: Riot: "Galio is struggling due to too many nerfs"
By removing flash taunt, they need to either get rid of self slow on W (even 15% is painfull now that you can't flash) or allow his E to be cast while W is still up to have a way to go in with the taunt
: For entire seasons you discouraged "healbot Soraka" and you come up with Yuumi
She is closer to sona in my eyes. Heal that scale with mising hp, permanant aura that boost damage, speed boost and a nuke Q if she get some ap. Even their ult are really close
HeartVine (OCE)
: Quinn and Valor need some much needed love, and lets be honest it would be ***so*** easy for Riot to change that name and give Valor the recognition he was supposed to receive from the get go, especially considering they've done no different for a glorified mount (yeh, I said it, no take-backs). They need a rework that gives them an actually unique experience, and is designed to give them ***both*** an intrinsic importance to the "whole". Honestly, though, I'd just love a Project/Star Guardian skin. Lots of potential with them, I think.
> [{quoted}](name=HeartVine,realm=OCE,application-id=yrc23zHg,discussion-id=4Mk5FGkQ,comment-id=0001,timestamp=2019-07-15T03:00:41.060+0000) > > Quinn and Valor need some much needed love, and lets be honest it would be ***so*** easy for Riot to change that name and give Valor the recognition he was supposed to receive from the get go, especially considering they've done no different for a glorified mount (yeh, I said it, no take-backs). They need a rework that gives them an actually unique experience, and is designed to give them ***both*** an intrinsic importance to the "whole". > > Honestly, though, I'd just love a Project/Star Guardian skin. Lots of potential with them, I think. If only they had the tech for a 2 in 1 champ where you switch between them at base, one melee and one ranged, that have both separate item slot/gold stack
: Im happy that Akali got a skin but tbh I'd rather have a different skinline. I was hoping for Pool Party or SG. This might mean that Quinn is getting a SG skin though. https://cdna.artstation.com/p/assets/images/images/008/974/020/large/noor-saleh-2.jpg?1516394486
> [{quoted}](name=kda akali,realm=NA,application-id=yrc23zHg,discussion-id=4Mk5FGkQ,comment-id=0000,timestamp=2019-07-15T02:50:22.445+0000) > > Im happy that Akali got a skin but tbh I'd rather have a different skinline. I was hoping for Pool Party or SG. This might mean that Quinn is getting a SG skin though. > > https://cdna.artstation.com/p/assets/images/images/008/974/020/large/noor-saleh-2.jpg?1516394486 the only thing against SG quinn imo is her bad rig that will make her looks awkard in game. These are "pretty"/ "prestence" skin and it doesn't goes well with her (heartseeker feels meh for exemple)
: I honestly do not believe that TFT is ready for a Ranked Queue in its current state.
To add to your QoL change -blitz should focus the target he grab and not randomly walking half the map to hit anotherone -carrousel turn should spawn player in the center, removing the bad random of "it's my turn but I was on the other side and didn't get what I wanted"
WardMyBüsh (EUNE)
: league of legends new skin project Pyke/Jinx/Warwick/irelia/Akali
: http://apollo-na-uploads.s3.amazonaws.com/1424733242139/TeslaEffectPROJECTQuinn1.jpg Could of gotten Quinn but nooo...have to be the popular girls.
I chance she get a starguardian skin (because of the whole pet thing ) when neeko get her new skin before the released one goes legacy
usul1202 (NA)
: What's your 'it happened in a dream' skin?
