Rioter Comments
Kirika (EUW)
: > [{quoted}](name=ProfDrDeath,realm=EUW,application-id=3ErqAdtq,discussion-id=MAgU5oOj,comment-id=0032,timestamp=2019-07-09T06:02:09.534+0000) > > Because you can stack Crit Items too much. You get comparable damage from going 3-4 Crit items, and on top you get a lot of nifty bonuses like Energize proc, PD shield, ER mana sustain, Hurricane AoE... > > I wonder what would happen if Riot hard-capped Crit Items to a maximum of 2 per champion. I tell you waht would happen. {{champion:157}} {{champion:23}} would be laughing so hard into your face
Given that they where always balanced around having two crit items, I don't see the problem with those two.
D357R0Y3R (EUW)
: No ADC is building armor penetration, why is this not talked about?
Because you can stack Crit Items too much. You get comparable damage from going 3-4 Crit items, and on top you get a lot of nifty bonuses like Energize proc, PD shield, ER mana sustain, Hurricane AoE... I wonder what would happen if Riot hard-capped Crit Items to a maximum of 2 per champion.
: Why are tanks the only role without a high impact item?
Tanks don't really have a core item like the other classes, that's true. It is probably linked to different reasons, a few of which are: - Tank builds need to vary the most of all classes from game to game, given that the ability to survive the enemy damage output needs to respond to the exact ways said enemy outputs the damage - It is difficult to design a tank item that won't get abused by other classes - Offense, in the end, needs to outscale defense That being said, tank itemization felt worse and worse over the years, mostly due to how their competing classes (competing as in, slots in a team comp) got better and more convenient items. Build paths became easier, completed items became more powerful (compare release Death's Dance with current Death's Dance, for instance). So, it might be a good time to start discussing about giving tanks a core item that fulfills their power fantasy without being abusive.
: First off jayce needs to be turned into a sustained damage fighter, his disengage is fine if they reduce his burst and move it into a more sustained dps and bruiser style. Because it would give more time for a darius or someone to actually get in and fight, but would still allow him to have that duelist capacity. He needs a new mechanic and lower burst Teemo... needs lower power in his E and W at lower levels, a loss to his Q power and a slightly higher range, it would put him as a bot laner I wont begin to speculate on kennen because I'm not qualified, though it seems that he is coming up on the list of "Old ass champs that need some tweaks" Gnar... well I'll admit that gnar is an issue, Again I've not played him enough Urgot: I think he's alright, i've seen lots of urgots in all elos win and lose against melee matchups quinn: Idunno, make her a jungler at this point. Vayne: Swap her %hp damage to physical to at least allow some armor building Itemization: Protobelt for tanky champs, more anti-poke/anti-burst juggernaut/diver items. has to be unappealing for those who would abuse them.
{{champion:133}} : An idea for her would be: Make her E, the gap-opener, have longer CD to start with (like 22-18, up from 12-8). Reduce E's base CD by 4 seconds per rank in her ultimate. That way, at level 11, her E would have a CD of 14-10 seconds, and at 16, 10-6 seconds. That would make her more punishable in lane, as OP wants, while not destroying her important mobility tool in the later stages of the game. Moreover, it would put more of her in-combat power budget into her ultimate.
: Renekton's shield-breaking W is basically a giant "fuck you"
If Renekton is to get a shield breaker, it should go on his Empowered E and not Empowered W. Empowered W is for damage, while Empowered E already has another way of stripping defenses. Putting the shield breaker there would make Empowered E better at its purpose of stripping defenses.
D357R0Y3R (EUW)
: renekton w changes are in line with riot's new philsophy basically they used a lot of words to say that they want counterpicks to be a thing in league which is why you see leona having flat damage reduction, or poppy countering mobile champions even more, or ahri having her charm stopping dashes again, or kled having healing reduction on Q
Personally, I agree with the people who say that the shield buster effect should be on Renekton's empowered E and not empowered W. Thus making it less brainless to use.
