Meddler (NA)
: Quick Gameplay Thoughts: October 5
I feel obliged to chime in on the tank Pyke directions. Generally I am a fan of pushing him towards his intended role as an assassin that can function as a support but I'm going to say, changing the HP->AD scaling is not going to do very much. Tank Pyke builds are quite low on HP based tank items. At most there's going to be the upgraded sightstone and maybe, every now and then, a spiritvisage. Far more often, however, the effectiveness of tank Pyke is a result of heavy resistance stacking. Aftershock, Frozen Heart, Zeke's... Simply adjusting the conversion ratio will not have much of an effect in that regard.
Tactrix (NA)
: So what do you think right is? Do you think that because you and 5 people deem something right and 500,000 deem it wrong it still makes you right? Right is determined by the majority, that's how we determined right in the first place. How did you think it got there?
That is a logical fallacy. Argumentum ad populum aka it's correct because everyone thinks it is. But you know what? Everyone thought the earth was a flat disk that the sun and all other planets revolved around at some point. And just so a handful of people who believed it didn't turned out to be right and nowadays it's a foregone conclusion to accept it as being right. See, being in the majority doesn't mean anything. It certainly doesn't mean you are right. It just means that people agree with you, even if you turn out to be completely wrong.
Tactrix (NA)
: Most of the time, do you not know how a democracy works?
Democracy doesn't assure you that what is being voted for is right, it only assures you that the majority desires this kind of change irrespective of its validity.
: Surely you're joking. This is one of the most ridiculous ideas I've ever seen. Why not just make the meta champions more difficult and thus more rewarding to play, instead of dumbing down the meta and replacing it with extremely random game mechanics like Rift Herald, Elemental Dragons, and now RNG fruits scattered via RNG throughout the jungles? What is with this warpath of neutering all the mechanically intensive champions? Season six was probably the worst season of League history, and moving on to next season we'll have more of the same? Yikes...
> [{quoted}](name=YoungGooby,realm=NA,application-id=A7LBtoKc,discussion-id=MmxwV82e,comment-id=000b,timestamp=2016-10-13T03:51:42.707+0000) > > Surely you're joking. This is one of the most ridiculous ideas I've ever seen. Why not just make the meta champions more difficult and thus more rewarding to play, instead of dumbing down the meta and replacing it with extremely random game mechanics like Rift Herald, Elemental Dragons, and now RNG fruits scattered via RNG throughout the jungles? What is with this warpath of neutering all the mechanically intensive champions? Season six was probably the worst season of League history, and moving on to next season we'll have more of the same? Yikes... Worst season in your opinion. Personally I dread the days of Season 2 and 1 far more because being a ward carrying mule with three stacks of green wards in my inventory was honestly one of the most unfun experiences I had but that's all in each of our opinions. How is Rift Herald exactly random? It spawns at a specific time, it has a set health and damage and it has a non-random mechanic built in while also granting a non-random buff. Elemental Dragon I can understand as being random but it's been almost six months since that update hit the rift, people adapted to it and I don't think I've ever had the feeling or had someone express the feeling that "If I had only gotten Dragon X instead of Dragon Y the game would have gone differently." If you have a distaste for RNG in general then, certainly this wont make you jump with joy, quite the opposite in fact, but why don't you wait until you have all the details and make your decision then. And on your first suggestion what does that have to do with solving the systemic issue of the jungle being too predictable in how it plays out? The problem isn't the champion, the problem is that there are in essence always right and always wrong decisions. If you're making certain champions more difficult to play and thus more rewarding, what will that solve for the issue of predictability? If it boils down to Team A has these five picks and Team B has these five picks, because of this the reaction to the opponents jungle start at Point X will be that the lanes act according to action Y. And this set of actions is almost at infinitum repeatable. Naturally a bit of an over exaggeration but if deviating from the norm, in whatever way that may be, picks, jungle routes, strategies, is naturally dissuaded because one did not take clear cut answer A then that stifles diversity and is the reason the meta dumbs down. The meta doesn't dumb down because there is RNG involved the meta dumbs down because predictability is too high. If your choices are bottlenecked to a set of very specific actions then naturally at some point you no longer need to think of a solution, you just repeat what you learned. And while that certainly isn't a skill that should be totally shunned if it comes to a point where deviation is discouraged because there already exists the "perfect" solution to your problem then on the spot thinking and innovation needs to be once again encouraged.
Fearless (NA)
: Let's talk about Plants!