I want more worldbreaker stuff. There is so much more to do with mesoamerican mythology (aurelion could fit so well in it, as well as many spear or staff user)
: Long List of Thoughts Playing TFT
For me, my 2 biggest problem are: - Kassadin being good into anything (shouldn't gain shield from aa manaless champ), I would love him to be change a bit. Also some clarity about the 10sec cd on his ability could be usefull, what does it represent in the end - carrousel system feel frustrating when, even if you it's your turn to pick, you miss your key champ because he was on the other side. Just hope that, in some patch, when it's your time to pick you are teleported at the center of it, giving everyone same chance _(Smaller problem, I would love a mute button for LL/emote spam^^) _
: With so many emotes in the game, to have a larger emote wheel would be nice
larger or, even better, emote set you could bind to some champ t switch easily between game
Meddler (NA)
: Quick Gameplay Thoughts: July 5
shouldn't renek give up something for the new shield breaking machanic? As a "standard for toplane" champ that is always there it seems really random to buff him that way without changing anything else. Yes it would make him better vs shield champ, but i don't see were his weekaness are impowered if he face a non shield champ Also, dunno if you know the anwsers or not but, why turning bard E into a one point only ability :(
: Teamfight Tactics-- /Dev Update: Your Feedback and the Road Ahead
Just make us spawn in the middle of the carrousel when it's your time to go for a pick. Having something you really want being pick because before you can reach because it was at the opposite side is just too much random. (the more frustrating one imo since yo know you could have it if it was not for the placement rng) If carrousel is supposed to allow comeback, then either drop poeple in the middle when it's their time to pick or realease player one by one and not 2 at a time. If it's not supposed to allow comeback, then free everyone at the same time
Reav3 (NA)
: > [{quoted}](name=LoveNacho,realm=NA,application-id=6kFXY1kR,discussion-id=aYgz5mUf,comment-id=000200000006,timestamp=2019-07-01T13:09:18.458+0000) > > When do you think we will see the next champion roadmap? Will it be after Pantheon's rework or slightly before? Probably not going to be another roadmap for awhile since everyone already knows we are working on Fiddle and Volibear. There will however be a dev blog update on Voli and Fiddle in the next month or so
is voli gonna be visualy update in tft too?
: Oh boy, got a hextech chest for my S rank game!
I miss champion shard reroll. If only they could bring it back (with more frag needed obviously, like 10/15 depending on the shard used since now we have a ton of 90be shard :p)
Nikö (EUNE)
: 10 Improvements for TFT Right now
If carousel event is supposed to allow comeback, they should make it so you spawn in the middle when it's your time to pick. There is nothing more frustrating than spawning but not getting the champ you want because you were on the opposite side
: Little Legends are permanent content that will be usable in TFT and ARAM. If for some reason we end up having to disable Little Legends, which is unlikely, we'll find a way to do right by players who have purchased them.
So the question that is on my mind about LL is, have you planed a way to diseable them like you did with event map and stuff like that for poeple who don't want them on their screen
Kürama (NA)
: How exactly is TFT going to inform the post?
my guess is that, if TFT do well, it's the last year of twisted treeline and they will add the announcement in the article :(
Meddler (NA)
: Quick Gameplay Thoughts: June 20
Is the riot Pls that was released today the article you mentionned some time ago (about alternative mode like TT and the future) or is it another one? Also, any chance for klepto fonctionnality change during preseason (breaking the range vs melee bias) Finaly, what are the plan for yuumi. One of the initial concern was balancing her so she will not end up to safe, but as of now she seems like she lose nothing from taking no flash no boots ("free" item slot and quicker powerspyke).
Moody P (NA)
: Old Galio only useful for flash taunt, new Galio only useful for flash taunt
still want to be able to selfult to trade better in sololane
: > [{quoted}](name=kuraiona,realm=EUW,application-id=A7LBtoKc,discussion-id=WpJn3mE8,comment-id=0086,timestamp=2019-06-06T21:08:04.037+0000) > > I just saw that the changes have been reverted on PBE and I was wondering if it still was coming Yep, everything's moving forward. Just waiting on the project to make its way through QA, loc and other aspects of the process. Stay tuned!
can we expect some juicy lore with it now that he is relocated to the new faction?^^
Reav3 (NA)
: Generally we release more content during summer because we have much higher engagement during that time since it's summer vacation for a lot of our players.