: I dont really see cc being the issue. Its just most tank items are expensive and become irreverent in the end. So the start of the game, they're weak, and at the end of the game they're weak with the amount of cheap armor pen. And damage just out scaling Keystones all benefit everyone but tanks. LIke aftershock is good, but mages benefit better. Grasp is good, but Brusiers use it better. But if there was any other keystone that helps tanks make it to mid game... I bet every class would use and abuse to a state that its only niche. The goal for Tanks is very unclear and not have a objective for riot. The frustration with tanks(when they are Good/meta) is that they walk in eat a bunch of damage, and decide to leave when they are getting to low for comfort, and just heal quickly and go back in. (hey, I'm not saying this is what tanks should be. but The players dont like smashing a wall with a wet hot crayon.) Riots take seems to be Is the tank having fun? Then that means no one else is having fun. So tanks just build Utility and become 2nd supports.
Even Aftershock does not benefit tanks as much. Tanks don't want more resistances. They already have a ton of that in their itemization (which was specifically shifted to be more resistance-focused some time ago). Rather, they'd like to have a good source of health or pseudo-HP like shields.
Hotarµ (NA)
: >But these changes completely take his wave clear away. He has none with them. You are forced to slow push a lane with tiamat and low attack speed. That's the point. As much as I liked going mid Pyke, it's not healthy for the game to let him be a solo laner. He needs to be restricted to one role (support) and stay there. The only thing I will agree with is that the Q stab shouldn't have it's damage reduced. It was a nice tradeoff, shotgun someone with your Q for more damage or hold the hook to bait a flash. It's going to be rough not having that anymore.
> As much as I liked going mid Pyke, it's not healthy for the game to let him be a solo laner. He needs to be restricted to one role (support) and stay there. I don't think it is about healthiness in general. Rather, Pyke would need to be balanced around his solo-laning if that was allowed to exist. But balancing him around his solo-laning would destroy his ability to work as a support. For instance, Pyke's ultimate currently has ridiculously high base values on the execute that scale with Pyke's level. These values are tuned for Pyke in the support role, who is generally some levels behind the solo-laners on his team, and even behind compared to the bot laner and jungler. As such, the values are deliberately high to matter against targets that have fairly high HP pools from base stats and item purchases. Putting Pyke in a solo lane removes this deliberation. Suddenly, his ultimate's numbers are far too high compared to the game state. Note that this is mostly not a counterpoint to yours, but an elaboration and example.
: While you should get punished for failing to avoid a skillshot, that's still no reason for someone's numbers to be overtuned. Throughout all of this, Lux mains have made her work at a diamond+ level. The ability to consistently dodge everything she has and make her 100% useless is something only professional players can do. Anyway her current state is mostly because of aftershock.
And even professional players cannot dodge 100% of Lux's stuff. If they could, she wouldn't be a hotly contested support right now.
Moody P (NA)
: Replace Aftershock with Courage of the Colossus
Dunno if completely replace Aftershock with Courage would leave the keystone at the right power level. Would rather see them just swapping the resistances with the shield. Also, one of Courage's problems was that the bonus shield for nearby enemies only counted nearby enemies at the time of casting. This made the keystone a bit worse for engaging tanks with long-range CC ({{champion:89}} {{champion:113}}, for instance ). I see two ways to work around that: 1. Have the keystone check for nearby enemies around the site of the CC effect as well. 2. Split the shield into two halves, and have the second portion proc on hitting an enemy champion with the damage burst. The bonus shield per unique nearby enemy gets applied for each nearby individual with either the activation or the damage proc. For example, Seju hits her ult while only the top and jungler are nearby. She gets the half the base value plus the bonus for 1 additional nearby champ. When the damage procs, she hits the jungler with it, and now the enemy mid and ADC are nearby. Now, she'd get half the base value plus 2 times the bonus as more shield. Of those two, the second would be my favourite. Because it further encourages proactive use of the keystone.
: > [{quoted}](name=Jerry SeinfeId,realm=EUW,application-id=3ErqAdtq,discussion-id=vvTmT1rX,comment-id=0006,timestamp=2019-06-09T00:15:06.726+0000) > > ok so i checked and she really does run this rune it seems. Ihave no idea how we got here.... but maybe getting 70 free armor and mr isn't a good idea. > > Can't we just tune it to be more scaling heavy? or like half the stats for ranged users? > > aside from that lux is perfectly fine as a support. she's been played in the role for ages and she gets the job done. If you're that obssessed with being an enchanter you can just build around her shield. Or stop messing with it for others when it's a tank rune and put it on melee only (you know, where ALL the tanks are)
Or make Aftershock an actual tank rune. You know, one that gives tanks something they are lacking (HP or pseudo-HP) instead of something they already have in excess (resistances).
