Paroe (NA)
: > [{quoted}](name=Killer of Night9,realm=EUW,application-id=3ErqAdtq,discussion-id=AQORnEfX,comment-id=000100000000,timestamp=2019-12-05T09:02:49.618+0000) > > Team builder popularity largely dropped as the mode keep staying online unlike draft and blind pick who stayed pretty relevant and this is due to it's longer queue time. This simply isnt true. Unfortunately we dont actually have the data to back up either claim. Also, dont compare drafted modes like draft, clash, and team builder to blind pick, ARAM, and rotated modes. Its bad taste and doesnt represent the argument. > It was not a regional thing, i'm not talking only on personal experience but if u see old teambuilder post u will find the same quote. Kindly, EU doesnt have a sterling reputation in terms of community. I played a good many games of team builder and never had an issue; if i wanted to do something weird, i discussed it or went on my way. > Also if it wasn't a issue then why do you think that riot create autofill? Riot doesnt exactly do well thought out decisions. Autofill had nothing to do with "low popularity"; it had everything to do with shortening queue times in general and has directly led to the degradation of the game as a whole by reducing the standard experience and inducing negativity. > Longer queue time and champion out of role was really and really common expecially in his last year of life, sure u could expell them but u had to find another player and since the queue time was longer u had to choose if wait 40+ min or take the first thing u have found (also someone could actually left and u could also have to wait more and piss off all other player) This is a problem that is caused, explicitly, by the team builder playerbase being split. > Choose and discuss was already a thing. No, it wasnt. Unless you played premades, no one uses champ select chat because you need to change your runes or youre simply not paying attention. Team builder allowed players to actually discuss, and queue when ready. > The issue was not knowing who you are playing against that made your comp not always a solution. A problem whose solution i addressed. Im not saying team builder as it was should replace the current ranked champion select, im saying that the concepts team builder was based on should be integrated.
Not sure if i can find true data sadly they are probably keep from riot but the goal of the rework draft was to introduce some of the cool thing just like role selection and build on team comp of teambuilder aswell as ban/counterpick and short queue of draft. Another good post that i found explain the existence of autofill and why it is a thing which accord of my teory was due to support being a not liked role (jungle too i suppose but i can't confirm that) https://nexus.leagueoflegends.com/en-us/2017/06/ask-riot-autofilled/. Support take out longer queue time than other role and they was the stronger reason of why teambuilder queue was longer (according to lol page and reddit page that i've posted before). Support role was pretty much unpopular and is still unpopular (u can google all the graphs and find that ucan get a higher chance to play support as first role and a lower chance to play mid as first role which turn into a higher chance to get support. EuW and EuNA are the greatest lol community of all the time and they had issue with teambuilder. I'm not comparing the role selection. I'm comparing how much they are played. U said that the population was split between mod and then said that i shouldn't compare how much they was split. New draft is an upgraded version of teambuilder and has also reasonable queue time. The longer queue time has been stated by riot and by the playerbase himself and draft fix this flaw issue of the teambuilder. The choose and discuss part was relative on teambuilder and your address fix as already been put into draft pick which are role selection, predeclaration champion and also add the option to build also around your enemy because u can counter pick them The only thing that u can't have on draft is the preselection of champion sinergy which on a point that i've already adress took really long queue time,pissed of player that had to wait long until they leave the lobby and as stated on before was not optimal because the enemy could have been lucky and counterpicked u. As i said the concept of teambuilder was really good on paper but on real was really bad and draft queue are most likely what we have now.