would have love not having the be emporium released before the announce, would have kept all the champion capsule I had left after yuumi ( you need a ton of those if you want that get that 1 shard) {{sticker:sg-janna}} For someone who have all champ but not an enormous amouth of BE that i can unlock everything everytime BE shop come back, I really missed the reroll champ shard system. I would love seeing this feature come back but for a greater number of shard (reroll 20, or maybe more, for 1 permanent)
: Correct. Bullet sponge isn't really fun to play against if you take it too far and riot took it too far. In a way, riot took toxic healing that Morello warned against and put it on a tank of all things.
imo it's not just tahm, pyke kinda has the same problem (the only "healthy" one is rengar)
: So, I guess we're just ignoring the fact that Tahm can no longer support?
I start to believe that grey health isn't a healthy mechanic if all you need to do to regen a large pool of hp is walk back a bit without spending any ressource/cd
: Hey! Morde's writer here. Appreciate you sharing your thoughts! A couple thoughts to share back. First, know that with any champion rework, we first seek to understand as deeply as possible what makes a champion great, what excites players about that champion, and what are the core essences that define who that champion is. From there, we set out to craft their place in wider Runeterra. Any change has the potential to be painful. Know that the folks on the team are all highly passionate players and story geeks to the Nth degree; no change was made lightly, and no expansion or shifted emphasis was done without heavy thought and robust discussion. One of the things I most appreciate about being at Riot is the space and time we give projects to do things as right as possible. Do we miss the mark sometimes? Well, to be human is to err. (Unless you're Mordekaiser. Then you just cease being human. :P) But I am grateful to have teams who are super passionate and knowledgeable all working to craft something to share that excites us and, we hope, the players that love this content. Onto some Morde specific thoughts: 1) Mordekaiser is an extremely accomplished necromancer - a soul of iron will and arcane power, and a warlord of deep intellect. Mordekaiser defied death by sheer force of will - a feat literally no other mortal on Runeterra had accomplished. The ghosts of the Shadow Isles are in the living realm because of a magical catastrophe; Mordekaiser _refused to accept the reality around him_. He gained necromantic powers in the death realm by listening to the maddening whispers of souls and *deciphering an unspoken language* over untold time, teaching himself Ochnun. (I barely learned some broken Spanish after 4 years of studying, so, uh, there's that.) Through those profane whispers, he also figured out how to speak across the veil of death and deceive mortals into thinking they could bring him back and bind him to their will - only to slaughter them all. Once returned, he didn't kill without a plan, despite what his enemies thought: > To his foes, it seemed he cared only for massacre and destruction. Entire generations perished under his relentless campaigns. > However, there was far more to Mordekaiser’s plan. He raised the Immortal Bastion at the center of his empire; while most assumed it was merely a seat of power, some came to know the secrets it held. Mordekaiser hungered for all the forbidden knowledge of spirits and death, and a true understanding of the realm… or realms… beyond. Mordekaiser sought out more arcane knowledge about the dead and about spirits, growing his necromantic powers while doing what he did best in his first life - conquering - all to serve his bigger purpose. He also built an impossible physical monument to his power that has secrets yet untold. And all of that empowered him to harvest souls, grow his necromantic power, and build an army of spirits bound to his will. It takes a necromancer of some power to exert such control. Also, Mordekaiser's rebuke of death was so thorough that he learned how to forge his own afterlife and realm. He is a necromancer not bound to physical totems or phylacteries, but has managed to reject the very cycle of life and death that seemed his destiny. 2) Mordekaiser is the warlord that inspired the entire Noxian empire. Take a look at his quote: "Destiny. Domination. Deceit." You might find it maps to the Noxian / Trifarix principles of strength: "Vision, Might, Guile." Consciously or not, Mordekaiser's legacy spawned an entire culture that emulated his conquests and his philosophies. Yet to him, Noxians are a watered down imitation of his previous glory. At the same time, to every day Noxians, his legacy as a conqueror is of mythic proportions - legends so big, they are hard to believe as history. (A real world comparison is the Romulus and Remus mythos around the founding of Rome.) 3) Mordekaiser is an unstoppable threat and a major force that looms over Runeterra. His first return, when his necromantic powers were new, resulted in a massive period of tyrannical rule that took both betrayal from within and united enemies from without to stop him. Now, he has amassed an army of souls, collected powerful arcane knowledge, and has plans and machinations in place... 