: Remember when some boards people flamed us for complaining about Rivens compensation buffs?
https://lolalytics.com/ranked/worldwide/platinum/plus/champion/Riven/Top/historic/
: Also had an idea of simply making lethality calculate armor penetration as if it was ignoring the armor shred debuff. (So it would be as if the user had lord dom instead, and the % armor reduction would go last in the damage calculation with lethality) Or just making it so you cant buy it with lethality and must rely on teammates to use black cleaver for you. (its a team game...and this might push black cleaver into its intended role for front line tanky physical damage dealers)
Of those two options, I like the second one more. The first one essentially breaks the (probably intended) synergy between a champion with Black Cleaver and a Lethality user. Also, it would be quite difficult to code and probably become prone to bugs. The second one restricts an abusive synergy and might allow the item to be buffed for its intended users. And unlike the usual suggestions ("make X melee/ranged only / restrict X to Y class of champions), it retains almost full build freedom (everyone can still build everything, just not X and Y together).
Rioter Comments
Meddler (NA)
: Core of it is likely: * Old ult * Additional 1% target HP damage per 100 AP on W Delay to 9.11 is in large part driven by needing that time to hook up all the old ult sounds.
Ah, k. Thanks for the peek. :) Guess that last bit means: "Our Lead Sound Engineer needs to purchase some dog food, beans and condoms to recreate the original conditions." https://leagueoflegends.fandom.com/wiki/Zac/Trivia
AtomToast (EUW)
: Personally pretty exited for these changes. Though I also liked the uniqueness of the insane armor stacking and ms stealing. Esp the armor always had a really strong synergy that I would like to keep one way or another
Well, you still get up to 30% increased Armor, if I understand the post correctly. You no longer get up to 90% while the shield is up, though.
Duffer (NA)
: Not sure how taking out the armor scaling will go but I like the ideas here
Well, you still get up to 30% increased Armor, if I understand the post correctly. You no longer get up to 90% while the shield is up, though.
: I'm really sadenned by the removal of the x3 armor, that was my greatest pleasure playing malph. Punishing the full ad comp by going full armor. During the last years league has lost some very niche stuff that added to the uniqueness of builds available to players. I'd rather give up some circonstantial balance to bring back stuff like sword of the occult / sword of divine. I understand that this isn't the best direction to everyone but malphite and this passive was to me one of the few remainning spot of absurde hidden power. When lategame zed's ult doesn't even break your shield, that's some satisfaction I fear i won't be able to have again... I guess I still have taric {{sticker:slayer-jinx-catface}}
Well, you still get up to 30% increased Armor, if I understand the post correctly. You no longer get up to 90% while the shield is up, though.
Meddler (NA)
: Zac changes should, all be according to plan, be in 9.11. Means they'll hit PBE in a week and a half or so.
Ah, ok. First thing we hear about that - last week they were confirmed for 9.10: https://boards.na.leagueoflegends.com/en/c/developer-corner/82cE8haV-early-910-patch-discussion?comment=00110000 Anyways, can you (get the responsible designer to) give us a sneak peek on what is to come? Or is that not set in ~~stone~~ goo yet?
Saezio (EUNE)
: Amen brother. But at the same time.... Riot pls do something about vayne. I am trash adc and will never be able to make any adc work. But I think a hyperscaller that can duel AND be extremely useful on 2 items warrants some "adjustments" if you will.
> Riot pls do something about vayne. I am trash adc and will never be able to make any adc work. But I think a hyperscaller that can duel AND be extremely useful on 2 items warrants some "adjustments" if you will. Yeah, Vayne should really be cut off at her knees. With a chainsaw.