I do like this approach quite a bit, it gives a certain level of unpredictability to an otherwise very predictable role. However I can also understand the people saying this feels gimmicky and forced. Now my question for this, is the level of plant variance large enough that enough champion archetypes are supported? We already got to see three of them with two possessing quite strong early game implications as they look to benefit/damage certain types of champions more than others. I know you can't exactly share specifics but are we looking at 5, between 5 and 10 or more than 10 types of plants that can spawn? I understand that the variance can't be too large or else the significance of getting a certain spawn in a certain situation has far more weight and it feels more like you just lost because of a coinflip, hence I assume the overall effects aren't too specificly geared.
: We debated whether we should swap her over to AD since it made more sense with how her spells feel, but ultimately choose to keep her AP based builds because the items honestly were cooler (Zhonyas), and the cost of forcing everyone to re-learn builds was not worth it.
> [{quoted}](name=Beluga Whale,realm=NA,application-id=A7LBtoKc,discussion-id=QjJgio3P,comment-id=00080001,timestamp=2016-08-16T20:37:04.629+0000) > > We debated whether we should swap her over to AD since it made more sense with how her spells feel, but ultimately choose to keep her AP based builds because the items honestly were cooler (Zhonyas), and the cost of forcing everyone to re-learn builds was not worth it. I've wanted to share my own thoughts on this matter. First of all I'm not a Katarina main or play her much of anything at all so I will probably tread on a few feet with what I am going to say but I feel like this decision ( for I assume it is already made definitely and will not be reconsidered) was far too conservative. The reasoning "the items were cooler" is very weak of a reasoning but personal preference should not be discounted so I'll at least give you that. As for the second part, I think considering that you plan to change a few of her abilities those that play Katarina more frequently will either, have to learn a new build or are going to experiment and try to, perhaps, find an even better build than before. And personally if it helps Katarina make more sense, give her a more theme to kit cohesion, then it should be an even greater incentive to make these changes, after all, aren't these roster updates in part meant to modernize older champions to keep up with newer releases and clear up some of the old designs that cause a good deal of trouble in the current game? Would such a mismatch not count as well for this? Deciding to keep her AP based on, to me, paperthin reasons seems like an absolute waste to me and I would, personally, have much preferred to see a world where Katarina is an AD assassin instead of an AP one (thrown daggers dealing magic damage?). Definitely a moment where I feel you are acting far too conservative.
Hige (NA)
: well it does scale a lot with bonus AD but I think that hitting 100 bonus AD is more than enough to boost his damage heavily, from there on you could theoretically build defensive and still dish a lot of damage based on max HP% + autos and scalings Also {{item:3053}} this beauty right here counts as bonus AD right? get that one and a {{item:3072}} and you'll be on your way to 100 bonus AD :/ with a nice shield and lifesteal on top of it...
> [{quoted}](name=Hige,realm=NA,application-id=3ErqAdtq,discussion-id=3HQ31YMs,comment-id=001e000000000005,timestamp=2016-07-26T00:35:33.439+0000) > > well it does scale a lot with bonus AD but I think that hitting 100 bonus AD is more than enough to boost his damage heavily, from there on you could theoretically build defensive and still dish a lot of damage based on max HP% + autos and scalings > > Also {{item:3053}} this beauty right here counts as bonus AD right? get that one and a {{item:3072}} and you'll be on your way to 100 bonus AD :/ with a nice shield and lifesteal on top of it... Incorrect. Sterak's gage increases Base AD any AD gained from it will not count towards bonus AD scalings only total AD scalins as such building this item on Kled, beyond giving the increased AD for auto attacks, the health and passive will not interact with his abilities at all.
imPugs (EUW)
: **Her ult is alot like tryndamere's ult in the beginning i kinda like that but isnt her e alot like her q **
> [{quoted}](name=imPugs,realm=EUW,application-id=A8FQeEA8,discussion-id=kEYmfUAE,comment-id=0000,timestamp=2016-05-05T15:27:39.889+0000) > > **Her ult is alot like tryndamere's ult in the beginning i kinda like that but isnt her e alot like her q > ** Sinista Blade just about explains it. But just for clarification I will explain it myself as well. Her Q is a small zone around her, that moves as she moves, I guess you can imagine it like a Sona Aura in that regard or like Sinista Blade said a Miss Fortunes make it rain. In this area bolts of energy fall from the sky, each of which has its own damage zone associated with it, that means people do not take damage in every part of the zone. It's very reminiscent of Gangplank's old Ultimate, only this one is going to be a lot more consistent as to where it deals damage since the radius among which the hits can spread is a lot smaller. Her E is a linear free targeted ability aka a line skillshot, similar to Nocturnes Q. And her Ultimate is more easily comparable to Fiora's W(Riposte) only without also blocking CC.
