dEAdbUs (EUW)
: People in normals now care only about S rating not real teamwork.
People wanted a rating system that reflected individual performance regardless of wins and losses. Here it is. Enjoy.
Dasdi96 (NA)
: Playing poppy vs quinn top who has ignite.
Press all of your buttons. Quinn dies. Midlane dies as collateral damage.
: What hero will you main in Overwatch?
You're not supposed to "main" anyone. You're supposed to pick the hero that fits their role and team composition.
: 4 man premade just forced me out of my lane.
Don't worry, dynamic queue reduced toxicity by 183%.
Azaleax (NA)
: (Not Flaming) What Drawbacks are There to Easy and Powerful Champions Like Darius, ETC?
> (Not Flaming) What Drawbacks are There to Easy and Powerful Champions Like Darius, ETC? I don't know about Darius, but ETC has low survivability, zero damage, and mosh pit has a long cast time and is easy to interrupt by anyone who is not stuck in it. Unless you massively screw up, his powerslide/mosh combo will only hit one or two people while everyone else has plenty of time to get out. Then either stun him or ignore him depending on how valuable the people in his mosh pit are. Also, if you can make him whiff mosh pit, you win the fight and probably the game due to its enormous cooldown. Or just pick Muradin with the leap stun talent and GG.
: Why League of Legends Isn't As Awesome As It Could Be - @Morello, @Meddler
I have some things to add to that. The strategic diversity you celebrate in HotS does not exist. It's teamfight or bust, any hero must take exclusively teamfight talents, any hero that isn't strong in teamfights (like, well, Abathur and Gazlowe) is not competitively viable. Picking the best heroes is insanely important because there is little individual outplay potential and having bigger numbers in teamfights is the most important thing. Dota does pull off strategic diversity... at the cost of not actually having much in the way of tactics. It is all about strategy: when to rosh, when to push, when to farm, how many people to assign to each lane. Execution is largely reduced to a reflex test: can I stun and 100-0 the guy before he uses BKB and makes my character irrelevant? It is an amazing spectator sport, but actually playing it in anything less than a highly organised team and trying to strategise is so futile that pub players just pick carries and play for kills. Dota is also marred by unnecessary legacy complexity, just like LoL is burdened by legacy game design choices. --- What would happen in an imaginary game where Maokai would fortify his side of the map with tree turrets, Leblanc had 10 independent illusions, and Quinn was a pet character? We know what would happen, because that's how Dota works. Firstly, you have to strategically assemble a team composition or you have no play and lose by default. If this does not happen, whichever side is better at their strategy than the other side wins. In other words: there would be few close fights between evenly matched champions or teams, no tense laning, no surviving at 5 hp and getting a kill. Champion strengths would be so disparate that the outcome of any conflict is decided before it even starts, depending on which team is playing to their strengths. Zed ganks Heimerdinger? Heimerdinger is a pusher whose entire kit is about building stuff, so his dueling strength would be zero and he is a free guaranteed kill. Kog gets farmed? GG, should have stopped him, game over. Tl;dr the reason why champions are so similar is because it creates fair fights, and fighting is why people play this game. People don't play to kill the nexus, and would not be interested in a game that eliminates fair fights in favour of making total strangers try to organize and implement unfun strategies like rat doto. That's why Dota fails despite having the same learning curve as LoL and a better engine.
: [CCOS] January results, at long last!
> only 20 slots will be available so it will fill up quickly. BE READY. > The entry post will be up NOON Eastern Standard Time Ok, skipping next month.
: This is our first champion release without teambuilder...
The problem with teambuilder was that any imbalance in role desirability resulted in escalating queue times as the excess players piled on top of each other. Teambuilder was just too good to be true.
Vorazun (OCE)
: I think there are like 1-2 slots left. Hurry!
> [{quoted}](name=Vorazun,realm=OCE,application-id=A8FQeEA8,discussion-id=MpLANl2I,comment-id=001f0000,timestamp=2016-01-27T02:47:58.346+0000) > > I think there are like 1-2 slots left. Hurry! Not enough time to do it *properly*. Competition is strong and a rushed concept is pointless. Back in February!
: [CCOS] January entries here!
I am **one** day late and already too late. GG. :(
regonas (EUNE)
: Auryiel pulled darkfoxes on me :D (that is new saying meaning that a person evaluated someone worse than it should be and given lower scores than other people). Well, it doesn't matter, it is not like i spend time here anymore. #**Lore** I get lower score, because my champion is isolated from "pretty much everything from the game" and it is too long. K. Well, lets see: my champion is connected to {{champion:106}} {{champion:112}} {{champion:113}} and even {{champion:127}} (if you know her lore). How he is disconnected? yes, there are a lot of things about him that isn't part of current lore, but that is how champion concepts work. Also, i get lower points for writing better/longer lore and trying to make champion with interesting backstory? That's just darkfoxes right here. Which new champion have long interesting lore right now? You punished for making long lore? C'mon. #**Kit** Another darkfoxes moment right here. You say that his **passive** is "overtuned", but somehow you forgot that there is even stronger passive in the game with similar healing. Trundle have stronger healing, he doesn't even need to kill enemies personally, he even heals from champion deaths, he heals from jungle monsters and his heal is ranged. He doesn't have to pick anything. How weaker passive is "overtuned" Explain. You can't, can you? Worried that **Q** is "almost no one can actually interact with said mechanic"? Newsflash: {{champion:12}} {{champion:432}} {{champion:40}} {{champion:10}} {{champion:203}} {{champion:267}} {{champion:76}} {{champion:37}} {{champion:16}} {{champion:44}} {{summoner:7}} {{item:3222}} you are dead wrong. **W**. Lets ignore, that you are against only chance to have sustain against ranged champion. I can even begin to explain, why it needs to have have larger radius. This "judge" don't get, that if this ability would have smaller radius, then multiple phantoms would be constantly attacking same enemy, blocking paths and doing other horrible things. "that means phantoms are very easy to walk around" yes, that is what counter-play means. You mean champion should have abilities with no counter-play? Why are you allowed to judge? **E**. Range is and should be low. It is hard CC and it can be mirrored by R. Why it should have bigger range? Ant there is obviously "good" and "bad" choices: 2 sec silence or 2.5 sec taunt. On silence, you still can move. On taunt, you can't do anything and even walk towards an enemy. **R**. This pet/summon is supposed to be tank taking damage as living shield and engage tool. It have high magic resist so that he wouldn't be instantly bursted from range. Also, most or mage champs have no magic resist scalings, so why it is bizzare that pet don't have magic resist scaling? And, just wow, you wonder why flesh eating zombie mutant monster can summon zombie pet? He tears parts of his body, infects flesh of dead dragon and raise him as an undead servant. Does that comes out from nowhere? Entire lore was one key thing: he eats the dead and takes on powers from the strongest dead bodies. That's why dragon gets stronger with epic monsters kills (no, seriously, why this person was allowed to judge?). Why i need to explain my champion, when all explanations were already in his lore: HE ABSORBS THE DEAD. **Overall**. Judge isn't sure what zombie monster suppose to be or do... Then why are you judging, if you don't understand? Judge's problems: 1) **No cohesion in kit**. Pfff :D Q interacts with itself and with R; W interacts with passive, Q and R; E interacts with R; R interacts with Q, W, E and your team via epic monster kills. There is literally no other champion with more coherent kit in the game. 2) **He have too mush sustain**. Pff yet again. {{champion:266}} {{champion:31}} {{champion:36}} {{champion:9}} {{champion:86}} {{champion:120}} {{champion:420}} {{champion:39}} {{champion:57}} {{champion:25}} {{champion:76}} {{champion:75}} {{champion:50}} {{champion:44}} {{champion:48}} {{champion:23}} {{champion:8}} {{champion:19}} {{champion:5}} {{champion:83}} have better sustain and some of them even deals damage while sustaining. 3) **His damage is low and easily avoided, he is melee with no mobility**. He is hybrid tank. Should he have high mobility and high damage? Wtf? This judge don't get the difference between tank/bruiser and assassin. Why. in the god's name, should mid-range bruiser/tank should have high mobility and high damage? And why abilities with counter-play options are bad, according to you? P.S. he does have pretty high DPS when fighting together with his dragon. He just lacks BURST damage **** Long story short, Auryiel said what he disliked and explained why he have lower score. However, those explanations are not justified. This person don't know what he is talking about and pushes people (well at least me) for good things. He dislikes abilities with counter-play options, he dislikes long and complex lore, and he thinks that some abilities are "overtuned" when there are even stronger abilities in the game. He even comments on abilities (Q) when he knows nearly nothing on the actual game and existing champion's. In conclusion, i am not mad or anything. I am just annoyed that i got punished for good things and that judge pulled darkfoxes on me. It is disappointing to see my and everyone's else concepts judged by incompetent people. No further explanations is needed, because it is clear why i get score like that.
