: Mostly negative thoughts on Pre-Season 10
Cloud Drake isn't even the most OP. Really. Ocean makes coming back near impossible since you can be camped from the whole jungle with bushes everywhere, it also renders wards perfectly useless since you can't see what's in bushes with wards that are out of them and there are too many to ward them all. Ocean's HP regen, even after the nerf, means that the team that gets it has in combat hp regen advantage, if sustained fights happen they'll automatically win them from hp regen alone. Elder gives a free =<20% HP execute to all the team, unlimited uses until the buff wares off. Seriously Riot? 100% champs based off of low health fighting styles are now irrelevant since they'll simply die with a right click when they're low, even from the ennemy braum full tank. Tanks are dead even easier than before since they also die in 1 click at 20% HP. It's true damage, a thing we all complained about for 2 seasons already, and you give it to everyone. Conqueror is even more OP than before since now the heal doesn't only take true damage from itself into count, it heals from all your damage (or even if from itself, since it buffs stats even more it's OP). Some runes like presence of mind (is it the name of the rune that was modified from ult cdr?) are going into oblivion. Some are nearly never used (font of life? the one giving regen to OTHERS when you CC or I don't remember what an ennemy champ, which simply is useless for yourself). Junglers' exp is so low they are lower level than the support as long as they aren't fed, so they can't gank 2-3 levels higher mid/top anymore. It only makes early junglers more OP than ever since the late/mid game ones will probably not even last long enough, not able to gank effectively or to contest dragons/heralds. At this rate, we'll see junglers with sup items instead of their trash jungler items so they can get gold and exp from somewhere, while they build some lifesteal and tiamat to farm the jungle when it's possible. Or mid supports with junglers laning and taking jungle only when the wave is at the ennemy turret. 2000g jungle items are totally underwhelming, and all they offer more than sup items are: buyable early if you have enough gold, 10% CDR on AD/AP versions, have an AS version; VS sup items: samey stats except CDR for 1600 gold economy, AP or AD on top of HP (cinderhulk gets slaughtered), 2-4 refreshable wards depending on the stacks. They also have a useful summoner spell instead of smite (which would be good if it hadn't been made obsolete with all the damage the jungle camps deal that you barely regen anymore, no farmer version of smite for AOE smite and regen like there was in S4 or S5) and junglers don't have wards built in their items, so they have to either buy {{item:3179}} or switch their only free ward for dewarding item, and then they don't have any free wards anymore, forced to buy 75 gold red wards forever while they get less gold than they used to (including from ganks since it's harder to secure kills on targets that have their ult 2 minutes or 3 before you have it yourself, it's as if you died 6 times in early game, around 3 minutes you can't do anything), and when the jungler gets his ult, the solo laners are already lv 8-9, with 1 spell maxed for big damage/supporting ability. The only good and healthy thing I've seen so far in this pre-season is the supp items finally allowing supports to buy items early and allowing champion diversity (Pyke with old sup items wasn't appealing as a laning phase support, his kit was good but sup items were a waste of gold for him due to his need for lethality, AD and CDR and resistances over HP, same for Sion although HP is good on him, HP+AD is even better).
: >I feel like 90% irrelevant in this games. Well it's irrelevant how it feels to you in this topic. As a laner, i can still clearly see how big of an impact the jungler has on the game. Junglers are very far from irrelevant. >You can actually win pretty hard without a jg if you just ward and look at your map. If it only was that simple. Warding and watching the map isn't enough to remove the enemy jungler's impact. An example case would be at the top lane, where you can see the enemy jungler but what are you going to do about it? You are still forced to back off from the minions and lose xp and gold, meaning the enemy jungler had an impact. Not to mention a lane like mid is impossible to ward alone and there are moments when you simply can't watch the map and the enemy can walk over a ward unnoticed and you can't make your teammates look the map for you. Enemy jungler can start the dragon while you have full vision of it happening but what good does that do when the enemy laners have priority and your jungler doing krugs? Jungler has so much impact on the game and many of those aspects go unnoticed by most people. There are always those extreme cases where no one needs you because they are all stomping hard anyway and there are those games where you can't do anything because your team is counter picked and gets stomped hard. Majority of the games are the kind that you can influence a lot. >Jg is utility now. Ask any pro jg. No need to ask any pros. U.GG shows that there is only one utility jungler in the top 10 junglers (nunu). Typical utility junglers, gragas and sejuani, are in the top 4 worst junglers atm. The next best utility jungler is zac at rank 12 and the third best is rammus at rank 24. Doesn't look like utility meta for junglers to me.
> [{quoted}](name=GonahtanuGepardi,realm=EUW,application-id=3ErqAdtq,discussion-id=IdErbqB6,comment-id=000500000000,timestamp=2019-11-30T21:02:51.190+0000) > > Well it's irrelevant how it feels to you in this topic. As a laner, i can still clearly see how big of an impact the jungler has on the game. Junglers are very far from irrelevant. > > If it only was that simple. Warding and watching the map isn't enough to remove the enemy jungler's impact. An example case would be at the top lane, where you can see the enemy jungler but what are you going to do about it? You are still forced to back off from the minions and lose xp and gold, meaning the enemy jungler had an impact. Not to mention a lane like mid is impossible to ward alone and there are moments when you simply can't watch the map and the enemy can walk over a ward unnoticed and you can't make your teammates look the map for you. > > Enemy jungler can start the dragon while you have full vision of it happening but what good does that do when the enemy laners have priority and your jungler doing krugs? Jungler has so much impact on the game and many of those aspects go unnoticed by most people. > > There are always those extreme cases where no one needs you because they are all stomping hard anyway and there are those games where you can't do anything because your team is counter picked and gets stomped hard. Majority of the games are the kind that you can influence a lot. > > No need to ask any pros. U.GG shows that there is only one utility jungler in the top 10 junglers (nunu). Typical utility junglers, gragas and sejuani, are in the top 4 worst junglers atm. The next best utility jungler is zac at rank 12 and the third best is rammus at rank 24. Doesn't look like utility meta for junglers to me. You can also take the sup item mid and stack it, buy vision wards, and you have as many wards as the support. What's even better is that the item also gives you gold for poking (mid lane being poke heavy does wonders with it), and for 400g you have a jungling item worth of stats. Now you have 4 free wards + 1 red trinket each time you back, you can ward to your content and roam in security.
TheGrot (NA)
: Riot Should Remove JG Autofill
Not to forget this jungle (ever since S5 but at that time you could choose the purple smite to make up for it) deals CRAP TONS of damage, either you play a very sustain-oriented jungler and walk out of there well or you can only cry as you're 20% HP at the end of your half clear, jungling requires to know perfectly how to kite jungle mobs, and this requires you to train specifically for that goal, watching good junglers games in order to understand their kiting mechanics, how they go back and away to attack fast enough but not take too many hits...jungling isn't for noobs and auto fill jungler should never happen. Might as well remove the role if no one plays it and put smite as an active of the jungling items so anyone can pick that but it wouldn't have any effect on champions (removal of blue/red smite in order to get back a summoner spell and ability to play in lane and go back to jungle as you will and not only because the meta and game design pushes you to). It could bring back items like the elder/lizard from s3 or 4 and you would have smite on them, so laners could take the closest camp and go back to lane to actually play an interactive game instead of farming for 12 minutes under turret. I think it would be much more interesting, since new jungle exp is bad but could be useful in complement with lane exp/gold. If 2 laners had a smite item, this would make the fight for objectives less coin flip and more enjoyable, as if the jungler is dead now you can hardly steal drake/nash, and these objectives are so major at the moment that it's just easy to camp the ennemy jungler with the mid laner or top laner and kill him before taking objectives without the threat of a smite steal.
TheGrot (NA)
: Riot Should Remove JG Autofill
I play autofill all the time now cuz I'm a 3v3 player and SR sucks for me but there's no choice it's SR or ARAM now, so...I've been assigned to jungle 5 of 7 games or something like that while I purely hate jungle on SR (too big of a map to gank properly while in 3v3 jungler can gank from everywhere in no time and has 3 camps total to clear, and much more emphasis on roaming, ganking and counterjungling than SR). Guess what I do since yesterday. I play supp top or mid when I'm filled jungle. If another takes smite, fine but I still play support champs mid or top and I've even won a Soraka vs Urgot lane (destroyed his turret and killed him lol). The thing is, junglers get so garbage exp that they need to steal lane exp more than ever to not be 2 levels lower than the sup. So I play sup, with 2 sup the game is so ez with 400g sup item that has jungle items worth of stats for...1600 gold less...and smite is so garbage at everything but dragon/baron (even then only really important in early since later they have tons of HP so 600-750 true damage isn't worth a waste of a summoner spell slot while heal can easily turn a loosing tf into a winning tf, ignite can help kill one guy, even exhaust is more useful against burst champions). By playing 2v1 on 1 lane, the ennemy team will shout at each other because they have no ganks, one lane can't even farm so it gets 1-2 items behind (even sup gets more items) and their jungler doesn't know where to look. They can take 2-3 drakes, I don't care because at that point they already lost 3 turrets and the game is almost over with a jungler and a solo laner unable to do anything in fights because they're both behind, one because his post has become garbage and the other because he doesn't get any gold on his/her lane and gets pushed and ends up either opening lane and roaming without gold or staying and being useless for the whole game. The worst thing is that people blame me for not going jungle when I tell them jungler has no exp and can't do anything other than number during ganks because when you're lv 4 the mid/top are lv 6 and when you're 6 they're 8 or 9 already. They blame me but I've never had this winrate before (I've lost like 1 game of 4 since I play support for top/mid, it's too few games to make averages but I've rarely won 3 games out of 4 with such ease, like Soraka winning top lane vs Urgot who I never won against before while helping the team by taking first blood turret and using R each time my allies needed it). Also when we have 5 champions who actually earn exp and gold, vs a jungler who struggles doing anything more than taking buffs and scarying you by being there but actually not doing anything useful and his ganks being totally useless, and an ennemy solo laner who can't farm even under turret because poke mages/supports make their life hell, we effectively play 5 vs 3+ 2 x 0.5 champs (so 5v4 but 2 out of 5 champs are fodder). Yep, return to the 2-1-2 champs per lane meta, or 1-2-2, it doesn't matter much since there always are 2 useless champs in the ennemy team. Time for annoying junglers like Lee Sin the shut the * up and go to bed because they can't roam one shooting people anymore with a 2 levels advantage because of snowball. As boring as the game has become with all the damage meaning you can't tank anymore, even without true damage heavy runes, it's better now that I can say screw it to the jungler role in 5v5 without ruining the game automatically. These support items are godsend!
