you have Maw, it grants a 350 health shield equivalent to Morgana's E shield value (at max rank). An item like Zhonia's is just becoming useless in most situations now since you just open yourself as a free target, when the stasis effect ends.
: Resistances on squishy champions are only good against lethality/magic pen users (Champs with high base damage and low scaling/reliant on bursting) And even then, you are only supposed to allocated a tiny bit into resistances , (like hourglass) This is because if the enemy has enough lethality compared to your armor, they will start doing amplified damage rather than you having around 30% dmg reduction, that's the only thing you are trying to prevent, and even then it cant work on its own, you still have to avoid what you can and throw something back. And ofcourse, this wont do diddly squat against fed champions who probably already finished all their penetration items and are several levels above you.
Also stacking armor items is also as specially useless when X Assassin has Black Cleaver {{item:3071}}
: Because the Devs haven't implemented this idea yet. Give it more upvotes. https://boards.na.leagueoflegends.com/en/c/gameplay-plus/uoWUtkxi-feature-idea-merchants-value-to-offer-better-tradeoffs-custom-tailoring This could give glass cannons ability to be a bit like fighters if they wanted to. But not more. It might give ADCs like 3 AS from going ninja tabis etc. Enough that the end result does not effect their win rate as much as their build options. This is abou allowing for players to play heroes at a play style that suits them. May e ud be a Lucian main if you felt better playing as him with a more fighter style I'd rather have more subtle ways to play a hero than more heroes Already have a big champion pool. This way u'd have less need to learn massive pool of heroes.
: cannon minions don't have 200 hp
: > [{quoted}](name=Oleandervine,realm=NA,application-id=3ErqAdtq,discussion-id=KImFnAOf,comment-id=0000,timestamp=2018-10-19T15:44:11.337+0000) > > That's correct. If you don't have the bulk to survive the damage after it's mitigated, it's useless to try mitigating it. > > For instance, let's do an example. > > You are Mage Minion. You have 100 HP. You buy a Minion Cloak that gives you 10 MR. For the purposes of this example, let's say 1 MR will reduce damage by 1. Therefore, you will take 10 less damage from Magic Attacks. > Let's say Annie is about to fireball you. Her fireball will deal 90 damage. You'll mitigate 10 of it. You'll take 80 damage, being left with 20 HP. She can auto attack you and kill you easily. > > Now you're Cannon Minion. You have 200 HP. You buy a Minion Cloak that gives you 10 MR. Annie turns to you to shoot a fireball. It will deal 90 damage. You will mitigate 10 of it. You'll take 80 damage, being left with 120 HP. She will not only need to fireball you at least 2 more times, but she can't simply kill you with auto attacks unless you take significantly more damage. > > As you can see, HP goes a LONG way towards making your resistances mean something. Mitigating damage if you have super low HP to begin with _might_ prevent you from being obliterated on the spot, but it doesn't leave you in a good state after you've survived, and you'll easily be killed by a follow up. Mitigating damage with high HP will prevent you from dying, and it will also prevent you from dying to follow up attacks, because they have to take more efforts to cleave through your HP. This is why i roll my eyes when anyone says "just buy armor against the fed zed" as ADC
Legit what's the counterplay to things like this lmao
saltran (EUW)
: I wrote this, I hope that you'll be able to understand why StormR was the right choice and the logic behind crit changes And once you know it, you may disagree or not with the changes but I honestly think that majority of the Gameplay Boards that I love so much doesn't even get to that point. https://boards.na.leagueoflegends.com/en/c/gameplay-balance/1gz1cWW6-understanding-stormrazor-and-the-crit-changes
Look i'm not saying that I don't appreciate this Crit item update, i'm glad how it turned out for the most part, but I just wish that Stormrazor wasn't such a snowbally item which decided who win's lane, or game by how things turn out in the early to mid-game.