: > [{quoted}](name=boricCentaur1,realm=NA,application-id=3ErqAdtq,discussion-id=dvt3P5b9,comment-id=0000000100000000000000000000,timestamp=2019-04-14T01:55:01.080+0000) > > ALL MY MATH WAS LATE GAME your not going to crit for 1200 like go into a game and test it and also only two of them will get 100% crit change and to do that they will only crit about 500 damage. Also lets do the math 32% of 1200 is 384 so yeah still not 1000 damage. Crits are worth 150% on everyone but Yasuo. Draven has Conqueror + 5.4 + 5.4 from runes. That's 35.4. Now give him Bloodthirster, Infinity and GA. Just those three. Just from those three items alone, no other runes considered, no abilities considered, that's 624 damage per attack. Or, with max attack speed, 1,248 damage per second (which is the span of a normal tank's attacks). With JUST the 20% lifesteal from Bloodthirster, that's 250 health per second. In other words, a melee champion has to close distance, KEEP distance closed, AND build nearly full attack speed to even come CLOSE to dealing Draven's damage. Give a melee champion the exact same build without the attack speed that ADCs (and Yi) build, and they're dealing around 600 damage in the span it takes Draven to deal twice that and heal for almost half of it. That's the math. The math is that an attack speed carry like Draven, Vayne, Yi, Sivir, just about anyone who builds attack speed and just a tiny bit of lifesteal, outdamages anyone who doesn't build that way by at _least_ effectively 2.25 times.
> Crits are worth 150% on everyone but Yasuo. Wrong. Infinity Edge was nerfed to 125% bonus damage on a Crit.
: Rune strategy feels limited
The reason for that is that most champions have a set of runes that synergizes the most with their baseline playstyle. This set of runes can be played without (majorly) changing your playstyle, leaving the player free to concentrate on the other aspects of their game. Going for different set-up requires changing your playstyle, playing more conciously towards the strengths of your rune choices. Compared to the most synergistic runes, this requires a bigger mindshare and has a learning curve, meaning that you might lose some games before figuring out a way to get good use out of your runes.
: >garen is listed there, this means something is off. at no stage of the game can garen ever fight vayne on his own. You are right, that's why the link that I've posted says that Vayne megacounters Garen, and on the same way Vayne is megacountered by Pantheon. I think that you just readed it the other way, simple mistake, happens to all. As we can see Vayne on Toplane has huge counterpicks but also hard smashes against other picks, and that's one of the reasons why she's way more frustrating on Toplane I think. Anyway, overall she is too strong, it shouldn't be that Vayne has a 50% winrate against MF what the hell is going on, same goes for Draven, those were the ADCs that used to smash her and now it's an even lane. She needs to be tunned down, we both agree there I think, I know we disagree in how should Vayne be nerfed, but that's other story.
> She needs to be tunned down, we both agree there I think, I know we disagree in how should Vayne be nerfed, but that's other story. How do you think she should be nerfed, then? ---- My personal view: Either remove Phantom Hit outright (that mechanic is simply warping the game around its existence) or make Silver Bolts (or even all X-hit passives) work on-attack instead of on-hit. Reassess where the game and Vayne stand afterwards. If Phantom Hit was removed, some other champions who were, over the years, balanced around it will probably need buffs. For instance, Kog'Maw, Varus, Kai'Sa and Master Yi.
yeulx (NA)
: Yes and no. Keep in mind her shield still has drawbacks. it only protects against magic damage and CC, if the enemy picks a mage support it can deal with the Black shield easily
Actually, Black Shield being affected by magic damage only is as much of a boon as it is a drawback. Against a champion that does not deal magic damage (or not enough do be able to go through her shield), there is no way to strip the Black Shield'd target of its CC protection. Meaning, the CC protection is even more powerful against physical damage champions (Sion and Skarner, for instances).
: Item Shop Cleanup
{{item:3174}} {{item:3022}} {{item:3109}} {{item:3004}} {{item:3222}} {{item:3056}} {{item:2053}} {{item:3905}} {{item:3512}} These are, imo, the items that most definitely warrant looking at. Athene's is a really weird effect that is very niche, since its users need to both have offensive and defensive capabilities - on a support budget to boot. Frozen Mallet has been kept down in power for quite a few seasons now, due to issues with counterplay to the permaslow the item gives. Knight's Vow was (and still is) used on jungle tanks mostly. Personally, I'd love for it to become a full-fledged tank item, at a 2900 gold price point - I really like the concept of tying a tank's teamfight survivability to how well the tank enables his team to do their job. Manamune is basically Ezreal only at this point. For other champions, it is not synergistic enough/not worth the item slot. Remove it or make it worth a full item slot. Its sister item, Archangel's, is 3200 gold after all. Mikael's is not needed in a League where {{item:3139}} exists. Ohmwrecker and Zz'rot Portal are described above. However, if both of those cease to exist, Raptor Cloak loses its purpose as well. Twin Shadows is in the same place as pre-9.7 Wit's End.