: This is the result of the fundamental problem with stat stick champions. Champs like Master Yi, Udyr, and Jax just check to see if they have higher numbers than you and if they do you lose, no skill required and there's virtually no counter play if you're a champion with little to no CC or mobility.
> [{quoted}](name=Meme God Shrek,realm=NA,application-id=3ErqAdtq,discussion-id=EoNeIElL,comment-id=000a,timestamp=2019-10-14T00:47:24.032+0000) > > This is the result of the fundamental problem with stat stick champions. Champs like Master Yi, Udyr, and Jax just check to see if they have higher numbers than you and if they do you lose, no skill required and there's virtually no counter play if you're a champion with little to no CC or mobility. And then you have Trundle who with {{item:3078}} , {{item:3748}} and {{item:1011}} can 1v2 a xin with {{item:1416}} , {{item:3153}} , {{item:3124}} , {{item:3046}} and {{item:3057}} under {{item:2138}} effect and another champ just by pressing R on Xin and auto-attacking, spamming Q and abusing conqueror as his only healing source against Xin's BRK + passive and rageblade making it even more insane (on Xin not on Trundle), while also taking several bumps (Xin Q) and stuns. He just right clicks you to death with less stuff, stealing base armor of Xin shouldn't allow him to both tank on hit %hp stacking Xin and another champ and outsustain Xin and kill him. PS: even if he get hp from his ult, it's a no hp Xin build, not a 3500 hp Xin so his regen without spirit visage shouldn't be so high, and he shouldn't reach 3400+ hp with 250 from {{item:3078}} , 450 from {{item:3748}} and 380 from {{item:1011}} , maybe 75 or so with hp rune in 3rd slot, since he wasn't level 18 so he didn't have his max level stats, and the sheer %hp damage from {{item:3153}} and {{item:1416}} should kill him no matter how much HP he has, even through {{item:1031}} and his poor ult gains from a squishy built Xin. Like Vayne who can kill anyone in 6-9 AA while Xin couldn't with more than 2.5 attack speed? WTF Rito it means 8% current hp + 4% max hp every attack, 3x per second, even halved by armor it's still 4% current hp and 2% max hp, meaning without any AD it's already 12% current hp and 6% mhp per sec, with 50% of 170 it would be 85, so he would die in 5 sec just from my (Xin's) damage, 7.5 sec with ult, maybe 10 sec with his Q lowering my AD, and 12 with conqueror + W ice zone, which implies he perma drains me for all this time, which he doesn't (I doubt his ult lasts 12 seconds, his W doesn't last more than 8 sec, and being stunned/bumped for 4-5 seconds in the fight means as much not healing by attacking, + conqueror's time to even proc the true damage + healing from it's 10% true damage, which is barely what I heal with only a vampiric scepter, not counting in passive 80+ hp, BRK passive ennemy hp stealing etc. and I had phantom dancer's shield for what it's worth while Xerath dealt him some damage too even if his stuff was troll ({{item:3170}} + {{item:3102}} and didn't do anything useful vs their Lux Ashe Trundle team comp lol, and he blamed me although he was useless most of the game dealing no damage and not even able to handle the weakest immobile ADC in lane with the longest ranged artillery champ in the game, LOL iron logic).
: I thought that was just regular slows and Nasus' slow because his Attack speed slow is based off of his Slow, slow
> [{quoted}](name=LordGeovanni,realm=NA,application-id=3ErqAdtq,discussion-id=EoNeIElL,comment-id=00070000,timestamp=2019-10-13T21:55:38.070+0000) > > I thought that was just regular slows and Nasus' slow because his Attack speed slow is based off of his Slow, slow Alas, it's also attack speed slows, Yi is immune to his own biggest counter and the other is hard CC which counter literally any champ in CC chains.
Saezio (EUNE)
: How does a level 1-5 yi kill you instantly? Why is your jungler not stomping the yi and stealing all his camps?
> [{quoted}](name=Saezio,realm=EUNE,application-id=3ErqAdtq,discussion-id=EoNeIElL,comment-id=000600000000,timestamp=2019-10-13T13:10:14.163+0000) > > How does a level 1-5 yi kill you instantly? Why is your jungler not stomping the yi and stealing all his camps? I already anticipated that in my OP: "I know he needs to be killed early, but it's the kind of champ, just like , that spikes so insanely with every item he get that you can't do anything against him if he can get gold from anywhere, be it by stealing gold to his laners with any kind of gold funnelling strat he decided without asking his mates." This answers your post entirely. Yi takes priority on the farm over anyone else in his team, even if they don't want it he can just max Q and nearly OS the minions to steal gold, and his AS build ensures he get the last hit more often than not, since with 1 item he's got 3 attacks in during the time needed for a minion to hit 2x. Plus his build is cheaper than, say, crit build he was supposed to build just after his rework from AP to AD.
Rioter Comments
: A letter from a Twisted Treeline player.
Now there will be Summoners Rift or Auto Play. Great diversity of game modes. So for the millions of players who don't like SR/don't want to play only SR, Riot shows them the middle finger. Well then, let's show Riot OUR middle finger, once TT is gone we will see if there were so few players in this mode, because 70% of them are exclusive TT players and won't play LOL anymore outside rotating game modes. If people play TT, it's because: 1. This mode is 15x more dynamic than Summoners farm, a Korean game mode made for people to farm under tower unless they want to get ganked 10 miles away from their own tower, and come back by foot in 1 full minute + death timer, meaning in SR you don't play for nearly 2 minutes each time you die. 2. Less players means less chances to get AFK and trolls, and the ladder in 3v3 doesn't matter. 3. 3V3 is only playable in ranked flex, because normal games are played by bot farming accounts. All the players or nearly all of them are playing ranked, so everyone's gathered in the same queue. 4. Altars are a good thing to fight for (10% MS is really useful) and force fights, while being in the grey area so you need to keep watching. Jungle being dark and you having no wards, only a short reveal active, means you have to make good use of it. Strategy involved. 5. The map being much smaller than SR means you will gank more, team fight more, set traps more often, farm faster (3 jungle camps, it forces you to gank or fight ennemy jungler, not spending 15 minutes AFK jungling, and minion waves reach the laner faster). The problems in TT: 1. Vilemaw is straight up a hack, you can't kill the minions, buffed cannon minion can't even get focused by turrets so it can 100-0 all of your turrets just by existing. 2. 4 siege minions in a game mode with 3 players. Do you understand it's impossible to depush at all? Even fed Yi struggles to kill 4 siege minions while keeping his nexus turret alive. That's not even counting buffed siege minions and ennemy champions. Made to end the game? OK. But auto win by taking 1 inhib and vilemaw and taking 2nd inhib then just sitting doing nothing while immortal minions one shoot the nexus turret has nothing to do with strat. It's just an exploit. It's as if in a Pokémon game you were given the legendaries if you beat the ennemy trainer before fighting them, without having to do anything but send a Poké Ball, and the legendary was lv 100 from the beginning. Vilemaw and siege minions have this effect in TT. It's straight up an Idle, afk near minions and come back to see the results screen. The ennemies don't even have the occasion to attack you because they have to depush 500 minions with buff reducing 80% incoming damage. Riot pls go put your exploits somewhere else, not in a competitive game. 3. Not having red ward means...camouflage is straight up uncounterable for the 2 minutes approximately of your clarity item CD. 4. Kayn is OP in this mode from the moment he transforms. In Darkin he is immortal, healing twice the amount he deals with {{item:3812}} and {{item:3065}} , in assassin he crosses the map in no time while killing targets faster than Talon, and he doesn't even need his ult at some point. I'm using blue Kayn full juggernaut items and I deal more damage than Talon while having around 3k HP and being hard to focus (I even 1v1 Jax at equal gold around 20-25 minutes, he can't even catch me, and tanks can't do anything either). Other champs are OP, but none to this point, because no other regen champ has as much mobility AND CC as Darkin Kayn, and no other assassin can cross half the map at such speed with one spell while healing himself. Some tuning down of his blue assassin speed buff could be used, or forcing him to build more assassin to deal the amount of damage he deals with juggernaut items, and nerfing Darkin healing amount would be nice (28 minutes game 28k damage healed, it's 1k per minute, probably more than Mundo, all this while having an uncounterable hard CC and being untargettable for too long while healing all his HP and dealing damage). I think that's it for the main issues. Also everything TC wrote I agree with. If Riot wants to suppress their only alternative permanent game mode, then may us show them the middle finger, because SR isn't a game mode, it's a pain where you loose half of the game just crossing the map.