saltran (EUW)
: >Graves abuses it (for Snowballing) Graves is fine. >Jhin abuses it (for Mach 5 and Snowballing) I dislike Jhin design, but I dont think that he's that strong even getting 600ms that seems bs, neither on soloQ or pro play he's a real problem. >Kai'Sa abuses it (because statwise it's too eficient to get her upgrades) That's the only abuse case I agree with you, the item was created to give a power spike to crit adcs after gutting their items and one of the reasons why she's strong is because she can take the best of ad's items with also being able to buy the op AP defensive items that the Boards think are trash. And a note: in pro play almsot half of the Kai'Sas skip the StormR, maybe you should tell RNG Uzi that his build is wrong. >Sivir who was a balan... Sivir with the old itemization would waveclear faster with the busted Stattik, and just with a StormR Sivir doesn't clear a whole wave with one aa, if you think that you dont play Sivir I guess. Anyway she's balanced, dunno why anyone would complain about her. >Jinx also benefits from Storm... Yeah, she's a crit adc with good soloQ stats and 0 on pro play, she's fine with StormR and not broken by any means. >Draven just auto-w... He seems quite strong for soloQ and he has even been played on pro play, he should get a nerf, not the item. >And most other Marksman who can't make use of Stormrazor well, suffer winrate-wise and maybe gameplay-wise (Kog'Maw, Varus, Ashe, Kalista, maybe Vayne). What a surprise that Kog'Maw, Ashe, Varus are the most team dependent adcs in the game, all of them wiht 0 mobility and that for some reason they tend to have lower winrate on soloQ (even thogh KogMaw doesn't even have low winrate), who could guess why does it happen. And yet you have champs like Lucian, Twicht or MF not buying StormR in the vast majority of their games and having great winrates on soloQ, even Vayne has a decent winrate with BotrK with also a great pickrate. For not talking about Kalista that was gutted for things that has nothing to do with StormR in the first place, is pointless to put her on that list imo. >In what world is any of this okay? In every world, the adc/crit update wasn't perfect and I press F for my dear and beloved Essence Reaver but overall they did a good job forcing crit adcs to buy a item that doesn't scale into lategame well so they cant have an ok early game while buying the most hiperscaling build in the game anymore as crit adcs did before the change.
>and just with a StormR Sivir doesn't clear a whole wave with one aa, if you think that you dont play Sivir I guess. You do realise her W allows her basic attack projectile to hit every unit next to each other 3 TIMES, each time, each projectile being able to CRIT. >Anyway she's balanced, dunno why anyone would complain about her. I wasn't saying she's broken, i'm just saying how this item is getting rid of champions weaknesses, jhin's was that he's immobile, graves is that he required to scale and invest gold to buy Critical Strike for bonus damage to his Passive, Sivir's was that she needed Mana Sustain since she needed to use abilities to clear waves (since not a lot of people would buy Statikk Shiv as a first item on Sivir). >He seems quite strong for soloQ and he has even been played on pro play, he should get a nerf, not the item. True enough, he is strong without the item, but this item still just adds on to the problem. >What a surprise that Kog'Maw, Ashe, Varus are the most team dependent adcs in the game, all of them wiht 0 mobility and that for some reason they tend to have lower winrate on soloQ (even thogh KogMaw doesn't even have low winrate), who could guess why does it happen. I will make a quick note about Kog, the reason why his winrate isn't bad is because he recently received a decent buff. Anyway, so they should be kept entirely useless on their own just because they didn't get a team who can't communicate well with each other for example? That is a massive downside to picking them don't you think? Not to mention the amount of Counters that come for each of them. . {{champion:96}} is countered by... {{item:3194}} (since most of his damage is magic and his constant damage is from his W) {{item:3047}} (blocks 12% of his damage on his W) . {{champion:22}} is countered by... {{item:3009}} (highly underrated, reduces 25% of her Passive Slow, while not enough it still helps) {{item:3047}} (blocks 12% of the damage from each of her Flurry on her Q) . {{champion:110}} Pretty much any Defensive Item counters him, due to really bad base numbers on his