> [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=BA3EEHTB,comment-id=0009,timestamp=2016-01-18T05:49:39.318+0000) > > Auryiel pulled darkfoxes on me :D (that is new saying meaning that a person evaluated someone worse than it should be and given lower scores than other people). > Well, it doesn't matter, it is not like i spend time here anymore. Feel free to volunteer next time. You'd do a far better job apparently.
: [CCOS] December Results!
Um, what's the problem with a global auto attack...?
regonas (EUNE)
: # CCOS review 1) Passive. Well, nothing original. Many people tried to made concepts like that. However, i have several problems with it. At 18 level your pet will have 3800; 132 (+70% AD) attack damage; 250 base movement speed at level 1; 462.5 (+75% bonus MS) movement speed at level 18. These stats are just extremely random and bad. At first, it can even keep it up to you, because it moves too slow, but later game he moves much faster than you. Pretty high attack damage, high health for no reason. You just put random numbers there. Is pet suppose to be tank, bruiser or what? 2) Q. Wow, so bad. Lets say with {{item:3078}} {{item:3031}} {{item:3508}} {{item:3046}} {{item:3072}} {{item:3142}} (for run) he would have about 420 attack damage. Now, critical strike should do about 1050 damage. Now, 97 base dama, trinity force should add 194 bonus damage. So, Q crit would deal 2149 damage (with 4.8 sec CD). So, Q is equal to 104% damage increase to basic attack. Only other champion who can do it is {{champion:75}}, but he needs to farm his ability over and over and over. This champ can nearly one hit any other ADC in the game (and he can do it from stealth). 3) W - pretty fun. Good for ganking or snaping running enemies. Nothing to add here. But, pet buff is pretty huge. Q + W for pet and you can wipe out any other champion in the instant. And, don't forget that next basic attack can crit for... wait for it... 2625 damage. 4) E. Well, for ADC this is hugely strong. For bruiser = godly OP. Place where you expect enemy to move, trap triggers, place another trap. So, 9.6 sec CC. This would be the horror of counter-jungling. Enemy jungler would pretty much rage-quit if you would counter-jungle with this champ. Range attacks, pet attacks, locked in place forever. That would be so unfun. Less fun than playing vs {{champion:107}} + {{champion:122}} + {{champion:17}} + {{champion:420}} + {{champion:104}}. 5) Well, pretty boring and also bad. Outside of jungling, it have only one use: R + Q + W = :DD. Global damaging attack which would deal only: 2146 (Q damage) -> 5372 (Q+W damage) -> 6984 (Q+W+R). So, have ward somewhere in the map, one-hit anybody you get vision on, profit. **Overall:** your concept sounds fun on paper, but with these all damage increases, broken buffs and other stuff, your concept completely broken. 2/10 is best i can give for creativity, but everything else is just plain wrong, sorry.
Thanks for your feedback, made a few updates. > [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=tBMa8AdF,comment-id=0003,timestamp=2015-12-30T13:42:52.659+0000) > 1) Passive. Well, nothing original. Many people tried to made concepts like that. Meanwhile Rexxar in HotS exists and works just fine. Pet champions keep coming back because there is demand for them and Riot does not deliver. > [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=tBMa8AdF,comment-id=0003,timestamp=2015-12-30T13:42:52.659+0000) > However, i have several problems with it. At 18 level your pet will have 3800; 132 (+70% AD) attack damage; 250 base movement speed at level 1; 462.5 (+75% bonus MS) movement speed at level 18. These stats are just extremely random and bad. At first, it can even keep it up to you, because it moves too slow, but later game he moves much faster than you. Pretty high attack damage, high health for no reason. You just put random numbers there. Is pet suppose to be tank, bruiser or what? I increased Woden's low level movement speed and added a clause that he moves faster than Hauron when leashing. I also reduced his health to compensate for this buff, since you can no longer kite him. Note that his health is about twice as high as a voidling, but you can have two voidlings (and voidlings are much easier to replace). His damage is actually *lower* than a single voidling after one completed item: 30 (+6 per level) (+70% bonus AD) for Woden, 20 (+5 per level) (+100% bonus AD) for a voidling. I suspect that he might be useless now. > [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=tBMa8AdF,comment-id=0003,timestamp=2015-12-30T13:42:52.659+0000) > 2) Q. Wow, so bad. Lets say with {{item:3078}} {{item:3031}} {{item:3508}} {{item:3046}} {{item:3072}} {{item:3142}} (for run) he would have about 420 attack damage. Now, critical strike should do about 1050 damage. Now, 97 base dama, trinity force should add 194 bonus damage. So, Q crit would deal 2149 damage (with 4.8 sec CD). So, Q is equal to 104% damage increase to basic attack. Only other champion who can do it is {{champion:75}}, but he needs to farm his ability over and over and over. This champ can nearly one hit any other ADC in the game (and he can do it from stealth). Your math does not seem to check out. How does (1050 * 1.4) from basic attack + 194 from triforce = 2149, and how would a 40% damage increase turn into a 104% damage increase? The crit damage and triforce damage are not part of this ability, they occur no matter what the ability is or does. You could as well cast a hawkshot, do a triforce crit with your next attack, and claim that hawkshot does 1K damage. I updated Q, removing the damage bonus and moving it to W. This should make the ability more focussed on applying Hunter's Quarry at the correct time instead of rewarding the player for just using it whenever it comes off cooldown. > [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=tBMa8AdF,comment-id=0003,timestamp=2015-12-30T13:42:52.659+0000) > 3) W - pretty fun. Good for ganking or snaping running enemies. Nothing to add here. But, pet buff is pretty huge. Q + W for pet and you can wipe out any other champion in the instant. And, don't forget that next basic attack can crit for... wait for it... 2625 damage. This increases Woden's damage by about 100-150 per hit with 6 items. This will not "wipe out any other champion in an instant" unless they just stand there and eat it. I nerfed its movement speed to compensate for the movement speed buff on the passive. > [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=tBMa8AdF,comment-id=0003,timestamp=2015-12-30T13:42:52.659+0000) > 4) E. Well, for ADC this is hugely strong. For bruiser = godly OP. Place where you expect enemy to move, trap triggers, place