: Is Riot going back to the days of monthly champ releases?/ one champ per couple months? Cus it feels like they're pumping out as many reworks and champs as they can.
> [{quoted}](name=14daysuspensionk,realm=EUNE,application-id=6kFXY1kR,discussion-id=Woij1lcE,comment-id=000b,timestamp=2019-06-06T20:26:41.883+0000) > > Is Riot going back to the days of monthly champ releases?/ one champ per couple months? Cus it feels like they're pumping out as many reworks and champs as they can. Totally agree, It feels like Sylas Yuumi and Qiyana will be released with very low intervals. Although that would explain why Yuumi is still a champion concept more than a complete champion, the work could've been sped up (don't know if it's correct) in order to hop on the next champion before the job on Yuumi was even finished. Hell, she's a support but the most efficient way I've found to play her is as a crit ADC with Hail of blades
: I included Malphite's armour scalings. Him having 2 scalings doesn't make them better when his base damage is much, much lower. His AP ratios and such are RIGHT THERE in front of you. Nautilus's total AP ratio is 10% lower than Malphites and he has 300 higher base damage. The 10% AP, 30% armour ratios from Malphite have to add up to 300 damage. You're not hitting with max width Naut E, you're hitting with the first and second hits. Max width doesn't matter. Honestly, why does the TTK matter when we're talking about being CC locked the entire time? It's not particularly hard as an enchanter to shield your ADC during the travel time of a Malphite ult. We could also talk about how you can flash a Malphite combo, but can't flash a Nautilus ult. How you can Zhonyas a Malphite ult and he's basically useless, but Nautilus will be able to do far more in terms of CC-locking you to death and how just - in general - AP malphite has a lot of counterplay. I can tell you that I've been one-shot by an AP Nautilus too. Just because much fewer play AP Naut than AP Malph (because, hey, AP Malph is a whole lot better than AP Naut for reasons that are absolutely not raw damage) doesn't mean that Nautilus does less damage. All my point has ever been is that Nautilus's single-target burst is higher than Malphite's. Which it is. The numbers are there. RIGHT there. >Nautilus deals 1,331.5+220% AP burst damage >Malphite deals 1,075+230% AP + 55% armour And I mean, you can deny them all you like. If we're talking about an AP Malphite with Zhonya as his only armour item, the armour ratio does not add much to his burst. If we're talking about tank Malphite, who cares? His damage is pretty normal for a tank even with the armour ratio. It's no different to tanks like Seju having HP ratios. You're either a forum troll, in denial, or incapable of understanding numbers. Your choice. I cannot make it any clearer.
> [{quoted}](name=Bandit Queen,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=00010002000000000000,timestamp=2019-01-07T01:49:10.704+0000) > > I included Malphite's armour scalings. Him having 2 scalings doesn't make them better when his base damage is much, much lower. > > His AP ratios and such are RIGHT THERE in front of you. Nautilus's total AP ratio is 10% lower than Malphites and he has 300 higher base damage. The 10% AP, 30% armour ratios from Malphite have to add up to 300 damage. > > You're not hitting with max width Naut E, you're hitting with the first and second hits. Max width doesn't matter. Honestly, why does the TTK matter when we're talking about being CC locked the entire time? It's not particularly hard as an enchanter to shield your ADC during the travel time of a Malphite ult. > > We could also talk about how you can flash a Malphite combo, but can't flash a Nautilus ult. How you can Zhonyas a Malphite ult and he's basically useless, but Nautilus will be able to do far more in terms of CC-locking you to death and how just - in general - AP malphite has a lot of counterplay. > > I can tell you that I've been one-shot by an AP Nautilus too. Just because much fewer play AP Naut than AP Malph (because, hey, AP Malph is a whole lot better than AP Naut for reasons that are absolutely not raw damage) doesn't mean that Nautilus does less damage. > > All my point has ever been is that Nautilus's single-target burst is higher than Malphite's. Which it is. The numbers are there. RIGHT there. > > And I mean, you can deny them all you like. If we're talking about an AP Malphite with Zhonya as his only armour item, the armour ratio does not add much to his burst. If we're talking about tank Malphite, who cares? His damage is pretty normal for a tank even with the armour ratio. It's no different to tanks like Seju having HP ratios. > > You're either a forum troll, in denial, or incapable of understanding numbers. Your choice. I cannot make it any clearer. Naut's damage is mostly skillshots and proximity AOE, his grab is hard to hit when you're close to minions or a wall that can be targetted by RNGod instead of the champion standing around it, his ult takes 5x more time to get to you. Malph's Q has enough secondary effects to be slow motion while his damage is instant cast and his ult is faster and deals real AOE damage. Naut can miss, Malph can only miss E or missclick R if he's not focused at all like YOLO otherwise he deals damage faster, has lower cooldowns in midgame and his ult can turn teamfight faster and more effectively than naut's. Everything can be countered, some things are just harder to counter. FYI I mostly play 3v3, where there's close to never any enchanter in low elo so lulu or janna won't be in my games 99% of the time. If I want a shield, I have to pay for it or learn Riven.
: > [{quoted}](name=laughin6hyena,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=00050000,timestamp=2019-01-07T01:05:08.763+0000) > > lol go play against ap malph one game and come tell me again. Well maybe Darius and such can beat him, but in blind you can't counterpick so this is pointless for normal games. Take 5 Q from miles away while being forced to farm under turret, while Malph denies you the farm, is unkillable 1v1 for normal melee champions and doesn't even take any punishment for poking with Q since it doesn't trigger aggro before he's far away, you'll see how disgusting it is. Sure AP Malph is less tanky than tank Malph, but in a teamfight he nearly one shoots anyone taken in his R and not even blocking spells like Braum can avoid it (only spellshields and the only one accessible for every AD champion needs to be cast before going in, so you can't block it if you don't see Malph, exact same thing with Zoe Q one shooting from FOW can be applied to Malph's R). You can see both coming from a mile. Hell, you can even Flash Malphite R with a little bit of practice. Learn to ward. Learn to not walk into his Q range for nothing, it's low and you can stand in your casters for him to take aggro from it. It costs a ton of mana and if he goes AP he will be squishy and die to literally every all in.
> [{quoted}](name=Moonscourge,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=000500000000,timestamp=2019-01-07T04:27:12.339+0000) > > You can see both coming from a mile. > > Hell, you can even Flash Malphite R with a little bit of practice. Learn to ward. Learn to not walk into his Q range for nothing, it's low and you can stand in your casters for him to take aggro from it. It costs a ton of mana and if he goes AP he will be squishy and die to literally every all in. His Q range is enough for any melee to not any minion unless they want to take free poke. + the slow can make you miss last hits on top of it.
: > [{quoted}](name=laughin6hyena,realm=EUW,application-id=3ErqAdtq,discussion-id=ZXiEasi3,comment-id=00080000,timestamp=2019-01-22T22:28:42.720+0000) > > I prefer Kog to be meta, because it means you can do something. Lucian has virtually the highest AS of all champions at level 3 and for a while, he has no downtime in his engage and chase, mobility, high burst, completely stupid DPS (should I remind some of you that he can AAEAAQAAWAAEAA with a passive proc on each AA after a spell is cast? in this 2-4 second combo you just took 6 AAs with 4 passives, 1 Q and 1 W and if he plays with PTA you took 9 attacks under PTA (since the first 2 attacks don't deal PTA damage). This is gonna be the same for the whole game. He just can't not get fed unless you camp with 5 champs on his lane. good luck doing anything with Kog+Lulu melting your team as soon as he finishes rageblade.
> [{quoted}](name=Hayaishi2,realm=NA,application-id=3ErqAdtq,discussion-id=ZXiEasi3,comment-id=000800000000,timestamp=2019-01-22T22:33:14.817+0000) > > good luck doing anything with Kog+Lulu melting your team as soon as he finishes rageblade. OS them both as Rengar/Talon/Kha Zix/any assassin/diver with enough gap closer+damage to kill them before lulu can react and W you. Or just silence Lulu a,d instant kill Kog. It's easy, just base tactics, play some strategy/tactics games some time it helps a lot. Strategy/tactics and adaptation is the main reason for me to not have a real main champion, the other one being that I don't like playing the same thing over and over it's so boring.
: Are you serious? You think Camille needs _more_ in her kit?
> [{quoted}](name=Trolosaurus,realm=NA,application-id=yrc23zHg,discussion-id=JJGjt3xz,comment-id=0000,timestamp=2019-03-07T04:09:51.678+0000) > > Are you serious? > You think Camille needs _more_ in her kit? I think she should get something else than another amplified attack damage shit, the W is interesting but not rewarding at all at the moment because it deals garbo damage and heals garbo as well, the E got nerfed, the Q is the only part that didn't get nerfed or that didn't go through negative evolution as the game went on with new things, more damage and more mobility to escape her only real mobility tool. She's a diver who can't dive without having a big advantage and currently she can get shit on by so many champs in any role that it might be better to play Teemo and put mushrooms on the whole map so the ennemy team will never push a tower. Camille's ult is like the worst of the category, it's like Irelia's or J4's ult, minus the damage, the CC and the sustain/execute power. Her ult is like Zed's, but she doesn't mark the target to deal insane extra damage. Better play Irelia if you want a champion quite similar to Camille.
