: Very simple Yasuo change to make him more balanced
: Can we have some real talk here?
I've been thinking mostly the same thing, sad thing is that this post will likely get down voted to hell. The only compelling reasoning i've gotten to this argument was the fact that kayle was league's Samus Aran, which whether or not it is true, it still sounds pretty cool. I personally think that current kayle looks way prettier than the base skin reworked kayle. Over everything though, i would rather play an attractive character then a character that is unattractive without reason, and if they want to make a character more attractive over neutral then thats more than fine with me. But also though, kayle is a damn angel, arent angles meant to be pretty? Although i will add though, attractiveness aside, I'm not particularly keen on how she ended up looking anyways even though i didn't really care for current kayle.
Rioter Comments
KyraSun (EUNE)
: Skin ideas?
Arcade {{champion:83}} Shovel Knight with Pac-Man Ghosts Legendary: Vindicator {{champion:126}} Bloodborne style astetic, holds a cannon and a hammer rather than the weapon changing itself. Fog Walker {{champion:245}} Bloodborne style astetic, Black and grey color, Long black coat, actual sword. Fog Walker {{champion:81}} Bloodborne style astetic, Black and gery color, Hand Cannon, W and E have a smoke astetic, W ignites into a quick burst of flames when proc'd.
Clαps (EUW)
: Yo Riot Disable new champs in ranked for 2 weeks ty
My problem with this is not the fact that people are first timing them, its just the fact that people are wasting bans for no reason other than they don't know what they do.
: Delete One: Champion, Item, and Rune
{{champion:7}} , My most hated champion is actually {{champion:99}} but ik she brings lots of players to this game so she can stay. Hail of blades, Why does this even exist? {{item:3155}}, Im an {{champion:245}} main.
Famix (NA)
: Good idea on overpower, but that wouldn't be very good for the Overkill. The target can just kind of walk behind turret for a few seconds and be fine, would also rob a few people of a keystone.
> [{quoted}](name=Famix,realm=NA,application-id=3ErqAdtq,discussion-id=EOjtXPEM,comment-id=0002,timestamp=2019-01-19T19:01:12.978+0000) > > Good idea on overpower, but that wouldn't be very good for the Overkill. The target can just kind of walk behind turret for a few seconds and be fine, would also rob a few people of a keystone. Thanks for the response. i feel hiding under turret inst so much of a down side, if your being rushed I'd imagine 8/10 times your response would be to try walk away to safety anyways regardless of keystone, besides champions that would be taking this would probably be able to clear 33% max health quiet easily and quickly with the bonus penetration. In regards to robbing a few champs of their keystone, I believe that any champs that take the current dark harvest could easily fit into taking another keystone, Overkill should add a new high risk high reward game-play style, it might be risky committing to clearing a third of their health bar when they can "easily" back out but the reward is likely a kill. I didn't want to create a keystone where the only flaw behind it was the fact that the opponent could mess it up, and not that you couldn't outplay it.
: Good ideas, but damn yes the numbers are far off.
Thank you, would you buff or nerf the numbers, I tried to not make them too high but I also could be wrong there.
FSRER (EUNE)
: Wrong Section, it should have been in concepts & creations. Paste it there and more people will respong. And yes, numbers are way, way off
Thanks, I thought i should have after posting, just don't think you can change its section after the post. Would you increase or decrease the numbers, my worry was that if i made them too high people would dislike the concepts.
Rioter Comments
: Who do you think is the best designed champion and why ¿
{{champion:19}} &{{champion:202}}, Jhin i believe is very nearly perfect. Both have well defined characters and personalities, Both have a clear gameplay style, both having very clear counter-play and weak points. Both have extremly satisfying high moments, both I think can be balanced quite easily if the step out of line. However I'm more biased to Jhin due to his play style being more my style and his personality is so god damn fun.