Abilities (without Items he is useless), detonating Blight stacks has no noticeable effect when you don't have enough Attack Speed to apply 3 stacks for each ability, not to mention the fact that it requires you to stand still there for a long time to do this, you could try to orb-walk or kite to apply the Blight Stacks but you won't have enough Movement Speed nor the ideal amount of Attack Range to apply the Blight Stacks without putting yourself in immediate danger all the time. >And yet you have champs like Lucian, Twicht or MF not buying StormR in the vast majority of their games and having great winrates on soloQ, even Vayne has a decent winrate with BotrK with also a great pickrate. Maybe because they have their own go to items that are perfect for them? Lucian {{champion:236}} has Bork because his Passive for whatever reason synergises well with that item, in combination with Black Cleaver. Twitch {{champion:29}} benefits from Bork's general stats, even if they are low. It's active allows him to chase his opponent better, and it allows him to apply Bork's Passive damage from a long distance safely to multiple units. Miss Fortune {{champion:21}} for a long while hasn't stopped buying Lethality and Armor Penetration because her ult alone shed's everyone in teamfights as well as her Q + Dark Harvest chips off a lot of someone's health in laning phase. Vayne {{champion:67}} while not in the worst or best place, a good player can make her work. She's back to the on-hit playstyle because Crit doesn't really benefit her as well as it used to for obvious reasons. >overall they did a good job forcing crit adcs to buy a item that doesn't scale into lategame Is there even a lategame anymore? Every game is still pretty much decided on which team wins, and once that team gets ahead it's impossible to make a comeback unless they hardcore throw.
Rioter Comments
saltran (EUW)
: Because StormR is fine.
That's just straight up ignorance and denial, of everything negative it brings to the game.
: Here's a technique to help prevent losing your account to tilt
Hmm, cool idea. Can you give me an idea what to say, when I play someone like Varus {{champion:110}} for example?
: > [{quoted}](name=Darkin Hybrid,realm=EUW,application-id=6kFXY1kR,discussion-id=P22KWuEc,comment-id=,timestamp=2018-10-13T23:06:25.240+0000) > > ##{{champion:421}} Rek'Sai > > **_Visuals_** > > She looks absolutely terrifyingly awesome. I think she looks too alien and weird. I think riot went too far with her design and for a number of people that hurts her aesthetics. >a Rioter called her a "small T-Rex". Tyrannosaurids were pretty small early on. About the size of a medium dog. That's before a pedantic comes in and starts talking about how small juveniles of the T-Rex species was. >Gameplay > >Gameplay wise, Rek'Sai can seem a bit simplish, most of her abilities consist of her just attacking her target with her claws and biting them for the most part. Which is where I begin to understand why some people might not get naturally attracted to playing her, as most people want to play something that is fun. But her tunnel mechanic, and the tremor sense when she is burrowed along with her ultimate still manage to keep her quite fun and unique, for me atleast. Some reasons I don't play her 1. She's a diver/hard engage but her ult is an execute. That's kind of a raw deal for a jungler. 2. She falls off kind of hard between 25-40 minutes. 3. It looks like she needs 3 damage items, but can't reliably get there. 4. I just don't like the mechanical play of her and the burrowed/unburrowed states. It seems like riot has too many junglers who have alt skill sets.
>"she looks too alien and weird. I think riot went too far with her design and for a number of people that hurts her aesthetics." I kind of disagree. She's a perfect example of what most Voidborn are suppose to be, instead of all being these talkative beings... ({{champion:121}} {{champion:31}} {{champion:96}}), I skipped Vel'Koz and others due to them not being really fully Voidborn and them being more higher intelligence beings. But Voidborn in general are suppose to bring anyone Horror, and Mystery that looks at them. Though I don't mind that they are these talkative beings, since having them all create similar sounds as Rek'Sai might be odd, and create complications regarding their character personalities that are made just from their voice alone and etc... In my opinion I think Riot should consider doing something similar to other futuristic monstrous characters like they have for Rek'Sai's voice.