4) There was a lot of discussion that led to Morde no longer being associated with the Shadow Isles. It was not a decision we made lightly. In fact, I originally argued against it, but came to agree with our narrative lead and lead editor on why it is the stronger story choice. Ultimately, we made the call due to a number of factors: **Death magic and necromancers exist beyond the Shadow Isles.** Runeterra is a big place, with a long history. The Shadow Isles was just one (albeit enormous) cataclysmic event that caused a specific area of Runeterra to become frozen in time, and to have a very specific form of undeath permeate the land. Ultimately, Mordekaiser's old connection to Shadow Isles felt primarily driven by a feeling that we had to shoehorn him into our "ghost faction". In our current storytelling efforts, we're interested in expanding our factions out beyond some of those wide (and as a result flat) characterizations that were made in years past. Another great example of this is how Demacia is more than just "the good guys" faction, as seen in how they deal with their relationship to magic, brought to the forefront with Sylas and Lux's story (shameless comic plug here - go read it!). **Questions of geography / narrative complexity** In terms of our geography, Shadow Isles is far flung from where the Immortal Bastion is. (Yay, Runeterra Map!) While I loved the idea that it took taking Morde's remains across the world to prevent him from returning, ultimately it felt honoring Morde's connections to the Immortal Bastion yielded more rich storytelling space. It also simplified a narrative beat in his backstory, allowing me to zero in on his arc and agency, rather than a moment of denied choice where outside forces moved him, and then an outside cataclysm happened to bring him back. **I wanted Mordekaiser to shed all mortal weakness.** A big guiding star for me was the question, "what makes Morde metal and terrifying and unique?" How do we take "necromantic warlord" and push him to an 11? One answer that excited us - rather than having a physical weakness of his mortal remains, what if he shed just about everything that made him remotely human? To me, his title, "The Iron Revenant," served a lot of inspiration in this regard, and further cemented the pivot away from his remains being a major weakness or vulnerability. 5) For a character like Mordekaiser, who spans massive swaths of Runeterra's timeline and history, his story has large impacts on larger reaching histories and stories we are setting up to tell. Clarifying and focusing Mordekaiser's story in allows us to help make greater sense of many other characters and champs. Some stories are just subtle hints right now, breadcrumbs that I can't wait to explore more fully in other outlets than just Mordekaiser's bio. This leads to some more general thoughts in regards to writing for Riot and League: 6) A huge challenge of being a narrative writer on League of Legends is the space in which we get to tell the story of a champion. In game, the main narrative outlet is a champ's voiceover script - a very specific set of lines, with very tight gameplay constraints on length. It definitely has its strengths and weaknesses as a storytelling expression. Out of game, we have a champ's biography and color story. A bio is, by its nature, more summary than story, more exposition told as evocatively as possible than scene-driven in depth storytelling. Our color stories are also a very specific length, and are crafted to give a very specific snapshot of the champion in action. With a champ that's larger than life like Mordekaiser, this means that there's much that remains untold in full, many details that must be summarized, and TONS of story space that is ripe for deeper exploration in future storytelling endeavors. And honestly, that's part of the joy as well - leaving tantalizing questions for players to ask, to explore, to theorize, and to discover. For now, I have to leave Mordekaiser with his Bio, VO, and color story. But if players are excited to learn more about his history, I hope we'll have more opportunities to expand and explore as we continue to strive as a narrative team to help move Runeterra's events forward in time. Whew, this got quite long - apologies! I hope these thoughts were interesting, and helped to answer a bit of the question "why did his lore have to change?" as well as address some of your feelings that he isn't the epic, metal champ he was! Thanks for reading and caring about Mordekaiser, this game, and our world and story as much as you do, and sharing that with us. :)