Paroe (NA)
: > [{quoted}](name=Killer of Night9,realm=EUW,application-id=3ErqAdtq,discussion-id=AQORnEfX,comment-id=0001,timestamp=2019-12-05T06:50:13.355+0000) > > Even tho Team builder was a good idea ipotetically (being able to build up your teamcomp based around sinergy), it was a bad idea on pratice and will probably never come back due to different reason: > 1. Even tho you could not care about the long time queue, 90% of the playerbase didn't like it, this was due to the fact that noone liked support or jungle (just like nowadays) and everyone queue up for mid or top (i remenber that i went from 30+ min as sololane to 30 s as support, autofill has compensated this issue but also most other change too (support item overall better and satisfying, increased aggressive path of shield bot for making them fun to play as, buff to catcher such as thresh or naut, mage bot and new aggressive champ such as senna or pyke). Counter: Team building was an alternative to normal draft, rather than temporarily replacing ranked draft. The reason it had long queue times was EXPLICITLY because its playerbase was split between ranked, draft, and team builder. Even for the split, team builder had impressive popularity and queue times were still within what we consider "normal" now. > 2. Due to the fact that everyone queue up for mid or top, you will found mostly off meta pick on other lane or trollish champ because they wanted to play the game without queue time but they didn't take it seriusly (eg yasuo support and jungle was pretty common) and this caused an overall reduction of your team sanity. This might have been a regional thing, because i dont remember that at all. Even when those kinds of things DID happen, they were kicked. > 3. If u picked an off role pick on a popular role, u ended up waiting even longer than people that queue up with a meta pick or a filling pick (eg ap into a full ad comp) and also would end up into strange build comp (no supp duo mid for example or all mid) This might also be a region specific problem, compounded by the fact the playerbase was split. > 4. The cool idea of building your teamcomp was overall good but due to the difficulty of finding some player and especially the fact that u don't know who you are playing against made the initial idea not working. This particular complaint is remedied fairly simply by using the "declare" system we already have. Team builder allowed people to CHOOSE their team mates and DISCUSS strategy and composition. By making picks soft instead of hard your inflexibility complaint is solved.
Team builder popularity largely dropped as the mode keep staying online unlike draft and blind pick who stayed pretty relevant and this is due to it's longer queue time. It was not a regional thing, i'm not talking only on personal experience but if u see old teambuilder post u will find the same quote. Also if it wasn't a issue then why do you think that riot create autofill? Longer queue time and champion out of role was really and really common expecially in his last year of life, sure u could expell them but u had to find another player and since the queue time was longer u had to choose if wait 40+ min or take the first thing u have found (also someone could actually left and u could also have to wait more and piss off all other player) Choose and discuss was already a thing. The issue was not knowing who you are playing against that made your comp not always a solution. Edit : https://euw.leagueoflegends.com/en/news/game-updates/features/new-champ-select-replaces-team-builder And https://www.google.com/amp/s/amp.reddit.com/r/leagueoflegends/comments/7q7gb8/did_they_ever_say_why_they_removed_team_builder/ make most of my point Edit 2: Seem like reddit link turned on a giant LoL logo but it is a reddit link
: i miss team builder
Even tho Team builder was a good idea ipotetically (being able to build up your teamcomp based around sinergy), it was a bad idea on pratice and will probably never come back due to different reason: 1. Even tho you could not care about the long time queue, 90% of the playerbase didn't like it, this was due to the fact that noone liked support or jungle (just like nowadays) and everyone queue up for mid or top (i remenber that i went from 30+ min as sololane to 30 s as support, autofill has compensated this issue but also most other change too (support item overall better and satisfying, increased aggressive path of shield bot for making them fun to play as, buff to catcher such as thresh or naut, mage bot and new aggressive champ such as senna or pyke). 2. Due to the fact that everyone queue up for mid or top, you will found mostly off meta pick on other lane or trollish champ because they wanted to play the game without queue time but they didn't take it seriusly (eg yasuo support and jungle was pretty common) and this caused an overall reduction of your team sanity. 3. If u picked an off role pick on a popular role, u ended up waiting even longer than people that queue up with a meta pick or a filling pick (eg ap into a full ad comp) and also would end up into strange build comp (no supp duo mid for example or all mid) 4. The cool idea of building your teamcomp was overall good but due to the difficulty of finding some player and especially the fact that u don't know who you are playing against made the initial idea not working. If i would try to build an hook team comp but the enemy pick up amumu,leona,morgana for example, if they were good enough, my team comp would never work and i would be stuck into a game that i wasn't playing. This was fix on draft pick with ban and the fact that u can know who you are playing against. Point 1 could easily fix by putting an autofill system on it but the only reason that people want this mode again was because u had no autofill. If draft had no autofill, the mode would be liked much more in term of design but will be also hated more because long queue would be back.