: > [{quoted}](name=Darkin Hybrid,realm=EUW,application-id=6kFXY1kR,discussion-id=P22KWuEc,comment-id=00110000,timestamp=2018-10-18T19:46:16.164+0000) > > You're not wrong. > > I think that his Passive should have more interactivity with his W (Blight), so you make the decision if you like my proposed change. > > I think his Passive should be a priority focus right now, as he currently has no means of triggering it sometimes if there's no minions for him to kill. With a change like this he could have an interesting way of fighting enemies who gank him, by spreading Blight to multiple minions/targets to his advantage. > > I don't know, what do you think? > > UPDATE: Here's a quick idea for E change, instead of it reducing healing maybe... (Or maybe make it for his R instead idk). > > This would make his E feel impactful and unique in the sense that his Blight weakens enemies. Those are good ideas. Specially his E. It could be called "cripple" debuff. Gotta hope Riot listens to people who actually care about the champion when they rework/update Varus. Whenever that is.
But "Cripple" is already an existing Debuff (Fiora W, and Malphite E have it to name a few), which lower someone's Attack Speed. I would suggest calling it Desecration, it seems quite fitting. What do you think? I have a lot of ideas for Varus changes, but often people take them too seriously and downvote me for it. It's just raw ideas, it doesn't mean that it's what I think he should have 100%. I'd be willing to post a new thread where I share my ideas if you are interested.
521 (NA)
: High noon Thresh should be banned in competitive games.
That's just the hitboxes in League tho. Look at this... https://streamable.com/324ri Or this... (Completely ignoring the minion that was near the hook) https://streamable.com/dkqxx
: > The fastest way to fix Stormrazor is to remove it from the game Here, FIFY
I'm really surprised that in the latest gameplay-thoughts they didn't mention Stormrazor alongside Essence Reaver, Rageblade and other items who are going to be looked at for changes...
saltran (EUW)
: Braindead Gameplay Boards coment on the top of the thread. It never misses.
I get that it's the one item that is a go to for Marksman but aren't you seeing the fact how it's taking a toll on crippling the game's balance? * Graves abuses it (for Snowballing) * Jhin abuses it (for Mach 5 and Snowballing) * Kai'Sa abuses it (because statwise it's too eficient to get her upgrades) * Sivir who was a balanced champion around the fact that she needed to invest in some Mana Sustain (previous Essence Reaver) to waveclear using her abilities and deal damage because she's more of a caster Marksman due to her playstyle, if her basic attack Crits all of her W's will Crit (allowing her to waveclear the entire wave with one ability due to Stormrazor, something she wasn't able to do before). * Jinx also benefits from Stormrazor massively as her downside used to be that she rellied too much on Critical Strike to be efficient and that she needed a lot of gold to be invest in Crit items to good (Good old Infinity Edge and Runaan's Hurricane Combo), now Stormrazor solves all those issues and her long ranged Q allows to clear waves even faster due to it having additional damage if you crit. * Draven just auto-wins lane as soon as he has this item. In what world is any of this okay? And most other Marksman who can't make use of Stormrazor well, suffer winrate-wise and maybe gameplay-wise (Kog'Maw, Varus, Ashe, Kalista, maybe Vayne). Aside from the fact that other Marksman suffer due to not being able to compete with Stormrazor users, Stormrazor Marksman get this early powerspike allowing them to poke laners out of their lanes when they rotate to other lanes, forcing them to recall.
Terozu (NA)
: Happy Birthday to Lux and I.