: I wish i could up vote this even more. Just ended a game were an absolute trash of a player carried a team to win when we were up by more then 10 kills. You cannot even approach a Kayle in late game. She just melts you. What kind of game style is this???? It's more of a lottery then a competitive game if you ask me. If you get "LUCKY" and your team carries you into the late game, you enable god mode. What happened to games being won with skill, teamwork, grit. Nasus is a champ that build over time and has great late game carry potential. He's never been reworked and never needed to because although you sacrifice early game a little you get buffed late game **IF** you did well at CS'n. **THAT'S A BIG IF!!!!!!!! BUT KAYLE DOES NOT!!! SHE JUST GET STRONG FOR BEING IN THE LATE GAME!!! AM I GETTING THROUGH? **
> [{quoted}](name=Devil Warfare,realm=NA,application-id=3ErqAdtq,discussion-id=MIWNHd6J,comment-id=000a,timestamp=2019-06-02T15:38:10.142+0000) > > I wish i could up vote this even more. Just ended a game were an absolute trash of a player carried a team to win when we were up by more then 10 kills. You cannot even approach a Kayle in late game. She just melts you. What kind of game style is this???? It's more of a lottery then a competitive game if you ask me. If you get "LUCKY" and your team carries you into the late game, you enable god mode. What happened to games being won with skill, teamwork, grit. Nasus is a champ that build over time and has great late game carry potential. He's never been reworked and never needed to because although you sacrifice early game a little you get buffed late game **IF** you did well at CS'n. **THAT'S A BIG IF!!!!!!!! BUT KAYLE DOES NOT!!! SHE JUST GET STRONG FOR BEING IN THE LATE GAME!!! AM I GETTING THROUGH? ** Although Nasus just needs to stack on big minions or camps to get to 200 stacks in like 10 minutes, freezing the lane while farming safely under turret. Wanna dive him because he's low? Too bad, get a 55 or so slow in your face and enjoy his lv up to 6 for instant ult and dive breaking, and turn the dive into his kill. He stacks like 5x faster than he did pre-buffs (before all the Q buff fest, soon he'll get 25 stacks for 1 big creep cuz he's not competitive enough in pro play, which won't solve the problem but will make him the best duellist at 5 minutes into the game with 2-3 big minions, 1 gromp, 10-15 minions cuz he's played by a noob, and when he get his 6 he has basically Yasuo-level of damage with a cancer slow that reduces AS, a free armor pen ticket and extra HP to sustain and he will gain more and more damage during ult 'till it ends).
: Split push champs should just be removed from the game. Its not a problem in higher elos but in lower elos you need more than one person to know what they are doing to avoid being backdoored all game
> [{quoted}](name=Imbetterthanmoe,realm=NA,application-id=3ErqAdtq,discussion-id=Qr5MJFjW,comment-id=0005,timestamp=2019-05-13T14:34:51.844+0000) > > Split push champs should just be removed from the game. Its not a problem in higher elos but in lower elos you need more than one person to know what they are doing to avoid being backdoored all game Nasus, Garen, Tryn, Jax, Yi, Yasuo, Yorick have no place in this game. It's a teamplay game, where champions can singlehandedly win the game by puttin the ennemy team in 4v4 or 3v4 to slow down the dumb split pushers like these who can push 3 towers if you let them or dive in a fight and turn a 4v4 or 3v4 into a 1v5 because they simply instant kill someone when they flank then they're out of control and they or their team will stomp the ennemy team like it's nothing and dive 3 turrets alltogether before finishing the game. The split pusher is so much of an advantage that he allows his team to take free objectives each time he requires 2+ champs to stop him from destroying the ennemy base with sheer push.
: Healing done stats
Iol healing done is bugged, an arurf teemo healed 5000+ while i heal 1900+ with voli...look for the bug
Rioter Comments
: Ten bans? Because of Riot's brilliant design decision to give every ranged champion 100% bonus AS any champion that abuses onhits (including yes, every marksman in this game, because crit is basically an on-hit) is busted. More than any mage. I have literally never seen an ADC feed in this mode. All riot has to do is remove the bonus AS for being a ranged champion and the bonus crit damage everyone gets. Maybe apply a 10% damage reduction to all autoattacks while they're at it.
> [{quoted}](name=PrinceOfStorms,realm=NA,application-id=yrc23zHg,discussion-id=yXWs0liT,comment-id=0006,timestamp=2019-01-29T06:32:04.403+0000) > > Ten bans? Because of Riot's brilliant design decision to give every ranged champion 100% bonus AS any champion that abuses onhits (including yes, every marksman in this game, because crit is basically an on-hit) is busted. More than any mage. I have literally never seen an ADC feed in this mode. > > All riot has to do is remove the bonus AS for being a ranged champion and the bonus crit damage everyone gets. Maybe apply a 10% damage reduction to all autoattacks while they're at it. 30% pls, 3 adc in a team randuin 3k hp i got killed with tahm through 1200 hp shield in 1 sec
Fleiryn (EUW)
: > [{quoted}](name=Norglics,realm=EUNE,application-id=3ErqAdtq,discussion-id=1gYATouv,comment-id=000f0001,timestamp=2018-08-08T17:15:18.172+0000) > > how is it very low? to be over 50% some champs have to be lower than 50% If you main a champion you are supposed to have waaay more than 50% on him, aurelion sol mains go as hing as ~59% for example
Except Lee Sin has 15x more play rate than Aurelion, if not 30x, so you face Lee way more often than Aurelion, which means at a certain point you're used to play against him. You see at most 6 Aurelion in 1 season if you don't play him. I think in games not ARAM or ARURF I've seen less than that actually, not counting when I play him, this from the month after his release (after the post-release nerfs in fact, I wasn't playing during his release).
Infernape (EUW)
: Riot: "We really do not know what to do with this champion".
Better delete Irelia, plain and simple. She's never been balanced because her kit has always been impossible to balance.
: I feel weak and useless playing him. His auto attack on minions deal so little damage, his mana costs are way too high and/or his mana pool is too small.
Try playing Malz then, you'll see what a weak and useless champ feels like. His damage has been nerfed, everything is put into his voidlings that can be one shot and affected by AOE spells, his mana costs are super high, he has long cooldowns early game, he doesn't gain anything good from CDR items while no CDR items are good on him but don't resolve his problem of having long CD, and at level 13 or so I had barely 980 mana with an abyssal mask while losing 60-100 mana per spell, useless to say I couldn't do much even with a better stuff and being laner instead of jungler. Meanwhile Sylas has high base stats compared with other ap bruisers, as much range on Q as Galio or so it seems, mobility, survivability, and can buy shield items and hextech gunblade to heal on everything, spirit visage to heal even more while being harder to kill and even full AP he's got high base HP or per level, while he can easily stomp most champions to get this exp advantage.
: I think you can honestly say the same with almost every recent champion / rework.
He still beats them all head on. His heal is superior to warwick's in low levels (base WW heal is around 40% of Q damage, and low level Q deals practically no damage).
Bleek (EUW)
: Overall, he just doesnt fit into league. His basic Spellkit is far to broken. His heal is busted, he has a shield, he can CC, he got mid/long range waveclear and while he has enough dmg and low mana costs to stay in lane for a long time his basic tankyness gives him any possiblity to outtrade. Winrate isn't 100% everything guys. OFC if 20000 matches were played and he had 80% winrate or something like this he would be just obviously OP. Sylas can easily stomp like 75% of his lane opponents if he is played correctly. He is not a super hyper hard carry as some other champs so he can easy stomp his lane but in teamfights he will most likely be useless when he gets focused and 1-2 times cc'd. Thats why his winrate is so low. Not because he is weak, but he isnt just a good hyper carry that can easly take out 2-3 members of the enemy team. Watching Nightblue or any other high elo player or pro player, they say his heal is far to strong and it is, he shouldnt have a heal in the first place. Heals in a Kit, you'll see this on support champs like Soraka, Rakan and stuff, but on a bruisermage having a huge AP Scaling Shield + a Scaling HP heal with even buffed heal when he is low? Hilarious. This is the worst champ riot has ever released, because his kit is utterly broken in 1vs1 but he is trash when getting focused by 2-3 people. Just take his "when he is low he heals 2 times as much Dogshit" away or completly take his heal away and give him more dmg on his execute instead.
His execute should be an ultimate (imagine if Darius and Garen had the same CD as Sylas on their ults would you think they're balanced?), his heal should be halved at base and low hp (meaning low hp would be base heal from now and base heal would be half of base from now). Why does he have: 1. Shield (counters all kind of damage including DOTs and ignite), 2. dash (I think he has 2 of them), 3. heal (plain stupid he heals more than Darius on a lower CD and without condition like DD's axe blade has to hit) 4. 3 point and click spells, one of which has 2 casts (the one with heal). 5. low mana costs and double activation on 2 of his spells. 6. slow for easier maneuverability around the target. 7. execute on a very low CD (even Irelia has a condition to execute). 8. close to no cooldown between ults, and he can ult immediately after having point and clicked the one he wants (also absence of mana cost on stolen CD instead of 150 for Karthus to give an example). 9. Galio's passive on top of all of it. Hell he can even use transforming ults and use these champs' full ult form to have even more capacity to attack 24/7 without any down time. 10. I forgot his mini bump. This champ can stick to you forever while massacring you, while healing himself on your face for the damage that went through his shield, all this just with QWE and R comes on top of it. How is that good champion design? It's like fusing Nasus, Darius, Riven and Aatrox and give the result even more range than his original inspirations...
