: Personally if we're looking at reworking some of Kog's abilities rather than just changes to his numbers / minor tweaks to some abilities I think his E and Passive are the two that need the most changes. **Passive** I completely agree with what you said about his passive, it doesn't fit with his playstyle of long range adc that stays out of the fight, but then suddenly when you die you want to go in and blow up in their faces. Lore wise it also doesn't really make sense as a passive. If Riot would change his passive I would like to see something using his "insatiable hunger" (I think that's the right word) that the lore mentions without being a knock off or a clone of Cho'Gath. **Q** I'm actually pretty happy with Kog's Q as is right now, it gives him a pre-6 tool to farm in lanes that just completely zone him off of cs that he wouldn't be able to get otherwise, if riot changes it I would be fine with lowering the amount of %shred for more flat shred, and maybe something similar to annie's q where if you kill a unit with it the cooldown lowers or refreshes, that might reward putting some more points into it or even maxing it first in certain difficult matchups to help Kog survive laning phase intact. However any flat magic pen / armor pen is huge, I feel like a nerf to his base numbers would have to come hand in hand with any flat magic pen and/or armor pen added to his Q. **W** I am super happy with his W right now, it adds an element of skill in managing the cooldown of it, making sure you have it up for fights, and offering some counterplay against Kog in working around his W's cooldown. **E** As ADC Kog I rarely use my E in lane, hell I sometimes don't even level it until I'm forced too, right now for AD Kog his E doesn't synergize with his playstyle that well at all. Its base damage is super low for the amount of mana it costs, and the slow at early levels is laughable, however if it was buffed AP Kog would become busted, as someone who plays pretty much only ADC Kog'Maw I think it's going to be hard to find a balance in the numbers with his E that would make getting it feel good without making AP Kog overtuned. Giving him and his allies some movement speed on it would be nice, but usually if you're in the spot that you need that movement speed you're already dead as Kog, and throwing it behind you to slow enemies is the norm when trying to run away.
what do you think about a passive for Kog'maw that allows him to cast abilities while auto attacking?
: Give Wukong this QoL change, @Riot.
"quality of life change" this is a buff
S0kaX (EUNE)
: I rushed Ardent on Soraka
What else did they want you to build?
: Why does Zoe gets an actual update to her annoyance in-lane, but Yasuo doesn't?
: [Suggestion] Replacement for Warmogs on ARAM
It would also be more fair if you needed to stay in ange of the enemies to heal, similar to lifesteal. You could collect drops from minions that heal you. I think this tradeoff with having to choose between health and health regen could be a good idea.
: Why is shit like this allowed?
in this case don't run through lane so she can't q
Jarring (NA)
: isn't that what {{item:2051}} was always intended for? idk Now that it's been removed from howling abyss, i'd like to see them revert the health threshold back to 2750 lol I miss being able to get the passive up and running by lvl 13 on soraka.
Guardians horn has only small passive healthregen and flat damage reduction. This item can't do the job. We need a lategame item with good sustain and counterplay
Ghazter (NA)
: Mmmh, the tank's job is to engage for their team, not 1v1 an ADC. Also, since when do ADC's get everything back? Maybe someone like Kog'Maw, but most ADC's get caught out and murdered or assassinated immediately. What you should really be worried about is champs like Ziggs that dominate tanks and ADC's alike with no counterplay.
I don't mean the tank is dueling the adc, they could even be in the same team. My point is > adc gets everything back and is at his maximum usefullnes the tank is missing his most important stat: health ___ > What you should really be worried about is champs like Ziggs that dominate tanks and ADC's alike with no counterplay. Well I want to give tanks a _fair_ counter aginst poke (I am not talking about just giving them warmogs)
: Lemme rephrase: the point is so that you don't get to heal without having to interact with the enemy or enemy unites. What are you even suggesting for a Warmog's replacement? That Warmogs simply be added back to ARAM? Or one that literally can't be used, like a Warmogs with the same health threshold but providing 0 HP? You didn't even make a suggestion. Heck, you were even unclear on what you actually wanted. You just want warmogs back. Well, friend, there's an easy solution for you: buy lifesteal on the champion you're playing whom you would usually buy Warmog's on. There's Death's Dance for casters, and Gunblade for everyone else. Mages are in the same boat of having to sacrifice damage for spellvamp if they want it.