Rioter Comments
Rioter Comments
: > [{quoted}](name=Nicorus ,realm=NA,application-id=A7LBtoKc,discussion-id=fWOVQoin,comment-id=000600000000,timestamp=2016-01-26T03:03:57.451+0000) > > Elaborate on why you think its overbearing. Basically we're seeing it in most games even on core Sunfire Cape users and core Frozen Heart users, even with Sunfire Cape having an identical stat-line - they just buy the Dead Man's a bit later. It's crowding out not just other armor options but other defensive options period, which points to it simply giving more for its price than items usually give.
While I agree that this is true, with DMP giving more for its cost than other armor items (seeing as it costs just 100[?] gold more than Sunfire for the exact same stats but having two passives instead of just one), I would rather defer from hitting the Deadman's and look into bringing the other options up a bit. My reasoning for this is that it might, I don't have access to the data, but this might very well just make this a case of making DMP lack luster to buy and tanks looking to itemize in armor will just move down the list and end up buying the next strongest(although this is often the case when facing optimization cases in PvP games). That is why, personally, I would much rather be in favor of defining the strengths of the existing items more cleary and making them a more pronounced.
Rioter Comments
: Balance Team Q+A: Ask Us Anything! [COMPLETE]
1. Given that balance is such a fickle thing i.e. nerfing one champion or a certain set of champions leading to others climbing to the top spot when they've been kept in check over how many permutations does the balance team go internally before pushing for a certain set of changes? And were there ever any set of changes which weren't pushed precisely because the impact on the state of the game as a whole, not just for the champion who you intended to nerf, would have been undesireable? 2. How exactly do you approach balancing items, especially given that mana of them have certain unique passives whose power isn't as easily quantifiable as raw stats? And what do you make of items which currently I would consider in limbo as they are close to never bought but buffing could make them entirely too strong, such as Ohmwrecker. 3. What do you think of items like Ardent's Censer and Zeke's Harbinger. Can we expect more such items in the future? I admit those two items are some of my favorites because they favor a style of support I can very much get into. The whole idea of being this enchanter/echantress who piles on tons of bonuses on their carry if certain conditions are met appeals to me a lot.
: Champion Q&A: Tahm Kench, the River King
1.Is there anything which even Tahm Kench would never consider eating at all?/Is there something he dislikes in particular? 2.Are Tahm's contracts of figurative nature i.e. I give you X and after Y amount of time I come to collect my part or is there an actual immutable force behind them? It would seem strange if none of his contractees, like the gambler, tried to prevent him from claiming his reward. 3.Did anyone ever try to one up Tahm? Like try to make him give something that would be quite impossible by being paradoxical or plain unachievable for his powers for example? What would happen if someone tried to do that?
Tahalden (EUW)
: There's a few things to consider in a new kit for Diana. 1. To me, Diana is a fighter rather than an assassin. She has no way out, and a new kit would have to provide something like that. A shield simply isn't enough. Moreover, her Passive: Moonsilver Blade along with her E: Moonfall make her quite unique in League as it is, so it'd be nice to maintain that. 2. There is the parallel with Leona to consider. Thematically those two are linked forever and ever, in being polar opposites. One's all about the sunrise, the other's all about the moonfall. That makes the vacuum ability a must have, because it just synchronizes well with the idea of moonfall. One could argue for an assassin kit to be an opposite for the tank kit of Leona; however Moonfall doesn't work with that. You can't assassinate the whole opposing team, right? 3. Along the same line of thought, there's a bit of a parallel between both champions' kits. Both can shield themselves, both have a targeted gap closer, both have an aoe CC ability, and both have a passive that enhances auto attacks. Granted, Leona seems to be more focused on empowering her allies, while Diana is all about getting the job done herself. 