: I don't like his Ultimate steal just being a point and click "yoink", there's no risk to it. Sylas stealing spells is something that is inspired from Rubick in Dota. Explaining Rubick is he had an Ultimate that could steal any spell (not just ultimates); but he only could steal the last ability that the enemy character used. So when Rubick stole something like a Tidehunter Ultimate (A massive fast AOE stun, think Amumu but way deadlier), he had to carefully plan it, first of all to be outside of the range of that ultimate, second to actually use his spell steal before Tidehunter could spam a different ability to prevent his Ultimate from being stolen. Third to pull off an ability that put him in harms way (Rubick is very squishy) So when Rubick could steal Ultimates, a lot of the time this was a big play. It was a game-charger and game winner, some of Dota's most iconic moments involve clutch spell-steals. A good Rubick is rewarded for their clever usage of the ability and can turn the tides very suddenly. With Sylas however, I'm seeing none of that. Sylas will simply choose which Ultimate he wants at little cost. He is encouraged to build tanky and has CC and sustain built into his kit. I know League is a very different game from dota now, but at its heart they are both games about strategy and outplay. Where's the outplay potential with Sylas? Massive missed opprotunity here. Nobody will be impressed by a tanky champion using his CC and point and clicking ultimates, Rubick is beloved by the dota community. Sylas will be reviled.
Exactly, Sylas is unkillable, deals as much damage as Darius while having as much sustain AND mobility other than ms buff, execute, his ult has the range of an Ezreal Q (so it takes absolutely no risk to use) and can be recast instantly after stealing an ult (no real delay before you can use it, I just played as Ezreal against him he stole my ult and used it just after he could press R again, less than 1 second). The counterplay like some champs is this: quit LOL. This game has been going into the gutter ever since s7 (well the shit began in s5 but the real deal began in s7 and it only got way worse in s8 and onwards). Actually, I know something that can beat Sylas: one shoot him. If you can't simply open the lane and go help somewhere else with {{item:3302}} or{{item:3310}} and pray for your team to not ragequit, int or AFK because you're out of lane. I'd try Vi stormrazor lethality if I were you, she can kill him in 2 combos, 1 if he's not buying too much HP. But you have to hope you can get enough gold for it.
Fasmodey (EUW)
: I can't believe this got upvoted that much. A gold 5 suggests one of the most terrific ideas for gameplay and people agree. Tragic. Do you have any forsee about the change? Like how it can fuck up the game? No. Probably you don't. I wonder how you are a Brand main. One of the best damage dealer in the game... Nerf burst of bruisers, ADCs, tanks, DPS mages. Fine. But nerfing burst of BURST mages, artillery mages and assassins are stupid. This is their job.
Assassins have existed without one shooting people once. But everyone forgot. An assassin is soemone using tricks to infiltrate the ennemy camp, posion someone's meal or cut one's throat and get out unseen, but if they're seen they're dead. In LOL poison on assassin doesn't exist anymore (it was on Talon's Q and Shaco's E but now it's gone from Talon's kit and even if it might still be in Shaco's E it deals no damage). The problem is when assassins can do their thing in bright light and get out without a scratch, and kill 2/3 people instead of 1. This is season 8-9.
: Just ban Lucian when you play. I have seen plenty of scary ADC picks though. A good player can delete Lucian with any character they feel. {{champion:22}} {{champion:51}} {{champion:21}} {{champion:99}} {{champion:18}} {{champion:7}} I fear these characters if played well.
lol ashe, the champ that permaslows just for you not to kill her, because her damage is non existant without being seriously overfed, her ms scales like sht and she needs t2 boots, 2 zeal items, celerity rune, passive slow and immobile ennemies to be playable. Otherwise any champ even slowed by her passive has still more MS than her, or a dash or jump to get close or get out.
: I'd rather have Lucian be meta than Kog/Twitch/Trist. Those 3 can go die in a hole.
I prefer Kog to be meta, because it means you can do something. Lucian has virtually the highest AS of all champions at level 3 and for a while, he has no downtime in his engage and chase, mobility, high burst, completely stupid DPS (should I remind some of you that he can AAEAAQAAWAAEAA with a passive proc on each AA after a spell is cast? in this 2-4 second combo you just took 6 AAs with 4 passives, 1 Q and 1 W and if he plays with PTA you took 9 attacks under PTA (since the first 2 attacks don't deal PTA damage). This is gonna be the same for the whole game. He just can't not get fed unless you camp with 5 champs on his lane.
: Probably didn't help Lucian received buffs when he was already in an okay spot, then there's Kai'sa who has *everything* an adc could only dream to have in their kit: movement speed steroid, attack speed steroid, stealth, long ranged dash, shield, burst, sustained dps, long ranged burst, good wave clear and missing HP damage. I don't see anywhere in her kit that would give her a meaningful weakness to expose or capitalize, as she's able to cover all of them with ease and is rewarded for building AD, AP and/or Attack Speed that having a 525 attack range doesn't really weaken in the slightest. Her kit is insanely overloaded, and Riot always comments about how hard a champion is to balance because of this (pre-rework Irelia, Ekko, etc), and yet they continue to ship out overloaded champions. I don't fucking understand them anymore. I'm terrified of what the next champion is going to be like.
Riot is simple to understand. Create OP champs, rework into OP champs, and get massive cash for skin sales and champ promos. Then let the balance team in deep shit because they have to deal with OP champs without changing their identity.
: Complaining about Malphite in current year... Get good.
> [{quoted}](name=Snake of Avarice,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=0005,timestamp=2019-01-06T17:33:02.785+0000) > > Complaining about Malphite in current year... > > Get good. lol go play against ap malph one game and come tell me again. Well maybe Darius and such can beat him, but in blind you can't counterpick so this is pointless for normal games. Take 5 Q from miles away while being forced to farm under turret, while Malph denies you the farm, is unkillable 1v1 for normal melee champions and doesn't even take any punishment for poking with Q since it doesn't trigger aggro before he's far away, you'll see how disgusting it is. Sure AP Malph is less tanky than tank Malph, but in a teamfight he nearly one shoots anyone taken in his R and not even blocking spells like Braum can avoid it (only spellshields and the only one accessible for every AD champion needs to be cast before going in, so you can't block it if you don't see Malph, exact same thing with Zoe Q one shooting from FOW can be applied to Malph's R).
: > [{quoted}](name=laughin6hyena,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=00010002,timestamp=2019-01-04T15:14:20.092+0000) > > 4 Damage spells vs 2, 1 on several autos, 3 or 4 AP ratios with 2 armor ratios vs 2 AP ratios and a max hp shield (no AP ratio) that deals daage only the time the shield lasts, procs every second instead of 0.5 second so rarely more than 1 W tickle when played AP. 1 point ad click on low CD proccing both {{item:3285}} passive and {{item:3907}} passive against 1 point and click ult on long cd, 1 aoe slow AS with AP+ armor ratio vs 1 aoe slow ms with several waves dealing -50% damage if the target already got hit by one (so 1 shockwave 100%, 2 150% and 3 200%, 4 is simply impossible) with 0.3 to 0.5 sec between each wave so there's time between each damage tickle again. AOE massive damage + uncleansable CC ult, nearly instant cast and travel time, vs long travel time ult that only bumps ennemies it passes under, easy to side step. > > See the difference? 1.5 sec combo burst vs 5+ sec combo with low burst. Naut's passive lasts like 0.5 sec and only scales with champion level. His AP version deals Darius' normal build Q damage with 500 AP in a full rotation that takes 5 seconds and let him with nothing left to protect himself. Please don't try to argue that Nautilus does less damage than Malphite when the maths is right there in front of you showing that Nautilus does more damage than Malphite. Maths that only presumed that Nautilus got one proc of his W despite the fact that you can get off a good 3 autos within your CC lock, and that his E did 2 hits (150% damage). Nautilus's full damage combo, from the first instance of damage, is just under a second and you're CC'd the whole time just like Malphite. Your post is ignoring facts to believe your agenda that Malphite does too much damage. You could respond with valid arguments, like the fact that a significant portion of Nautilus's damage is physical so penetration is less effective on him, or the fact that Malphite has an armour steroid leaving him tankier than Nautilus. The fact that Nautilus's burst is primarily single target is a more valid argument that you DID bring up, but we never said anything about AoE. Honestly, why not just admit that Nautilus was a terrible example?