> I want a fair sustain Item for tanks. An item like that should leave them vulnerable while sustaining and be gated by minions. (similar to lifesteal) > The passive for this item could involve collecting essence from dead minions that heal you. This can be balanced by droprate, pickup-radius, heal amount. The heal itself could have a basevalue and a bad health scaling to give tanks with high health a longer time to heal up (if that is needed). The health-scaling could also be %missing health to help get you to a point where you can fight, but healing full takes a way longer time. It could also only heal to a certain percent of your health (if necessarry) and > Edit: I don't want Warmogs readded, I want a replacement. An Item with fair sustain for tanks and tanky champs. > A way to achive this would be to give this mechanic simmilar counterplay like lifesteal. also lifesteal and spellvamp is not viable on standard mages and tanks Edit: I should have clarified my ideas earlier
: Well, no, we don't. The whole point of not being able to heal at base is so you don't get to heal to full. If they just give a replacement to Warmog's, then that defeats the purpose of removing it.
so why is there lifesteal vs minions?
Ghazter (NA)
: Yeah, poke champs are a heck of a lot stronger. That's why everyone hates Swain/Lux/Ziggs in ARAM. I don't think tank balancing should be your biggest worry right now. In terms of tanks not needing hp regen, the new boots make it so that they can safely engage the whole enemy team for their team without getting targeted on the way, as well as being able to escape relatively easily. Maybe tanks need a new item for ARAM, but anything like Warmogs is *NOT THE ANSWER*. That was a bs, bitch move for everyone who wanted to stay behind their team and do nothing while their team did all the work, or used by someone like Garen to become immortal. There was no purpose or balance in it. It was either used improperly or used to be essentially immortal for high-damage, high-tankiness juggernauts that could 1v3 anyways like Urgot and Darius. Instead of asking for a similar item, you should think up a new one that would accomplish what you want fairly and in a unique way, and then some.
> Instead of asking for a similar item, you should think up a new one that would accomplish what you want fairly and in a unique way, and then some. Yes exactly, I want a *fair* sustain Item for tanks. An item like that should leave them vulnerable while sustaining and be gated by minions. (similar to lifesteal) The passive for this item could involve collecting essence from dead minions that heal you. This can be balanced by droprate, pickup-radius, heal amount. The heal itself could have a basevalue and a bad health scaling to give tanks with high health a longer time to heal up (if that is needed). The health-scaling could also be %missing health to help get you to a point where you can fight, but healing full takes a way longer time. It could also only heal to a certain percent of your health (if necessarry) This is what I mean and not just "I want warmogs back"
Ghazter (NA)
: I'm completely fine with that. ADC's have almost no armor and rarely have dependable CC and limited mobility. It's easy to assassinate them, and if they get caught out it's the end of them. It's the opposite with tanks, and in fact, they shouldn't ever be able to kill anyone on my team solo. Giving them stupid amounts of regen allows them to do that. They can just go in, do however much damage to us, get out, regen, then go in again while he's got full hp and we don't. In this way, a tank can essentially 1v5 and win.
look at it from the perspective of a tank playing with an adc. * they fight/trade/poke * both survive * adc gets everything back and is at his maximum usefullnes * the tank is missing his most important stat: health he is completly useless in the next fight and suiciding is bad gameplay. I want to be able to do my job as a tank in ARAM
Ghazter (NA)
: So you're ok with tanks being able to never die, and you're also ok with mages like Ziggs and Karthus and Lux being able to infinitely spam their FULL AP poke all game? What about this do you not agree with? I may have simply not explained it.
well mostly that last part > In conclusion, Warmogs was a very safe item that gave a huge advantage to tanks and bruisers who didn't need it. well sometimes it is needed > With the addition of the new ARAM items, melees that would have needed Warmogs otherwise are set up. some champs just get poked to death and feel really bad to play > "Wow, your team lost 75% of your hp and the enemy only lost 25%? Go ahead and regen and fight them while they can't do anything." It's not fair. Thats not what I demand the new Item to be. What if when they try to heal up they are easily engageable because how the new item works. > Tanks are already powerful in ARAM without hp regen items. Poke champions are way stronger
: These are just my own thoughts, but do what you can to stop the feed / tilt :). There have been many a time I've personally been hyper tilted, but a friendly word / encouragement has helped me cool down and focus resulting in a win. Just my own experience share.
the amount of feeders and the strength of feeding have increased, sometimes on my team, sometimes on the enemy team. fix it
: Not by much though, because the duration of their displacements is still tiny.
the problem is not the length itself, the problem is that it becomes easier and more likely to be chain CCed with only displacements without a chance to counterbuild. There is powercreep happening here
: Most displacements are either very short duration, or coupled with a stun which constitutes the majority of the duration. Tenacity is still effective versus like 75%+ of the actual duration of cc in the game.