: A lot of players myself included don't like starting the season with a higher rank. I enjoy the grind i don't want to start gold, i want to start iron. I don't play ranked in pre-season but i often off-role my placements. I do wish we had the option to hard reset our mmrs
It would be a nightmare. Imagine if a new player play the game and he found all iron IV smurf that hard resetted their mmr, what do you think the new player could do? Also let's imagine a challenger hard reset his secound plat acc to iron and contibue to hard reset to find real iron IV player for having fun. It should never happen, you shouldn't belong to iron if you aren't really bad. You would get a hard gap between the worst and the best helo where iron and challenger became the same thing.
: Hotfix: Turret plating gold nerf and Drake nerfs
I can understand the first 2 point for lower the dragon influence (even tho i think that 3% of missing health is too much low on my opinion) But the other 2 point make less sense. It's the goal to reduce snowball or herald impact?
: There should be a non-random All-Mid mode
Isn't basically the legend of poro king what are you looking for?
Meddler (NA)
: Quick Gameplay Thoughts: November 22
Since TT is gone, There will be any chance that another mode come to take it's place? I mean we had good and well (probably) designed mod that could do the trick such Nexus Blitz or Black market Brawlers. Otherwise since now we have only 2 mode, what about reintroducing the rotation game mod like 1 at month?
: Pepega comments about the support item changes
U need to gain those gold first so it's still a nerf to mage support and since they don't have an actual mp5/mana item for support usage, they have to invest into {{item:3070}} that cost 850 g and doesn't provide cdr (support item doesn't provide anymore cdr) or dmg or {{item:3802}} that provide both cdr and dmg but cost more. Not sure about tank but since targon line doesn't heal anymore i guess it will be hard to proc the buff without risking to get poked until death so overall they would take longer in order to get their hp/5 item. Conclusion, yes they're nerfed and enchanter will be stronger.
: If this would go trough, the champ would be strong (everyone being able to play her, removing some skill from the champ) But on the other hand i see it as a buff to make her come back again in the meta Conclusion: I AGREE WITH YOU!
I honestly fell that those are the kinda of buff that weak champ because of pro need. Pro are way better at judging when a thing will die or not and us occasional player not so it won't impact that much on high helo to make her broken again. And also those kinda of QoL are well welcome because it give some power up without overall increase dmg by much.
: thanks i did. elder now insta killing you at 20% hp. clown drake giving ult cdr which means more damage cause more ults. herald can spawn twice aka more damage on towers which results in more gold. more exp for solo laners aka faster lv 18 and even less for duo laners so bigger level difference. more ad on duskblade. sanguine blade and umbral glaive resulting in assassins being able to buy a total of 5 lethality items = more damage. BUT HEY DIRK NO LONGER DOES 40 BONUS DAMAGE after killing something!!! support items now upgrade automatically = faster/more damage oh shurelyas which was such a damage item (sarcasm btw) lost its 40 ap. rakan will cry. crit chance on storm razor... so more damage. statikk and rapidfire having more damage early (noone buys them at lv 18 so overall more damage) higher crit chance on zeal = more crits = more damage. MAN WHERE ARE ALL THE DAMAGE BUFFS IM TALKING ABOUT I CANT SEE THEM!
Elder buff is weaker compared to the older one since it provided +50% other drake power (and +100% and stronger dot for getting it twice) which turned infernal to be reach 48% ad and ap at max lv compared to an 20% execute. Infernal got nerfed from 5% to 20% compared to the older one 10%-24% that also require 4 infernal to reaxh 20% instead of 3 but i guess it's because of the new soul. Mountain and ocean provide defensive buff and their soul are still defensive oriented. Wind provide CDR but not all the ultimate are dmg resource only.(Janna,Lulu,Soraka,Alistar,Nautilus,Nami,Mao kai,Taric,Sejuani,....) and yes some deal dmg but their strongest part is on their CC. I think it's situational. Yeah herald could be a issue but at least plating got +10 extra armor and mr so you are forced to take herald in order to push fast (which i'm not sure to call "Add more dmg anyway" mostly because u can still play around it after it's summoned and if u kill him before he hit the turret the enemy will get no gold). Getting all the lethality item will lower your dps instead of increasing it because tanky build will get a bit more relevant (due to the introduction of mountain drake and the removal of conqueror true dmg) so they still need to opt for {{item:3071}} {{item:3035}} in order to success at doing their job. Sadly the overall dmg is increased since 3 lethality item is viable and one of them provide atk speed and sustain plus yes Duskblade got buffed so their dmg is up. Support item lost their extra dmg on spellthief and the only one that will see an increase of dmg are only the {{item:3308}} and {{item:3304}} users since now they have an Ad/Ap tank counterpart. Also no more cdr on r2 and also no more extra mana reg on it which mean overall less spam and less dmg on early game (not sure about mid game since u can rush your secound item without wasting gold on the first but on early game dmg is down) Not sure about stormrazor, older one had more dmg in my opinion and stattik shiv got nerfed because it can't crit anymore (IE+Stattik+RFC was way more powerful than Stormrazor+RFC+Stattik since dps are stronger than a single burst shot and also without {{item:3031}} the build will not hurt that much). Agree on the fact that noone buy them at lv 18 but someone grab those around lv 8-14 so it's not that much of a buff. Extra context : Conqueror true dmg removed Aftershock buffed for tank Kleptomancy removed (Those 3 alone reduce by far the overall dmg on a game because they give more room to tank champs) Plus, baron buff duration reduced.