> [{quoted}](name=Sevje,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=000100020000,timestamp=2019-01-06T17:04:48.241+0000) > > Please don't try to argue that Nautilus does less damage than Malphite when the maths is right there in front of you showing that Nautilus does more damage than Malphite. Maths that only presumed that Nautilus got one proc of his W despite the fact that you can get off a good 3 autos within your CC lock, and that his E did 2 hits (150% damage). > > Nautilus's full damage combo, from the first instance of damage, is just under a second and you're CC'd the whole time just like Malphite. > > Your post is ignoring facts to believe your agenda that Malphite does too much damage. You could respond with valid arguments, like the fact that a significant portion of Nautilus's damage is physical so penetration is less effective on him, or the fact that Malphite has an armour steroid leaving him tankier than Nautilus. The fact that Nautilus's burst is primarily single target is a more valid argument that you DID bring up, but we never said anything about AoE. > > > Honestly, why not just admit that Nautilus was a terrible example? Because Malph's DOUBLE scalings make him instantly better, because Malph deals damage while lowering significanty the effectiveness of his target (E AS debuff, Q MS steal, R instant AOE bump with Naut's 3rd E hitbox and dealing full damage to everyone hit), his zhonya instantly gives him armor AP and CDR meaning he get more damage from it than Nautilus, and Malph can REQW AA in 1 second. Naut's R takes 2-8 seconds to reach the target, is dodgeable by everyone else, has much less AOE width so his damage doesn't hit as many ennemies (meaning less total damage), his shield is trash if played AP and the daage will simply be insignificant since it will go down before ticking twice. His E also takes more than 1 second to reach max width. His Q into AA passive takes 1.5 to 2.5 seconds to grab, pull and hit. So Naut's full combo takes around 4 to 8 seconds to be used, and if he didn't use E at the beginning of it he can't even reuse it at the end of his initial combo. This while not being able to delete anyone with 1 combo. Wanna prove I'm wrong? Go play full AP malph vs bots so you can see your damage and burst at each point in the game then play full AP Naut. You'll see that Naut doesn't deal 2/3 of Malphite's damage in a full rotation and Naut's rotation takes way more time to end than Malph's. Never been instant killed by Luden + any AP item malph under turret in 1 rotation? I have while buuilding HP and MR (negatron rush) so I can tell you. Meanwhile AP Naut deals barely more daage than tank naut with cinderhulk or sunfire cape. His base damage sucks as well as his scalings and he has only AP scaling for damage.
macspam (NA)
: Seconded, nexus blitz does have some fun elements but i much prefer ARAM, even though its not balanced either (not that it could be easily balanced)
because nexus blitz has no gameplay. The events are random so you can't prepare for what's coming next before it's too late, the jungle lane thing is complete absurdity since it totally removes the point of having junglers (or even 1 jungler) and the jungle turrets are hidden so it's easy to get shot by it by lack of attention and lose a fight because there's no warning you're gonna be shot by this chameleon objective. Add to this "on fire", "destroy" rune, "herald", and every random event leading to one team forcefully getting deleted because you can't choose when to fight since it's forced onto you by random events, and you have a 3 turret killing streak after each major event. 2 are enough to decide of the game outcome (often even 1 is enough).
: There's no attempt at balance in Nexus Blitz. It's just a bunch of [random craziness](https://www.penny-arcade.com/comic/2015/04/08/winnerism).
This comics is about LOL, isn't it? Random luck is same level of skill or even for lower skill players tending to give them the lane, and Nexus Blitz being Rift bt faster and stompier. Just make a real battle royale mode so we can all go nuts killing and dying at the moment we respawn. Oh wait! I just described Dominion! R.I.P. best mode in LOL simply deleted for no other reason than that it has been left untouched for years. If the rift had been put aside and dominion had been favored for the central game mode they might have removed rift instead. But they preferred update Rift every 2nd weak, balance the WHOLE game around 1 single mode and call it a day. Riot is Sloth, just too lazy to make their game good for every kind of player. Nexus Blitz is stealing Dominion's place in the servers, just remove that unbalanceable random shit and give back dominion (maybe suppress entirely the control points and minions and make it a full fight mode with the same map).
: Braums E only stops projectiles and malphites ultimate is anything but a projectile, consider it an ultra fast charge! A single MR item or high hp completely counters malphite as if he doesnt kill his target hes probably the worst champion in the game for a few seconds he probably will not even last seconds if he does not succeed to one hit combo. Also its possible to punish him alot early game and stop him from getting a lot of cs
> [{quoted}](name=LoLMasterLeet,realm=NA,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=0000,timestamp=2018-12-31T03:22:11.223+0000) > > Braums E only stops projectiles and malphites ultimate is anything but a projectile, consider it an ultra fast charge! > > A single MR item or high hp completely counters malphite as if he doesnt kill his target hes probably the worst champion in the game for a few seconds he probably will not even last seconds if he does not succeed to one hit combo. > > Also its possible to punish him alot early game and stop him from getting a lot of cs Braum's E stop melee auto attacks. It's not only projectiles. It's also supposed to stop damaging Dashes like Ekko's E. Why not stop Malph's R that is the same as Jax Q which get blocked by Braum? Braum also blocks Brand's W if he stands on it with E so why not every AOE?
hoganftw (NA)
: AP malphite needs time to take off before he reaches nuclear missile mode. Earlier levels, he's pretty much easy to abuse. If his CD is off, he can be dealt with.
> [{quoted}](name=hoganftw,realm=NA,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=0002,timestamp=2018-12-31T05:52:08.040+0000) > > AP malphite needs time to take off before he reaches nuclear missile mode. > Earlier levels, he's pretty much easy to abuse. If his CD is off, he can be dealt with. His Q is up nearly each time the slow goes off. Each Q can take out 25% of your HP with half an AP item and doran's ring, while you get 25 MR from scratch by buying {{item:1033}} and 150 HP for {{item:1028}} , even {{item:3211}} is barely worth anything (like 1 more Q survived great so he only needs 5 Q to kill you from out of your poke range). Meanwhile he can deny you the farm and kill you under your turret.
: > [{quoted}](name=laughin6hyena,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=,timestamp=2018-12-31T03:07:44.046+0000) >try to give Naut as much damage as Malph and see if people don't complain. Ah. Funny that. Malphite's total damage is 270+200+400 with everything at max rank, as well as 60+60+100% ap ratio; totalling 870 + 220% AP. This ignores his W. Presuming he gets 1 auto off, and builds no AD, we're talking 130+75+10%AP = 205+10% AP; a total burst of 1075 + 230% + 55% armour. Nautilus usually lands 2 hits on his E, so I'm going to presume that. Since Nautilus has an AA reset, I'm also going to presume gets off 2 AAs, of which only the second is empowered by his W. 110+240+35+175+87.5+450+2x117=1,331.5 base damage; as well as 75+20+45+80%=220% AP So, to re-iterate: Nautilus deals 1,331.5+220% AP burst damage Malphite deals 1,075+230% AP + 55% armour The 55% armour and 10% AP ratio will generally be more than equivalent to the 256 base damage, right? If we're talking AP malphite with Zhonya's hourglass as the only AP item and his passive up, Malph will have 287 armour and gain 158 damage on his combo. The remaining 98 damage is only covered by the 10% AP ratio, or at 980 AP. **TL;DR: Nautilus does more damage than Malphite when both are built AP.** This does not apply when both are built tank. Full tank Malphite will do more damage than full tank Nautilus.
> [{quoted}](name=Sevje,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=0001,timestamp=2018-12-31T04:15:53.661+0000) > > Ah. Funny that. > > Malphite's total damage is 270+200+400 with everything at max rank, as well as 60+60+100% ap ratio; totalling 870 + 220% AP. This ignores his W. Presuming he gets 1 auto off, and builds no AD, we're talking 130+75+10%AP = 205+10% AP; a total burst of 1075 + 230% + 55% armour. > > Nautilus usually lands 2 hits on his E, so I'm going to presume that. Since Nautilus has an AA reset, I'm also going to presume gets off 2 AAs, of which only the second is empowered by his W. > 110+240+35+175+87.5+450+2x117=1,331.5 base damage; as well as 75+20+45+80%=220% AP > > So, to re-iterate: > Nautilus deals 1,331.5+220% AP burst damage > Malphite deals 1,075+230% AP + 55% armour > > The 55% armour and 10% AP ratio will generally be more than equivalent to the 256 base damage, right? If we're talking AP malphite with Zhonya's hourglass as the only AP item and his passive up, Malph will have 287 armour and gain 158 damage on his combo. The remaining 98 damage is only covered by the 10% AP ratio, or at 980 AP. > > > **TL;DR: Nautilus does more damage than Malphite when both are built AP.** > > This does not apply when both are built tank. Full tank Malphite will do more damage than full tank Nautilus. 4 Damage spells vs 2, 1 on several autos, 3 or 4 AP ratios with 2 armor ratios vs 2 AP ratios and a max hp shield (no AP ratio) that deals daage only the time the shield lasts, procs every second instead of 0.5 second so rarely more than 1 W tickle when played AP. 1 point ad click on low CD proccing both {{item:3285}} passive and {{item:3907}} passive against 1 point and click ult on long cd, 1 aoe slow AS with AP+ armor ratio vs 1 aoe slow ms with several waves dealing -50% damage if the target already got hit by one (so 1 shockwave 100%, 2 150% and 3 200%, 4 is simply impossible) with 0.3 to 0.5 sec between each wave so there's time between each damage tickle again. AOE massive damage + uncleansable CC ult, nearly instant cast and travel time, vs long travel time ult that only bumps ennemies it passes under, easy to side step. See the difference? 1.5 sec combo burst vs 5+ sec combo with low burst. Naut's passive lasts like 0.5 sec and only scales with champion level. His AP version deals Darius' normal build Q damage with 500 AP in a full rotation that takes 5 seconds and let him with nothing left to protect himself.