I just want to know how he feels about a being like yorick who is another kind of "necromancer". The two meeting each other could be an epic story to tell. is the realm the maiden the same as the one mordekaiser was in? would he be interested in yorick power or would he fear it? (can yorick ruin his plan by interacting with the army he has build in that realm)
: Out. RIP. (I loved the line for nostalgia, but it... really doesn't fit. T_T)
even as a private joke with skin using keyboard? (or with esport oriented stuff generally)
: Imagine the most improbable Champions getting dark skins before Xerath
I know it's just me but i would take cosmic reaver xerath over dark star. Open up more visual oportunity than just dark spell
: Solo lane Pyke needs a nerf
Tbh, pyke deserve the support treatment that, if you are unhealthy as a carry, you should only be able to support ( lulu, soraka, leona,...) It's not even a solo lane problem. You can pick him as a carry bot with another tank support and destroy the lane just because of double targon. (Trust me on this, leo pyke is a disgusting lane if they are willing to lose some cs early)
Meddler (NA)
: This is likely an unpopular opinion with some, but my personal take is that Jayce has never had a healthy pattern. When he's been successful it's been in ways that leave his opponents with few ways to interact well enough with him in lane or later. Not expecting this current nerf will do anything other than band aid things a little. Wouldn't want to sink a lot of time into Jayce either though until other champs in significantly greater need of work get help first. Sylas wise we believe wave clear to be a good angle to hit. Tends to be particularly valuable in pro versus other contexts. Means potentially pulling power out of that and then seeing if we can put it elsewhere (though that bit's likely to happen in a follow up patch if so).
to increase interactivity, would change his knockback to a knockup do the trick? That way, melee champ who try to go on him will have shorter distance to travel before catching with him again
: Hi everyone! Appreciate the continued discussion around Malphite; clearly he holds a special place in a lot of people's hearts as one of the first Champions they ever played. I have a small update with where we're at: 1. We're effectively mechanics-locked as of the latest iteration, and have entered the tuning/number tweaking phase 2. To that end, yesterday I did some bug fixes and am currently testing a minor Base Stat clean-up. Those should be on the PBE today 3. Riot Beardilocks did an amazing job on updating Malphite's VFX across all his skins- check them out if you haven't had the chance! 4. Since this is an opportunistic change list, we still don't have a specific release patch in mind. Stay tuned! While not exhaustive, here's a breakdown of some of the major revisions I've made since posting the original change list. Still seeing a lot of people talking about outdated values and mechanics, so I'd like to dispel some of that now. **Passive- Granite Shield** * Size scaling has been refactored to account for the massive Armor values Malphite can get through his W. His growth spurt now caps out at ~700 Armor **Q- Seismic Shard** * AP ratio reverted to LIVE value * Cast time reverted to LIVE value * Q now checks if "stealing" move speed would result in a faster Malphite, and uses that value in the rare cases when it does **W- Thunderclap** * The much beloved 3x Armor multiplier has been retained * Mana cost increased to 30 from 25 * W's sustained damage and dueling potential was listed as a major red flag during internal testing, so it's seen a number of nerfs over the last two weeks **E- Ground Slam** * Mana cost decreased by 10 at all ranks **Base Stats** Here's the Base Stat clean-up I'm trying; definitely no promises that these will all make it through, as they're almost all buffs and we're worried this update is already pushing Malphite pretty far. Goal was to further solidify Malphite as the definitive anti-AD tank while indirectly nerfing his late-game AA damage potential, which was getting pretty nuts when building Triforce + Wit's End. * Attack Speed growth reduced to 3 from 3.4 * Base Armor increased to 40 from 37 * Armor growth increased to 4 from 3.75 * HP rounded up to 575 from 574.2 {{champion:54}} -Lutz
Can you elaborate more about the size scaling. What did it bring for malphite player, better aa or range increased? If this just make it harder to dodge as malphite i don't see the point of those change
Meddler (NA)
: Ah gotcha. Hmm, issue there is how to let the player cancel R still when desired. Way our spells are currently scripted can't have the spell slot both available to be recast (cancel) and get benefit from PoM. Lemme think about that one.