: Pre Season Support Anti-Poaching Problem?
Older season had already the same issue. U couldn't get ward if your carry was afk and u had to farm because it had a penalty and the new one is equal as before and also is way better since u can still cs and poke enemy even tho for reduced gold but you earn ward which is better than before. Also no, if your carry is afk, vision has diminishing return since 2v1 should push you under tower and u will be (and should be) forced to play defensive (which mean less risk to get gold from support item,no turret plating, no time to actual use your vision except for the tribush near your tower (and sometime not even that). Plus enemy has double the control because they can put a pink ward on the bush on the river, ward way easily dragon and ward behind since u can't really use sweeper lens (the red trinket). Selling your support item and grab a dorang ring / shield / blade or even a full item could have better effect than keeping a support item into an afk lane. And btw u shouldn't be able to win (and probably also to fight back) a 2v1 unless The enemy is way worse compared to you (high difference of skill) Ultra fed (if u can oneshot em and they can't then it's ok but being fed onto a 2v1 should be really hard anyway) You are playing against hyper late game scaling champ vs your early burst mage pick (eg zyra) which is still a lot of higher because u still have 2 people to fight off..
Rioter Comments
: If I recall correctly, Riot said last year, after Odyssey's success, that they would do more PVE modes... Still waiting.
Funny it was called a success because two months ago i saw a post from riot that odissey was a failure even to two years later riot called it a success.
Twigz91 (NA)
: i wouldn't say op. she is fun supp NOT AND ADC her cool downs and attack speed will not do you justice but as a supp role to poke and heal its fun. she super squishy and her camo ability isn't as op as people think. but shes hard to play right now cause of bans and people picking her first.
People think that her camo is op for proplay not for us average player
: Ivern/Yuumi is by far the most fun lane I've played in URF.
Yuumi seem to turn op average champ and unbeatable already op champion
: Nami literally beats Zed by using W in between his shadow Shurikens and his Ult proc. Heals beat Talon when the heal is timed between the 1st and second rakes. I have 1v1'd Evelynn because I healed after she E'd but before she Q'd. Nami Is one of Pyke's largest counters.....
1. {{champion:117}} 2. {{champion:40}}
: B-b-b-b-ut support is my favorite role. Also with Senna releasing I'm sure many more players will pick support haha
Senna is just a solution on the short run. After 2-4 week everyone is back at playing where they please and also she will be played a lot off role just because someone is first pick. Also people wouldn't still be happy even if you remove 1 position because both support and jungle suck for 70%+ of the lol community. Even if you like playing on one of this 2 role, other player don't and you will end playing only support or jungle everytime that you will end hating both role and calling to remove 2 role instead of 1.
: Aurelion Sol SUCCCKKKKKKKKKKS.
Playing 1 time aurelion sol on urf doesn't mean the champion suck mostly because you are playing him in a different way (check jax for example on urf, he doesn't Aa you but he jump around). You also played him with weird item (started with rilay and then you go on hit?? but i guess you already decided to give up). Aurelion sol has a long cd on his E (80 and not 150 at lv 1) because he can fly over wall at high speed and can keep his Q star big to roam top and bot. On urf since base ms is higher and there is a giant cannon that make you instantly tp, this ability has a low sense to be used here. His R has low dmg because it work well combined with his W making star hit harder.