another trap. So, 9.6 sec CC. This would be the horror of counter-jungling. Enemy jungler would pretty much rage-quit if you would counter-jungle with this champ. Range attacks, pet attacks, locked in place forever. That would be so unfun. Less fun than playing vs {{champion:107}} + {{champion:122}} + {{champion:17}} + {{champion:420}} + {{champion:104}}. Huh? If you cast the trap on top of an enemy, it will not stealth, therefore not trigger. You can cast a trap while the target is trapped, but it has to be at least 600 units away for it to actually become active. I updated the ability description to add that a trap does not trigger if it is not armed, because apparently you have to spell out everything. :( > [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=tBMa8AdF,comment-id=0003,timestamp=2015-12-30T13:42:52.659+0000) > 5) Well, pretty boring and also bad. Outside of jungling, it have only one use: R + Q + W = :DD. Global damaging attack which would deal only: 2146 (Q damage) -> 5372 (Q+W damage) -> 6984 (Q+W+R). So, have ward somewhere in the map, one-hit anybody you get vision on, profit. See above about changes to Q and W. I changed the bonus damage to buff Woden instead of Hauron because it is more interesting. I also added a delay to RE to give the target a chance to flash out, but them getting caught in the first place requires them to run into a trap (which they can see at short range) right next to a henge (which they can see from anywhere) near a terrain edge (which has been there since 2009) aka pilot error. I also added a clause to prevent global Q from critting because crits are annoying. Cooldown reduced to compensate. > [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=tBMa8AdF,comment-id=0003,timestamp=2015-12-30T13:42:52.659+0000) > everything else is just plain wrong, sorry. What is wrong is the fact that crit still exists in this game. Everything else (except the passive movement speed, which was a misinterpretation of Rexxar's stats) stems from the fact that adcs can randomly do twice as much damage as usual.
: I will get the name right this time I promise, :P Also, caught this one at 32 minutes since posting. Still got that new concept smell. Entry confirmed!
> [{quoted}](name=Sir ArmaMalum,realm=NA,application-id=A8FQeEA8,discussion-id=mEY40g9t,comment-id=00070000,timestamp=2015-12-24T22:32:28.048+0000) > > I will get the name right this time I promise, :P Don't worry, Sir MarmAlade. :D
: [Martin, The Last Chance](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Z5H8Ezvb-champion-concept-martin-the-last-chance-updated) enters the fray. Happy holidays folks, and I'll be looking over other concepts here shortly! [Reviewed Kraus, the Indomitable Spirit!](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/xkJ9qTTw-champion-concept-kraus-the-indomitable-spirit?comment=0003)
> [{quoted}](name=shadowsaotome,realm=NA,application-id=A8FQeEA8,discussion-id=mEY40g9t,comment-id=0005,timestamp=2015-12-24T18:40:00.481+0000) > > [Martin, The Last Chance](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Z5H8Ezvb-champion-concept-martin-the-last-chance-updated) enters the fray. Happy holidays folks, and I'll be looking over other concepts here shortly! Reviewed Martin!
: [Champion Concept] Martin, The Last Chance (Updated!)
#CCOS review: **Storyline** Not bad! Not bad! One issue I'm having is that he is basically Pulsefire Ezreal. Anyway. **Passive** Firstly, this should probably include assists, otherwise getting KSed might actually lose you the game. Anyway, magic damage is hard to resist, but it is also hard to itemise for. I would actually change this to 10% true damage just to make it more consistent, because the squishies die first and the tanks resist magic. **Q** How far does it move forward by before exploding? Does it hit the initial target twice? The 0.5 second delay is interesting because it makes the ability weaker than a straight up piercing missile, as well as unique. The numbers on this are way off - the initial damage might actually be less than your auto attack damage in many scenarios (it should probably be an auto attack *plus* bonus damage) while the AoE has okay base damage but dreadfully bad scaling. Also, the mana cost rises faster than anything else in the game. **W** So Caitlyn's net? The delay may serve to differentiate it, but it is too short to offer any real counterplay other than dodging the stun. Numbers are weird again, having a useless 20% AP ratio on it and gaining 5 whole points of damage per level. My advice: don't bother fixing it, drop it and put something else there that isn't just copied from Caitlyn. **E** Um, you realise this doesn't scale with skill points in any way, do you? **R** This ability is actually quite unique. We have several abilities that hit the nearest enemy, but none have an area effect. The self silence is interesting as well. Mana cost should not increase, because ults typically cost 100 mana and stay that way (we've seen in the past that increasing mana cost on a utility ult encourages people to just not level it up at all: Janna). The number that's wrong here is the radius: the slow field covers a significantly bigger area than a Galio ult, and it feels even bigger because you're slowed significantly (bonus points if used after a W stun so you're stuck for even longer). This completely ruins anyone without mobility creep. Tl;dr ability is fine, just needs minor numbers tweaks, but by god does it need them. **Verdict** This champion has some really interesting concepts, notably E and R, but could do with some numbers changes and the replacement of W. While I get that the champion is supposed to be "Caitreal", that doesn't mean copying abilities from them.
: [CCOS] December Entries here! (Also Happy Holidays!)
Cursed be. [Hauron, the Stag Lord](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/tBMa8AdF-ccos-hauron-the-stag-lord)
Rioter Comments
: [CCOS] November Results!
Always second place ... --- *"Allowing you to blow your enemies powerful spells by dominating them"* Uh? > Their cooldowns are separate from the target's cooldowns, and each ability starts off cooldown. {{item:2049}}{{item:2049}} --- *"destroying your own minions to weaken your enemy (a feature already removed from Gangplank due to the problems it caused...although your XP granting feaure does help slightly with that, it doesn't mitigate the issue)"* Gangplank's deny was broken because there was nothing you could do about it, he could just kill a minion from full health. This deny is a single auto attack with comparable damage to an auto attack, so you still have to contest the last hit with the enemy laner. Not *nearly* the same thing. --- > Fury and Emporer You misspelled "poro".