: {{champion:145}} {{champion:142}} {{champion:39}} {{champion:50}} {{item:3070}}
Ghazter (NA)
: Alright, since you're going to be so stubborn in contriving some bs situation in which sustain on minions is somehow broken and Warmogs isn't, I have a suggestion for you. Make a new item that increases hp regen for champions over 3000 hp, melee only. Lower regen than Warmogs, maybe about 1/2 as fast, and only up to 75% of max hp (better yet, make it based on max hp; 5k tanks regen less. Regen scaling negatively with max HP). Also, make mana regen MUCH LOWER so that champs like Ziggs and Lux can't spam out the other team while sitting safely behind everyone else. Warmogs isn't why people hate playing ARAM. Minions aren't a reliable source of sustain. On top of the fact that you're not getting much more than 20% lifesteal (unless you're Warwick or Aatrox), in addition to competing with 4 other teammates both for sustain and gold, along with putting yourself out in the open for being hit by poke. In conclusion, Warmogs was a very safe item that gave a huge advantage to tanks and bruisers who didn't need it. With the addition of the new ARAM items, melees that would have needed Warmogs otherwise are set up. ARAM is about intense, 5v5 team fights with all-ins and punishments for losing hp. Warmogs takes all the strategy out and essentially says, "Wow, your team lost 75% of your hp and the enemy only lost 25%? Go ahead and regen and fight them while they can't do anything." It's not fair. Tanks are already powerful in ARAM without hp regen items.
I would be ok with an Item like you described, but I can't agree with the rest of your comment
shoe6535 (NA)
: hey can we remove warmogs to add an item similar to warmogs
yes, exactly, lets remove an item that creates bad gameplay in ARAM and add a healthy version of that item so tanks can have a chance aganst poke
Ghazter (NA)
: Uhh, thanks for the quote?
so you are fine with an adc killing your team and when you respawn he is completly usefull and ready to fight again, but not with a tank doing the same
: Well it already is reduced heavily. Plus you are fighting 4 others for the sustain. Warmog's just was a sit and heal to full after just a few seconds. I would say healing by attacking is more fair than just passively restoring to full health in just a few seconds by doing nothing.
I don't want/need that either, all I want is fair sustain for tanks
Ghazter (NA)
: I think it's as fair as Garen's passive in ARAM. Minion waves are tiny and shared by a lot of people. If you're lifestealing your whole hp bar back from 1 wave then your team is probably already at their inhibitor at least.
so if there was an item that gave tanks decent sustain and was gated by minions, you would be fine with it?
: For the health regen or for the massive slab of meat it gives you?
mainly for some sort of sustain
Ghazter (NA)
: No. There's no reason. Warmogs was a very overpowered item in Aram because it defeated the whole purpose of the game mode. There was very little healing, and that was the point. Being able to regenerate it all back very fast was unfair. Plus, now the healing totem thingies give AOE healing and *seem* to spawn faster. Warmogs isn't needed, and I have plenty of fun without it.
so do you think lifestealing of of minions is fair in aram?
: Aram has been so fun during this event
I like everythink except the removal of warmogs without replacement
Rioter Comments
: 10000x more minion block / pathing issues lately?
let us push minions aside at reduced speed, and let the pathfinding algorithm handle the rest.
: And that does nothing but make tanks and bruisers overpowered, and games become hour long slog fests of nothin happening. Game balance is never as simple as something like a universal damage decrease.
then lets try it out for one patch and prove the post wrong
MrHaZeYo (NA)
: > especially in low ELO's where everyone thinks a clearly lost game is winnable an will drag the game out till we lose It's low elo, every game is winnable.
if the winning team derps and makes a comeback possible, the loosing team can suddenly fight back again. This results in the most fun games I had this season, no matter on what team or if you win or loose in the end
: Is league worth getting back into?