: > [{quoted}](name=laughin6hyena,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=,timestamp=2018-12-31T03:07:44.046+0000) >try to give Naut as much damage as Malph and see if people don't complain. Ah. Funny that. Malphite's total damage is 270+200+400 with everything at max rank, as well as 60+60+100% ap ratio; totalling 870 + 220% AP. This ignores his W. Presuming he gets 1 auto off, and builds no AD, we're talking 130+75+10%AP = 205+10% AP; a total burst of 1075 + 230% + 55% armour. Nautilus usually lands 2 hits on his E, so I'm going to presume that. Since Nautilus has an AA reset, I'm also going to presume gets off 2 AAs, of which only the second is empowered by his W. 110+240+35+175+87.5+450+2x117=1,331.5 base damage; as well as 75+20+45+80%=220% AP So, to re-iterate: Nautilus deals 1,331.5+220% AP burst damage Malphite deals 1,075+230% AP + 55% armour The 55% armour and 10% AP ratio will generally be more than equivalent to the 256 base damage, right? If we're talking AP malphite with Zhonya's hourglass as the only AP item and his passive up, Malph will have 287 armour and gain 158 damage on his combo. The remaining 98 damage is only covered by the 10% AP ratio, or at 980 AP. **TL;DR: Nautilus does more damage than Malphite when both are built AP.** This does not apply when both are built tank. Full tank Malphite will do more damage than full tank Nautilus.
> [{quoted}](name=Sevje,realm=EUW,application-id=yrc23zHg,discussion-id=BGh0zUMP,comment-id=0001,timestamp=2018-12-31T04:15:53.661+0000) > > Ah. Funny that. > > Malphite's total damage is 270+200+400 with everything at max rank, as well as 60+60+100% ap ratio; totalling 870 + 220% AP. This ignores his W. Presuming he gets 1 auto off, and builds no AD, we're talking 130+75+10%AP = 205+10% AP; a total burst of 1075 + 230% + 55% armour. > > Nautilus usually lands 2 hits on his E, so I'm going to presume that. Since Nautilus has an AA reset, I'm also going to presume gets off 2 AAs, of which only the second is empowered by his W. > 110+240+35+175+87.5+450+2x117=1,331.5 base damage; as well as 75+20+45+80%=220% AP > > So, to re-iterate: > Nautilus deals 1,331.5+220% AP burst damage > Malphite deals 1,075+230% AP + 55% armour > > The 55% armour and 10% AP ratio will generally be more than equivalent to the 256 base damage, right? If we're talking AP malphite with Zhonya's hourglass as the only AP item and his passive up, Malph will have 287 armour and gain 158 damage on his combo. The remaining 98 damage is only covered by the 10% AP ratio, or at 980 AP. > > > **TL;DR: Nautilus does more damage than Malphite when both are built AP.** > > This does not apply when both are built tank. Full tank Malphite will do more damage than full tank Nautilus. Nautilus has 1 point and click spell: his ult which has trash damage and doesn't hit an AOE but a path to the target, easy to sidestep, + it's really slow. His E deals little damage, -50% for subsequent hits on the same target so on 2 hits it's 150% damage, not 200%. His passive does fix damage, his shield deals so little damage you shouldn't count it especially if full AP he's gonna lose it as soon as he get hit (low base shield scaling with max HP, not AP) and it deals damage only when shield is up. He has 2 AP spells with his ult. Tell me how he deals more damage than Malph's 4 magic damage spells with massive AOE ult with good base damage and pojnt and click slow Q that also steals ms from the target and applies Luden's echo's passive? His E has 2 scalings so it automatically deals good damage (full tank malph deals 350 minimum on E if not 400+) and his W enhances his autos. Only his Q isn't AOE, so he has 3 AOE meaning he aautomatically has a better damage score than Naut (and better wave clear for more lane pressure and gold).
Rioter Comments
F Ù Ń (NA)
: Irelia takes way more skill than Yasuo, I need to last hit minions to get infinite dashes and not to mention she has mana. She also does not have a giant shield that negates all ranged damage, and a BS shield that can be earned by simply walking. Playing Irelia, I found myself running out of mana at lvl 1-11. Eventually mid game was able to spam dashes. Yasuo on the other hand, has no mana, and literally has no risk of going in, while Irelia has risks.
LOL. So needing to last hit minions is what you call "skill"? Literally any Iron readin her spells can do that. Mana management, have you ever heard of that? Her mana costs aren't really high. For comparison, Xerath relies purely on spells to deal damage. She has around 70-120 mana costs depending on spell level on most of her spells. She NEEDS 1500+ mana just to be useful in a pre-teamfight poke or a teamfight situation, or she'll just run out of mana before dealing any significant damage. And her passive needs her to auto to get mana back just because she has so high mana costs, so she plays without a passive (old passive gave her 15% AP as armor, for comparison). As much as I hate Yasuo, his shield I don't care about it. Just put an auto on him and wait 1 sec and the shield wears off, basic knowledge. If you rush some armor and dodge his Qs, he can't do shit to you even at 6. He needs IE to begin to deal any damage. So his powerspike is at 2 items. Buy armor and poke him out of lane. Then hope no one feeds him.
: > [{quoted}](name=CIefabIe,realm=NA,application-id=yrc23zHg,discussion-id=gp2LkuHK,comment-id=00030000,timestamp=2018-12-03T03:56:05.317+0000) > > Neeko slows everyone in her ult by 40% -- You literally have to flash out if you aren't on the immediate edge, and less than a second is not a lot of time to react, my dude. Yes, she slows during those .75 seconds. That's quite a lot of time to react to a skill (and remember, if Neeko does not passive/W you have 2 seconds to react instead), especially a skill that requires a squishy mage to get into range of as much of the enemy team as she can. For reference, most assassins combos mid and lategame require ~.25-.75 seconds. Most mages only need .5-1.5 seconds for their combos. Neeko requires 2 seconds for her ult alone, and cannot use the rest of her kit while using her ult. It dealing decent damage is pretty fair for how many limitations it has.
> [{quoted}](name=Lord Dusteon,realm=NA,application-id=yrc23zHg,discussion-id=gp2LkuHK,comment-id=000300000000,timestamp=2018-12-03T04:13:40.696+0000) > > Yes, she slows during those .75 seconds. That's quite a lot of time to react to a skill (and remember, if Neeko does not passive/W you have 2 seconds to react instead), especially a skill that requires a squishy mage to get into range of as much of the enemy team as she can. > > For reference, most assassins combos mid and lategame require ~.25-.75 seconds. Most mages only need .5-1.5 seconds for their combos. Neeko requires 2 seconds for her ult alone, and cannot use the rest of her kit while using her ult. It dealing decent damage is pretty fair for how many limitations it has. Except assassins can't deal 1000+ damage to an entire team in one spell that also allows them to dash in or out, get shielded for the whole casting time, slow everyone in the area before the damage and then stun them all. No assassin, no mage can do that. It's straight up a better version of Nunu's ult.
: > [{quoted}](name=CIefabIe,realm=NA,application-id=yrc23zHg,discussion-id=gp2LkuHK,comment-id=,timestamp=2018-12-03T03:21:50.092+0000) > > Neeko has a 250 base 130% AP ratio on her ult level 1. > > Couple with the fact that if she stealths, you can't see the wind up. It's also roughly the size of Nunu ult? Where the hell is the counter play? Nunu's ult, channeled for as long as Neeko spends charging her ult, does about the same damage. However, if Nunu gets a full channel, it'll do twice as much damage as Neeko's ult.
> [{quoted}](name=KFCeytron,realm=NA,application-id=yrc23zHg,discussion-id=gp2LkuHK,comment-id=0006,timestamp=2018-12-03T04:12:12.954+0000) > > Nunu's ult, channeled for as long as Neeko spends charging her ult, does about the same damage. > > However, if Nunu gets a full channel, it'll do twice as much damage as Neeko's ult. Nunu can't move during cast time. End of discussion. He also build more tank than Neeko so his shield is more logical. Neeko does insane damage with insane CC good range on every single spell and her ult can put 5 people down to 30% hp ALONE
: Well my honest opinion is that sejuani that you made is almost the reworked sejuani when relashed but buffed and with that changes i agree it wil fell good playing her at solo queue but this is too overbuffed and it will be spammed at pro scene and get gutted again. My serious contribution to this post is to propose some strong nerfs like to -20 HP/level and -0.1 HP5 and -0.2 Armor/lv and -0.15 MR/lv and give a small base health buff to compesate like plus . Possibly give -20 base Mana nerf and give + 4 base MP/5 and +0.2 MP/level. That way those who knows how to kite with her in the jungle and time their abilities perfectly and plan their jungle clear and manage their jungle timers its possible ( at least from sejuani OTP players) to get out from jungle healthier and gank once or twice. But also give the opportunity to enemy to counterjungle her or shut her down early to delay her. If she reaches her late game build then its gg and needs some preperation to shut down sejuani as poke to break her shield, liandty to make her health go down and back off. In conclusion, my opinion with these plus the OP suggestions it gives clearer strengths and weaknesses and maybe way to play against her more healthily, at least in my point of view. Have a nice day. {{sticker:poppy-wink}}
Well, modifying base hp/mana and base regen is exactly what Riot calls making a champion healthier. It doesn't do shit about their kit (which is in general the real problem, not base stats but skills), it doesn't make their build less OP (like Duskbladde on assassins so they can kill an ADC in 1 combo with 1 item because "playz" and "flashy" bullshit). It's just a raw nerf of their look on paper. And Seju doesn't need any hp/level nerf, or she would fall under Darius' base stats (Darius having 3x more damage including true damage and an AOE mini grab). She is a tank, she has to survive. Otherwise gutter all shield tanks at the same time you nerf Seju's base health/level, because she only has her passive (Malphite's is better since the game is overloaded with true damage) to mitigate damage. She is one of the squishiest tank from their kits (0 shield, only passive 12 sec cd out of combat armor and mr buff) and she isn't mobile at all before level 5 Q and even then, her Q is clunky (it's slow, the hitbox isn't amazing for the risks she takes by using it into ennemies, the first championhit stops her...). I just played a game on her where I played decently for someone who plays her once per 6 months and I couldn't stick to the ennemy Udyr! he was running faster than me even while being nearly permaslowed, and he was shielding himself each time so I couldn't last hit him (barely 180 hp left, one W should kill him). If a bruiser is tankier and faster under slow than a dedicated CC tank while having assassin mixed with draintank and shield tank and CC tank kit, what's the point of playing a tank in the first place? Not able to carry, you rely entirely on your mates to deal damage even with abyssal mask and bami for more damage and proximity damage. You fell with monkeys? /ff because you could be 25/0 and you still couldn't win alone vs 3 fed champions (or even 2).