: I'm actually rather surprised; I really like this concept! I can tell that you put a lot of effort into this. Elórin's kit seems really well balanced as a utility-focused one; although, I do see a few specifics about the kit that could be addressed and made better. Of course, I also want to share what I like about the kit, so I'll get the criticism out of the way first. ___ **Q** - Just for clarity: for "disabling debuffs," you might want to write in "crowd control" specifically since at first I thought it applied to all debuffs. Also, writing out explicitly the entire damage possible to be applied over the 1.75 seconds would be best, in my opinion. So, instead of... > 40/60/80/100/120 (+40% AP) magic damage per second You could replace it with... > 70/105/140/175/210 (+70% AP) magic damage over the duration Since it's 1.75 seconds. Being able to see the total possible really helps with being able to comprehend the total strength of the ability. ___ **W** - The blind active is a really nice idea, but I think the duration is a bit long. Many champions are reliant on basic attacks, and 2.5 seconds is a long time to wait if you're someone like Shyvana, Udyr, or Master Yi. I get that Elórin is meant to severely counter a lot of close-range champions, but perhaps 2.5 could be reduced slightly? I would try out 2 seconds at max rank. I mean, she already has a wall usable in the jungle and a terrain-based escape tool on her passive, so she still would be alright against a lot of melee champions. Unless she gets caught running back down her lane. As one last thing, I'm not all too sure about the W's passive. I mean, it's a cool mechanic that seems alright as it is, but I was thinking that it wouldn't have to point in the direction of the cursed champion. It might just be sufficient to have a sort of notification that simply notes that a cursed champion is nearby, similar to the "!" that shows up when Rengar is ulting close by. If more cursed champions are near, more notifications could show up. I'm only a bit concerned about the directional aspect since, if Elórin's team can successfully help her curse all enemy champions, then she would effectively be able to know if anyone is nearby. Without the direction, she would just have to be more careful and put herself in positions where she can get a good idea of where enemies could come from. ___ **E** - I'm not too sure about the wall being able to be right-clicked. Since that's the same as the movement command, I feel like a lot of miss-clicks could happen. That's particularly bad if an ally accidentally destroys the wall just by clicking on it. You could make the wall similar to Azir's ultimate, just without the movement speed bonus, where it allows allies to move through but not enemies. ___ **R** - I'm actually not too sure if there's anything blatantly wrong with this ability. Sure, it's useless when there are not cursed champions in the fight, but if you were to curse and capture a high-burst hypercarry, perhaps Katarina, 2.25 seconds would be just enough time to destroy an enemy team in the right circumstances. I suppose the fact that it's useless in some situations and very strong in others might be an indication that it's broken... But I still really like the domination as a mechanic. I'm not so sure about this one. ___ ___ Alright, so now that I've gotten all that out of the way, I want to say what I like about everything :3 * I think the Q as a channel is really neat since it causes an interesting trade-off: Elórin sacrifices her movement to extend the CC of another enemy. This would be really strong with a champion like Malzahar or Warwick on Elórin's team (that is, as long as the effect applies to suppressions), but at the same time, if you would want to execute something like that, it would require two of your teammates channeling at the same time, which would allow enemies to attack while they're channeling. I also like how she can't use the ability without applying CC first, which would mean getting up close to use her W stun. Well, 500 units isn't all that close, but Elórin still needs to use two abilities to stun a single target for 2.25 seconds and apply... **430 (+120% AP) magic damage** over ~2 seconds at Q and W max rank. That's not all that OP, so I like it! (Just as a side note: this reminds me of one of Nox's abilities, who's a hero from Smite. That ability seemed pretty balanced, even when Nox is allowed to move around within a tether range. Well, balanced for Smite.) * I kind of mentioned this before, but I really do like the idea behind her ultimate. I can imagine that it would be a bit sketchy in terms of mechanics and specific interactions, but I really would like for something like this to work! Very creative. * And I haven't said anything about this yet, but I was pleasantly surprised by the quality of the lore! Your word choice works quite well for the story. I suppose that I wanted a bit more in terms of Elórin's character, though. I'm not so sure if I can see her as a character since she feels a bit stale. I feel like you could definitely add to her if you wanted to! Overall, I think you did an amazing job. I've looked at all the concepts submitted to the CCOS so far. I'm not a judge for the CCOS, but if I were, I'd put this one at the top. Very nice!
Thanks you too! :) > I'm actually rather surprised; I really like this concept! I can tell that you put a lot of effort into this. Elórin's kit seems really well balanced as a utility-focused one; although, I do see a few specifics about the kit that could be addressed and made better. Of course, I also want to share what I like about the kit, so I'll get the criticism out of the way first. > **Q** - Just for clarity: for "disabling debuffs," you might want to write in "crowd control" specifically since at first I thought it applied to all debuffs. Also, writing out explicitly the entire damage possible to be applied over the 1.75 seconds would be best, in my opinion. So, instead of... Technically not all disabling debuffs are crowd control. Silence and blind aren't really considered crowd control, but do disable the target. (Added a list to the description). > **W** - The blind active is a really nice idea, but I think the duration is a bit long. Many champions are reliant on basic attacks, and 2.5 seconds is a long time to wait if you're someone like Shyvana, Udyr, or Master Yi. I get that Elórin is meant to severely counter a lot of close-range champions, but perhaps 2.5 could be reduced slightly? I would try out 2 seconds at max rank. Yes, but only when facing her. Reduced to 2.2 seconds for starters, but reducing it too much might incentivise just powering through the debuff instead of turning one's back. I'd rather nerf the cooldown in that case. > If more cursed champions are near, more notifications could show up. I'm only a bit concerned about the directional aspect since, if Elórin's team can successfully help her curse all enemy champions, then she would effectively be able to know if anyone is nearby. Without the direction, she would just have to be more careful and put herself in positions where she can get a good idea of where enemies could come from. On one hand, yes. On the other hand, this would make it almost useless in lane unless the enemy jungler gives her a free curse. Knowing that the enemy laner is in the bush you just saw him walk into is not useful knowledge. Should I just reduce the range? > **E** - I'm not too sure about the wall being able to be right-clicked. Since that's the same as the movement command, I feel like a lot of miss-clicks could happen. That's particularly bad if an ally accidentally destroys the wall just by clicking on it. You could make the wall similar to Azir's ultimate, just without the movement speed bonus, where it allows allies to move through but not enemies. Thanks, changed it accordingly. > **R** - I'm actually not too sure if there's anything blatantly wrong with this ability. Sure, it's useless when there are not cursed champions in the fight, but if you were to curse and capture a high-burst hypercarry, perhaps Katarina, 2.25 seconds would be just enough time to destroy an enemy team in the right circumstances. I suppose the fact that it's useless in some situations and very strong in others might be an indication that it's broken... But I still really like the domination as a mechanic. I'm not so sure about this one. I made some major changes: instead of a skillshot, it is now a channelled tether with a short cast range. This prevents her from eschewing all creative uses of the ability in favour of just sniping a distant target and walking it into her team. It is much more dangerous to use, but combos well with Stone of the Mountain. Also, the target's abilities now scale 50/50 with their stats and her stats, so they won't do much damage unless she builds AP herself.
