SSmotzer (NA)
: Jungle Champion Expansion Concepts Mega Pack
For Yorick, I think he has two issues I feel when jungling: Low health in the early clears, and a hard time ganking (/loosing your ghouls in the process). I think the first could be solved by making his Q healing bigger versus monsters in the early levels. I don’t think the second issue can be solved really as it is his inherent weakness.
: Please, make this changes to Yorick. He feels awfull in medium/high elo. Long post.
Only true auto attacks should count for the oneshot mechanic. But that still begs the question if Irelia’s Q doesn’t have enough damage anyways to oneshot a ghoul. Also not the same issue but on the subject of small mechanics, dear god please make the scryer bloom debuff last 3 seconds on ghouls/maiden or any pet in the game for that matter instead of the current 12 seconds. Especially as Yorick walking through the jungle with summons behind me, being revealed for 12 seconds is eternally while I can’t remove my summons either.
Kazekiba (NA)
: {{champion:432}} {{champion:74}} {{champion:83}} {{champion:77}} {{champion:27}} basically removed from the game, why? How are you supposed to use these champs without their corest item, the famed Zzrot? Why even take Ingenious Hunter if you arent buying Zhonyas Rocketbelt
Yorick mains mostly disagree. While the stats are decent for tankiness, the active is just weak. Well rather, if you build attack damage, the increased damage your summons get from it is way more than any Zz’Rot spawn will ever do. Youmuu’s for supreme tower taking and ghouls auto pushing, Black Cleaver for all round.
D357R0Y3R (EUW)
: Trinity force has become core on Ashe
Likely a bug and might get patched out.
Meddler (NA)
: Quick Gameplay Thoughts: June 7
Have the {{item:3004}} changes (+10 AD) in 9.9 accomplished the goals you set out for it now that it has been a couple of patches? I believed you wanted to open it up to more non-Ezreal users. Does your data reflect that?
0 Hogapu (EUW)
: "We want people to pick blue Kayn over red Rhaast"
Honestly I feel they should target his W. The combination of a dash that can cross some walls, a wall phase and a ranged knockup make him WAY to safe. His healing and ult untargebility is fine by me, but it is how ridiciously easy he can escape a loosing fight. His W is the most frustrating part of Rhaast. Maybe lower the knock up effect's duration considerably to only 0,5 seconds or so. It feels soo long ingame. Maybe give it a sweet spot like Aatrox which you have to hit to get the knock up. His current W isn't exactly hard to hit either given it affects everything in it's AoE. Just aim in their direction and it lands. Not like Vel'Koz for example where you have to actually take into account them moving toward or away from you. That thing is hard to hit.
: kayle adc is stronger than ap/as kayle, working as intended
You can grab 2-3 high AP items like deathcap and Spellbinder alongside 3 or 4 crit items items for even higher passive damage. Also, I wouldn’t get infinity edge myself. Going from 200% crits to 225% is not worth all the lack of AP or attack speed on the item, considering your passive primairly scales with attack speed, ability power and crit. 10% AD ratio is laughable.
Meddler (NA)
: We don't have a firm direction yet, hence the ongoing discussion. Very likely it'll become a unique choice with Archangel's/Seraph's though as a starting point (you can only ever have one of the two Tear lines in your inventory and we therefore won't balance around the possibility of you having both).
As a compensation, could you look into making Muramana more or less exactly like Seraphs? By exchanging the Shock passive for the Mana shield active and potentially upping the amount of AD it grants by default or mana conversion grants? If not, could you perhaps consider making Manamune stack in an identical way as Archangel's Staff? That being, +8 mana instead of +5 mana, and not granting +5 mana for free on-hit? One of the critical issues with the item is that it stacks too slow for modern game pacing. Typically the free mana charge is not something needed. And, in my opinion, champions should pay a mana price in order to stack it. Though admittedly, preferably I would not have Manamune and Archangel's Staff lock the other option out. I like getting both on Kog'Maw because of his hybrid scaling, but more importantly because he can actually use the massive mana pool with his **high** mana costs. And it isn't even strong on him, purely because the trade of early power for later power is too steep for Kog'Maw to not get abused by his opponents. Ezreal I guess sort of avoides this due to his inherint safety.
Rioter Comments
: Hey Meddler love the changes any thoughts on changing {{item:3071}} build path back to {{item:3133}} {{item:3044}} ? besides that these changes all feel fantastic great work!
Hopefully not, as for the bulkier bruisers really need that health, and the more greedy/damage focused bruisers can get a Last Whisper upgrade for the armor pen and/or a different high damage item like Death’s Dance.