Rioter Comments
: How I plan to treat Prestige Skins
I respect your view on this, yet my personal dislike (and i can imagine others feel this way aswell) is the overall skins themselves. People like to collect all the skins for the champion they main or have serious loyalty to, the problem is with these presige skins is that your initially paying for one skin, and then having to fork a large portion of what you've earned for essentially a glorified chroma skin in order to complete your set. I feel with hextech it works because these skins are all unique and it feels like an accomplishment when you build up your gemstones because each individual gemstone feels so rewarding to earn. With the prestige points its like your missing out on a high quality chroma, so because it is classified as its own skin people feel they must have it, however it doesnt feel as great because it is essentially just a chromas. I feel if they were to take the skins themselves in a different direction then people would be fine with it. What I would do: Option A: Make the skins a skin as if the champion was decked out in high quality gear and gold/riches. This means like If you were to coat ezreal in a golden jacket with all the expensive gems and loot hanging off him, if you were to put ekko in a golden suit of armor with an actual sword with gems in the handle. Option B: Make them lore based skins, skins that put a spin on the champions pre -existing lore that would have a impact on the way they are. For example, what if kayn decided to turn his back on noxus in the battle for ionia, what if ekko abused his time control device for crime (I'm an ekko main so thats why there is 2 ekko ideas). If the prestige skins themselves took some other direction then I'm sure people would feel a lot better about them, yet i cannot be sure this applies for everyone.
Moody P (NA)
: Fortnite dances in League
This is ironic right?
: [suggestion]Christmas cards, that you could gift to others for free.
This is nice, if only riot would look at the boards though :(
: Evil Grain Silos: A History of Dark Harvest
Hello, I see you've really put some thought into this keystone and your post in general. almost all of your points I can fully agree with, especially the fact that its way too accessible for a very large portion of the champion roster. With this in mind I feel like there is a better solution out there for one of your points when coming to change the rune and that would be *Nerf the Multi-proc*, i feel that within the meta we are currently in where everybody is taking dark harvest that this is likely the best solution, but for the long run i feel it will greatly weaken dark harvests impact for solo queue both in its game-play stance and its enjoyment stance, i feel like nothing feels worse than having a keystone that is supposedly useless in a moment where it should shine. Although i do admit that this is a problem, it might become less of one if the changes to its ability to be procked (being a single target attack/ability and the % threshold) are to be applied. Overall an enjoyable post with some great thought put into it, i recently created my own full (somewhat) rework of the rune and this post has made me think about some changes that would have to be made (I had it prock on an auto attack.) I would be very grateful if you checked it out and gave it some feedback.
: I don't like the idea of adding another specialized keystone, especially on resolve since it already aftershock and guardian.
What do you mean by "specialized" and why would the pre existing keystones matter when the new on fills a separate purpose.
Rioter Comments
: Reksai, were the popstars (mission)
Tentaku (EUNE)
: > requires gold to obtain They no longer will. That's the point. Level locking is nonsense, it just makes constant advantage last for part of the game instead of whole. It doesn't make it a good gameplay, just makes shitty gameplay to not last as long. Going to his teammates is not an interactive gameplay either, in any way, how do you stop him from meeting his teammates? It is really the same, just lasts a bit less because of level requirement. Everything else that makes it seem better then Janna passive is imaginary.
I think you missed their point, They're saying the base item costs gold, this means the champion would have to have this specific item at that point in the game to be upgraded, which in turn could force a champion into building a specific item earlier, weakening their early game for a potentially better mid to late.
Terozu (NA)
: If Rek'Sai gets a penta kill, she should be Rekt'Sai for the game duration.
: Odyssey and Lux
Im pretty sure the star guardians are the same universe as odyssey.
: In my opinion, it is. Hail of blades gives him attack speed bonus of 2-4 attack speed items, and is available from level 1. His passive was previously balanced without him having access to such high attack speed with runes/masteries. He should be rewarded for building attack speed, not picking a keystone.
: A Simple Solution to Jhin's Overbearing Movement Speed.
: Nunu Skins Missing
write a ticket to riot support, you'l probably get them back. If riot is good at one thing its that they have a great support team.
: I would like to hear your ideas. Kindred is one of my favorite characters but their kit just doesn’t feel good to play
> [{quoted}](name=KJ Tsuki,realm=NA,application-id=yrc23zHg,discussion-id=I96AdNT5,comment-id=0000,timestamp=2018-09-03T12:42:05.396+0000) > > I would like to hear your ideas. Kindred is one of my favorite characters but their kit just doesn’t feel good to play Sure. **_Passive: Choice in Breath._** **KIndred Roams the rift partially visible to enemy champions, this means enemy champions can see them in person but not on the map unless in combat with them.** **Additionally kindred's first auto attack on targets below 35% health decides their fate. If their back is turned away from kindred when the attack lands wolf pounces at them and begins to gnaw at them for 8 seconds regardless of lambs position. Wolf's attacks deal physical damage equal to 55%/70%/85%/100% of your total attack damage and slow for 10%/17.5%/25%/32.5%. Wolf can only attack one target at once and sticks to the first target till they die or the duration ends.** **If they face kindred when the attack lands, lamb's auto attacks against them for 8 seconds; drain the target of 2%/3%/4% of their targets missing health in physical damage and reduce their armor by 2%/3%/4% over 1.75's. additional attacks on the same target only refresh the duration. ** This is just the idea i had for the passive. Its based around the idea that you only see kindred in the last moments before death, they're the incarnation of death so you're constantly checking your surroundings like paranoia of death since you cannot see them on the map. sure this could be a little overpowered in solo queue but its just an idea. The second part of the passive plays into the idea that the lamb gives you a peaceful death if u accept it and the wolf mauls you painfully if you chose to run. additionally this has a good gameplay balance aswell since the wolf is good in a 1v1 environment where your trying to hunt down a specific target as they run from you, the lamb works out well because in a team fight you often have the enemies facing towards you where armor shredding assist your team and helps them finish of those low health targets, plus its also good for when the aggressor turns on you during a gank.