: Hmm, lots of LOTR-inspired stuff here, very interesting, and I can see you actually know a thing or two about the lore beyond the movies, nice! :D Okay, on to the kit: Passive - 10 seconds is actually quite a long time. Maybe have it scale up? Creep denial is an interesting concept, and putting it on a generous cooldown stops it being abusive. Q - I almost think you should have just posted the total damage over the 1.75 seconds, because it's not much different than the damage listed. Just a formatting detail, nothing serious. W - A 500-range aoe stun is *crazy*, even at the cost of losing the passive. The passive itself is also *really* good and makes her almost ungankable if she manages to curse the enemy jungler early on. E - Basically a super Anivia wall with the con that she needs terrain on both ends. This would be beastly during a fight in the jungle. R - I kinda think this would be hard to balance. If it's not just right it'd be kinda useless due to the fact that it can miss and do nothing, but it can easily be way too strong, especially since it can steal a super-fed ally from the enemy team and force them to kill the enemy. Basically it's kinda like a Mordekaiser ult except you don't even have to kill the enemy first for it to work. While the concept is neat, you might almost want to scrap it and come up with something new. Lastly, I'm not sure how well she'd actually work as a support. Her Q requires an enemy to be cc'ed to do anything (most adcs don't have cc), and her W has a somewhat restrictive circumstances to deal damage. The only support she really gives to her carry would be the blind from her W, which could help win crucial trades. She strikes me more as a mid, especially since her bases aren't that great so she actually wants to buy AP. In all, it's a pretty neat concept, and your lore shows some real love.
Thanks! :) > Passive - 10 seconds is actually quite a long time. The trade-off for the 10 second penalty is that you have to have access to the corpse. It does not scale because it is primarily a lane domination and counterjungling ability. I may reduce it to 8 seconds if 10 is too long, but I would rather increase the channel duration. > Q - I almost think you should have just posted the total damage over the 1.75 seconds, because it's not much different than the damage listed. Just a formatting detail, nothing serious. > W - A 500-range aoe stun is *crazy*, even at the cost of losing the passive. The passive itself is also *really* good and makes her almost ungankable if she manages to curse the enemy jungler early on. I reduced the range of the stun, thanks. The stun is meant to combo into Caged Star, not to wtfcrush an entire team by itself because it is the least unique ability in her kit. As for the passive, if the jungler manages to feed her, that's their own fault (or the laner's fault for not following up). > E - Basically a super Anivia wall with the con that she needs terrain on both ends. This would be beastly during a fight in the jungle. It is less "super" than it looks, because it can be dispelled by just one enemy getting off a channel. It has been nerfed a bit anyway with an increased cooldown (which was insanely short, oops). If she roams into the enemy jungle and traps their jungler in a 2v1, then that's working as intended. > R - I kinda think this would be hard to balance. If it's not just right it'd be kinda useless due to the fact that it can miss and do nothing, but it can easily be way too strong, especially since it can steal a super-fed ally from the enemy team and force them to kill the enemy. Basically it's kinda like a Mordekaiser ult except you don't even have to kill the enemy first for it to work. While the concept is neat, you might almost want to scrap it and come up with something new. Changed around entirely, it is now a short ranged tethered ability that prevents the dominated target from breaking the tether. So you CAN still nab an enemy and walk them into your team, but it forces you to take point and get dangerously close. This should fix it... I hope? > Lastly, I'm not sure how well she'd actually work as a support. Her Q requires an enemy to be cc'ed to do anything (most adcs don't have cc), and her W has a somewhat restrictive circumstances to deal damage. The only support she really gives to her carry would be the blind from her W, which could help win crucial trades. She strikes me more as a mid, especially since her bases aren't that great so she actually wants to buy AP. She serves as a counter-engage/roaming support, using WQ to stun for 2.8 seconds if the enemy lane comes too close, but she has little actual damage and her (new) ult is almost useless in a 1v1, so she needs to be with a teammate to get the all-important early kills. Instead of sitting mid and failing to kill the enemy mid, she may *roam* mid instead and gank with the mid laner (Ahri is an especially good ally, because extending Charm is an easy kill).
: [CCOS] Elórin, the Pale Lady
**Update!** Thanks to all! * Stone of the Mountain: the earthquake has reduced range, but the blind has increased range. * Elvenpath: allies can now pass through the Elf-Gate, but **cursed** enemies only have to channel for 1.25 seconds instead of 1.5 seconds. Cooldown increased and cast range now scales. * Crown of Silver: completely reworked. It is now a tether with limited range and abilities scale 50/50 with the target's stats and your stats. In exchange for the nerf, the channel can no longer be broken by damage. * Lore improved a bit.
: [CCOS] November Entries Here!
**All shall love me and despair!** [Elórin, the Pale Lady](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/dVE5E2le-ccos-elorin-the-pale-lady)
Rioter Comments
: Morgar - The Chain Master (an ADC champion Concept)
Okay, a few comments. Firstly, the lore is hard to read due to all the half-sentences. You may want to add some line breaks. The lore itself is not exactly Tolkien, but it does paint an intriguing picture - work on your grammar and writing style, keep the lore. Secondly, you'll never see the non-lifesteal version because everyone will get one lifesteal rune. Passive: I think we found the most overpowered concept in the history of Boards. He literally gains 1 bonus AD for each point of total AD, straight up **doubling** his damage. I don't even see how this went wrong or what this ability was *"supposed"* to do. Drop the AD scaling and keep the lifesteal scaling - it is still just free stats which Riot doesn't like, but it's not a bad form of free stats. W: "1/2/3/4/5 bonus lifesteal"? This gives 1 what? 1%? Just 1 point of health? Either way, it is way too low. Look at Nasus' passive for a comparison, or if you prefer flat lifesteal, Aatrox' W. The active component is cool, except it *DOUBLES THE PASSIVE AGAIN* and it seems to beg for an extra effect - right now it is just a self buff, but the idea of pulling a rock from the ground seems like it would damage or stun enemies between the target point and himself. In fact, this would be a really neat reverse skillshot. Do it! Q: This is Sivir's Q, except the base damage is really high at low levels (100 damage at level 1) and the scaling is weak - Sivir's Q deals +70-120% **total** AD per hit, this will do +110% bonus AD and an insignificant amount of healing to a single target. I do like that there is no damage falloff on the way back. What is the delay before the chain is retracted? What happens if it hits a champion: does it retract immediately and deal unavoidable damage twice? What is the cooldown? The rock version deals a crapton of damage, especially at low levels: **120 DAMAGE** at level 1. That's a level 2 Brand Q that is not blocked by minions. It is the second most damaging level 1 ability in the game, after Equinox (which is not very likely to hit twice). It is telegraphed because you need to collect a rock first, but this just outright zones the enemy from the creeps until you drop the rock. E: No dash distance or pull distance given. This is actually a pretty cool ability in that it lets you reposition and immediately pull the target in a direction of your choosing. See above about the passive. No cooldown. The rock version stacks with Raw Stone, resulting in four times damage. All of this stacking would be cool if the passive did something other than just free damage, and acceptable if it didn't freaking double your damage. R: "Slash"? That's your ultimate name?... Anyway, it "slashes your enemies away and cleaves them to the side", which doesn't really tell me what it does. Isn't this just Draven's Stand Aside? No cooldown. The rock version again lacks a distance, but now deals five times your total damage plus a mysterious AP scaling from left field and 500 damage. NUCLEAR LAUNCH DETECTED.
: [CCOS] September Results!
Wait, what? > I'm not sure I'm entirely understanding how the boat moves either. From the description: > an immobile ghost ship. > Norska can right click the Longboat from a distance of up to 400 units to jump on board and captain the Longboat (...) Movement speed is increased by 35% (there's an entire paragraph in the passive about this) > (E) Norska targets a point within 1500 range of the Longboat and commands it to set course to the target point at a speed of 250 units per second Also: > If you can move the boat really close to you, then having a 2400 range on a regular ability is a little insane. From the description: > Both Norska and the crew of the Longboat throw a phantasmal chain at the target point within 600 units of Norska. Their paths intersect at the target point The chain may travel up to 2400 units away from *the boat*, but the target point must explicitly be within 600 range of *you*.