Meddler (NA)
: Quick Gameplay Thoughts: October 5
Hey Meddler, may I ask something unusual? Does Riot consider Yorick as a jungle pick Riot is willing to support, similarly to how Riot kind of embraced the emergence of jungle Taliyah? I believe the reason Riot did so as there wasn’t any kind of junglw mage like Taliyah. I used to play jungle Yorick allot, but I had been struggling allot since the last tweak to Yorick’s strength. This all makes me want to ask, is Riot aware of jungle Yorick, and does or doesn’t Riot think its unique or healthy for the game?
: please nerf zhonyas and guardian angel. give us the old no ad ga. ad carries are sacrificing no damage buying it. you can't really just straight up nerf garen. I mean. hes not that great the higher you go. he should be at least viable for these people. can you rework one of his abilities. I think giving him a small dash on Q. small. nothing huge. 300 units or so. would go a long way.
I actualy want the old GA because of the mr and armor combo, and being a balid purchase on mages and tanks.
Meddler (NA)
: Quick Gameplay Thoughts: August 1
Hey Meddler, may I ask what your thoughts are on Skarner, particularly on his passive? I think by design its good, but the fact that it notifies any changes to dominion of his spires to both teams makes it realy hard to utilise. Without a way to move over walls contesting spires in enemy territory feels like a death trap, as I feel anyone can simply collapse onto you then. Counter jungling requires sneaking and Skarner’s passive notifying the enemy of where I am discourages me of ever trying to counter jungle early game.
: Marksman changes coming to PBE in the next couple days
Could you perhaps also look into Manamune and its completed form? Now that you are looking at freeing certain AD items from general DPS marksmen playstyles to ones like spellcasting as is your plan with Essence Reaver, I would very much be interested in changes to Manamune. It currently isn’t living up to its delayed power, but higher than normal power-fantasy. I feel this is mainly due to the lack of base stats in the item and insufficient synergies with the Muramana Shock. Now that there is also some hype around double tear builds on hybrid scaling casters such as Ezreal, I realy hope you could perhaps include Manamune in your update list.
Muzét (EUW)
: Hope I'll get an answer: Have you ever thought about bringing Black Market AP items to the rift?
I also thought of this. Pox Arcana and Rites of Ruins were very interesting items.
: AP Itemization on PBE (8.4)
Have you considered touching {{item:3004}} ? It is currently by itself in a terrible spot. It is a lategame scaling item that doesn't actualy have enough or more power than other attack damage items. Commonly, a fully stacked Manamune only grants roughly 65 attack damage, which is about 3/4th of the high attack damage items. This is with an avarage lvl 18 mana pool of 1000 ({{champion:72}} ), and no other items. But with this iteration of {{item:3003}} , a fully stacked Archangels Staff and a with an avarage champion with 1000 mana at level 18 wil recieve 122 ability power. 122 ability power is the second highest ability power value, under {{item:3089}} with its own passive. And there are many, especialy with this update, other mana items that can be bought to grant even more ability power from Archangels Staff. So firstly Manamune doesn't truely live up to being a scaling item in terms of base stats. The unique passive {{item:3042}} has kind of compensates this, but the passive is horrible. It has a realy restricted ability interaction, massively reducing the amount of viable users. Secondly it defeats the purpose of buying a huge mana item, when the passive MASSIVELY drains mana. Lastly, it takes ages to stack compared to Archangels Staff. The game has become more and more fast pased over the years, and Manamune is defenitly falling behind its ability power counterpart. Now, this is how I would make Manamune more appealing: Build path: {{item:3133}} + {{item:1036}} + {{item:3070}} + X gold => {{item:3004}} . Item value: ~~25~~ 35 attack damage, 250 Mana. Unique passive - Awe: Grants bonus attack damage equal to ~~2%~~ 2,5 or 3% maximum mana. Refunds ~~15%~~ 25% of mana spent. Unique passive - Mana Charge: Grants ~~+5~~ +8 maximum Mana (max +750 Mana) for each Mana expenditure. (occurs up to 3 times every 12 seconds). Transforms into Muramana at +750 Mana. {{item:3042}} : ~~Unique – Shock: Unit-targeted abilities and basic attacks on champions (on-hit) consume 3% current mana to deal 6% current mana bonus physical damage. This effect only activates while you have greater than 20% maximum mana.~~ Unique – Mana Shield: Drains 20% of your current mana to shield yourself for an equal amount plus 150 for 3 seconds (120 second cooldown). I think adding the offensive power that Shock provides to its base stats, and granting Muramana the same shield active as Seraphs Embrace would make it allot more viable for a wider variaty of champions. In addition, amping up its scaling would make the item more slot efficient and make it a better scaling item. Lastly, granting it the shield active would be much healthier to ones own mana pool and it would have a better window of impact. Also, making the Mana Charge not stack up for free with auto attacks but in turn speed up the stacking would also make it allot more viable, and fair since you actualy got to pay the mana to stack it up.
