Kai Guy (NA)
: MMR does not force 50%. It happens over time naturally. Elo and MMR are well documented. There is 0 gains from forced 50%. Literally everything you can gain from rigging matches you can accomplish easier with changes to a functional MMR system. Instead of perpetuation the myth of rigged matches how about we discus changes that actually make a better matchmaker. Things like removal of Duoing or failing that changing it to be around MMR not Ranked Tiers. Adding in a Season EXP thats showen, to give players a accurate understanding if they are in games with players their system considers peers. As it stands a bunch of weak players are going to never take any accountability for their play. ITS RIGGED. ITS ELO HELL. ITS MY TEAMS FAULT ALWAYS! <- this attitude sustains a large number of players justification to never improve.
>Elo and MMR are well documented. Can you link me the documentation for MMR then?
depressuo (EUW)
: "Massively reduce or remove counterplay against a champion" GOOD BYE DAMN STOPWATCH! GO TO THE GARBAGE BAG WHERE YOU BELONGS! (c) pretty much all assassins.
Also: "Give access to an effect (usually reactive or defensive) that we don’t actually want all champions to have access to" Hopefully, zhonias itself will finally fuck off and go sea lion somewhere else.
: It looks like Q will be super obvious in comparison to normal auto attacks now, which is good for clarity but also a nerf in even upper level (high gold-plat) play where I can usually bait defensive skills with autos. I'm okay with this, but can we also get the programming team in on this and make it so blind applies a bit earlier. It feels really bad it never applies to that first auto attack (melee or ranged) an enemy sends out after the dart hits. It feels like there's a small delay from when the dart hits and when it takes effect. I think it has to do with when the animation of the opponents attack starts also being the point it checks for blind and the difference between the attack starting and sending can have it line up so that even though they got hit by the dart and should be blinded they weren't were the attack started. It's a very small window but it feels real bad in close fights when it kills you.
> [{quoted}](name=The Swift Sc0ut,realm=NA,application-id=A7LBtoKc,discussion-id=UfFT2huQ,comment-id=002c,timestamp=2018-11-02T16:31:36.524+0000) > > It looks like Q will be super obvious in comparison to normal auto attacks now, which is good for clarity but also a nerf in even upper level (high gold-plat) play where I can usually bait defensive skills with autos. > > I&#x27;m okay with this, but can we also get the programming team in on this and make it so blind applies a bit earlier. It feels really bad it never applies to that first auto attack (melee or ranged) an enemy sends out after the dart hits. It feels like there&#x27;s a small delay from when the dart hits and when it takes effect. I think it has to do with when the animation of the opponents attack starts also being the point it checks for blind and the difference between the attack starting and sending can have it line up so that even though they got hit by the dart and should be blinded they weren&#x27;t were the attack started. It&#x27;s a very small window but it feels real bad in close fights when it kills you. Wouldn't it be the other way around? Shouldn't higher rated people be more attuned to distinguish autos from q?
Sirhaian (NA)
: Haha, yup! It's been a bit over a year, now! {{sticker:sg-kiko}}
{{sticker:slayer-pantheon-thumbs}}
Sirhaian (NA)
: Visual Effects Update: Teemo
Holy shit, riot actually hired u? I remember watching your vids and hoping you'd get hired.
: Preseason Development Update 1
Wouldn't changing the jungle to encourage staying in the jungle also help with improving the qiali and duration of the laning phase? Something like reducing the jungle respawn timers back down to 100 seconds, like they were pre-6.22, would allow the junglers to gank less which in turn would allow for a more independent laning phase. Those turret changes rlly make it seem like as a jungler I'll wanna lvl 2 cheese then come back a bit after he respawns for another gank just to lay down as much damage as possible to the shields for a greater snowball potential.
: This fixes about none of his issues. I came up with a list of issues when devising an Aatrox rework, a while back. - Aatrox offers nothing to a team fight. Despite his fantasy as this otherworldly entity who swoops in to turn the tide of battle, he's not very useful in team fights. He offers damage and can tank if you build tank-y, sure, but he has no real reliable form of crowd control, which is pretty big in a team fight, as is AoE damage. - Crowd control ruins Aatrox's day. This is less relevant in a 1v1 situation, but in a team fight, where you can get crowd controlled for a long time, a damage-build Aatrox will get crushed, since he can't restore health via auto attacks after he's been crowd controlled, and whereas tank-y does exist, full-tank is not the bruiser play-style that had been intended, and said full-tank build does not exactly scream "massacre." - Aatrox is prone to getting popped. Whereas burst is his weakness, it gets to the point where anybody with high burst potential eliminates him before he can do anything. He should thrive in longer battles, but he shouldn't be useless in the shorter ones. - Aatrox's Q is abysmally poor in design. Thematically, it's pretty cool; you rise up into the air, and slam down. However, the hit-box, as many discover, is super easy to dodge, and the ability takes so long and is so telegraphed you might as well be screaming "hey hit me with your crowd control." Often-times, I found myself getting CC'd and just having it not happen. Whereas it's an interesting catch tool and engage tool, it's overshadowed in those regards as well. The change to Aatrox's Q, where one half of it cannot be interrupted, however, has helped a lot. - Once again conflicting with his thematic, Aatrox's kit doesn't scream "leading my team into battle." In-game, he is, ironically, a duelist, and thrives in 1v1 situations where he can out-heal their damage. - Aatrox's late game has... a lot to be desired. This ties into most of the other things, too, and particularly the point about team fights. While he can 1v1 late-game, he doesn't offer the team much outside of the ol' run-down-Turrets-top-and-draw-pressure strategy. As of recent, I had found myself having the most success by never leaving top lane, which isn't exactly something that should be encouraged. - Aatrox's ultimate, while good, doesn't feel very good. The damage is negligible (unless you're AP; RIP my fun. AP Aatrox is love, AP Aatrox is life), and the buff you get, while good, doesn't feel wonderful-- after all, it's just that, a self-buff spell. - Aatrox is heavily feast-or-famine. To those unfamiliar with this coined term, it means that when they get ahead, they're incredibly oppressive, but when they're behind, they're abysmally useless. Offering high-damage when ahead and incredible healing abilities, Riot got around this a bit by making his heal scale with missing health instead of attack damage. - Aatrox also doesn't have much to do when not in the midst of a battle. Throwing an E occasionally is fine, but it doesn't have very much range, and is more of something to help you either farm safer or get closer to people via the slow. If you made his revive knock everybody back 1000 units, he would be even worse; he'd go in and then get popped, and when he came out of it to try and keep fighting, it would disengage everybody, which is the exact opposite of what he wants. I honestly feel as though the 5-stack passive was the best way to go; it made the passive more reliable than previously, in that he needed more stats to get it off as easily as this; this way, he's less feast-or-famine. On top of that, the Aatrox rework isn't his actual rework; it's a band-aid fix to make him slightly better, until he can be addressed fully in what Riot recognizes will be their biggest gameplay update ever. That's incoming after the Irelia rework.