: #CCOS Bonus: Share the Love ##Overview I like the ‘bound to the ship’ concept, how it effects his skills and mobility, and really is unique thing to bring to the league. On top of that, how Riot are looking to really looking to make each champion super unique, and this theme follows on that. ##Abilities **Passive** I would have an cumulative factor to the speed that the phantasmal force drags him back to the ship once he is outside of his range of the ship. Additionally, you need to avoid the helpless feeling by passing through player generated terrain. For example – Norska will be dragged back at a speed of 250 units per second, increasing by 100 every 1.0 seconds he remains outside of his range. Additionally, after 2.5 seconds of remaining outside of his range, the force will envelop him and allow him to pass through terrain to return to his ship. Lastly, I think the respawn time is punishing, especially since the ship is not stated to have any protection, such as armor or damage resistance. I understand that the health split between the champ and the ship helps out with that, but late game when the boat could be 2 or 3 shot, it will feel too much and too long If you don’t change the protection scheme, I would decrease the respond time by having the take 2 seconds off every second while he is within 250 units of the ship. The teleport requirement seems brutal, but i just believe that you should be freedom to use you summor spells when not in any form of crowd control. **Q: Pillage** Thematically accurate (jumping aboard another ship to fight then take their gold) and just fun sounding. This encourages me to want to fight. Just need a point of clarity – If you die before it wears off, you would receive no gold, right? **W: Blood Eagle** First of all, cool skill name. Just need some clarity in the description of the skill. I understand they both fire like Lulu and Pix, but you said they will intersect. With the numbers… 1600 units away max range + 600 range on chains = 2400. If the ship is that far away, the 2200 range (albeit so long) is not long enough to make them interact at any point when this far out, casting the skill in certain directions. If they don’t *need* to interest, then forget the previous paragraph. If they do, please allow the additional range. Also the ripped about portion of the skill, very nice. It adds a layer of skill needed to make the champ more effective. I like it. **E: Doomed to Plunder** *Passive* Good as is, but just some more clarity – the catapult is unit targeted or ground targeted. I have no issue with it being either, but I would personally like it to be ground targeted. *Active* At first, I needed to think about the use of this skill. Then i added the passive together with it and viola, a mobile turret. Plus combo this with your ult, and anther productive use of it comes. I do need to know, how much vision does the boat provide. I mean this could be the convincing anti-baron/dragon weapon against an enemy team even if it provides even minor vision in the area. Just prepare to get flanked since they know your bound by a set distance. Well done ability to go with the rest of the kit. **Into the Lofnar** *Passive* I think it just needs some scaling. Just one point into the ultimate and you get that benefit seems… wrong. This might be a personal design philosophy, so there is no onus on you to change it. I would make the scaling as follows: 400 / 600 / 800 during Pillage *Active* With the boat stopping, and not having a significant movement speed, the suppression effect seems to be more of a trap than an attacking feel. Even if you decrease the boat speed while it’s in effect, it can be used a ganking option, versus waiting till your allied lane opponent is pushed up, only to hope they walk into pending death with your ultimate. I do notice the somewhat large radius to enable the skill to be useful. Nice touch with the respawning of the ship at full health. A very big thing about this skill: I see no damage on it… it is only a aoe suppression skill, or would it include some damage that the numbers just aren’t put in the description yet? If no damage, make the skill have decreased movement speed due to the ‘bad seas’. If it does do damage, keep it immobile as minor means of balancing.
Thanks! :) Made a few changes accordingly: * **Passive:** added sight range, added armor/MR, reduced respawn delay so it is still punishing during the laning phase but not an automatic death in teamfights. * **Pillage:** added that the gold is not awarded if he's dead. * **Blood Eagle:** the chains are now instant after a delay instead of having a travel time, so they are guaranteed to intersect at the target point. * **Doomed to Plunder:** specified that the catapult is ground targetted. * **Into the Lofnar:** now does (little) damage, added scaling to speed bonus. The pull when you get out of range is similar to most pull effects and thus pulls you through walls. I didn't increase the pull speed because moving that far out of the radius requires enemy action (knockback or pull effects) and a slow recovery speed punishes Norska for getting caught, while a fast speed would undeservedly save him. > The teleport requirement seems brutal, but i just believe that you should be freedom to use you summor spells when not in any form of crowd control. This is perhaps just my bias speaking. Teleport ganks are toxic. :(
: [CCOS] --------> September Entries Here!!! <--------
Undead pirate viking. Bound to his Longboat; sails around the map and leaps ashore to raid a lane or jungle camp. [Norska, Curse upon the South](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ATz0EL2i-ccos-norska-curse-upon-the-south-ghost-viking-pirate) Yärrrrr
Rioter Comments
: Moki: The Fey King
> # CCOS review Dat story. You will probably get docked for this, because it doesn't really say anything about the character. Friendly advice. **Skills** Passive: I like the idea, but for the love of Wodan, change it to work only in the fountain/the shop. By allowing players to respec anywhere, you reward either insanely fast clicking or just plain scripting. Knowing this community, scripting it will be. QA: I see, so it's a spammable missile with low damage. Is there a delay between casts? If not, I can just QQQQQQQ and it'll do 770 (+385% AP) damage in a millisecond. QD: Heal over time has no real counterplay if you can't stop it. Perhaps tie it into the shield so the heal stops if the shield breaks? WA: Silly name, effect is fine but fairly generic. How many straight dashes and marks that do X when attacked do we need in the game? WD: Uhm, no. Firstly, it's point and click spell, so no counterplay, which is why Soraka's point and click silence was removed. Secondly, mana burn is not healthy for a thousand different reasons. Thirdly, the beneficial part is almost impossible to use intelligently because you don't know when your ally is waiting for cooldowns, but you CAN reduce their ult cooldown by 40% with max CDR if you feel like (or are forced by the meta to) stand next to Karthus and follow him around mashing W on him. EA: Again fine, again fairly generic. There was a time when Riot cranked out generic bruisers and they all seemed to have a cleave or short ranged AoE of some sort, so now we have a ton of them. ED: WTF? Firstly, what does "nearby" mean. Secondly, this wall has no effect at all if it doesn't connect walls? Huh? Am I not getting something? RA: Again sort of balanced (except for the wonky 370 mana cost and excessive cooldown for a simple effect) and again there is no counterplay whatsoever because it's a point and click spell (with unspecified range), and neither do you need to make any decision whatsoever. You're fighting something and want to deal damage? R. Even Garen's ult requires more intelligence. RD: Firstly, crit chance is a stupid stat. Secondly, this will do nothing unless your allies build in a very specific way. Thirdly, what does do something is bonus 400 gold on kills. This can *easily* feed your carry over 3K gold during the course of the game. Meanwhile Draven's passive gives 50 gold +2 for each minion kill, so you get around 1K gold. I get it's an ult, but it's a non-interactive ult with little counterplay that just makes you win the game if you press it during a teamfight. What is the theme behind this ult anyway? Verdict: Balance is fine with a few minor issues, but the kit has very little playmaking potential and almost no counterplay QA and WA due to a very large number of point and click abilities in critical spots in his kit.