: Minion Dematerializer rune in the Inspiration tree needs a buff.
To be honest the current function of Minion Dematerializer is realy bland if you ask me. Instanly killing a minion up to six, and a tiny boost to damage against minions, I find that the power it provides is abyssmal. My recommendation, see if you could perhaps merge this rune's purpouse with Banner of Command's active.
: Meddler, What about {{item:3003}} ? Currently, {{item:3165}} is out shining every other AP mana item - it's overloaded with stats and a powerful item passive. {{item:3003}} has a terrible build path at the moment, {{item:3070}} has to built first and it grants 0 combat stats in which you have to farm with to buy {{item:1058}}. After that, it is still another 1100g to complete {{item:3003}}. Why not reduce the cost to 2900 or 300 and/or change the build path to {{item:3070}} + {{item:1026}} + {{item:1052}} ? I know there is some AP itemization changes coming up next season at some point, but why has {{item:3165}} been allowed to be the one-stop-shop for mages needing mana for so long? Some minor changes are needed until then. I like the playstyle of getting {{item:3003}} on {{champion:115}} , but I am forced to go {{item:3165}} because it's too broken not to, the "late game" trade off for {{item:3040}} is never worth versus just getting {{item:3165}} early on. {{item:3802}} is also a large part of {{item:3165}}'s strength on top if it's crazy stats; the passive portion of {{item:3802}} plus the AP and flat mana it provides outshines {{item:3070}}.
On the subject of Tear of the Goddess and its upgrades, ever thought of transforming Tear of the Goddes in a (keystone?)rune, and make its mana to stats passive adaptive? I can see some champions might want to sacrafice a keystone to gain 'free' spellcosts lategame without running a single mana item.
Testiclies (EUNE)
: Runes Reforged: DoT champions
No please not. DFT in its current state is just a bland damage up, and because DoT spells last so long it adds allot of damage. Keystones should change the way you play, but DFT is just a power up without providing any form of gameplay around it. DFT could exist on DoT champions in a balanced way, but the appilcation should probably be restricted to unique spell casts. That way DoT champions have to cast multiple abilities, spaced out of eachother, would they want maximum DFT damage. Way better then a one click and forget empowered DoT spell.
Meddler (NA)
: We wouldn't want to add something exactly like DFT given its proven to be very mandatory on some champs without offering enough gameplay. Having said that if some of the DoT/sustained spell casting champs that currently use it end up struggling we'd certainly want to get something in that fills its niche, just in a better way. That's one of the more likely candidates for a not too long after launch additional Rune (4th Sorcery Keystone potentially).
Couldn't you create something like Death Fire Touch, but restrict it to only trigger on unique spells like the new thunderlords and stormraiders? Currently DFT is mandatory on them because its interaction is just so strong. While at it, DoT champions have a history of abusing Rylia's aswell, a similair mechanic might make rylia's on DoT champions less oppresive.
: Runes Corner: Summoner Specialist and Hextech Freezeray
Hey Riot Stashu, what will happen when players who have smite equiped and bought one of the jungler items swap to another spell? The items are listed as requires smite and cannot be bought without smite. Will the items passives perhaps get frozen untill smite is once again equiped? So you would not loose the stats but the enhanched sustain and damage vs monsters. How do you think it will mess with the jungle role in general? I can already see certain midlaners perhaps pick up smite later on and terrorize the nearby jungle. I feel like though smite should be excluded. Smite is too risky I think to have available in this system. It is the only spell that defines a role and has certain game machenics attached to it.
Crett (NA)
: {{champion:101}} This champ's in a weird spot right now what did you guys think about him
> [{quoted}](name=Crett,realm=NA,application-id=A7LBtoKc,discussion-id=jQmE1EjE,comment-id=0000,timestamp=2016-01-22T01:43:10.035+0000) > > {{champion:101}} > This champ's in a weird spot right now > what did you guys think about him I think with Xerath's rework he actualy lost his identity: The artilery mage. His Locus of Power defined him, it was such a unique skill, and it got completely removed.
Hyxaru (EUW)
: Juggernaut Skarner feedback
Fair enough, I agree that Skarner fits the bill.
Rioter Comments
: Champion Q&A: Tahm Kench, the River King
How come, Tahm Kench doesn't have a special line for getting the devourer jungle enchantment? You have shown with primetime draven that build recommended items aren't the only that can have cool lines. The item itself just defines Tahm Kench. Sated devourer? This hunger can neverr be sated!


Level 119 (EUW)
Lifetime Upvotes
Create a Discussion