: > [{quoted}](name=HellawhiteIII,realm=NA,application-id=3ErqAdtq,discussion-id=kwnL8OEr,comment-id=0003,timestamp=2018-10-19T01:07:22.279+0000) > > https://imgur.com/a/2USBVLh Unironically this is what they'd do. Port all their characters into a new, better engine. Graphical overhaul. Have patches devoted to porting characters from factions. Gameplay/Client/etc. tweaks. Better custom modes.
Honestly if they were to release a second LoL. They should either bring all characters from the first game but carefully balance them individually (to prevent the problems of the current game from repeating) and change/remove/improve the other elements of League (Summoner Spells, Rune System, RNG Elements). Or Start everything from new, create a more balanced game where stratagy actually matters and makes a difference. Simplify the game a bit, like having a card system similar to (Paragon) which would replace Runes but still have diversive options while keeping things straight forward and simple. Potentially remove Summoner Spells (Since Summoners got removed and the spells themselves create more issues than solve, and on top of all that the current game is too balanced around Summoners Spells like Flash). Solve power differences between champion kits in the future champions kits (like the difference in power of mobility and immobility, marksman and tanks, defense and offense, and etc..).
: ~New Star Guardian Concepts~ by @EraiViolett
Star Guardian Varus {{champion:110}} https://image.ibb.co/dYbUvf/cff51b8559023fb27146e7895ae44612-01.png ##_YES PLEASE_
: The problem in Varus kit imo is 3 things. His passive is not powerful enough for a conditional andunreliable passive. Why doesn't it give AD? Why doesnt it lower his cooldowns? It has so much potential. IMO it shoukd give attack speed like it does and lower his abilities cooldowns by X. And his E, while i like the rain of arrows concept the ability is lackluster. It has shit damage, shit utility it does nothing well. And his itemization. Varus is not balanced around crit/on hit/full ad he is all of them and neither of them. This is why he's always had itemization issues. Right now rageblade is king but if we didnt have on hit Varus would be garbage if he was forced on crit. (like he has been in the past)
You're not wrong. I think that his Passive should have more interactivity with his W (Blight), so you make the decision if you like my proposed change. >Passive: (Insert New Name) >Varus gains X% (+X% of bonus Attack Speed) Bonus Attack Speed the more units are affected by Blighted Quiver for Y Seconds. Varus gains additional X% bonus Attack Speed per additional Blight Stacks he afflicts. I think his Passive should be a priority focus right now, as he currently has no means of triggering it sometimes if there's no minions for him to kill. With a change like this he could have an interesting way of fighting enemies who gank him, by spreading Blight to multiple minions/targets to his advantage. I don't know, what do you think? UPDATE: Here's a quick idea for E change, instead of it reducing healing maybe... (Or maybe make it for his R instead idk). >When Varus detonates Blight stacks on enemies using E, he disables any bonuses that the enemy has and receives from their ally (Shields, Armor/Magic Resistance bonus, Bonus Health, Movement Speed Bonus, Attack Speed Bonus, and etc...) as long as they remain in the zone. This would make his E feel impactful and unique in the sense that his Blight weakens enemies.
: If your main could have any skin line which would it be?
PROJECT_INFECTED// //PROJECT_VARUS {{champion:110}} _Time to corrupt the remaining..._
Tusutaki (NA)
: Season 9 Runes suggestion (Resolve Tree)
I would just like a massive Runes Recorged Update honestly. Not necessarily remove all Runes but change or improve. * Move Aery to Inspiration. * Add a Rune similar to Deathfire Touch in Sorcery to take Aery's place. * Add an actual interesting Rune to Precision (besides Healing = Fleet Footwork, Attack Speed = Lethal Tempo and more damage = Press the Attack + Conqueror), something that gives hybrid Marksman like Kog'Maw and Varus something unique up their sleeve. * Rework or Replace Hail of Blades. * Remove or Replace Dark Harvest & Electrocute. * Change, Rework or Improve Guardian. * Remove the damage from Aftershock and increase the duration or something. Idk this is all I wish for the main Runes.