: Why not give Ohmwrecker an effect on allied towers?
they should buff tower damage, and ohmwrecker makes them how they are now and the cooldown is changed to an average active item cooldown and maybe buildpath/stats improved
Rioter Comments
: Warmog's Armor Replacement for ARAM
I like your Ideas for the replacement, what do you think about this as a passive: _minions drop essence, when you collect essence you heal 8% of your max health (or missing health)_ This gives decent healing that can be contested by the enemies (similar to lifestealing of of minions, but for tanks)
ClauKTN (EUNE)
: ARAM changes
I like every aram change except removing warmogs
Pathalen (EUNE)
: It's Kassadin. Who bans him anymore? He's long since lost anything that made him good and went down from maybe the most banned to never banned and exceedingly rarely picked. Can be countered so well too, not that it's even required considering how mediocre he's been made to be.
I am talking about the Kassadin from about 4 years ago, where he had almost 100% pick or ban with the highest winrate ever.
: ever thought towers should use abilities like champions do
I think the nexus turrets need something like this, they feel more like a formality for winning and less like the last defense
: I'm starting to wish Riot would just kill URF
if urf wouldn't snowball out of control so fast, it might be fun on all champions
Seenan (NA)
: I've Won/Lost/Won/Lost...etc games for about 10+ games now.
: Im moving on, this game is in the toilet.
The problem is, I don't like the gameplay from overwatch and fortnite. Any recomendations?
Akigo (NA)
: ARAM Issues and Potential Fixes
have fun playing tanks without warmogs
Keshaun (NA)
: Lethal Tempo
I like the idea, but t get diversity first they have to take care of fleet footwork. At the moment it is the only way to survive a poke lane, and right now every lane deals so much damage.
Pathalen (EUNE)
: More than 30 champions would classify as a ''pick or ban'' champion, you have 5 bans thus you're not going to ban all of them for a rather obvious reason. That obviousness aside, there is also a function of trading, helping an ally get their champion by trading with them. It doesn't get more obvious than that, they gave you that function for a reason.
what I mean is another Kassadin, firstpick does not own him, lastpick hovers him. What do you do?
Domovric (OCE)
: > [{quoted}](name=Silverjust,realm=EUW,application-id=3ErqAdtq,discussion-id=4jydzaGh,comment-id=000a,timestamp=2018-05-18T11:03:33.659+0000) > > If they don't replace warmogs with something else, ARAM will be horrible for tanks If Warmogs is getting removed, they HAVE to implement changes to the power of the healthpack spawns. Because otherwise adc's with lifesteal and offensive healers like Sona and Nami will become even more powerful than they already are. Healthpacks at the moment are so worthless after about 5 minutes that Warmogs was the only viable way for many champions to heal at all, and the only way for teams without healers to stall out poke comps long enough to fight back
: While it's true that Warmog's helps tanks survive poke, it's also the reason why the team with more tanks and/or Soraka is guaranteed a win if they don't throw the game, since nothing actually counters Warmog's healing _(no source of grievous wounds lasts long enough to still be active by the time Warmog's starts to heal its user)_.
then it should be replaced and not removed
: Poll: Should Warmongs be removed from ARAM?
how about a replacement item that lets enemies contest the regen
Almo (NA)
: ARAM BALANCE CHANGES AND QUALITY OF LIFE IMPROVEMENTS + THE RETURN TO BUTCHER’S BRIDGE MAP
If they dont replace warmogs with something else, ARAM will be horrible for tanks
: Again, a Late Game ADC restoring their low health with little defenses is different than getting a resist stacked tank up to max hp with 3rd item. But hey, I think Lifesteal in ARAM could be toned down. Being low health and not able to fight is the point of ARAM. You have low health from the last fight, but the fact you survived means the enemy probably lost some team members. Then the respawned enemies have a chance to stop the enemies, and they dont just snowball endlessly. 30% HP is alot for a 4000+ HP Tank with resistances up the ass to restore for free.
I can agree with this What if lifesteal is changed to only lifesteal vs champions? Would you make the 30% healing like warmogs or contestable?
Sukishoo (NA)
: It's been removed in the past, so unlikely to have something replace it
Well a lot of tanks will be useless and aram a lot less fun for these champs (I just want a way to heal, does not have to be warmogs)
: Landing Qs
they dont heal enough, and often you get poked more than you heal. If it had a good AP-scaling in ARAM you could go full AP and it might work
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Silverjust

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