Moody P (NA)
: Yes. They should. Glass cannon melee carries will never work unless you give them ridiculous innate defenses, especially in a game that is so heavily weighted towards ranged DPS with no turn speed, skillshot abundance and the critical system being what it is. The fault of these champions is not coming down to how hard they can lifesteal on people.
> Glass cannon melee carries will never work unless you give them ridiculous innate defenses, especially in a game that is so heavily weighted towards ranged DPS with no turn speed, skillshot abundance and the critical system being what it is. Don't forget that burst damage scaling with gold (by ability damage being influenced by AP and AD) is another factor that works against squishy melee sustained damage dealers.
: Argument on Guinsoo's Rageblade (and Phantom Hit in general)
I am all in favor of removing Phantom Hit from the game. However, Guinsoo's itself is, imo, a decent enough item. If Phantom Hit was replaced with another passive (for instance, the previous small AoE damage), it would make the item more healthy without having to remove it.
Meddler (NA)
: Quick Gameplay Thoughts: March 27
Meddler, in case you haven't see the recent Reddit discussion on Aftershock, here is the link. A few interesting points in there: [Link to Discussion around Aftershock, Tanks and Courage of the Colossus](https://www.reddit.com/r/leagueoflegends/comments/b5g9zo/riot_is_trying_to_make_aftershock_more_of_a/?st=jtrgglkk&sh=82131129)
Rock MD (NA)
: The issue with that is stats are just that; stats. If you have more of them you win. Reducing snowballing by reducing stats on the same level/ratio doesn't really change anything, it just ups the TtK. Also, tanks will just sit on you and kill you if they're ahead. We've had this issue since s4 where the defensive masteries were just so good on specific champions you burn all your spells and look like an idiot because you got outstatted by Mundo. Turning down TtK is another thing though. Although the biggest offenders of having a disproportionately high TtK to what it should be have been largely neutered (mainly supports were getting too much damage half a year ago, like the Alistar 100-0 on Zven). That being said, snowballing will just happen in many games because of player perception and disproportionate game knowledge. Snowballing can be as little as knowing more so you will consistently impact the map more. It doesn't always have to do with being overwhelming in damage. Most of the games I play are still absolutely winnable at the 10-15 minute mark, but because of player perception that games are over, they stop trying and being proactive and that kills games more than bad play. I don't think it's nearly as bad as people make it out to be. I think the real issue at the moment is that the sustain tools are too strong, and it makes it so some champions get a relatively free laning phase when that should be their weakness, and other champions who get ahead can't be beaten, because your best chance to beat them is to poke them, but if they can heal it all up they can bide their time until they all in. Weakening sustain tools like Conq. and the domination tree, and double dark seal/cpot might be better options.
> I think the real issue at the moment is that the sustain tools are too strong, and it makes it so some champions get a relatively free laning phase when that should be their weakness, and other champions who get ahead can't be beaten, because your best chance to beat them is to poke them, but if they can heal it all up they can bide their time until they all in. Weakening sustain tools like Conq. and the domination tree, and double dark seal/cpot might be better options. While I generally agree with your point, this part is iffy. I would not call current Conqueror a sustain tool in the specific context of offering champions a free laning phase. The sustain effect is gated behind the stacking mechanic and being restricted to champions only, which means that poking a Conqueror user will still be effective. Unless you play into their game of long trades and drawn-out fights, that is - but that is far removed from poking. The sustain tools that allow for the neutralization of lanes are found more in the Domination tree (Taste of Blood and, to a lesser extent, Ravenous Hunter), in the Inspiration tree (Biscuit Delivery and Time Warp Tonic) and in items like the Dark Seal ad Corrupting Potion like you mention.
: Lucian win rate dropped near 3% without changes this patch. What are you guys thoughts?
There's bound to be a bug in there somewhere. The winrate of a champion with Lucian's popularity does not fluctuate that much in a single patch. At least not if said patch does not contain direct changes or major indirect changes - and 9.6's Xayah/Cait/Brawler's/Dematerialiser changes do not seem impactful enough for a 3% winrate shift (again, on a very popular champion).
darkdill (NA)
: Would it be impossible to revert Rek'Sai's rework?
Yes - removing the global presence and the way it imposed on her balance was the very reason she was reworked.
: Possibly a controversial opinion
Personally, I agree that the shield was a better effect for tanks than the current bonus resistances. The reason is that tank items oftentimes already feature resistances, making additional health (or pseudo-health in form of shields) much more valuable than additional resistances. I'd absolutely love it if they took Courage of the Colossus's mechanics and added the damage component of current Aftershock for an Aftershock rework.