: > It’s not likely that we’ll implement the solution of building a slot specifically for control wards. We’ve talked about a slot for consumables, both to help with particular roles that end up low on inventory at some point in the game, and to ensure that more players can still play the vision game when they have six items. This is a much more complex issue than folks might assume. > The first issue is that we’re not sure that running out of slots is a bad thing. It’s important that late game is meaningfully different from other phases of the game. Currently, one of the most significant differences is that the map starts to darken. While it can be frustrating to hold off on an item, or have to make difficult decisions about where to use a trinket, those choices can also be meaningful and increase the feeling that stakes are high as games go late. > A second issue is that this a consumable slot is a bit of a band-aid solution. We’re not very happy with a vision system that is attached to the item system. It requires significant amounts of gold, and for most players, it gets strongly position bound. I’d personally be much more excited to start fixing the fundamental problems of the vision system rather than making small improvements to what we have. We’ve been making small iterative improvements to vision for a long time, and I believe we’ve hit the limit of what the system can offer without larger structural changes. https://nexus.leagueoflegends.com/en-gb/2018/01/ask-riot-the-meta-ward-slots/
So they want to fix the vision system now lol... If they think it's that bad, how did they ever go through with Dusblade changes when they made melee users have a free oracle lens on top of being able to one shot wards for a short duration. Honestly what I think would help is if there was another upgrade item for... {{item:3401}} {{item:3092}} {{item:3069}} Which gives some minor increased stats and make it so that the last Ward that is placed is a control ward. Or that you get a Control Ward after destroying X amount of Wards.
Moody P (NA)
: i miss when i could be tanky because i had tank items
I miss that too honestly. I miss not having to build items like Iceborn Gauntlet or Abyssal Mask, to deal damage early on. Because now a days if your playing something with no damage you might as well AFK but you will have no use or impact in the game no matter how many resistances you will have, thanks to all the penetration that exists in the offensive items.
Ifneth (NA)
: Laning, skirmishing, and teamfighting. Just mind the splitpusher...
: if you only could use 6 champions
{{champion:110}} {{champion:421}} {{champion:90}} {{champion:516}} {{champion:111}} {{champion:16}}
: Is youtube down for anyone else?
It doesn't appear to be down in UK.
: Sex Crazed Kirius?
> [{quoted}](name=Sèx Crazed Eve,realm=NA,application-id=yrc23zHg,discussion-id=6AYfroN8,comment-id=0003,timestamp=2018-10-17T05:06:16.521+0000) > > Sex Crazed Kirius? What is the idea behind your name anyway, I know that you main Eve who is all about that, but is that all there is to your name?
: what if we reverted ignite damage buff but gave it true sight
I just want it removed honestly. What use does it have othet than _here's something to ensure I auto win the lane._ I would be all for your suggestion, if it meant that it would exchange a lot of it's damage in the process.
: Share your OWN thoughts on how you'd nerf Kai'Sa, Graves, Irelia, Aatrox, Urgot & Akali
Well the {{champion:145}} Kai'Sa nerf on PBE seems reasonable for me, for now anyway so I will skip her. >*** {{champion:104}} Graves, here are a few suggestions, so pick which one you want... * Reduce the knockback range against monsters for his Passive. * Reduce his Q Max Damage AD Ratio (260% is just stupid lol). * Reduce the Smoke Screen effect radius to 175. * Lower Graves' E Cooldown values but remove his Armor Stacking. * Or just gut his Passive damage and move that damage elsewhere. >*** {{champion:39}} Irelia, here are a few suggestions, so pick which one you want... * Reduce her base damage on her Q by half, and increase the Q damage when she uses it on a marked target from (E or R). * Reduce the speed of her Q animation, so people can have time to react to her instant ability use. * Nerf her Attack Range, she already has ways of getting to people's faces. >*** {{champion:266}} Aatrox, here are a few suggestions, so pick which one you want... * Reduce his Q damage, and place it elsewhere in his kit to even it out a little. (I don't really have that many suggestions for him, he's really just too focused around his Q is all I will say) >*** {{champion:6}} Urgot, here are a few suggestions, so pick which one you want... * Reduce his first part of his R Slow. * Maybe nerfing his Passive Max Health % damage, I don't know. (I don't really find Urgot that strong honestly, even though he's a pick or ban case in LCS) >*** {{champion:84}} Akali, I have no suggestions for because she's a balance issue all over.