D357R0Y3R (EUW)
: Yasuo : Picked in proplay and getting carried every game
Yasuo was and will always be the masterwork of the toxic and overloaded champion for the board (unless his pick rate go under 8%). If u are doing a post when u say "X champion is op and need to be reworked/reverted" with a list of strong point without weak point and then use {{champion:157}} as a comparision, your post will be upvoted. Sure both have been picked on pro play and (as already we know) this board is filled with immobile mage and bruiser main. I said for myself that i like mage and i would never said that syndra is op over other champion like shaco even tho syndra is pick/ban only for pro scene despite yasuo is mostly a counterpick (which has always failed at doing so). The only moment that i will say that syndra is op, will be when she get 52-53% winrate and high pickrate (i saw some post of ashe declaring that she was an op champion and needed to be gutted losing her slow just because that she got 55% winrate and as like i mentioned before, with a list of strenght and no weakness and also comparing it to an generic yasuo level of toxic). Board mentality usually is open up more to soloQ rather than proplay but when a champ is already consider toxic on soloQ (High ban rate: Generally assassin or yasuo because they have a dash) but made into proscene after numerous buff, board tend to use the "Yasuo is played in pro play, he need to be gutted to 46% winrate or a rework" rather than the classic "Why riot balance champion around the 1% of the pro scene rather than the 99℅ of casual player" that we actually see on tank on general and karma on this board. The only way that for the board a nerf is justify on pro is when Y champion is already overbuffed (such has fiora or lee sin even tho both of em got a dash) or has multiple dash (which is what people call toxic champion). Edit: If someone (more than half of the board user) will read your post, it will be ignored or get downvoted without change anyone mind.
: In which cases are Hextechs items other than Protobelt worth it?
Opt for GLP mostly for Glacial augment. (Mostly good on unrealible already high base dmg champ eg {{champion:103}} {{champion:161}} or infinite scaling{{champion:45}} ) Usually take a hexteck gunblade on really good hybrid champion ({{champion:24}} {{champion:10}} {{champion:55}} {{champion:84}}) but sometime is good for a bit of extra dmg on {{champion:7}}but i belive isn't worth it and it's viable on {{champion:85}} and {{champion:17}} but there are better item on them.
Ulkusus (EUW)
: Urf buffs and nerfs list?
I saw a list on the patch note, not sure if is full list but it was pretty much long.
Mihalikb (EUW)
: So... Kayle will shit on top lane even harder now. "Melee" until 6, while Doran's is relevant, than ranged once it isn't. Thanks Rito.
Exc that klepto got reworked so she can t abuse anymore free pots on top lane and +10 hp is nothing compared to a healing potion
: Updated guide to gameplay boards 2019
Plz nerf dmg, plz buff jungler xp, rework X champion, revert Y champion, nerf yasuo, why Z champ has 54+ winrate? Buff tank def item ecc
: What champions are less useful than a Kat who doesn't snowball?
Juice (EUNE)
: Build was new, playstyle was new, damage was new, and Garen was utter dogshit champion prior to his "buffs".
Playstyle was new? What's new on his playstyle? He is just like pre rework garen when everything he does is Q into you, spin to win and then ult (2/3 are point and click also and of you hit your Q this mean that you will hit your E anyway). Pre rework garen just did the same with the only difference is that now he can block ability dmg throught W instead of reducing it and can proc conqueror (which is basically more dmg). Riot has changed only when he got his power spike (pushing him as an early lane bully) but he just got all number change despite his W (Also he lost the villan mechanix for getting more number). Damage was new? As i said he got number buff so it's normal that damage was new. Build was new? Yeah it was new, he can now build {{item:3078}} without wasting stat but it mostly affect his E which actually is used to do MORE damage which is a number buff anyway (and sure it help to proc fast his armor shread but his old himself proc it fast anyway so it didn't changed that much). Garen keep all his weakness and strongness from his old self because he still has no way to catch up ranged champ and he is still doing his Q + E + R combo at melee champ the only thing that has been change was how much quickly it take to kill them. I would consider rework only little thing such the addition of armor shread which caused to make him feel better at dealing against tank (and also it actually help his team at doing more dmg against that target) and his strongest W tenacity which help against heavy CC comp. Old garen couldn't get much power because it was an easy champ and i still don't find how new garen is suppose to have his skill set up increased. I mostly appreciate his new build path which help into creating more build (gameplay fantasy) but otherwise he is still the Q+E and then R for finish champ. He is still the easy champ that u have played before this 'rework' with no skill change done.