> [{quoted}](name=LuaDotExe,realm=NA,application-id=A8FQeEA8,discussion-id=eN32cQU2,comment-id=0002,timestamp=2018-03-14T18:00:34.545+0000) > > This fixes about none of his issues. I came up with a list of issues when devising an Aatrox rework, a while back. > > - Aatrox offers nothing to a team fight. Despite his fantasy as this otherworldly entity who swoops in to turn the tide of battle, he&#x27;s not very useful in team fights. He offers damage and can tank if you build tank-y, sure, but he has no real reliable form of crowd control, which is pretty big in a team fight, as is AoE damage. > > - Crowd control ruins Aatrox&#x27;s day. This is less relevant in a 1v1 situation, but in a team fight, where you can get crowd controlled for a long time, a damage-build Aatrox will get crushed, since he can&#x27;t restore health via auto attacks after he&#x27;s been crowd controlled, and whereas tank-y does exist, full-tank is not the bruiser play-style that had been intended, and said full-tank build does not exactly scream &quot;massacre.&quot; > > - Aatrox is prone to getting popped. Whereas burst is his weakness, it gets to the point where anybody with high burst potential eliminates him before he can do anything. He should thrive in longer battles, but he shouldn&#x27;t be useless in the shorter ones. > > - Aatrox&#x27;s Q is abysmally poor in design. Thematically, it&#x27;s pretty cool; you rise up into the air, and slam down. However, the hit-box, as many discover, is super easy to dodge, and the ability takes so long and is so telegraphed you might as well be screaming &quot;hey hit me with your crowd control.&quot; Often-times, I found myself getting CC&#x27;d and just having it not happen. Whereas it&#x27;s an interesting catch tool and engage tool, it&#x27;s overshadowed in those regards as well. The change to Aatrox&#x27;s Q, where one half of it cannot be interrupted, however, has helped a lot. > > - Once again conflicting with his thematic, Aatrox&#x27;s kit doesn&#x27;t scream &quot;leading my team into battle.&quot; In-game, he is, ironically, a duelist, and thrives in 1v1 situations where he can out-heal their damage. > > - Aatrox&#x27;s late game has... a lot to be desired. This ties into most of the other things, too, and particularly the point about team fights. While he can 1v1 late-game, he doesn&#x27;t offer the team much outside of the ol&#x27; run-down-Turrets-top-and-draw-pressure strategy. As of recent, I had found myself having the most success by never leaving top lane, which isn&#x27;t exactly something that should be encouraged. > > - Aatrox&#x27;s ultimate, while good, doesn&#x27;t feel very good. The damage is negligible (unless you&#x27;re AP; RIP my fun. AP Aatrox is love, AP Aatrox is life), and the buff you get, while good, doesn&#x27;t feel wonderful-- after all, it&#x27;s just that, a self-buff spell. > > - Aatrox is heavily feast-or-famine. To those unfamiliar with this coined term, it means that when they get ahead, they&#x27;re incredibly oppressive, but when they&#x27;re behind, they&#x27;re abysmally useless. Offering high-damage when ahead and incredible healing abilities, Riot got around this a bit by making his heal scale with missing health instead of attack damage. > > - Aatrox also doesn&#x27;t have much to do when not in the midst of a battle. Throwing an E occasionally is fine, but it doesn&#x27;t have very much range, and is more of something to help you either farm safer or get closer to people via the slow. > > If you made his revive knock everybody back 1000 units, he would be even worse; he&#x27;d go in and then get popped, and when he came out of it to try and keep fighting, it would disengage everybody, which is the exact opposite of what he wants. > > I honestly feel as though the 5-stack passive was the best way to go; it made the passive more reliable than previously, in that he needed more stats to get it off as easily as this; this way, he&#x27;s less feast-or-famine. > > On top of that, the Aatrox rework isn&#x27;t his actual rework; it&#x27;s a band-aid fix to make him slightly better, until he can be addressed fully in what Riot recognizes will be their biggest gameplay update ever. That&#x27;s incoming after the Irelia rework. Basically this ^^ Rito took the concept of a glorious leader in battle and made him into an afk top duelist who really likes to smack towers. I guess it makes sense if we see the minions as the soldiers having the epic battles. But then you are just playing pretend with your toys.
: > [{quoted}](name=JogadorJNC,realm=EUW,application-id=3ErqAdtq,discussion-id=QXUJdYEF,comment-id=00010000000300000000,timestamp=2018-02-15T19:44:51.562+0000) > > So when they start wanting to experiment they get to change the keystone. > yup > they get to chose 1 of 12 > such customization > many wow > > If 99% of the ppl are ready to experiment after lvl 11 then there are still 1% stuck in preset hell. > If you didn&#x27;t lock it at all then there would be no one fkd over by it. > As long as default pages get selected unless u make new ones, then players who dont experiment with runepages dont get screwed over. > And players who do also don&#x27;t. > Win-win scenario. > > Instead Rito choses their always favourite option, the lose-lose scenario. Good fucking god. I could have level up 40+ accounts to level 11 between when I posted and you replied. At this time your just bitching for the sake of bitching. If your gonna fucking bitch about something choose a useful topic aside from "Hur dur, I have the attention span of a ADHD rabbit and 3 hours is too log to level my new account to 11 so I can be challenger cause rito won't let me climb with my main"
> [{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=QXUJdYEF,comment-id=000100000003000000000000,timestamp=2018-02-15T20:59:41.578+0000) > > Good fucking god. I could have level up 40+ accounts to level 11 between when I posted and you replied. At this time your just bitching for the sake of bitching. > > If your gonna fucking bitch about something choose a useful topic aside from &quot;Hur dur, I have the attention span of a ADHD rabbit and 3 hours is too log to level my new account to 11 so I can be challenger cause rito won&#x27;t let me climb with my main&quot; It takes 12 hours and a half of gameplay to get to lvl 11. That is assuming you only play Twisted Treeline bots and that you always manage to finish in 7 minutes. It's the quickest way to grind exp. Also it's the most boring one pretty much. That's almost 110 games btw. I'm willing to bet that you coudn't have gotten 40+ accounts to lvl 11 even with the 27 days it took me to reply. Maybe you could have gotten 10, if you have a lot of patience and too much free time. It's not a small problem, it's a HUGE one, you are forcing the average new player to play over 12 hours of actual gameplay just to be able to change a single rune. Most people who start playin league are doing it because their friends already play so they usually get taught most things early. Those get to see how horrible the preset runes are for hours upon hours.
: Wait a sec... Who's that on the far left and far right
> [{quoted}](name=Tails9016,realm=NA,application-id=A8FQeEA8,discussion-id=OjgMK9Gk,comment-id=00040000,timestamp=2018-03-14T22:32:37.244+0000) > > Wait a sec... Who&#x27;s that on the far left and far right LMAO
: Q:How do you use auto attacks? Do you just right click on units? Does it matter which unit you clicked on? Melissa's auto attacks start to chase enemy if she right clicks enemy in radar of bee. If autoattack is idle "placed with q or outran by enemy/enemy dies. They automaticly start to chase nearest enemy. With W, she can even cancel the auto attack with her W to come back to melissa. Since idling bees won't last forever, melissa can't have many bees following her, if not placed with Q first. 1-3 depending on attack speed. She benefits less than normally from attack speed. Role would be jungler adc, hovever, playstyle is more like shaco, bard or singed. Setting up those annyoing auto attacks, ambushing enemies with lot of bees collected around her and baiting people in swarsm of bees. Q3 answer: There is no way to know where his husband died in shadow isles or did he even find the bees he was looking for. Melissa has been alone with her bees a lot since no one can come near her and she just have to accept them to be around. Also her personality is playing with idea, that if loneliness or shadow isles corrupted her mind or changed her is unknown. Her personality is bit of narcissistic rich lady walking her poodles. I also chose her instrument to be classy shining saxophone, because it gives her more of that "Rich classy old lady" feel She is pretty dark themed champion for yordle. But not all yordles are happy little fur balls. Like Teemo the devil itself! Q4 "Have her bees deal dps instead of exploding, wouldn't make much sense for them to explode tbh." Not quite. Even normal bees sacrifice their life when they sting intruder. When shadow isles changed by the black mist, maybe they were just normal bees. I think it would be creative to give them glassy potion bottle like bottom, that is transparent and holding green glowing liquid inside (color depends on summoner spell crit effect), that is explosive. Contact animation would be the bees stinging opponent first, then after very short delay exploding. I liked almost all of those reworked skills, they are very nice! but i want her be more of a champion like singed, with more focused on setting traps and baiting people in E skill wouldn't be that great tbh, i just don't like idea of her flying with bees. Ganking potential ain't great without ult, but with E she can change the course, where she is smashing that instrument, like hex flash, to walk behind enemy and knocking back. I just want her to have minimal movement speed, so players are encouraged to set traps and kite, instead of moving freely with high speed around the map. Also, i want to keep fear element on the bees, so they can kinda "Feel the fear" I don't want her to be so much music based champion, because we already have sona and bard with hes horn. I wan't her hobby to be minimal part of her kit just to collect and re position many bees at once. That Q idea would be great for ganks actually! Also for boosting those bees speed when she auto attacks and press q after it I still like these ideas as alternative, maybe we can all just make this kind of suggestions and choose best parts to make her kit very fun!