GripaAviara (EUNE)
: Seriously this game is ridiculous
I love how you can even easily die to Supports who used to not have any damage. Also don't forget the fact that each and every one of them will take Ignite (or basically anyone these days) and will be able to provide more kill pressure than those that deal damage and have no ignite.
: {{champion:110}} ,,Do you think it will corrupt us?" {{champion:266}} ,,Nah!" {{champion:110}} ,,But it says Corrupting Potion on the label." {{champion:266}} ,,Well Old Spice also isn't made from old spices. Don't believe everything on the label."
I'm surprised that none of them actually have any voicelines when purchasing Corrupting Potion.
: With LolKing shutting down will there be a replacement for model viewer?
I'm honestly surprised that the client or Riot haven't created a program in which you view 3D models.
Psyrix (NA)
: Soraka is going to be related to Targon. unlikely to be an Aspect, but rather the Celestial itself. She had a small featurette Syndra's color story at the end. A seer who some believe to be of the Vastaya/ancestors of the Vastaya, but in fact is of much older, more celestial origins. I'm hoping she gets a kit rework again tbh... I prefered the season 5 version of her rework (where she could actually deal meaningful enough damage with her Q [like 75% AP in the middle] allowign you to build full AP meaningfully...and it actually took some skill.)
> [{quoted}](name=Psyrix,realm=NA,application-id=yrc23zHg,discussion-id=ENJxKnrE,comment-id=0000,timestamp=2018-10-16T06:27:53.537+0000) > > Soraka is going to be related to Targon. unlikely to be an Aspect, but rather the Celestial itself. She had a small featurette Syndra's color story at the end. A seer who some believe to be of the Vastaya/ancestors of the Vastaya, but in fact is of much older, more celestial origins. > > I'm hoping she gets a kit rework again tbh... I prefered the season 5 version of her rework (where she could actually deal meaningful enough damage with her Q [like 75% AP in the middle] allowign you to build full AP meaningfully...and it actually took some skill.) Rip the Q semi-center damage. _Feelsbadman_
: Let’s Talk About Soraka
There's actually a lot of potential that Riot could go for in terms of direction with her lore. We still don't really know anything about Star Children. What do they do? What are their purpose? What are they capable of? Were they born in similar conditions as Aurelion Sol? They need to give our Raka something.
Theorex (NA)
: Personally, I would still play Malzahar, if he wasn't ruined. I play to climb and feel like I am actually contributing by having pressure. But Malz no longer does that.
I find it hard to carry as Malzahar or even help my team in teamfights. Because a lot of the time even with defensive items and Rylais I can't prevent myself from being focused and deleted. Malzahar just has too many obvious weakpoints. His Passive can be easily disabled and has a fairly long cooldown, his Q is really easy to dodge due to the delay that was added a while back, his W Voidlings legit die instantly from everything whether it's a basic attack or an ability, his E doesn't really have counterplay (I can't think of anything other than that Adaptive Helm specifically counters his E and R damage), his R eats up the entire budget of his kit which can be cleansed by QSS. I don't know, when a champion who has this many obvious weakpoints and has a point to click suppression that consumes almost the entire power of a champion which can still be countered by QSS then in my opinion a champion is in need of a rework of some sort.
: No worries, as I said, I think it would have been good for you to leave it. I didn't intend for it to seem as though I was calling you out or anything.
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