: > [{quoted}](name=REDCOLORED,realm=NA,application-id=yrc23zHg,discussion-id=TyEYGEnt,comment-id=00030000,timestamp=2018-04-27T17:48:05.877+0000) > > do you know what is true damage only 27% of his damage is true
> [{quoted}](name=TempName74814,realm=NA,application-id=yrc23zHg,discussion-id=TyEYGEnt,comment-id=000300000000,timestamp=2018-04-27T17:49:45.784+0000) > > only 27% of his damage is true except no, his passive applies 100% of the E damage so more like a 3rd. If Yi takes conqueror it's 50-60% true damage. If Yi takes rageblade conqueror [insert generic zeal item] IE he deals like 60-70% true damage. See? now enjoy his highness press R and make all your CC irrelevant, all slows useless and all DPS irrelevant because he 1.5 sec kills you and your mate while recovering 150% of his hp before the ult has gone.
: While his ult prevents him from being slowed, He can still be hit with other kinds of CC, such as stuns, roots, and knocks. This is why it's important that the team has AT LEAST 1 CC heavy champ. (It's always why I love my ult on Varus because I can fck yi's world up. Yi is indeed a powerhouse, but there are other champs who need a nerf more than he does. (Looking at you, LeBlanc)
> [{quoted}](name=III DNA III,realm=NA,application-id=yrc23zHg,discussion-id=TyEYGEnt,comment-id=0001,timestamp=2018-04-27T09:10:00.230+0000) > > While his ult prevents him from being slowed, He can still be hit with other kinds of CC, such as stuns, roots, and knocks. This is why it's important that the team has AT LEAST 1 CC heavy champ. (It's always why I love my ult on Varus because I can fck yi's world up. > > Yi is indeed a powerhouse, but there are other champs who need a nerf more than he does. > (Looking at you, LeBlanc) Varus' ult has more CD than Yi's, Varus on hit doesn't have much CDR while Yi has more than he needs with 2 autos and a half giving him another Q freely while refunding his mana because {{item:3124}} + {{item:3508}} give him so much damage + cdr + make him basically a manaless champ, he doesn't even need a tank item to 1v3 effectively, it's just safer. His ult duration can let him do a tripple then push 2 turrets. His true damage E is uncounterable, he can avoid CC without any difficulty even without his ult since he has high base ms + one zeal item or other ms item. Only Jax can deal with him by being as high level of bullshit as Yi, both are all in trash design low skill cap champs who just freely deal damage while tanking yours because one has OP ult free armor/mr while the other with 1 lifesteal item heals 60-180 per second depending on what he bought and the stage of the game.
: SHACO IS TRASH
Well, Shaco is a minion with a static AOE fear with 0 burst and medium DPS, a mobility medium cooldown camouflage that has been nerfed into oblivion (sadly not the elder scrolls' Oblivion), a trickery ult that any experienced player who played often against Shaco can differenciate from the real one (especially because it doesn't copy shaco's animations for spells unlike someone else's clone and his DPS is purely dependent of Shaco's items), and his passive needs setup. All this combined makes Shaco even worse than Ashe in the current state of the game. At least he has an escape, but when behind unlike ult bot ashe he can't do shit except over ward, but Teemo does it better while being better at everything, having a cheaper build, more base damage, DOT and range (and ms buff if it counts). Like stated, why play Shaco when Wukong, who plays nearly without a passive, has access to Shaco's playstyle but he can make it just 10x better? His base damage on ult is higher than Shaco, he can AOE armor shred with BC, armor shred with Q, hits 3 targets on E dash and block skillshots with W while being camouflaged. Shaco deals damage, has a mini fear that is completely placement dependent and his kit is completely underwhelming. Any jungler beats him 1v1 or just farms/ganks better, while bringing more damage or CC to the game. Even Elise. Even any non jungler champion played jungle. Shaco depends on gold for everything since he's a minion.
: Is camille weak right now or are players just bad?
Camille is the same and opposite of Irelia: an agile assassin/bruiser, but unlike Irelia she has only one non ult target access with a LONG CD, and her main damage comes from her Q, the rest barely deals any damage and her "sustain" on W sustains nothing for 80% of the game (unless you have 450 AD, 100% true damage, death dance and hextech gunblade). Irelia is just better at everything while requiring the same skill or even less since she only has 1 true skillshot and she can dash like Yasuo but while dealing damage unlike him (except old yasuo ap who I've never seen in action BTW), and an execute, and sustain. Camille has as much damage a Malphite until 2 items with half of Malph's sustain in lane. PS: her ult sucks more than 90% of the 140+ champs' ults, so that's a thing too. 0 damage ult, low damage W and only mobility coming from E long CD or Q ms buff (literally anyone does the same with a phage) and she has bad reliability to runes, PTA too long to activate and needs to stick to the target, lethal tempo not good, conqueror barely usable, hail of blades useless, maybe the 2 damage keystones of the domination tree can be usable but one has 20 sec cd the other has to be charged before hitting the ennemy and only activates when they're already low hp so it doesn't help you wear them down. Her build path is expansive so she needs to be ahead to even get her first item before becoming useless since she barely has any utility to stay relevant if she's behind. High risk low reward, a little better than Ashe but still not good in this meta of one shoot or get one shot.
: fucking jhin and lucian
There's no problem with Jhin, he is hard to play and any error signs his death. But Lucian is free elo all the way, 100% mobile, 100% more burst and DPS than any non assassin/burst mage (burst) or ADC/DPS mage (DPS). He has everything any champ wants except camouflage, but he can run into a bush and in/out sice he dashes all the time and moves while dealing damage. Meanwhile Ashe deals less damage than Alistar while requiring 8 items to work.
: It’s more ad champions not named adc are going to do more damage and be tankier and sustain harder. There is a new Irelia build that’s just shitting on everything from every angle possible. Ibg, tabi/merc treads, deaths dance, spirit visage, steriks and a final situational item. She just does so much damage and heals so much while being unburstabke and crazy hard to cc down.
Except in S9 nobody is unburstable, you just need to focus more attacks on them but anyone can fall in <2 sec (even Voli/Mundo/Nautilus etc.). In lategame there's no tanks anymore, everyone just get deleted as soon as they take the focus. Edit: not only in lategame, but also in mid game at equal level of gold.
KazKaz (OCE)
: Except you **NEED** Void Staff, Zhoyna's, Sorc boots, which leaves only one open slot which is usually taken up by Rabadon's which provides more healing anyways due to more damage.
Doge2020 (NA)
: I have a really easy time against jax as nasus, I just wait for the jax to engage with q and e. I wait until the stun wears off before I use w and run him down with q and ult. Once played a game where my laner (who was jax) killed me like 3-4 times early, but then my brother who was mid ganked top (as brand) with the jungler and they camped him. When I got my triforce I was able to easily run him down and kill him over and over, and of course he got my tower early and was pushed up so more room for me to run him down lol. He fed hard after that.
You just told that you needed 3 guys to stop his butchery. And since it worked, I guess either Jax was bad or built the wrong items, or your mates were good enough to kill him with 2 champs and a minion is disguise (nasus far behind). That's exactly what people complain about, you need 3 guys to stop him (and that's before he's gotten 3 items). I just played against a jax that healed 50+ hp per hit with...DORAN'S BLADE! Yeah it's complete bullshit, healing like the bloodthirster + essencereaver + PD sivir with only a 450 gold item while having 2500 hp, 1.7 or so AS, 20+% CDR and 500-700 damage PER AUTO (so nearly 1000-1400 damage PER SECOND). BTW, his Lux took all the kills at the point we shit on him for 20+ minutes, then he reached his powerspike and 1v3 us to death non stop. Sure when he can stick to you while killing you in 1-3 seconds with hydra's AOE damage to soften all of us at once, his no counterplay E and R...I had 5.5 items he had 3.5 he just rendered the 3 of us useless (377 AD Hecarim youmuu BC trinity tiamat swiftness warrior). And it was 3v3 blind pick with Sivir (why on earth pick sivir in this mode in blind pick?) and AP Leona. Not that her going tank would've changed much anyway. Lux was so fed it was hard to kill her, MF just put sivir mid life in 1 auto even after being shit on for 15-20 minutes, she dealt 30% of my hp on the 1st hit.
Show more

Fckjaxsuo43v3r

Level 166 (EUW)
Lifetime Upvotes
Create a Discussion