Is it possible to make PoM cdr machanic some kind of stack system that are stored when R is ongoing, auto consume when the R goes on cd and doesn't drop when R is already up. Would help more champ than just wukong so will maybe be too strong that way
Meddler (NA)
: As per original post follow up here could mean buffs or nerfs. If we didn't want Yuumi to succeed we wouldn't ship her. That does happen to some champs, usually fairly early in their development process.
will it be number change or kit change? One of the concerne if I remember right was the balance between attached to ally or not state. Is it possible that, if attached is to strong for exemple, you play around passive cd so it refresh half as quick when you are attached (giving an intensive to play a little bit "on your own")
: Early 9.10 Patch Discussion
Kit tuning to lower frustration instead of just number nerf, couldn't be happier about that choice :D
Reav3 (NA)
: The poll will just be for one of the VGUs in 2020, jsut because a Champion doesnt get chosen in the poll doesnt mean they wont get a VGU in 2020, it just means it won't be guaranteed for 2020. When I said less VGUs I didnt mean like 1 a year, just less then we have been doing
My bad then, I just want that yordle pass launch with ziggs to be finally over ^^ (even lulu start to aged poorly in ragard of trist/poppy) On the other end, is there plan for splashart update, even if it's just for the champ who already got some sort of VU? (karthus, heimer,...)
Reav3 (NA)
: There will be 5 Champions on the poll with information about whats our goals for each VGU will be. The one with the highest amount of votes will be guaranteed for 2020, but that doesn't mean that others on the list won't happen as well
So if I understand right, way less big VGU but Ezreal like VGU are still a thing right? Because many champ, despise decent kit, could really use those (yordle unification still not finished, udyr and mundo age really poorly, malph still a big nose) Is slowing the vgu process mean those will need to wait years before being worked on (1 out of 5 is really small and will most likely frustrate poeple who wanted the other 4 :s) or the poll is only for big VGU project. Also, if VGU (big and small) are less likely to happen now, what can we expect about splash art update (you know, vyndicator vayne, toxic mundo and all those misfit art)
: On the recent issue of "UPVATE IF YOU WANT BANS IN ARAM RETURNED" threads
more than ban, something really need to be done about item. First guardian line are all trap item, you can get component item for the same price that upgrade later and aren't a waste of gold. In my experience, the more guardian item your team has at the start, the more likely you will fall behind and lose the game. Another problem I have with item are the recommended one. I still can't believe tear is an item that appear on most mage page as the first buy. That place should be for lost chapter on everyone because, beside ryze and sometime anivia/cassio, all the other mage are way better with luden. As aram is a fast action game (an afk early before minion even spawn can cost a lot), poeple tend to buy what riot say you should buy By showing tear you trap player into a one evolution item while using lost chapter still give you 3 options. There are probably other bad page but this one is the worst offender for me Not item related but, as afk start cost a lot, time before minion spawn should be shorter to force poeple to be reactive after loading screen (or move the barrier in the lane and make it vanish at minion spawn to stop player from going 3v5 15 sec into the game) On unlocking all champ for everyone, maybe it's not a good solution, but what about matching poeple based on aram mmr and champ unlocked (is it possible?). That way, poeple with lot f champ will face poeple with lot of champ and aram account will play vs other aram account
: This IS a cool idea Hero. We are always looking for new ways to not only highlight our Pro Players, but also "commemorate" their performance in some way. Stay tuned for more....starting at MSI 2019!