Juice (EUNE)
: He was never OP to begin with, just new and people didn't know how to play against him while EVERYONE knows how to play him by default since he's an easy champ. People just cry about random things. If Ashe had 70% win rate these low elos wouldn't care since she's not in their face killing them. I'm sure 50% of the time people don't even know what killed them in teamfight but it's hard to miss Garen's big R , big R = big DMG = big OP in these people's heads.
I wouldn't say that he is new because the only thing that had a meaningfull mechanix change was his W shield. His E just got an atk speed steroid and his ult got change into a true dmg. This overall was way more of a straight up buff rather than a rework because the only thing that changed was number buff.
: Yeah but what if your skarner AND you get the clod drake
I'll trade it with a mountain anytime
Antenora (EUW)
: That Nimbus cloak change is a buff to any champion who can utilize ghost effectively. {{champion:69}} {{champion:120}} {{champion:11}} {{champion:77}} {{champion:19}} {{champion:27}} etc
Adc will get a get out of free jail rune i guess now. I just have to use heal/flash and run away from you. Also jungler can use it really well.
: You forgot another one: something that is supposed to be an "epic" tier late-game buff (dragon soul) can't even be used by some champs. (Udyr and other shapeshifters I assume). Imagine working hard to get the 4th dragon and you **_can't even use it_** because you don't **_HAVE_** an ultimate.
I fell like udyr can abuse this buff unless it has an actual cdr. Even tho he has not a real ultimate, his ult is counted as one.
: Best champs combo now that we can pick our champ in urf
Play any knock up champ. U won't let the enemy cast a single spell. I enjoy a lot {{champion:57}}
: I think it was half new skin, half that riot wanted her picked for worlds. She has one of the best ADC ults for pro play. Unfortunately for riot, mage carries and garen-yuumi are a thing.
Welp they also wanted alternative adc at world so i guess they got what they wanted?
: As a player with more than 600 games as Wukong in the last 2-3 seasons, no, you don't want to see him. His kit is toxic af and if played correctly you can 1 Vs 9 s lot of games. Play adc or any squishy pick against him is a nightmare
I can confirm that because if wukong is relevant on meta, this mean that i've to die to an undodjable rotation of spell in one combo (W+EQ) . I hope the rework bring him into more of a sustained fighter
: actually i do think adcs lack of healing in their kits are based on well having a support
Which is a good think because adc are forced to play on bot lane. People got already mad facing ranged top laner.
: Genuine question: why are we wanting to buff Lulu?
Other enchanter outshine her in most part of the game and also meta favor too much hooker which are somehow innate counter to enchanter. Lulu buff won't break her because riot has already reduced shield duration from 6 to 2.5 (this is why lulu shield has to be stronger)
: > [{quoted}](name=MrFawknSunshine,realm=NA,application-id=3ErqAdtq,discussion-id=uMdV9EHO,comment-id=0000,timestamp=2019-10-14T06:30:16.019+0000) > > what tank is being tanky while doing damage? Sejuani I guess? Maybe Mord, if you count shield-sustaining as tanking. I'm grasping at straws here.
AR URF (NA)
: > [{quoted}](name=Killer of Night9,realm=EUW,application-id=3ErqAdtq,discussion-id=ObuJARcB,comment-id=00000000000000000000,timestamp=2019-10-14T08:41:07.952+0000) > > If u buff {{item:3143}} for example, what would stop other champ to buy this item? > Darius,fiora,garen can get this item just like tank can. It's not effective to buy that over a damage item. I mean what's stopping garen from picking that as it is now?
The fact that is weak? I mean the whole point was to buff tank item because they was weak for tank I think direct buff to tank kit could be so much better instead of item.