: Why don't we have an anti-dash CC?
> [{quoted}](name=Samflash3,realm=NA,application-id=3ErqAdtq,discussion-id=1pw5IaE1,comment-id=,timestamp=2015-06-02T17:11:51.477+0000) > > Candidates for anti- dash CC: > {{champion:38}} Q > {{champion:20}} E Bad idea. It would invalidate champions that rely on their dashes as a source of damage (Riven, Yasuo). It's like having an "anti-CC CC" that selectively disables mage spells that stun or slow and not expecting Lissandra to become useless when hit by it while Brand doesn't care much.
UberAffe (NA)
: I haven't seen "Abathur", I'm assuming they are from dota, but there are a few logistical things I do not understand about how this champion would work. The Passive: > Eden is a disembodied angelic spirit with no physical form and does not exist as an independent unit. Instead, she may "inspire" (inhabit) an allied champion, minion or building. She appears hovering above her host and can autoattack and cast abilities from the position of her host. Given the cooldown associated with transfering hosts, why can she "inspire" a minion? If her host dies so does she, and a minion could easily be focused and killed. I would also recommend that her defensive stats get combined with her host's in some way and they each take the same percentage of their total health as damage Example: after resistances the host would take 99 damage. host max health is 1000 your max health is 2000 you take 66 damage, host takes 33 damage The E: > This is not a channelled ability and Eden can take other actions while this ability is active, but the target of those actions must be inside the cone because she is facing in that direction. This implies that she _can_ face a direction, but she doesn't have a body of her own. If she can face a direction independent of her host how is her orientation decided? Does she face the direction of her last right click, or does she face the position she clicked? This is important in cases where an ally repositions as you are adjusting your aim. Personal thoughts: This seems like a well thought out and rounded champion but I don't like the idea of a champion not existing on their own, _at any point in the game_. It means that which ever team has this champion on it's team, has one less champion that can make a positioning mistake and get caught out. It also means that as a support you can not block certain skills for your adc like blitz/thresh hook.
> [{quoted}](name=UberAffe,realm=NA,application-id=A8FQeEA8,discussion-id=JeApxcEb,comment-id=0002,timestamp=2015-05-22T02:27:09.099+0000) > > Given the cooldown associated with transfering hosts, why can she "inspire" a minion? If her host dies so does she, and a minion could easily be focused and killed. Easily? If a minion has 400 hp and she has 2000, the minion only takes 16% normal damage. > [{quoted}](name=UberAffe,realm=NA,application-id=A8FQeEA8,discussion-id=JeApxcEb,comment-id=0002,timestamp=2015-05-22T02:27:09.099+0000) > > I would also recommend that her defensive stats get combined with her host's in some way and they each take the same percentage of their total health as damage > Example: > after resistances the host would take 99 damage. > host max health is 1000 > your max health is 2000 > you take 66 damage, host takes 33 damage That's preciesly how it works, except resistances are calculated after the damage split. > [{quoted}](name=UberAffe,realm=NA,application-id=A8FQeEA8,discussion-id=JeApxcEb,comment-id=0002,timestamp=2015-05-22T02:27:09.099+0000) > > The E: > > This implies that she _can_ face a direction, but she doesn't have a body of her own. > If she can face a direction independent of her host how is her orientation decided? By casting the spell? Braum and Lucian also face a direction while using their abilities. That's nothing new. :) > [{quoted}](name=UberAffe,realm=NA,application-id=A8FQeEA8,discussion-id=JeApxcEb,comment-id=0002,timestamp=2015-05-22T02:27:09.099+0000) > > This seems like a well thought out and rounded champion but I don't like the idea of a champion not existing on their own, _at any point in the game_. It means that which ever team has this champion on it's team, has one less champion that can make a positioning mistake and get caught out. Or when someone else makes a mistake, two people get caught out. :P It works fine for Abathur. > [{quoted}](name=UberAffe,realm=NA,application-id=A8FQeEA8,discussion-id=JeApxcEb,comment-id=0002,timestamp=2015-05-22T02:27:09.099+0000) > > It also means that as a support you can not block certain skills for your adc like blitz/thresh hook. It's not up to the support to block a hook. It's up to the adc to dodge it.
: [CCOS] May CCOS entries here!
: [CCOS] May CCOS entries here!
Eden: http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/JeApxcEb-ccos-may-eden-guardian-angel
Rioter Comments
: I don't think sniffing for common bot name patterns is a good idea --- you already have 1 false positive in this thread alone. A better way is to ask a question upon getting a new player, something neutral that an average player could easily answer but not a bot. Here are some examples: * "Bot check: What champion is top playing? Answer in 10 seconds or boot." * "Bot check: Name 2 summoner spells that the jungler isn't using. Answer in 10 seconds or boot." * "Bot check: Which lane and role is the captain playing? Answer in 10 seconds or boot." No answer means a player who disconnected from chat, a player under a chat ban, a non-listener, an idiot or a bot, none of which you want on your team anyways.
> [{quoted}](name=ValuedCustomer,realm=NA,application-id=3ErqAdtq,discussion-id=6zEhw0yT,comment-id=0006,timestamp=2015-05-08T17:57:51.996+0000) > > I don't think sniffing for common bot name patterns is a good idea --- you already have 1 false positive in this thread alone. > > A better way is to ask a question upon getting a new player, something neutral that an average player could easily answer but not a bot. Here are some examples: > > * "Bot check: What champion is top playing? Answer in 10 seconds or boot." > * "Bot check: Name 2 summoner spells that the jungler isn't using. Answer in 10 seconds or boot." > * "Bot check: Which lane and role is the captain playing? Answer in 10 seconds or boot." Your questions will be duly answered by some Chinese in a sweatshop for $0.02.
Konidias (NA)
: > [{quoted}](name=Fury and Emperor,realm=EUW,application-id=3ErqAdtq,discussion-id=OnqHGFrU,comment-id=00080000,timestamp=2015-05-08T20:53:59.954+0000) > > Perhaps you should not pick Bard when 4 out of 4 teammates don't want you to. It isn't the team's decision on what a person should play. That is so extremely dumb. Why bother playing at all if you can't even make your own decisions? Wait, you're going to tell me it's "teamwork". No. It's straight up _bullying_.
> [{quoted}](name=Konidias,realm=NA,application-id=3ErqAdtq,discussion-id=OnqHGFrU,comment-id=000800000000,timestamp=2015-05-08T21:17:09.148+0000) > > It isn't the team's decision on what a person should play. Um, of course it is. Do soccer players make their own decisions or does the team agree on a strategy?
Dengeden (EUW)
: >You being terrified of a POSSIBILITY is ridiculous. Actually, I believe there was another game that also tried to do something about this and it was ineffective as all get out. But you know what? Even if I'm wrong about that, I wouldn't need it to show you why this problem is *unsolvable*. At least, in terms of what Riot can do directly. The simplest solution (and probably what you're asking for) would be a vote to kick a player. If they get kicked often enough, they're suspended or banned. Great! Now most Bard players will get banned, joy is me! I do enjoy not being able to play my pocket picks. All sarcasm aside, do you really think trolls are going to open their mouths in champ select if this is implemented? "I troll" is just going to move to Summoner's Rift. A mercy vote wouldn't exactly work either, it would inadvertently lead to 4 people accusing the least successful of trolling. It would breed toxicity and probably screw the LP system while we're at it. >And you wonder why people are toxic. When I've got the real reason right in front of me, your "I know better than everyone else" attitude is a major contributor to toxicity.