4. Crescent Strike is such a typical ability for Diana that it should stay, to make sure Diana's identity (champion wise/kit wise) is not lost. Considering all this, it seems like Diana's current kit is coherent, with the exception of the ult. That being said, she does need a way to get into the fight as a fighter. This also leaves some room for a different ultimate that can emphasize her fighter identity rather than her assassin identity. So a new kit idea: * Passive: As before. Close combat through AAs is the way to go for Diana. * Q: As before. Still applies the Moonlight debuff. * W: As before. A shield is needed for Diana to function as a fighter in the midst of a team fight, and provides additional damage for close combat. * E: Here comes the gap closer AS WELL AS the vacuum ability. --- Lunar Rush: Diana closes the gap with enemy, without dealing damage. If the target is affected by Moonlight when using Lunar Rush, Diana gets a window of opportunity to cast Moonfall. Moonlight is consumed by Lunar Rush. --- Moonfall: The vacuum ability as before, with no damage. However, anyone who is affected by Moonlight is slowed by a scaling % for a short amount of time. Moonlight is consumed by Moonfall. (Alternatively, you could consider allowing Moonfall to pull in targets from further away if they are affected by Moonlight. However, if you've been hit by Crescent Strike, an intuitive reaction is to disperse. If Moonfall then pulls in targets further away, that goes against the intuitive reaction. Counterplay should be intuitive.) * R: Praise the Moon: Diana's attacks and abilities are empowered by the Moon. --- Diana's attack speed is increased by a given % for a set amount of time. --- Moonsilver Blade deals more damage to targets affected by Moonlight, but consumes Moonlight upon proccing this passive. --- The cooldown of the next Crescent Strike is reduced by half. --- Pale Cascade spawns more orbs. --- Lunar Rush has a cooldown of 1/2 seconds but does not allow Moonfall. So what does all this mean? 1. Diana has to make a choice about how to consume Moonlight. If she uses Lunar Rush, she will not slow the target with Moonfall. If she uses Moonfall, she'll not be able to do double damage with Praise the Moon and Moonsilver Blade before reapplying Moonlight with Crescent Strike. 2. Moonfall is heavily gated. Diana cannot use it during Praise the Moon, and she can only use it after using Lunar Rush on a target affected by Moonlight. 3. If Diana chooses to activate her ultimate before using Lunar Rush, she will not be able to use Moonfall. But if she Lunar Rushes in, then activates her ultimate, she will not have Lunar Rush available immediately. Again a choice the player has to make. 4. Heavy focus on AAs, getting in, disrupting the enemy team and timing the passive with Lunar Rush. Cheers IronStylus!
Diana's abilities always felt a bit "weak" compared to Leona who could call down a concentrated beam of sunlight to punish her opponents. In contrast what does Diana have? Some fancy pale colored lights. That will surely strike fear into the hearts of all those that dare to oppose her and the glory of the moon...except it doesnt. So here my attempt at creating a more "Ultimate" feeling to Diana. **Passive: Lunar Energy** Diana will no longer use Mana as her resource but Lunar Energy, specifically casting spells and attacking will generate more of this resource, in the same vein as fury. All her spells will apply Moonlight to her enemies. Every X amount of Lunar Energy will heal Diana for a certain amount. **Q:Waxing/Waning/Fullmoon Strike** Diana slashes her blade and creates a crescent of lunar energy damaging all enemies caught in the blast. Catching at least one enemy will mark them with moonlight giving her a brief period of vision and enable her to use "Waning Strike". Waning strike creates a similar crescent shaped blast but in the opposite way of the "waxing strike" meaning it comes from the left instead of the right. Waning strike will refresh moonlight on her targets. If she struck a target with Moonlight she will be able to use "Fullmoon Strike". Fullmoon strike damages enemies in a circular AoE in front of her and pulls them closer to Diana. **W:Moonsilver Blade** Similar to her old passive every 3rd strike deals bonus damage and now she applies Moonlight as well on hit. Activating the ability will pull the target of her 3rd strike towards her. **E: Lunar Rush** In essence the same as the current Lunar Rush except it can only be cast once you have tagged someone with Moonlight and only on someone who has been tagged with Moonlight. **Ultimate: Avatar of the Moon ** Unlike Leona who ends up channeling the power of the sun directly on her enemies, in other words an external application, Diana will channel the power internally and become and Avatar of the Moon. It consumes all of her "Lunar Energy" resource to facilitate the transformation/empowerment for a certain number of time. During this state enemies in a certain area around her have their vision radius reduced and are permanently slowed. She will periodically apply Moonlight to enemies in that area. At the end of her transformation the Lunar Energy will burst forth from her and damage enemies around her. This Diana is a more of Fighter/Initiator. I had someone in mind you couldn't get away from, someone who saw you at all times. Just like the moon. I want you all to imagine this picture of suddenly day turning to night being able to see nothing except this bright glowing warrior woman stalking towards you with cold fury in her eyes and the worst thing is YOU CAN NOT RUN! She will see you, she will catch you and she will cut your heathen head from your body for the glory of the moon.

Scarthcaroth

Level 261 (EUW)
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