AR URF (NA)
: > [{quoted}](name=MrFawknSunshine,realm=NA,application-id=3ErqAdtq,discussion-id=ObuJARcB,comment-id=000000000000,timestamp=2019-10-14T06:05:21.011+0000) > > yet if these items are buffed they will get these items as well Ugh i meant hp tank. Black cleaver is an hp item.
If u buff {{item:3143}} for example, what would stop other champ to buy this item? Darius,fiora,garen can get this item just like tank can.
: I dont understand why they changed him at all. I didnt feel he was problematic. He had a unique playstyle which made him a some what niche apart from mains who liked the way he was. Like, what was the goal of the rework even?
Open up the champ to more player since they made him a lot easier. The goal wasn't aimed to the old aurelio playerbase but to create a new one. Sadly it didn't work because other mage are still easier and overall stronger when played poorly/well than him.
Kovorix (EUW)
: Because 30min queues are fun. Or we just go back to the old system of pick order.
Troll where pretty common with pick order
floo (EUW)
: > [{quoted}](name=NaughtyWord,realm=NA,application-id=3ErqAdtq,discussion-id=0VsbK8Rj,comment-id=00010000,timestamp=2019-10-09T05:21:33.277+0000) > > Easy fix, make the system validate the person in question was flagged AFK by the system. But the problem with afks and why they aren't always punished is because it's hard to differ between actual afk or dc. Someone who randomly gets connection problems shouldn't be punished for that, especially not excluding them from matchmaking.
Someone would probably comment that if you have connection problem, you shouldn't play ranked in the first place. But if i start the game with 39 ms and then get up till 2493 randomly because of a misteryous phenomen why it should be my fault.
Thilmer (EUW)
: Riot removed Atma's Impaler because only two champions could use it, later removed Will of the Ancients because "only a few champions use it and Vlad abuses it", and a couple seasons later "hey, let's make an item that is broken in Jax and Riven and borderline useless in any other champion". It seems they don't know what to do with niche items.
Fun fact, it was designed for both {{champion:236}} {{champion:498}}
: He doesn't need a lategame item against poke, but a lanephase one. Which would be ok, but he also wants it to be an aura. Thats the problem because if an aura is good enough for its cost for 2x2 fights, it will be op in 5x5
Yup, this is a good point but statistically it's still possible to give an "aura item" on single target such as {{item:3109}}{{item:3050}} where u can bond with an ally. {{item:3109}} is what the op is searching but it is already bad on melee user and even if u use only magic dmg instead of all the dmg, it would still be too powerful and would still need to have lower value.
: Oh without a doubt it's a horrid change if he doesn't keep prior Q function. Issue is daisy loves to cancel her autos and her pathing is horrid at its best. If I had to buff him I'd buff one of: 1. base movement speed and attack speed 2. At max rank, if he casts a shield on an ally, he gets the shield as well (sharing is caring) 3. Faster passive timer early game 4. 1 additional bush charge
I fell like the best way to buff ivern is to doing some "noob buff". Currently an unexpert ivern rely a lot on numbers and in my opinion E shield and Daisy dmg come into my mind. Ivern is realistically a challenging champ (just like old aurelion) and require a tons of skill to be played well but buffing his easy to use skill by a small margin, would be a good way to increase it's power on low helo which is where he should be buff.
: > not all enchanters have heals or shields Example? > heals and shields can have longer cooldowns, plus they are often single target. All the poke champs bot are aoe. You are not supposed to catch every single spell and still outheal/outshield it. You are supposed to dodge most spells, and heal/shield some of those you can't dodge, healing the remaining damage with passive regen and adc lifesteal. And you are definitely not supposed to get hit by it together. Old aegis was removed for a reason, that reason being its too strong for its cost while it feels too weak for its cost
By far as i know, aegis passive was removed and later implemented directly into champs kit (mr by lv). Also isn't {{item:3107}} +{{item:3174}} enough to deal vs poke? Another item and u can basically autowin the game against mage bot.