Rioter Comments
: The next new champion will be done by CertainlyT | CONFIRMED
not the next one, the colorful mage is next and thats being done by SolCrushshed.
: RYZE REWORK
just for the record, this joke is terrible.
Rioter Comments
Rioter Comments
: > [{quoted}](name=Dwaryy,realm=EUW,application-id=yrc23zHg,discussion-id=ijXHwtXT,comment-id=0001,timestamp=2018-04-10T01:23:45.263+0000) > > Randuin's is probably your best bet for yi counters. The passive reduces his attack speed and crit damage whilst giving you armor and a nice amount of health to help with the true damage. If your playing riven though i would probably recomend a G.A, the stall on the rez should be long enough for your team to close in around the yi whilst you get back up, you might not get out alive but aleast the yi should die. > Most of the time its best to not fight yi at late game and try to catch him out early to mid before he snowballs. are there any champs against him i mean tanks like malphite or someone else. i know jax counters but if its like we need tank which tank would be best
> [{quoted}](name=REDCOLORED,realm=NA,application-id=yrc23zHg,discussion-id=ijXHwtXT,comment-id=00010000,timestamp=2018-04-10T01:30:44.121+0000) > > are there any champs against him i mean tanks like malphite or someone else. i know jax counters but if its like we need tank which tank would be best Id suggest someone like shen or galio. use their cc properly and you should do pretty well into yi, they both have good tools to escape ganks from him if need be.
: rek sai skin ?
They said in a video a few weeks ago that some champs that haven't got skins in a while will be getting them sometime this year, very likely that rek'sai was on the list.
: How to counter YI. how to murder him forever and win game. help
Randuin's is probably your best bet for yi counters. The passive reduces his attack speed and crit damage whilst giving you armor and a nice amount of health to help with the true damage. If your playing riven though i would probably recomend a G.A, the stall on the rez should be long enough for your team to close in around the yi whilst you get back up, you might not get out alive but aleast the yi should die. Most of the time its best to not fight yi at late game and try to catch him out early to mid before he snowballs.
Rioter Comments
: Hi! Thanks for this post, this is very well thought out and argued! You have very good design instincts, but we have one unfair advantage over you: we've actually been able to test out some of the things you suggest ;) So your suggested activation paradigm where the keystone gradually ramps up in combat was the very first iteration of this rune that Stashu tried out. The problem with it was that it felt too inevitable; it didn't meet our standards for minimum gameplay as and against for a keystone. It was very much like Fervor of Battle in that way: essentially it's just a bunch of stats with no real way for the enemy to do anything about it. My next iteration was having the keystone ramp up gradually while you were near an enemy champion. This had a couple of cool implications, such as allowing some ranged champions to opt in without making it broken OP for ADCs. Urgot was foremost on my mind here. He has a very bruiser-esque combat pattern and would really have loved this keystone, I think. At the time, the output was still adaptive (we default to adaptive when there isn't a good reason to make it either AD or AP only), so I had some hope for Ryze and Cassio as well. Sidebar: why are we even making this thing? It's not like bruisers have no keystones. Most of them have a keystone that they post very good win rates with, and that players pick in large numbers. The problem is those keystones achieve these winrates by shoring up weaknesses in a champion's kit, rather than doubling down on a champion's strength. If Fiora runs Kleptomancy or Open Spellbook in lane, she does this to sustain herself through the lane and make sure she's not pushed out of CSing and put behind. This is functional and powerful, but I strongly suspect it's not what Fiora players want (and I'm almost certain Phase Rush isn't what Darius players want, and Kleptomancy isn't what Illaoi players want). It's good to have the option to shore up weaknesses to a degree, but it shouldn't be your strongest option, and it surely shouldn't be your only option. Weaknesses on a kit exist for a reason: they tell a story for the enemy team about how to handle this character. If you take that away, you make the game less interesting for either side. I suspect that DPS mages like Ryze and Cassio suffer from a similar rune shortage. They run Open Spellbook to survive the lane (Ryze) or Phase Rush to hunt down squishies in 1v1s/skirmishes