I saw her more as a summoning mage than you, we don't really have that in league rn (malzahar is very limited in that regard, yorick kinda is, but he is more a tank, not a mage). Only honey bees sting, but I kinda like the idea of the regular bees exploding and the ult ones not. I was thinking of her as a very RTS-y character, more focused on unit management than on fighting mechanics. I didn't mean for her to be centered around music, unlike sona and bard she wouldn't be playing for entertainment or todo damage, her music is not magical at all, it is just her way of controlling her captors. Also if you want her to be dark i really like the Stockholm Syndrome idea, where she likes the bees even though they killed her beloved because she doesn't get to hate them without dying pretty much. That's dark af. Also, giving her cc could make her too annoying to play against, i think she should be more centered on overpowering foes with numbers, which would be horrible to play against if she also had cc. Tbh (hopefully i'm not tooting my own horn too much here) i really like the abilities i posted and i think they fit the concept (which is also rlly good) perfectly. --- In terms of numbers and such, i think her bee dmg should scale with both ad and ap and should be bigger (both in size and explosion radius) and do more damage if they are crits (crits are decided on bee spawn). The bee hp should scale with hp, ap and ad. Also, bee attacks apply on hit effects to the main target (What on hit the bee will apply is decided when the bee is spawned), runaan's spawns 2 extra mini bees with 40% dmg, radius and hp. Melissa is ranged, if the runaan's thing didnt give it away xD I was thinking something like 650 range, a larger range than usual gives opponents more time to react and allows for her to be safer, which is an important part of her kit. Bee's take 50% dmg from aoe abilities. Bee hp: 50-150 (+10% Melissa's max hp) (+40% ap) (+50% ad) (50% more if it is a crit) Bee dmg: (+100% ad) physical damage and (+30% ap) magic damage (*(2+crit modifier) if it is a crit) Bee radius of explosion: 80 (120 if crit) (for reference a karthus q has an effect radius of 100, corki ult 75, corki big ult 150, teemo ult trigger radius 60, teemo ult explosion radius 200) Bee armor and mr: 1-18 based on lvl (1 per lvl) Bee movespeed: 420 (blaze it) Bee's can fly over units. Monsters and towers ignore bees. (to avoid some very weird interactions) Bees attract both tower and minion aggro to the champion if they attack another champion. Guard Bees don't explode when they attack, but they are slower (350 ms). Guard Bees have 500% increased armor and mr and do 60% of the damage of the regular bees. Guard Bees' movement speed is increased to 450 when moving towards Melissa. Guard Bees have 2 attack speed. Guard Bees are smaller than regular bees, since they dont have the explosive glass potion bottom. Instead of exploding they land on their target and start stabbing it with their stingers, they follow any movement (including dashes, think warwick q) that the target makes, but if they move out of Melissa's base range (650) then the guard bees detach and fly back to Melissa. Guard Bees prioritize enemies that have attacked Melissa in the last 2 seconds always prioritizing champions over minions (if a champion walks into her range and no other champion is nearby then that champion becomes their target instantly) If Melissa uses her q in the direction of one or more champions then every guard bee will attack one of those champions, regardless of what they were doing before. Idle guard bees follow Melissa around without needing input from her. --- The summoner spell effects: Smite: Bee's deal 10% bonus damage as true damage to monsters and restore 1% of Melissa's maximum hp when they damage monsters (also they have a tiny smite effect when they explode on a monster) Ignite: Bee attacks set the main target on fire if it is a champion, dealing 7-41 based on lvl (10% of ignite dmg) true damage over 5 seconds and reducing heals on them by 10% for the duration (extra applications of this effect just reapply it, the healing reduction doesn't stack with grevious wounds) Flash: Bees flash onto their target if they get close enough (same range as flash) (bees only flash if the target is outside of their own attack range). Teleport: Melissa's auto attack range is bigger (1000), but if she targets a champion outside her normal attack range then the bees tp to the location of the target after a 2 second delay. Exhaust: Bee attacks slow by 20% (only 10% for enemies hit by the aoe) and reduce their damage dealt by 10% (5% for enemies hit by the aoe) for 1 second. Ghost: Bees can move trough terrain. Snowball: Bees dash with Melissa. Heal: Bee attacks heal Melissa and any friendly champion caught in their explosions by 6-23 based on level, additionally allies healed by bees get a 10% movement speed buff. Guard Bees heal themselves as well and give themselves the movement speed buff, but only heal for half the amount. Barrier: Bees spawn with a 46-182 based on level shield, guard bees spawn with 50% more shield. Clarity: Bee attacks restore 5% of Melissa's missing mana plus 1% per target hit by the explosion. Guard bees restore only half of that amount. --- Q: Cost: 50/55/60/65/70 mana Cooldown: 10/9/8/7/6 seconds Spawns: 1/1/2/2/3 bees Range: 650 Radius: 60º W: Static cooldown in-between toggling on or off: 1 second Attack speed buff: 40/55/70/85/100% Movement speed slow: 40% Regular bee movement speed during w: 600 Guard bee movement speed during w: 525 (675 when moving toward Melissa) Guard bee attack speed during w: 2.5 E: Melissa summons 2 guard bees to carry her Static cooldown in-between toggling on or off: 6 second Cost: 75 mana + 50/60/70/80/90 per second Movement speed buff: 40/45/50/55/60% Any guard bees currently alive will retreat to her when she casts E and they will accompany her during the whole flight. As she flies she spawns 1 bee per second Bees spawned by her E will follow her the whole flight When the E is toggled off all bees currently following her will go back to acting like normal (including the 2 that carried her) R: Cost: 100 mana Cooldown: 140/110/80 seconds (starts when she casts it) Spawns 1/2/3 Guard Bees every second Can be played for up to 5 seconds The sound is global (like Sion's ult) Melissa can't move while she casts it Melissa can have a maximum of 2/7/12/17 guard bees alive at any given moment, if she already has the maximum number alive then no more are spawned (she can still keep using her ultimate) What are your thoughts on this more developed version?
: Champion Concept Melissa!
I __really__ like the concept. That said, there are some things that tickle my brain a bit. --- 1st: How do you use auto attacks? Do you just right click on units? Does it matter which unit you clicked on? --- 2nd: The passive is incredible, but her w and e feel a bit off. --- What kind of champ is she? A spell caster? An adc? A tank? Her passive suggests adc since she works well with crit. However, she can't really auto attack, nor does she benefict from attack speed which is counterintuitive since there are only 2 items that give crit but dont give attack speed. Her q makes her feel like a summoning mage. Her w and e make her seem like a tank since they both impede her movement, and that tends to ruin squishierchampions. --- 3rd: She wouldn't refer to the bees as her children unless she developed some weird form of Stockholm Syndrome. Remember that they killed her husband and would also kill her without a second thought if she moved away from the hive. --- Here are some ideas: Passive: Have your right click spawn a bee that has the clicked target as its own target, as long as the clicked unit is within her own attack range. Also the animation for spawning bees is her playing on her instrument. Have her bees deal dps instead of exploding, wouldnt make much sense for them to explode tbh. Q- Plays a chord in a direction that makes all nearby bees move in that direction (they go back to being idle if after going a bit in that direction they don't find a target). Spawns 1 (or more) idle bee(s) when it is used. W- (toggle) Starts playing frantically increasing her attack speed as well as the attack speed and movement speed of her bees, however, while her w is on her own movement speed is reduced (she is focused on playin, not on moving) E- (toggle) Gain incredible movespeed as well as the ability to fly over walls by riding some bees. However, while flying she can't cast spells or summon bees. Costs increasing amounts of mana over time, but summons bees based on how long she traveled (up to a max). R- Melissa plays a chord (needs to feel much more ultimat-y than her other chords) for a short duration. Over the course of the chord, guard bees spawn, these are special bees that deal more damage and have more hp, but move slower than the other bees and can't go very far from Melissa. --- What do you think of these proposed changes?