I don't think the mvp should have one (too subjective), winner of all star 1v1 on the other hand really earn his spot :p
: Monthly Reminder That Twisted Treeline is a Stain on League of Legends
before balance attention for the mode (even if needed like the funnel comp still being crazy), I would really like it to be less punishing for playing it. In the last few month, the game mode got exclude from pass reward (meaning if you play it while having pass active, you were actually losing money), harrowing mission weren't all achievable in TT, you get half the point toward the reward stuff for winning a ranked game in 3v3 Adding to that the fact we still can't win token for S grade in 3v3 (they said they would think about it latter, it's been what, 2/3 year?) just because they made sure to always talk about aram being random when this request show up (mastery system of aram/tt shouldn't be the same imo)
: Why is "fun had" not part of balancing the game?
imo, the closer we are to complete the "must be reworked list" the sooner those champ will be looked at. In the past rework were not only because of outdated kit/visual but a major reason for them was because of unfun mechanics to face (for ex poppy R) When morde and the like will be out of the list, champ like riven, vayne, yas,... will most likely fall in the rework group (even if it's ez level of change) because nerf can't fix unfun gameplay
: I think its more that Riot has a huge fear of mages, because mages meta means farming. Have you seen any mage been a slightly viable in the last 2 years? Here's a quick list of those few playable : {{champion:30}} --> hes a jungler now {{champion:7}} --> assassin not a mage {{champion:127}} --> More of a ap bruiser now with short range {{champion:61}} {{champion:13}} --> More of a ap bruiser now with short range {{champion:26}} {{champion:142}} And one of the major problem (which affects supports as well) is the dumbass mana regen rework they did 2 years ago. Since then, no mage have been really viable for a long time (except for Orianna) in the mid lane nor the support role. Riot intentionally killed an entire class. Just play some aram and try to stacks mana regen items : You will always be out of mana. You need to stack tons of mana to be able to poke. God I hate this chinese meta
with manflow band+luden+presence of mind you will never be oom in aram tho
: Not to fix it this quickly, no. And to get the platinum icon, players will still have to complete the other two impossible missions as-is because they do not have B objectives. We felt this was the best way to resolve this quickly for people that didn't mean to complete the first B objective and no longer had a chance to do the other ones.
Is there something different for doing the nunu one now or not? I have not start it yet and was planning to do it for the icon but what is the point now. It sould have a small reward for doing it instead of the ward ( like some be) because now it doesnt feel rewarding anymore :s
Rilea (EUW)
: I know this isn't your fault, so please don't take my criticism personally. It's just incredibly infuriating that supports are being punished for other positions abusing our items.
I would say ranged klepto proc should have been the target and not the support item
wolvius (EUW)
: We will have to see if it stays that way after they've decided which "changes" to save after 9.7. > While the average ARAM game time is sitting at a nice and healthy 19 minutes, games can often go longer which can feel really rough if you were expecting something shorter than a Summoner’s Rift game. Even just the risk of a game going 30+ minutes might make it so you don’t have time to play at all, so we’re removing that risk. [ ](http://WhatYouLookingFor) >From game start to 15:00, champions deal 10% more damage to structures. At 15:00, that value increases linearly until 25:00 when they’ll deal 30% bonus damage to structures. I really don't like the look of this, at six you can already lose first two towers from 1 team wipeout. I am looking forward to banning lux though and backtrack skarner. > BUFFS: Akali: +12% damage dealt & -8% damage taken Evelynn: +12% damage dealt & -5% damage taken These changes seem dangerous.....