or to dodge incoming damage in a teamfight (Cassio), but they don't have a good option if they just want to double down on their damage. This rune could have been an option. We have something else in flight that might do it for them. (end of sidebar) The problem with the range-based version was that it was very visually noisy (lots of circles) and very kit-bound (you either have or don't have the tools to stick on someone). Also the mindshare was just a little too high for a keystone. It did give the enemy something to do (i.e. wait until the full effect turns on, then create distance until it falls off), but it forced the enemy to play around the keystone more than around the champion. We settled on the Grasp paradigm as something that has proven gameplay, and we think there's a pattern here that deserves abstraction into more effects; just like Phase Rush and Electrocute are both "land 3 hits to get X", I think it's very useful for the system to have two effects that say "stay in combat for 4s and attack an enemy champion for X". Uniqueness is not an absolute value. Sometimes being similar to another element of the system makes the decision space for the entire system richer. You're also absolutely right in your assessment that this rune is going to be trivial to activate in lane, especially when you're ahead and when you can just afford to stand in the minion wave and always have it primed, and that it's much, much harder to make good use of it in a teamfight, where it's unlikely that you can actively prime it before the fact and where most of the important stuff usually happens in the first 2-3 seconds--either you or the enemy is likely to be dead or otherwise out of the fight. However, we've decided that this is a good thing. We want to embrace this. Runes generally should exhibit most of their strength in the early game and then fade into the background later (some exceptions--like Dark Harvest--notwithstanding). It's also a pretty snowbally rune, which again, we like. This is meant to be a rune that doubles down on the strengths of bruisers without shoring up any of their weaknesses. Winning more when ahead is a very bruisery output, being better at split-pushing than at teamfighting is as well. There is a cost: you're constantly pushing if you're always in the minion wave, attacking to keep your Conqueror primed. Finally, as one release valve output we've also decided that the first damage that puts you in combat puts you in combat for 4 seconds, so your fallback is when you're being poked you can decide to jump in 4s later with Conqueror fully primed. We're testing making this change for grasp as well. I hope that all makes sense! Hit me up with any other questions you might have.
Could you make the trigger something relating to self healing? I could be very wrong here but it seems like most champs that could possibly benefit from this all have self healing, as do most top laners. Something along the lines of "Upon healing yourself while in combat with an enemy champion gain 5-15(+13%AD or 10%AP) adaptive force for 4 seconds, duration increased by 2 (1 for ranged champions) seconds after damaging an enemy champion. (2 second cooldown on adaptive force gain), Healing from items and runes does not grant the adaptive force." Numbers could be off. But this could give ramping attack damage like the old fervor of battle and the cooldown between gaining the bonus stops champs like olaf with inbuilt lifesteal from breaking. That and the aspect of it being triggered from self healing adds towards its uniqueness, if felt it lacks counter play then why not gate the amount of force gained behind the amount of health gained, this could help because things like grevious wounds would lower its effectiveness and the fact that (usually) bigger heals=bigger cooldowns.
Rioter Comments
: I geniunely wish that the new void champion wasn't a human. We need more monsters.
: It might sound dumb, but I didn't realise it was so old for a long time. My heroes u_u
> [{quoted}](name=Kindlejack,realm=NA,application-id=6kFXY1kR,discussion-id=AVV4I7ZT,comment-id=00000002000000010000,timestamp=2017-10-27T05:14:02.209+0000) > > It might sound dumb, but I didn't realise it was so old for a long time. My heroes u_u Don't worry bro xD, I might be a bit young but i do remember watching it in my early years.
: As a teen I dreamed of joining Monty Python, then that day came I realised I was 40 years too late.
> [{quoted}](name=Kindlejack,realm=NA,application-id=6kFXY1kR,discussion-id=AVV4I7ZT,comment-id=000000020000,timestamp=2017-10-26T04:45:32.322+0000) > > As a teen I dreamed of joining Monty Python, then that day came I realised I was 40 years too late. Damn, being a 40 something year old teen must be hard.