Barso55 (NA)
: > [{quoted}](name=Posui Gart,realm=EUW,application-id=3ErqAdtq,discussion-id=7FqEEeEL,comment-id=000500000000,timestamp=2019-10-08T10:39:13.516+0000) > > If you are enchanter, heal/shield the poke. I don't really understand what do you need. Something like aura of 15 mres for 3000 gold? You are not going to build it during lanephase anyway. Something cheap would be even weaker and won't really help much. not all enchanters have heals or shields, plus heals and shields can have longer cooldowns, plus they are often single target. All the poke champs bot are aoe. Something like old aegis which built into bulwark. 10-15 mrs and armor + same amount aura as a rush item for 1100 gold. Slows things down a bit which this game needs. Still a tradeoff - enchanters lose poke/utility/warding upgrade/control wards if they rush it and delay their redemption/ardent etc reasonably, but makes laning more bareable.
As far as i know all enchanter has an heal or shield. Enchanter are usually fragile but they provide defensive ability while buffing their ally offensive ability. {{champion:37}} {{champion:350}} {{champion:16}} {{champion:40}} {{champion:117}} {{champion:267}} come into my mind. Then we have some secondary enchanter such as {{champion:43}} {{champion:99}} {{champion:25}} {{champion:427}} {{champion:44}} (they doesn't provide dmg ability for their carry but they have strong defensive ability). We have a minor class that we can call buffer but usually it's split into other class (jarvan E,nunu Passive,ornn passive,leona passive...) but they aren't enchanter
: Use to be, until Riven's reign of terror in toplane existed this season.
Viktor top was way worst than riven. Actually the worst on top lane probably was with the klepto {{item:3303}} karma/kennen top meta. Not only they was ranged (karma also tanky) but the enemy opponent was punished because he farmed and got a bounty on his head because he had 50 minion and karma 7 while being at the same overall gold. Similar strat with sion but that time through kill (suicide sion).
: > [{quoted}](name=Krynnˉ,realm=NA,application-id=3ErqAdtq,discussion-id=bb240woE,comment-id=0001,timestamp=2019-10-02T05:47:50.900+0000) > > The counter to ranged top laners is ranged top laners. Just pick Jayce or Kennen and smash him in lane. I hope you know that Heimer absolutely destroys all of the ranged top match-ups except for Vlad and Vayne, who both have ways to avoid his damage and out-scale him. Like, Jayce/Kennen specifically he destroys more than others.
It's the oppositive, kennen and jayce have ability that has way more range than heimer turret auto. Vlad sure has his sustain but vayne get counter pretty hard since as adc with no long range ability and low aa range make her a worst offender against heimer. Also vayne top was a good pick against only melee since the whole point of vayne top was to abuse of her %hp true dmg,kiting ability and scale into late. I usually think that heimer get counter by some kind of tank {{champion:14}} {{champion:516}} for example must because they can build straigh up mr and dive him under his turret {{item:3194}} is a nice first item against him. Swain do pretty good against heimer too.
: I play all the eGirl supports and none of them have pool party even though it's free infinite money.
> [{quoted}](name=A Girl Supp Main,realm=NA,application-id=yrc23zHg,discussion-id=th7AwXB5,comment-id=0002,timestamp=2019-09-30T14:27:22.500+0000) > > I play all the eGirl supports and none of them have pool party even though it's free infinite money. {{champion:117}}
Wen294 (EUW)
: Which would be cool if they actually nerfed top lane karma. Now they only nerf a bit of her ap scaling. However when she rushes iceborn, into either utility/ap or spirit visage she doesn't have much AP, meaning AP scaling nerfs hurt her mid and support more than her top lane. Plus she isn't really any more pleasant to play against in lane because by the time she has some actual AP lane phase is over.
The issue is that the nerf is aimed at her pro play scene and pros play her as an enchanter shield bot (R+E) or as a cheese waweclear mage with no iteraction (Shield for ms then Q on caster minion wawe then back to aa the melee minion. The nerf suit a lot her pro performance but as a regular player, the karma nerf do the oppositive to us. While we need a nerf to karma top (even tho she is not really viable atm but any kinda of buff made to her was always perceived on toplane too) in order to buff mid and support karma, pros need a nerf to shieldbot+poke and double support comp (engage support + mid laner half enchanter).
: actually karma is very fun to play, but I still miss Original karma.... :(
Is she fun to playing against when she is viable? This is the question that we have to answer and as for karma, seeing her top lane is cancer. I honestly fell that mid/supp suit her but not top. Also old karma was as bad as this one but at least she wasn't pro abuse.
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