> [{quoted}](name=wolvius,realm=EUW,application-id=yrc23zHg,discussion-id=9bAiqjcn,comment-id=0003,timestamp=2019-03-20T17:46:09.609+0000) > > We will have to see if it stays that way after they've decided which "changes" to save after 9.7. > > [ ](http://WhatYouLookingFor) > > I really don't like the look of this, at six you can already lose first two towers from 1 team wipeout. I am looking forward to banning lux though and backtrack skarner. > Akali: +12% damage dealt & -8% damage taken > Evelynn: +12% damage dealt & -5% damage taken > > These changes seem dangerous..... the most dangerous change imo is the aram version of GA, now, even if you manage to catch and kill te overfed yi who penta all the time, he will still get 4 sec of invulnerability to kill you anyway. (almost like you are punished for killing him) This change coupled with the fact that, for some reason, he is not in the nerf batch feels really of.
: The whole thematic argument doesn’t work here
does that mean that, because someone is small, he can't play basketball? Previous sport skin weren't based on the look of the character, what's next, sumo gragas? :p
Meddler (NA)
: We believe Wit's End is much closer to being a stable, useful item. Ohmwrecker by contrast arguably fills a niche that doesn't need to be filled and wouldn't be good for the game if it were strong. We'd have removed the item if the name wasn't a refer a friend promise, possible we instead move the name somewhere else to both better deliver on that and let us take out an unsuccessful item design.
can it be moved to a resolve/inspiration keystone instead of an item (working like predator, tied to a boot active) this way you can play dive strat with the trade off of survavibility outside tower as you give up guardian/aftershock slot
Sukishoo (NA)
: Dunk master Ivern...
I expect it to be more "dunkmaster Daisy", Ivern will just be the chilling guys near the real MVP (if daisy doesn't have a dunk visual on 3 rd hit, then the skin is sew chaos level of "need to be cancelled" for not fitting with the champ)
: > [{quoted}](name=Rathar Dashing,realm=NA,application-id=A7LBtoKc,discussion-id=A8F8ArAw,comment-id=0003,timestamp=2019-03-15T16:35:05.005+0000) > > Seems pretty great, would have loved to see something done with his current W though, or just his mana costs in general. I had a couple stabs at his W, but the ability was adding a lot of strategy to how Blitz wanted to approach fights. Rather than mess with something that was core to his kit, I tried focusing on lightly adding to his pattern rather than gutting it. I also tried messing with his mana costs, and the tuning is pretty sensitive. We have to design around his hook mana cost.
I would say more that you have to design around his hook mana cost and all the other hook support. When thresh was change some patch ago to have more acces to his Q, there was at that point low reason to pick blitz over him. I don't mind blitz being design around his hook but, when champ with similar spell began to crop up, something needs to be done to make sure he remains the first champ you think about when you want to play a fishing for kill support
Meddler (NA)
: Quick Gameplay Thoughts: March 15
As "midseason" will not have big change gameplay wise, does this mean that we can expect patch who focus more on big client improvements (like ability scaling in champ page) or will all the part of patch be really small change wise?
: Why are dodging penalties and autofill bad for matchmaking?!
I don't know why the enemy team should get a free pass if we manage to outdraft them. If you pick full ad and I can last pick rammus, your fault not mine. Getting rid of penalties will not make the game healthier, what does tho is making sure to report troll after every damn game (and in the worst obvious case, take 5 min to send a ticket to the support, it works every time)
Riot Jag (NA)
: Teemo changes temporarily on PBE for early feedback
gameplay wise, I see a big missmatch between the synergy you want and the unneeded enemy behavior change on his Q (mostly for melee). I mean, if you really want cassio/teemo to be good, adding random turning on ennemy champion who are melee and blind will just make landing cassio Ult harder. This change just doesn't add anything for the champ and should be remove imo (just make champ with "facing" abilities harder to play when in teemo's team because they must now also take into account random turning in addition to enemy reflex move)
Keyru (NA)
: Emotes usually are bugged and need a relog to show up after you've unlocked it. You should see it on your next login!
any eta on a fix for that problem? seems like it's a long running one (world, maybe before?)
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Flemman

Level 164 (EUW)
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