: What if some of the other darkin are enslaved by some powerful mages or something like that? Possibly {{champion:13}} has one stashed in the scroll. It would fit his character in that he is fighting the corruption of world runes and Darkin.
> [{quoted}](name=Lord of Math,realm=NA,application-id=A8FQeEA8,discussion-id=hdAE1MxE,comment-id=0000,timestamp=2018-03-14T03:15:52.976+0000) > > What if some of the other darkin are enslaved by some powerful mages or something like that? Possibly {{champion:13}} has one stashed in the scroll. It would fit his character in that he is fighting the corruption of world runes and Darkin. Iirc ryze's scroll containts world runes (don't quote me on it tho) That said, the potential lore around darkins is something that excites me a lot
: Aatrox Rework
Q- The hitbox isn't the issue, honestly this ability isn't the issue at all. W- One of the things that needs a rework the most. A generic every 3rd hit passive heal that is identical to udyr's with the only difference being that can be swapped for jax's ultimate's passive. E- A bit too generic, but is aight enough. R- The extra range is cool, but it still just feels like an effortless mashup of other abilities, it doesnt inovate in any of it's regards (Burst of dmg scaling with ap that then empowers auto attacks - voli ult, temporary auto attack range buff on a melee champion - kayle e, attack speed buff - too many abilities to count) Passive- Number 1 thing that needs a rework, it had potential as a way to incentivize to keep fighting beyond what seems reasonable and for making you feel like being in battle gave you fueled you, instead it usually either under-achieves and feels useless or it over-achieves and is cancerous to play against. Is very hard to balance/be fun to both aatrox players and ppl playin vs aatrox (rito chose to not have it be fun for the aatrox mains, since they are few) Also, for such a recent champion, his passive feels very outdated. And the whole balls to the walls reckless fighting style was much better achieved by other champions such as olaf and kled. Your idea for the passive changes makes no sense, aatrox wants people close to him, he survives off of attacking, if you knock everyone away after respawning then you just die again after while u try to catch up to the opponents. Not only that, but the 5 passive stacks make him feel much less resource management oriented and gives more room for just focusing on fighting, which is part of the reason he even had a health spent kind of scaling instead of mana, to let you focus more on fighting and going all out and less on whether you are gonna have enough mana to survive a potential gank. Edit: The rework was a fail because the kit itself was a fail in many aspects. Imo Aatrox almost defines what is a champion that needs a full kit rework (think warwick or urgot)
: So an item that increases a champion's hitbox?
> [{quoted}](name=RobTheTank,realm=NA,application-id=A8FQeEA8,discussion-id=F8mkme2k,comment-id=0000,timestamp=2018-03-14T04:29:39.863+0000) > > So an item that increases a champion&#x27;s hitbox? No, an item that decreases the speed, range, hitbox, speed of abilities, etc. of every other champion close. Technically it would increase the movement speed, range, hitbox, etc. of the champion that owns teh item, but only in relation to what is near to him. He won't get to lane any faster, wont be able to flash walls he couldnt before, etc. Also, to nearby units the map would seem bigger, since their flash range, for example would be smaller so some walls would be harder to flash etc.
Rioter Comments
: But once you learn how to play the game (depends on the person on how long that is, for me it was super long) your next progression is to experiment. I remember playing adc Leblanc and adc ahri. Ap mf, varus, trist. Crit kat ap gp. And so on. Not even counting that I had the highest amount of purchased runes of anyone I know. (500 and some odd) and I played multiple games with every different one. New player will choose to experiment with runes when they are ready. Which is 99% of the time after level 11. Nobody complains about cookie cutter builds in other mobas that purchase everything in order for new players. (smite comes to mind) it's all to make the learning curve as light as possible for actual new players.
> [{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=QXUJdYEF,comment-id=0001000000030000,timestamp=2017-11-14T11:54:26.543+0000) > > But once you learn how to play the game (depends on the person on how long that is, for me it was super long) your next progression is to experiment. I remember playing adc Leblanc and adc ahri. Ap mf, varus, trist. Crit kat ap gp. And so on. Not even counting that I had the highest amount of purchased runes of anyone I know. (500 and some odd) and I played multiple games with every different one. New player will choose to experiment with runes when they are ready. Which is 99% of the time after level 11. > > Nobody complains about cookie cutter builds in other mobas that purchase everything in order for new players. (smite comes to mind) it&#x27;s all to make the learning curve as light as possible for actual new players. So when they start wanting to experiment they get to change the keystone. yup they get to chose 1 of 12 such customization many wow If 99% of the ppl are ready to experiment after lvl 11 then there are still 1% stuck in preset hell. If you didn't lock it at all then there would be no one fkd over by it. As long as default pages get selected unless u make new ones, then players who dont experiment with runepages dont get screwed over. And players who do also don't. Win-win scenario. Instead Rito choses their always favourite option, the lose-lose scenario.
: At level 11 I was brand new to MOBA and still learning the difference between AD and AP. I don't think I would have known what to do with runes at that point.
> [{quoted}](name=Hauling Ashe,realm=NA,application-id=3ErqAdtq,discussion-id=QXUJdYEF,comment-id=000f,timestamp=2018-02-15T01:10:54.267+0000) > > At level 11 I was brand new to MOBA and still learning the difference between AD and AP. I don&#x27;t think I would have known what to do with runes at that point. So instead you would rather get put with horrible ones and have no customization, demotivating you from playing the game. Back when i was new to the game i remember buying spell vamp quints and going ap spellvamp shyvana cuz i thought all magic damage scaled with ap. AND I HAD FUN The best part about actually being new to the game is you have an excuse to try random stuff, and ppl cant rlly flame you for it much, cuz u are new. I used to have a lot of fun b4 getting smite and going blu buff into drake with old ww and doing lvl 1 drake (this was b4 global drake timer so it would leave a lot of ppl confused). I would play smiteless ww jungle rushing tear. AND IT WAS FUN Back then i remember someone sayin smth like "you need smite to jungle" and i was like "dafuq is a smite?". It took me a lot of levels to even find out what runes and masteries were, but i never felt like having them was putting me down. Quite the opposite actually, as soon as i realized how they worked i was like "why dafuq do i have to play with less masteries than other ppl". That original search for what was good in the seemingly mysterious (for me) place that was the jungle is pretty much what led me to be a jungle main. Nowadays i play 90% of my games in the jungle. And the problem remains, past year i had many of my friends start playing and i remember all of them complaining about the struggle to finally get lvl 18 and be able to use a keystone. Now i made a new account and i have the struggle to be able to see the runes. Followed by the struggle to be able to edit the keystone. Followed by the struggle to be able to actually edit pages. Followed by the struggle to finally get free boots (and free stopwatch and cookiez sometimes i guess). It's horrible cuz right from the start you see that you can experiment a lot with the runes but they just remain out of reach over 20 HOURS of playing the game. Thats is more time than the necessary to fully finish some rpgs. And we are talkin about unlocking the basics here. It feels awful playing mf with pta. And not having any runes with any sustain. And to not even have demolish to be able to better farm exp in TT. It's horrible.
Sparkle (NA)
: This. Learning the game comes before learning the pregame, IMO. All players have a full page of runes from level 1 and unlock customization as they level. The system is fully unlocked by level 17 so players have plenty of time to experiment with everything before 30.
> [{quoted}](name=Riot Sparkle,realm=NA,application-id=3ErqAdtq,discussion-id=QXUJdYEF,comment-id=00010000,timestamp=2017-11-13T08:22:14.508+0000) > > This. Learning the game comes before learning the pregame, IMO. > > All players have a full page of runes from level 1 and unlock customization as they level. The system is fully unlocked by level 17 so players have plenty of time to experiment with everything before 30. Also ppl who do learn it in time are stuck in the preset hell for 17 levels, which equals about 90 years of grinding exp
: Random FPS Drops/ Crashing In League and Other Games
I also have random fps drops in league nowadays, but its only in league.