Rioter Comments
: There may have been a conversation where I brought up [this famous sketch](https://youtu.be/y0o6OT9ZCko?t=48s)...
> [{quoted}](name=Kindlejack,realm=NA,application-id=6kFXY1kR,discussion-id=AVV4I7ZT,comment-id=0000,timestamp=2017-10-25T03:19:10.779+0000) > > There may have been a conversation where I brought up [this famous sketch](https://youtu.be/y0o6OT9ZCko?t=48s)... Ahh, I see you're a man of fine taste.
  Rioter Comments
: > [{quoted}](name=Dwaryy,realm=EUW,application-id=yrc23zHg,discussion-id=V9WEa8RA,comment-id=0000,timestamp=2017-09-23T18:57:52.981+0000) > > I like E,Q combo and i assume it drains life per second when latched on with e right? I feel like it could work just as fine if you were too put the Q as a re-cast on the E to free up space for an extra ability since i cant see you using the q unless you were to hit the E. It has has a very linear combo, E,Q,AA cancel AA with ult and spam AA. Or E, AA until distance is made between then Q. Things like that give champions less replay value. I also see you missed the passive, any cool ideas for that on your end? Overall i like the weapon master feel from the E and its life force demon sort of thing, Although I personally see Aatrox as a massive team fight God through his lore who takes on massive army's. but that just my opinion, Good job on this though. > I began creating an Aatrox rework myself a couple months back. Maybe I'l finish that and you can say what you think. maybe the passive should be similar to bloodwell but Aatrox turns to stone and his blade splits into fragments that stab and drain champs in a circle around him but giving him less hp when he comes back than blood well
> [{quoted}](name=Calamitosus Cini,realm=NA,application-id=yrc23zHg,discussion-id=V9WEa8RA,comment-id=00000000,timestamp=2017-09-23T19:01:21.392+0000) > > maybe the passive should be similar to bloodwell but Aatrox turns to stone and his blade splits into fragments that stab and drain champs in a circle around him but giving him less hp when he comes back than blood well It sounds cool but i personally think we should do away with the revive passive, for one, after death passive do not feel nice since they're massively limited, Like how Aatrox only gets a small amount of health back and that they reward (or compensate for) your mistakes, I feel like they only feel good if they're specifically intended to reward that decision, a good example of this is ekko's ult. It allows ekko to go in and get out without harm after he's already used up his E to engage and it gives him a second shot at things which fits his lore. On Aatrox this sort of game-play feels weak as if you were to die you get a pity second wind. In lore i see Aatrox as this unstoppable demon who wouldn't even get close to death from his raw strength, Thats what i think his passive should be about. Your idea seems cool in action though. But from a overall standpoint i think its time to leave the revive idea.
: An Aatrox concept/rework I thought up long ago. (kept some of the old posts text like 90% of it)
I like E,Q combo and i assume it drains life per second when latched on with e right? I feel like it could work just as fine if you were too put the Q as a re-cast on the E to free up space for an extra ability since i cant see you using the q unless you were to hit the E. It has has a very linear combo, E,Q,AA cancel AA with ult and spam AA. Or E, AA until distance is made between then Q. Things like that give champions less replay value. I also see you missed the passive, any cool ideas for that on your end? Overall i like the weapon master feel from the E and its life force demon sort of thing, Although I personally see Aatrox as a massive team fight God through his lore who takes on massive army's. but that just my opinion, Good job on this though. I began creating an Aatrox rework myself a couple months back. Maybe I'l finish that and you can say what you think.
: Did someone just say Mane? https://vignette.wikia.nocookie.net/digimon/images/d/de/Leomon_b.jpg/revision/latest?cb=20130402185903
> [{quoted}](name=Calamitosus Cini,realm=NA,application-id=yrc23zHg,discussion-id=ZsNzArWs,comment-id=0000,timestamp=2017-09-23T18:05:59.356+0000) > > Did someone just say Mane? > https://vignette.wikia.nocookie.net/digimon/images/d/de/Leomon_b.jpg/revision/latest?cb=20130402185903 sure why not
Rioter Comments
: Can LoL ever be as good as it used to be?
i personally its back on a rise. I think season 6 was riot's lazy year and the game went down. but its looking bright with all the content riot is pumping out.
Rioter Comments
: [GAMEPLAY] Ekko's E and Activable Items
It works for me :/ Im a Ekko main so i confirm this.
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Dwaryy

Level 187 (EUW)
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