> [{quoted}](name=Dengeden,realm=EUW,application-id=3ErqAdtq,discussion-id=OnqHGFrU,comment-id=0008,timestamp=2015-05-08T12:04:51.192+0000) > > The simplest solution (and probably what you're asking for) would be a vote to kick a player. If they get kicked often enough, they're suspended or banned. Great! Now most Bard players will get banned, joy is me! I do enjoy not being able to play my pocket picks. Perhaps you should not pick Bard when 4 out of 4 teammates don't want you to.
Auryiel (NA)
: Hehhhhh...... I'm not buying that :P
> [{quoted}](name=Auryiel,realm=NA,application-id=A8FQeEA8,discussion-id=go112jsc,comment-id=00060000,timestamp=2015-05-08T01:19:49.487+0000) > > Hehhhhh...... > > I'm not buying that :P Then I have a tower to sell you instead, because that actually was the intention. http://i.tcgplayer.com/14418.jpg
: [CCOS] April Results are here at last!
Yeay! @ Auryiel "I feel like since the League no longer exists in the official Lore, Hene'n doesn't have a good motive to come to Runeterra." --- His motive is that he wants to "erase your Institute from all facets of existence." In other words, he has come to retcon the Institute out of the lore. Mission successful? @ Sir ArmaMalum "Hey man, I just use copy and paste, don't ask me to pronounce it....please......" --- It's Hene-shena-shara-daan. XD
: [CCOS] April Entries here!
I should change my champion title to something like "Demiurge of Pinnacle" instead of the somewhat obscure "Drihten". Can I still do that?
Auryiel (NA)
: Just an FYI, Suppression only comes in the form of ultimates that also somehow disable their user. I know the Q is hard to hit, but that is no excuse to bend that rule. In fact, the Q should probably be easier to hit and it should probably stun instead of suppressing. Also, he relies so much on his allies, he'd probably be really really weak in lane and I don't see him being that awesome of a team fighter either. The kit is interesting, but it seems weak, especially if you're not fighting near a tower. Wel... I guess he'd be a very niche pick whose only value comes from the synergy with CC heavy team mates like {{champion:113}} {{champion:110}} {{champion:127}} {{champion:14}}. The 2.5 seconds to use the captured ability on his ult seems particularly punishing. I mean you already have to catch the spark :\ Maybe the grace period could increase with ranks?
> [{quoted}](name=Auryiel,realm=NA,application-id=A8FQeEA8,discussion-id=VFTFXbHu,comment-id=0002,timestamp=2015-04-17T21:25:37.107+0000) > > Just an FYI, Suppression only comes in the form of ultimates that also somehow disable their user. > > I know the Q is hard to hit, but that is no excuse to bend that rule. In fact, the Q should probably be easier to hit and it should probably stun instead of suppressing. Vortex orb has to have the *best* form of crowd control on it, otherwise there may be no benefit in trying to hit a crowd controlled target. Overlapping a suspension with a stun would be redundant, for instance. And if it removes the existing crowd control and causes a stun for the same duration, effects such as Orianna W would become a 5 second stun zone. Another option is airborne, because suppression is the same as airborne but with a different animation. It is changed to airborne because airborne is less "scary", even if it makes less sense for it to cause airborne. > [{quoted}](name=Auryiel,realm=NA,application-id=A8FQeEA8,discussion-id=VFTFXbHu,comment-id=0002,timestamp=2015-04-17T21:25:37.107+0000) > > Also, he relies so much on his allies, he'd probably be really really weak in lane and I don't see him being that awesome of a team fighter either. The kit is interesting, but it seems weak, especially if you're not fighting near a tower. Wel... I guess he'd be a very niche pick whose only value comes from the synergy with CC heavy team mates like {{champion:113}} {{champion:110}} {{champion:127}} {{champion:14}}. Yes, he benefits more from CC heavy teams and is worse in teams with no CC. This is fine, because you can pick someone else if the rest of the team has too little CC and pick him if his team has lots of CC. [Strategic diversity](http://na.leagueoflegends.com/en/news/game-updates/gameplay/preseason-2015-increasing-strategic-diversity) > [{quoted}](name=Auryiel,realm=NA,application-id=A8FQeEA8,discussion-id=VFTFXbHu,comment-id=0002,timestamp=2015-04-17T21:25:37.107+0000) > > The 2.5 seconds to use the captured ability on his ult seems particularly punishing. I mean you already have to catch the spark :\ > Maybe the grace period could increase with ranks? It is changed to 3.5 seconds. But if the period is too long, it causes Annie effect where you capture something strong and sit on it while zoning the enemy the entire time.
: CCOS April - Heneshenasharadaan, Drihten of Pinnacle
Improved some spell text and added role.
Sirsir (NA)
: Needlessly complex name is needlessly complex. And so are the controls for the character... 0.0 He has a bit too much control of his skills, that could cause an issue. Overall tho I like the concept of most of his skills.
> [{quoted}](name=Sirsir94,realm=NA,application-id=A8FQeEA8,discussion-id=VFTFXbHu,comment-id=0000,timestamp=2015-04-17T18:45:44.677+0000) > > Needlessly complex name is needlessly complex. Or perhaps it's everyone *else* that has a needlessly short name. XD > [{quoted}](name=Sirsir94,realm=NA,application-id=A8FQeEA8,discussion-id=VFTFXbHu,comment-id=0000,timestamp=2015-04-17T18:45:44.677+0000) > > And so are the controls for the character... 0.0 He has a bit too much control of his skills, that could cause an issue. Overall tho I like the concept of most of his skills. I don't understand? **Q** A slow skillshot that follows the cursor while you channel. It's like {{champion:6}} Q + {{champion:161}} R. **W** Self cast buff. **E** A skillshot, and you can cast a 2nd skillshot from the enemy. **R** A limited form of Rubick Spell Steal, but for allies and no ultimates. Where is this too complex?
: [CCOS] April Entries here!
Here is my attempt! (My apologies for any English in this post) > http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/VFTFXbHu-ccos-april-heneshenasharadaan-drihten-of-pinnacle
Rioter Comments
: Well, I think I just won Heroes of the Storm.
Followed by 3 matches with leavers (at least League lets you surrender when that happens! HotS just gives you a feeding bot and tells you to play it out) and a match with an "idc nerd it's just a game lelel" premade. Le sigh.
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Rioter Comments
TomA3X (EUW)
: He doesn't get rewarded because it's easy as balls to hit. Even if you just get stuck in the middle, you're still dead.
> [{quoted}](name=TomA3X,realm=EUW,application-id=3ErqAdtq,discussion-id=T8LBRMzP,comment-id=0001,timestamp=2015-02-14T10:57:09.204+0000) > > He doesn't get rewarded because it's easy as balls to hit. Even if you just get stuck in the middle, you're still dead. That must be why he's tearing up the LCS, right?
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Fury and Emperor

Level 34 (EUW)
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