: Game has been super janky for the past several patches for me (think it started with the first preseason patch). I've had several games where I or a teammate had a random ping spike in the 7-8,000 range, FPS droping to single digits, or the game crashing on kills, ghost poro spawns, or first ability uses/hits. It's becoming barely playable on some days, while others it's perfectly fine. It's not internet or computer issues, everything is optimized right (I've checked repeatedly) and my school has some of the fastest internet in the USA. EDIT: For reference, prior to these issues and on days when I don't get them, I run league at 60 FPS and ~30 ping.
I usually run league at 120 fps (capped) and nowadays it randomly drops, usually to 30 but today i had to endure 10 minutes of 14 fps and i think i got eye cancer. This annoys me even more so cuz i saved up money to buy a gaming laptop but with these fps drops the broken Surface Pro 3 that i only even got cuz i managed to fix it (yes, i used to play league on a broken tablet) was actually faster, usually running at 50 fps (on the obsolute lowest settings tho).
: No, it doesn't work like that for RED. On-hit effects proc at the rate of regular people's basic attacks, so... very slowly.
Yi is a regular person, so is graves. Yet yi applies on hit effects 3-4 times faster than graves.
Ýones (EUW)
: Champion Concept: Pisto, the Baron of the Black Market
Not to hate (although I am currently tilted so don't take anything I say too seriously), but I see a lot of contradictions here. 1. The point of a black market is illegally purchasing expensive/illegal things at a lower than usual price. Which is the opposite of his black market. 2. Just like Gangplank he gets a lot of advantages from gathering a lot of gold (perhaps even more than GP) but he is supposed to be a support, the role that gets the least amount of gold. 3. His w is only good on melee champions, using it in lane, on an ADC would feel stupid since ADCs don't want enemies to be close. 4. If his w is usable on himself then it has the same issue as point 3 anyway. If it is not, then you are forcing him into going support (also, this concept already exists on Morse's w and riot had to change it to be usable on minions). 5. His e is Lee sin's w, but without requiring a target. 6. His ult is a weird version of Thresh's lantern. 7. Some of his quotes are LITERALLY ripped off from other champions, mostly gp ("One slash, ear to ear.")
: I like the concept of using gold as a type of resource in the game. I think what you have created here is one potential use case for gold as a resource (although indirectly through Golden Krakens). Personally, I would have like to see more interaction with gold in his kit, like you did with Pisto's Q. The available global passives seem really powerful, and are arguably a really good reason to use Pisto's Black Market mechanic. * Global life steal and spell vamp? Heck yeah, stay alive in team fights, 1v1 easier, take objectives easier, whats not to like? * Additional move speed around wards? Riot, hire this guy. Actually encourage teammates to ward **as well as** better positioning and macro incoming. * 25% HP shield? Alright, that might be a little much with the current meta of shields on shields that heal was well as shield (but that will change in the coming patches). However, if a team is already ahead, would they feel compelled to use Pisto to get him Krakens? What about a team that is already behind? Especially in bot lane where you are trying to hit certain power spikes ASAP, spending extra gold for the same item your lane opponent has only puts you further behind. So how can you keep this concept, but not make it feel like you are punishing your team by using it? 35 Krakens is 3500 gold, which is an end game item. Will giving up a {{item:3089}}, {{item:3071}}, {{item:3143}} be worth it for those passives? Even more so if you are looking to snag multiple global passives. Those are some of the thoughts I struggle with when visualizing this champion in game. What if Pisto had a mechanic similar to Kindred, where certain minions/monsters/champions within range get marked, and killing that marked target gave Pisto a Kraken/gold? Would that work better mechanically in game? Or does that stray too far from the champion thematically? Overall, really well thought out and good character development!
Gold IS a resource in the game. That's LITERALLY all it is. Also how would he give up anything for those passives? It is like GP's q passive, there is nothing else for him to spend the krakens on.
: I like the concept of using gold as a type of resource in the game. I think what you have created here is one potential use case for gold as a resource (although indirectly through Golden Krakens). Personally, I would have like to see more interaction with gold in his kit, like you did with Pisto's Q. The available global passives seem really powerful, and are arguably a really good reason to use Pisto's Black Market mechanic. * Global life steal and spell vamp? Heck yeah, stay alive in team fights, 1v1 easier, take objectives easier, whats not to like? * Additional move speed around wards? Riot, hire this guy. Actually encourage teammates to ward **as well as** better positioning and macro incoming. * 25% HP shield? Alright, that might be a little much with the current meta of shields on shields that heal was well as shield (but that will change in the coming patches). However, if a team is already ahead, would they feel compelled to use Pisto to get him Krakens? What about a team that is already behind? Especially in bot lane where you are trying to hit certain power spikes ASAP, spending extra gold for the same item your lane opponent has only puts you further behind. So how can you keep this concept, but not make it feel like you are punishing your team by using it? 35 Krakens is 3500 gold, which is an end game item. Will giving up a {{item:3089}}, {{item:3071}}, {{item:3143}} be worth it for those passives? Even more so if you are looking to snag multiple global passives. Those are some of the thoughts I struggle with when visualizing this champion in game. What if Pisto had a mechanic similar to Kindred, where certain minions/monsters/champions within range get marked, and killing that marked target gave Pisto a Kraken/gold? Would that work better mechanically in game? Or does that stray too far from the champion thematically? Overall, really well thought out and good character development!
Gold IS a resource in the game. That's LITERALLY all it is.
Skylarke (EUW)
: [Champion Concept] Fynis, the Aerion Wing
What happens to her during the q? Is it like jhin ult? You say she is rooted, which would imply it is like jhin ult, but if she takes to the sky then it would make more sense if it was like xayah ult, since league is technically 2d so skill shots going beneath her would hit.
: Wow.. the entitlement is real. Runes were a HUGE pain point, and not just for new players. You couldn't even buy them with money if you wanted to skip the BS, and you had to dump time and IP into them just so you could play on the same basic level as other people. Riot streamlines the system, gives you IP back for content you've already used, folds the convenience and time/money spent on Rune Pages to give you value back instead of simply deleting them and making them like masteries, while still making the system accessible at a PRO LEVEL to every single player. Nothing said Riot had to give you anything, you spent time and got value out of the features they put in place. You might as well ask for a refund for a champ that got reworked you don't like. Jeebus, Riot took a huge hit off the IP refund, since that's money they don't see. Everyone will be BE glutted for a bit now (offset slightly by the BE store) not just S1 players or whales. They took a hit to deliver a more streamlined BETTER experience and all people want to do is WHINE. I've played since S2, and Runes SUCKED the entire time. They were bad. Riot didn't have to fix the system, but they did and all people can say is 'why don't I get MORE free stuff?! What a ripoff'. jeebus.
>why don&#x27;t I get MORE free stuff?! What a ripoff&#x27;. jeebus. I mean, if these are runes then they took 20 mastery pages from me, so it would still be LESS free stuff. And if these aren't runes then they really shouldn't have the same number of pages as i had in runes.
Quepha (NA)
: I already do remember everything important, it's really easy.
> [{quoted}](name=Quepha,realm=NA,application-id=3ErqAdtq,discussion-id=qkuEEEWV,comment-id=000b000000000000000000000000,timestamp=2017-11-08T19:07:50.925+0000) > > I already do remember everything important, it&#x27;s really easy. They still stole 18 pages from you.
: Wow.. the entitlement is real. Runes were a HUGE pain point, and not just for new players. You couldn't even buy them with money if you wanted to skip the BS, and you had to dump time and IP into them just so you could play on the same basic level as other people. Riot streamlines the system, gives you IP back for content you've already used, folds the convenience and time/money spent on Rune Pages to give you value back instead of simply deleting them and making them like masteries, while still making the system accessible at a PRO LEVEL to every single player. Nothing said Riot had to give you anything, you spent time and got value out of the features they put in place. You might as well ask for a refund for a champ that got reworked you don't like. Jeebus, Riot took a huge hit off the IP refund, since that's money they don't see. Everyone will be BE glutted for a bit now (offset slightly by the BE store) not just S1 players or whales. They took a hit to deliver a more streamlined BETTER experience and all people want to do is WHINE. I've played since S2, and Runes SUCKED the entire time. They were bad. Riot didn't have to fix the system, but they did and all people can say is 'why don't I get MORE free stuff?! What a ripoff'. jeebus.