: > Rioters should not willfully lie to the playerbase and should be held accountable. Agree. > lie on Twitter that it is a "western phenomenon" I said that her frustration is a western phenomenon. She is banned 60% more often in NA than her global average. Ban rate is a readily available statistic that we believe can be correlated to frustration. I also said on Twitter that Riven is a strong champion right now. Somehow that didn't make this post. There are good justifications to be made for nerfing Riven. I personally think some are pretty compelling. Good arguments can be constructed to nerf many things, however, and we want to be sure we're applying consistent measures in our approach to balance. I think we've not been great at this over the years, really. Some champion will always be the strongest one that does not get nerfed in a patch. This patch Riven's pretty darn close to that. If she picks up any more, she's probably due, but we don't think she's crossing that line right now. For those that are actually seeking a discussion, what is the criteria we should be using to justify a nerf to Riven this patch that we'd be 100% happy with applying to champions in the future (NOT the past, as I've already stated we haven't been consistent)?
> For those that are actually seeking a discussion, what is the criteria we should be using to justify a nerf to Riven this patch that we'd be 100% happy with applying to champions in the future (NOT the past, as I've already stated we haven't been consistent)? Possibilities: - Major spike in winrate after a direct patch (obviously, for instance current Rek'Sai after her 9.4 changes). This one is self-explanatory. - Consistently rising performance over multiple patches without stabilisation. - Good performance despite excessive ban rates - but this one needs to be considered carefully, as inexperience playing against the champion plays a role as well. - High performance despite low experience of the majority of the players on the champion. - High performance after systemic changes that were eventually put in a good overall spot. From my understanding, the last two points are those that play majorly into Riven's case. From the data Blaustoise shared, she has one of the most experienced and dedicated playerbases, despite the size of said playerbase. That means that, on the sites we have access to, her balanced winrate would probably be somewhat above 50%. Yet, on the other hand, quite a few of the recent systemic changes were good for her - decoupling of stats from rune path choices, introduction of new Conqueror, introduction of Spear of Shojin, nerfs to jungler strength, just to name a few. With this background, it is reasonable to think that Riven needs a powerdown rather soon. The question with that would be first, however: Are you done, for now, with changes to game systems that have major impacts for Riven? Like, for instance, are Conqueror, Spear of Shojin and her other items in a good spot now?
: Riot, now that Crit ADCs are back..
I wouldn't be opposed to {{champion:133}} buffs, personally, but a direct revert would not be the way to go (imo). Whether we mains like it or not, she is quite obnoxious to face in top lane, so any buffs should preferably target later stages of the game. My preferred buff would actually be to give Behind Enemy Lines (R) a passive that adds 0/0.5/1 seconds (rank 1/2/3) to W's AS/MS buff duration. Or even 0.5/1/1.5 seconds. That buff would not strengthen her burst pattern, but make her a bit better in sustained combat.
Rioter Comments
GreyfellD (EUW)
: The New Kayle is something that Riot really did right, especially for supports!
Please don't play Kayle support. She is FAR too XP-dependent for that.
Fízz v2 (EUW)
: Depends on your definition of "taking skill to play" then. Sure u can do well by right clicking and pressing Q on Vayne, but playing her well still takes skill.
> but when you make a champion strong enough, they dont take skill to play. That's literally what he said there. Essentially, the Vayne buffs lowered the skill one needs to play Vayne to good success to a minimum.
Rebonack (NA)
: > [{quoted}](name=Shahamut,realm=NA,application-id=3ErqAdtq,discussion-id=gnjOJuIY,comment-id=0003,timestamp=2019-03-07T20:02:56.679+0000) > > Zephyr rework where?? It was mentioned as an idea over Twitter. Wit's and Madred's become component items. New Zypher gives IAS/Ar/MR/OnHit magic damage and movespeed.
Note that it was mentioned as an EXPERIMENTAL idea in that twitter. Meaning, that will get tested - and, from my gut feeling, it will stop there. The particular combination of stats and effects in the idea is essentially a big stat stick. Alternatively, the item will be so heavily modified as to barely be recognizable anymore.