> [{quoted}](name=MalrothDragonia,realm=NA,application-id=3ErqAdtq,discussion-id=qkuEEEWV,comment-id=000500000000,timestamp=2017-11-08T19:00:36.740+0000) > > Wow.. the entitlement is real. Runes were a HUGE pain point, and not just for new players. You couldn&#x27;t even buy them with money if you wanted to skip the BS, and you had to dump time and IP into them just so you could play on the same basic level as other people. > > Riot streamlines the system, gives you IP back for content you&#x27;ve already used, folds the convenience and time/money spent on Rune Pages to give you value back instead of simply deleting them and making them like masteries, while still making the system accessible at a PRO LEVEL to every single player. > > Nothing said Riot had to give you anything, you spent time and got value out of the features they put in place. You might as well ask for a refund for a champ that got reworked you don&#x27;t like. Jeebus, Riot took a huge hit off the IP refund, since that&#x27;s money they don&#x27;t see. Everyone will be BE glutted for a bit now (offset slightly by the BE store) not just S1 players or whales. They took a hit to deliver a more streamlined BETTER experience and all people want to do is WHINE. > > I&#x27;ve played since S2, and Runes SUCKED the entire time. They were bad. Riot didn&#x27;t have to fix the system, but they did and all people can say is &#x27;why don&#x27;t I get MORE free stuff?! What a ripoff&#x27;. jeebus. I thought league was free, didnt think i would have to pay them to update it.
: You get the same amount you had before...plus the 5 presets.
> [{quoted}](name=Anastaecia,realm=NA,application-id=3ErqAdtq,discussion-id=EEXguoWe,comment-id=0000,timestamp=2017-11-08T17:25:56.048+0000) > > You get the same amount you had before...plus the 5 presets. Dunno about u but i use to have 5 or so with Fervor, plus something like 6 with tld, plus ... I used to have 20.
: Diamond stuck in silver....so they're silver rank players
If you ask them their rank they will say they are diamond. And they will be corrected.
: 100% winrate isnt necessary to climb. 51% is all thats needed. He legitimately had a 100% winrate over 300 games.
"legitimately" Give me his MMR and I'll have a 100% winrate too. Won't climb out of silver but I will win all games.
: low ELO can be randomized hard due to some REALLY awful players making it nearly impossible however, Diamond players rarely get "stuck" in silver even if it takes them 50 games or so after bad placements luck.
If it takes 50 games for a diamond lvl player to get out of silver how many hundreds of games should it take for a gold lvl player?
: Truth is unpopular, I guess. This addresses everything perfectly, yet it's the lowest rated comment. - You have to play a certain way to win certain ELOs - some players don't know how to carry low ELO games. - Your champion pool matters, some are much better than others at lower ELOs. - Support is the easiest role to get carried in, and can't carry hopeless games - both because they're 100% team reliant.
This sort of shit is what makes elo hell elo hell, everyone thinks they need to play fkn Yas and carry 1v9 and they end up feeding and ignoring everyone cuz of they listen to their team the aren't 1v9ing
: I don't think it's real, granted i got placed in B1 and went straight to S5 in my promos for S4 now and i've lost only 6 ranked matches in 8 days or so {{sticker:slayer-jinx-wink}}
I got placed b3, won 16 in a row, got to b1. Kept a 70% winrate for a long while, still took me 30 games to get out of bronze 1.
passıon (NA)
: I understand what you think about the passive, so I took your suggestion. I decided to change the Q a little bit. This will fix it's power being too low, but will also answer your ideas about cooldowns. I will say the reason the mana cost was really high is because it used to make allies untargetable. As for your W suggestions, I only lowered the cooldown. You say the ability doesn't last long enough and it does too little damage, but when comparing him with other supports, the duration is fine. Nasus' Wither lasts 5 seconds because he's immobile, but my concept already has mobility. The damage is also fine. The magic damage aspect is high, and I'd say the true damage aspect is okay too. Again, I took your suggestions with E, lowering the cooldown and cost. But with respect to the new Q, I didn't drop it to such low numbers. I had to think over this ability, because I understand what you're saying. I kept the immunity aspect, but I took away the ability to deal damage also. So in a way, they're a moving, CCing Zhonyas for 1 second, but then the full Zhonyas happens afterwards. What are your thoughts now?
I rlly like the concept right now, that said here are some ideas: Passive: Since this is pretty much a mini TF ult, it would make sense that the opponents get some sort of warning, I was thinking that the last 1 or 1.5 seconds of channel would give an indicator where he is gonna land (like tf ult). Q: I think this could also make the ally heal a bit on hit, that way he would be able to proc ardent censer and ardent really fits this ability. I was thinking the heal could scale with HP so that it is decent with tanks as well as ADCs. Heal:2/2.25/2.5/2.75/3% +(0.9% per 100 ap) of the ally's missing HP. (That is probably too much but it could be toned down) W: I'd make the speed scale with movespeed. Also, we need to know his auto attack range to know how strong the bonus range is, I would personally have Enobi have 550 range but with no bonus range here. Also I would make this his E instead of W, dashes are usually on either Q or E. E: Maybe the nearsight duration could scale with level. Also I'd make this the W. R: Imo, while in stasis or invulner/untargetetable from this ult, abilities like Swain ult shouldn't heal or do damage. Also gp w shouldn't be usable during the initial 1s
XBionicX (EUNE)
: Please ;_;... removing the old rune system will make so many champs worse and some champs might heavily abuse this rune system while others suffer... just make the old runes free please
: Hello, I'm Viktor and I'm interested in investing into this (even though I don't get why all these buffs should come froma a single rune)
I'm imagining more true damage on yi
Not xPeke (EUW)
: yeah, they do because of all the damage creep in the past few years. They also complain about tanks dealing too much damage to squishies.
Tbh lately all I have been seeing is people complaining that 2 tanks, a mage and an assassin can't take out a slightly fed Janna/twitch combo. But ppl complain about everything, ADCs with 2k dps complain about the 2k burst from assassins, who complain that they can't 1v1 the 4k HP tank, who complains that he can't tank the ADC enough to take it out. Tbh THAT is the core identity of league, everyone complaining about everything. Gotta say, as you just showed it, we are embracing this identity more and more.
Echoing (NA)
: Entry confirmed! Please remember to leave a review on something!
I left a review but I'm getting an error when I try to edit the link into the post. Here is the link: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/e8fAX5eF-enobi-deception-awoken?comment=000100000000
passıon (NA)
: When I say that he creates an illusion, I'm kind of just explaining how he does what he does. It's mainly just the attack speed boost and the tenacity. The same thing goes with his W. When he disappears, he is untargetable but not invulnerable. I will need to write that. He can't cancel it, but he can choose the distance which he wants to travel. He can't move during this channel. It's similar to Cassiopeia's ultimate. His E functions like other nearsight abilities, like Graves' W, Quinn's Q, and Nocturne's R. This means they can still see terrain, but not attacking enemies, etc. The only difference is that Enobi is always visible to the enemy. The initial cast is the activation of the real ability. So it's basically 3 charges after using it at first. You are right. During the initial untargetability and invuln, they can still move and attack. Afterwards, they can't move or attack either. They get the full effect from Stasis. The reason I did this is to add some counterplay or some opportunity to make a decision after being hit.
Passive: I like the idea of a champ that doesn't appear on the minimap, but at least he should be visible while in combat with champions, that way you wouldn't have to rely on your allies to ping whenever he shows up somewhere (and when he leaves lane). Q: I really don't get the theme of this ability (and "creates an illusion" might be the most vague statement I have ever seen) Overall this would feel pretty lackluster imho, it's point and click, 20-40% atk speed is not that noticeable, specially on such a short duration, the tenacity would be good, but then again it's not something you notice on a short duration. Q would feel like you just press it and you lose mana (a pretty large amount too) and get a large cooldown going. W: From what I see this would be the bread and butter of his kit, a large slow that is a gap closer and makes him untargetable, a mix of Vlad w with nasus w in a dash, kinda. I like the ability overall, would allow him a lot of survivability whilst making him good at ganking (although I think it would be better if the speed of the w scaled with his movespeed imo). However, this ability is heavily gated by the large cooldown, the low duration of the slow and the low damage. For reference: Vlad w cooldown is 28-16 seconds. Nasus w cooldown is 15-11 seconds, the slow is 35-47/59/71/83/95% and lasts 5 seconds (it is also an attack speed slow). Fizz e cooldown is 16-10 seconds. I would put this ability on a 20/19/18/17/16 second cooldown, and the slow should last at least 4 seconds. E: This ability is a good concept, but the stats aren't in line with what they should be: Again cooldown is too high: I would give it something like 13/12/11/10/9 seconds Mana cost should start at medium and scale to high, not the other way around, specially since 100 mana at level 1 on most supports is almost a third of their mana. My suggested mana cost would be something like: 60/65/70/75/80 R: I'm gonna be honest here, don't like this ability at all, hit the tank and it might just win you the fight, hit their assassin and say goodbye to your carries. I just imagine a talon flashing into this then ult-w-q and auto attack till free zhonias and then seeing his team destroy yours as he waits zhonias out. This is like a bard ult that can only hit enemies, but before it actually makes ppl golden it gives them Olaf ult and Kayle ult. It just has so much where it can go wrong, most abilities in league either hit and do their thing or miss and are useless, this is the equivalent of trying to insec as Lee sin with a 50% chance of kicking their 10/0 Darius into your team. Would be pretty nice if the 1 second was just a zhonias where they can use abilities and walk but won't do damage and then actual zhonias. Also if you change it to what I said it prolly will need a bigger cooldown. Overall this concept has one big downside with many little upsides. The upsides are stuff like the passive after teleport movespeed which would probably be lots of fun to use and the fact that hitting a good w could destroy the opponents in a teamfight. The big downside he is extremely hit or miss: -His cooldowns and mana costs are enormous, making a not successful roam hurt you a lot. -The success of his ganks is based mostly on how good the communication between the opponents is. -He has nothing to do in-between roams, he offers nothing but all in pretty much (unless you wanna poke with a 24 second CD ability and lose 100 mana) -He can't lane or jungle, so all he does is roam. -He becomes incredibly useless of behind and even worse if tilted since his ult has to be very thought out to avoid helping the enemies more than your team. Despite this, I think that with some alterations he could be a great concept. (Lower cooldowns and mana costs, scaling a little bit worse but being better early, stuff like that).
: Champion Concept: Ita’Ska, The Vacuum of the Void
I'm sensing some riftwar vibes from this, u a fan of Raymond E. Feist?
Bobo113 (NA)
: Usually, what people do for meaningful reviews is to write a point-by-point list of the things they either like or don't like about a particular champion. It is most often a combination of both - since no concept is perfect, and no concept is totally bad (unless it is intentionally that way). It helps to give honest, genuinely helpful feedback - the more info you give them to work with, the better. An "unmeaningful" review is someone who has nothing good to say, and will just leave something like, "this is bad," or "I like it. Rito please."
passıon (NA)
: Enobi, Deception Awoken
1st and foremost I'd like to say I liked the lore a lot. You managed to make an interesting short story that was captivating. Now, on to the abilities. There were many cases where I didn't quite understand what you mean so I'm gonna first clear my doubts. Passive- No doubts here. Q- "Enobi creates an illusion for 1.5/1.75/2/2.25/2.5 seconds" Does he make like a zed shadow? A Wu clone? I'm not understanding. Also, can he target himself with his q? W- "Enobi disappears, leaving behind a flock of Ravens which fly slowly in a line" What does disappear mean here? Untargetability? Can he die to an ignite during his w? Also, can he cancel it? If not it sounds suicidal in most cases. "dealing (...) magic damage every third of their flight. " What does this mean? E- "Enobi briefly channels" Can he move during the channel? "able to see only Enobi, no matter where he is." Does this mean the target can't see anyone else regardless of where they are? Also, can the target see terrain? R- "He gains 3 charges, which allow him to recast The Second Eye up to 3 times." Is this like ahri ult or does it have 1 plus 3 charges? "becoming untargetable and invulnerable. After the curse ends, they will be placed into Stasis for 2.5 seconds" Untargetable and invulnerable is the definition of stasis, unless u mean that they can still move and attack during it. And that would just be giving an Olaf ult and a Kayle ult to an enemy, followed by a zhonias
Bobo113 (NA)
: I'm a little bit conflicted by some of what I'm reading here, but there definitely is a working champion in here. ________ **Passive:** There isn't a whole lot to say here, and I'd say it's a pretty decent passive. I prefer this kind of thing over the never-ending horde of 3-hit passives we've seen in-game lately. ________ **Q:** Riot has been making a very strong effort to eliminate point/click poke mechanics - since they are generally unhealthy and unfun to both play with and against. This ability might be more fulfilling with a higher skill ceiling (perhaps in the form of a skillshot), and maybe with a lower cooldown at lvl. 1. Of course, numbers can be changed and whatnot, but right now the ability mildly suffers for being a relatively uninspired ability. If there were a way to make the ability interesting, or provide some kind of satisfying risk/reward, it would be a vast improvement. ________ **W:** For some champions, this level of AoE CC with AP-scaling DoT is an ult-level ability (even without the +120% AP scale). If the damage were toned down a bit, it would still be broken to a degree. Your saving grace would be if the "range" you use for this AoE represents the diameter from Gennos, and not the diameter. It might be a little similar to Lissandra's W, but at least it wouldn't have the god-like power it currently has. ________ **E:** I'm gonna go ahead and assume that you mean this ability marks enemies, and not allies. That being said, both the passive and the actives of this ability have ult-like potential. They are dangerously OP by design - even without the math involved. - Passive: I feel like this would actually be a satisfying ability - *IF*, and only if it were toned down. As it stands, having an ability like this is a little bit anti-fun, but if the enemy had some kind of warning before it was applied, they could plan around it, and maybe have time to change strategy or counter it in some way. Part of what makes this ability unfair is the range aspect - where you can deal an hndisclosed amount of damage globally just by switching the mark on a champion. If this mark only lasted 2 seconds or so, and could be applied via other means, even that would be a very strong damage deterrent - enough so to make an ult out of. - Active: Sure, 750 is not a gigantic leap, but given its current cooldown, and the ability to switch targets out of battle at will, it gets a little bit out of hand. It might need some limitations beyond the blink distance. ________ **R:** This seams a little bit strangely worded - it sounds a little bit like a lengthened ignite healing debuff, and I assume this debuff is supposed to be a dueling ability, but it doesn't seem to be strong - especially since it scales from less than 5% of the target's damage. Not even the 10 second duration is enough to make the most of this ability. FOr as ridiculously strong as some of the other abilities are in terms of overall design, this ability actually feels more down to Earth, but maybe *too* down to Earth. ________ **Lore:** The introduction of angels/demons within the lore is sort-of a risky can of worms to open - especially when you directly reference Darkins like Aatrox. I know this was definitely a work with some very great passion involved, but fitting this story within the confines of the existing universe is somewhat tough to picture. Just thought I'd put that out there - since what you've got here works, it's just a pretty big pill to swallow. ________ **Overall:** I think this idea can definitely be fleshed out and explored a bit more, but as it stands, it definitely has a target direction. It's not too horribly scatter brained in terms of what it wants to be, but it might need some tweaking to the gameplay elements before it is fully realized. Definitely keep at it!