: I saw that 60% winrate and actually thought, "Wow, that's actually pretty low for mains."
https://lolalytics.com/ranked/worldwide/platinum/plus/champions/ It actually isn't. At the time of writing this, Vayne is in 5th position when ranking all champions for their best winrates, beaten out only by Rek'Sai (who is also OP), Nunu (who gets nerfed on 9.5), Jax (who'll get hit by Conqueror a bit and hopefully gets his own nerfs soon) and Sylas (who might have been overbuffed since his release).
Yenn (NA)
: Is it really necessary for Zoe to be able to one shot carries with just Q?
You sure about "just Q". Because that's a hit by 1 tick of Ignite, Zoe's passive + auto-attack, at least 1 orb of her W passive and a long-range Q.
: A good example is the comparition of MF ultimate and Lucian ultimate. MF one deals way more dmg and has more range to compensate that she's stuck there casting it while Lucian needs to have a lower dmg because he can move and even dash while casting ultimate. One is more flexible and has lower raw stats and the other is immobile so it's more powerful if it lands.
MF ult is also affecting everything in the AoE with every wave, while Lucian's ult consists of individual projectiles that disappear when hitting someone.
FireDrizzle (EUNE)
: Why the fuck have the ingame tooltips been lying for 5 days?
Because hotfixes are performed server-side (meaning, no additional download required on your end), while in-game tool tips are stored client-side (and would require a client redeploy to be changed).
: and exactly what is 18 attack damage going to do when most champions at level 18 have at least 300 attack damage
Well, there is also: - 10% of your damage being converted to true damage. That is an increase in damage equal to 10% per 100 resistance points on the target for physical or magic damage. - 10% of pre-mitigation damage as healing, not reduced for AoE effects.
: Is there even a point of Conqueror adaptive force?
Good thing Conqueror is not (just) about the Adaptive Force on stacking, then. Seriously, I think that this is quite a good nerf to the keystone. It weakens its intended weakness (short trades) while keeping its effectiveness in drawn-out fights high. Also, this change further nerfs it on champions who have difficulties keeping stacks up (read: ranged champions with their 2-second window).
Keyru (NA)
: [UPDATE 2/26] Boards Testing and Thoughts
Dislike the removal of discussion view. What you could do with upvotes/downvotes, imo, is to hide the values unless entering a thread, like in the old Forums. That way, you'd need to open a thread to see how popular it is.
: Tank shred items arnt even bought to counter tanks though. A {{champion:121}} / {{champion:238}}/ {{champion:91}} will happily go {{item:3071}} in order to reduce their target`s armor so that their lethality will overpenetrate and allow them to do increased damage rather than reduced. Not to mention black cleaver gives tons of flat hp and cdr which assassins LOVE since it deals with their hp issues, they can go over cdr cap and gain 12 ad for every 10% over aswell if they took transcendence. While {{champion:86}} and {{champion:122}} stopped even buying black cleaver first half the time since it synergizes with their kits more and they have innate armor shred / ignore. {{item:3135}} is in the same boat, althought it doesn't synergize with magic pen, you can still buy it to help burst a squishy, it can cause you to do more damage to a squishy than {{item:3089}} would give you in some situations (depending on your base damage) {{item:3035}} still helps against squishies as an adc Reason why everyone buys armor pen late game, even with no tanks? All of these items penetrate based on the enemies TOTAL ARMOR (includes base armor, riot changed it a few seasons ago) And everyone has BASE ARMOR PER LVL
Lethality cannot reduce Armor beyond 0. Only flat reduction can reduce resistance values below 0. https://leagueoflegends.fandom.com/wiki/Armor_penetration
: Yeah, this is completely normal..
It is really way past time for them to put a lid on Riven's animation canceling. That mechanic is what makes her unbalanceable - the fact that someone with enough experience can unload her whole kit in less than 1.5 seconds.
: "if they just revert his (sion) passive w buff he'd be a way more balanced champion" - scarra
For those who wonder which W passive buff is referred to here: > **V8.16:** > > Soul Furnace (W): > > - Bonus health on enemy kill increased to 4 from 3. > - Bonus health on large-enemies and champion takedowns increased to 15 from 10. And OP's right, this would probably be a good nerf to Sion that would not totally trash him.
: I think that maybe 20% increased resistances would be a good number
Don't think it would be good as a %-based number. Reason being that a percentage-based effect would limit the rune too much in regard to which items you would optimally buy with it.
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ProfDrDeath

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