Q- it's not a point and click ability, it's an auto attack empower, imagine Jax w made him teleport to his target's back (not dash through him, it makes him blink to his back, as in the direction opposite the opponent's model direction) W- I don't actually recall right now but iirc W's dmg and range (except scaling) are the exact same of heca w. E- for damage to transfer he has to be in range to dash. R- remember that's % HP on hit and on ability, for it to deal around the same dmg as a bork the opponent only needs around 267 ap, and this is applied by abilities as well. Every attack against an ulted 800 ap veigar will deal additional dmg equal to 16% of his missing HP, that's twice bork's dmg if he is at half HP.
Echoing (NA)
: [CCOS] October CCOS Entry Time! Enter Here!
"You must include a meaningful review of another community member's work and provide a link to it in your linked concept,. Failure to do so will result in disqualification. If you have to ask what "meaningful" is, give them the kind of review you would want to see on your concept." Can someone explain this to me like i'm 5 plz? i am not really understanding what is written here
: People who put so much effort in to these designs.. Then riot doesnt even look.
ty <3 glad u liked it
Necrozard (EUW)
: " http://leagueoflegends.wikia.com/wiki/) " Careful the link is incorrect x) Honestly, i really think putting numbers was a mistake We don't need all these numbers/ratio/values to enjoy your concept Only the concept is enough > Passive : Vayne's ultimate + tumble But only considering it as a passive, it's actually an innovative idea . > Q : Warwick's Q Would have been a good idea, before WW's rework > W : Morgana's W + Morgana's passive **" the zone is left on the place"** Like , you mean, duration extended ? The description is so unclear. You did the efforts to put numbers, but you forgot that one. **"Any healing enemies would do in that area also heals him."** It's not life-stealing, it's heal-stealing, much cooler. I like that. . > E: Teamkilling 101 **"While near the marked champion the damage done to Gennos is partially transferred to the marked champion."** That's a waaaaay too toxic mechanic to exist, way too much. Imagine people getting flamed because they forgot that their damage was dealt to their friend Insanely toxic. ps : that's not angelic at all x) . > R: Crippling depression League champion are the best of the best, killing them with "depression" makes no sense "** this curse makes it so that self-healing doesn't work. "** More anti healing, but instead of being AoE it's focused focus on 1 guy. Coherent enough, i like that new mechanic. But honestly, point and click abilites are **mega-boring**. **Skill shots are better.** Even WW's ult is now a skillshot. Your Ultimate disable self-heal ... and do more damage That's can be powerful, but will feel boring to use. (Like a worse version of Mordekaiser's ult Because in the end it grants a ghost dragon or a clone of an enemy champion) > Lore - someone made to kill Darkins - 6 Angels, known then as Darkins - the Entity made 12 Angels - Bane of the Angels I'm sorry but what. Darkins are not demons or angels ! ** "in enchanted weapons that he had gotten from Ornn."** I think that's impossible. Ornn would recognize his work and have interactions with Aatrox/Kayn Comparing it to official lore, this already have flaws. But you did big efforts to keep it relevant to current lore : - Ornn - a man managed to imprison the other 6 Angels So that's nice efforts Seriously focus on the core identity, who cares about ratios and mana cost Your concept is not bad, but you need to improve the fun-factor Think about strength and weakness **Strength : ** - weakening regen tanks (they are tanks, so they still have big HP pool and CC ) - destroying life-stealing champions (anti-fun with no counter-play) - destroying warmog (no counter-play unless "dont buy it lol xd") **Weakness : ** - absolutely useless if enemies don't use self-heal - not a lot of actions possible (anti-heal + ... nothing powerful) - need fun mechanics, clicking abilities are boring **Dangers :** - putting a "team-killing" mark on the enemy (it's ultra cancerous, not-fun , no counter-play) {{sticker:slayer-jinx-catface}}
Q : Warwick's Q This isn't a point and click spell. It's an auto attack empower. And it doesn't make you go through them, it puts behind their backs. Imagine jax w, but instead of just doing dmg it makes him shaco q into instant backstab. W: "is left on the place where he became invisible" When he kills someone his w won't follow him until he is visible again. i worded that in a weird way, gonna fix it. Also i would compare it more to renek ult + cass w E: Teamkilling 101 I figured, if Tahm can do it, why can't Gennos? xD "ps : that's not angelic at all x)" He isn't really supposed to be "angelic". The Entity wanted to avoid that. He wanted him to be more "human-like" R: Crippling depression I kinda had a goal with this to make him not have skillshots but at the same time feel hard to use. Hence why he has 2 weird dashes. His ult is supposed to just empower his ability to kill someone, it's not a mechanical tool. It's more of a tool to create opportunities for him to abuse his other tools. His e and q are already really complicated if used well. He has the tools he just needed more damage because he only really had 1 damage ability, whereas most assassins have 2. (Kha q and w, Rengo q and e, Kayn q and w, ekko has q and e, akali has q and e, talon has q and w, these are all big damage abilities, Gennos only has his q for damage really, his e has the same damage as a heca w aka not much. Lore "Darkins are not demons or angels !" Well... that's not actually defined (like most things in canon lol lore right now) No one actually knows what Darkins are, most of the "lore" we have has become non cannon (aatrox's old bio). "Ornn would recognize his work and have interactions with Aatrox/Kayn" tbh i am not familiar with Ornn's lines but could very well just be said that he forgot, the Darkins were never of any importance to him, he prolly just lost a bet or traded the weapons for some good Ale and then forgot about it. Strengths: "- destroying warmog (no counter-play unless "dont buy it lol xd")" I fail to see how this would counter warmogs, it only works out of combat and it increases hp but not ad or ap. "- destroying life-stealing champions (anti-fun with no counter-play)" tbh that sounds like you are describing thornmail in it's current state (also rammus). And there is counterplay: Dont go sustain. I mean, it's that simple. Just like you dont pick twitch jgl when u are vs a rammus. "- weakening regen tanks (they are tanks, so they still have big HP pool and CC )" Thats why he has his ult, but he is meant to kill sustain tanks (like aatrox and rhaast) really fast more than killing things like Maokai or Naut that actually have good cc and lots of hp. Weakness : "- absolutely useless if enemies don't use self-heal" It's not just self heal, it's all heals. Also i did some math (dont have it on me and am too tired to recreate it right now) but if you ult-e-auto-q-auto-titanic hydra, with 2 ticks of w with a lethality build with trinity and titanic hydra would 1 shot a full build tristana and would deal around 70% of an aatrox's hp iirc (don't quote me on it tho). "- not a lot of actions possible (anti-heal + ... nothing powerful)" Lot's of damage, invisibility, a moving root, and 2 blinks. Also anti-heal. It's no ekko, but i dont think everyone should have that much utility on a dmg based kit tbh xD "- need fun mechanics, clicking abilities are boring" he has one clicking ability. To be fair yi also has 1 clicking ability but in my opinion yi is overall a pretty decent champ so i'm ok with that. Dangers : "- putting a "team-killing" mark on the enemy (it's ultra cancerous, not-fun , no counter-play)" this is an inherent part of league, i have seen a video of anivia and tahm kench going tp smite and just screwing over people by eating them and putting them behind a wall under tower. Blasting plants are now also a thing. I've seen too many teamkillers lee sin to ignore their existence. And finally, inting is always gonna be there and it's always gonna be teamkilling pretty much. Thanks for the feedback, I dont think i'm gonna change anything based on it tho (sorry). These were all things i had thought about and they eventually led me to the conclusion that i liked the design as it was (Lore is kinda meh but im more of a reader than a writer really). The numbers are there because CCOC asks for finished concepts, also i have always wanted to try to make a champion concept to a finished state. But dw, i tried to make them as balanced as possible. Sry if my english isn't great in this answer, i have been awake for too long xD.
: way to completely fuck over vlad lmao
I was actually worried more about countering mundo too much, since mundo is easier to stick to and he gets a lot of ad from e
Echoing (NA)
: [CCOS] October CCOS Entry Time! Enter Here!
Hey!!! Here is my entry: Gennos, Bane of the Angels. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/G3MEi7zP-gennos-bane-of-the-angels Hope you like it!
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JogadorJNC

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