: Preseason changes just scream EARLY GAME and even shorter matches.
It's weird. On one hand, it looks like they've identified some really unhealthy aspects of the game and are looking to deal with them IE removing Shojin, tanks having a miserable time in lane, top lane sucking etc. But then they say they're either going to reintroduce it in a different arguably more annoying way (cloud drake), only deal with half the problem (healing on Conqueror remaining), or potentially make it worse (increased exp might make top lane even more snowbally). There's a lot going on in the post, but I'm not convinced any of it's going to fix the worse problems we've seen crop up over the last two years.
Meddler (NA)
: Quick Gameplay Thoughts: October 4
Glad to see some acknowledgement that some designs such as Yuumi and Sylas's aren't healthy. I think a big reason Morde seems balanced is that while he has an initially unique looking ult, there are at least some similar mechanics/ principles already existing in league IE Camille, J4, plus having QSS be a counter item means everyone has a method of dealing with it. While I'm not a fan of perma rylai's proc, you can at least look at his kit and see where you can shave/ add power without affecting his mechanics. Meanwhile Sylas can use a lot of ults arguably better than their original champions due to a strong base kit, and just isn't niche enough to be healthy. I'd honestly love to seem them remove the bAD and Ad rat conversion to reduce his versatility.
Rioter Comments
: Dude what the fuck is even Cass toplane
My pick into Cass is Olaf. With Doran's shield, revitalise + second wind, 350 MS (to manoeuvre around her Q), innate sustain from W, and immense kill potential if he lands an axe, I've found he does pretty well against Cass top. When you hit 6, she loses the safety of her ult and mitgates the movement speed she gets from phase rush. That being said, you do need to smack her early. Then again, anyone who picks an Olaf to outscale a Cass is clearly operating at a higher state of mind that I can't even begin to comprehend
Rioter Comments
Rioter Comments
Thilmer (EUW)
: Anybody else excited for Fiddlesticks rework?
I'm going to be honest, I'm slightly worried about Fiddle in terms of balance. Riot's big problem with recent reworks has been game health, the three main offenders being Akali, Aatrox, Irelia. Squad5's champs have generally been overbearing, with Ivern, Ornn, and Sylas being very dominant after their initial releases. Ivern and Sylas both showed that a gimmick might sound awesome on paper, but can easily turn into a balance nightmare for a long time until it gets toned down a bunch.
D357R0Y3R (EUW)
: No ADC is building armor penetration, why is this not talked about?
As much as I'd love to cry "It's because my tanky bois are garbage and all ADCs are OP", I think there's a few things to consider. 1. Tanks just aren't particularly meta atm. In the top lane most tanks are sub 4% pick rate. Carries are a lot more common. The most popular tank jungle, Sej, loses a lot of her resistances after being damaged until she hits a 3rd - 4th item (normally rushes cinderhulk into Warmog). I also don't see them buying Last Whisper to deal with a Braum or Suppautilus. 2. Bruisers are more common, but tend to build more health than Armour. 3. Black Cleaver and Press the Attack are pretty common to see on your team in some capacity. 4. Guinsoo's Rageblade provides a watered down version of Last whisper, thus it can't stack as it shares the same name. In short, I'd be more worried if it was a 2-3 tank meta. As things stand at the moment however, there's not much reason to buy a last whisper due to the champions that are seeing the most play.
: Riot, these lootboxes aren't making you look any better.
Wow, look at all these apologists for a %%%%y business model. Don't worry, I'm sure Riot will reach out to you individually to have Marc Merrill each give you handy js for your undying loyalty to a corporate entity. Stop defending this indefensible shit. It doesn't benefit you, it doesn't benefit other players (particularly ones with problematic gambling tendencies), and only benefits people who want to squeeze as many pennies out of you as possible. And stop with the 'its only cosmetic' argument. If you wanted to buy a simple plain white sofa for your living room, and you were delivered a lime green-purple polka dot abomination, you'd be pissed. Stop making people gamble for the products they want.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: May 17
Are you guys considering any changes to tank items? It feels like tanks only become viable after multiple buffs IE Nautilus, Poppy, which doesn't fix the ongoing issue of having to pick no health or no CDR/Utility
: Please stop making us watch LCS/MSI/w/e for quests.
I watched almost every LEC and LCS game, no rewards. Didn't matter if I used the link to directly watch it.
: > [{quoted}](name=Skullthorn,realm=EUW,application-id=yrc23zHg,discussion-id=EkLjfmds,comment-id=000a,timestamp=2019-05-01T19:46:54.344+0000) > > Simply put, I feel that the opinions players are usually dismissed. Occasionally we get a response from Riot employees when it comes to hot topics such as whether Vayne or Riven deserve nerfs (no real opinion myself), but it's normally to explain why the players are wrong. I'd love to tell you that I have some control over Riot posting habits but, short of culling the more insulting Rioter attack posts from the boards, there's not much I can do to encourage that.
> [{quoted}](name=The Djinn,realm=NA,application-id=yrc23zHg,discussion-id=EkLjfmds,comment-id=000a0000,timestamp=2019-05-01T19:54:27.900+0000) > > I'd love to tell you that I have some control over Riot posting habits but, short of culling the more insulting Rioter attack posts from the boards, there's not much I can do to encourage that. I understand. Still, thank you for responding to my comment, I appreciate it.
Pika Fox (NA)
: Given theyre buffing damage, they arent adjusting for the highest levels of play. Mao already is strong when he is used in comp.
> [{quoted}](name=Pika Fox,realm=NA,application-id=3ErqAdtq,discussion-id=w4V8o1HH,comment-id=000b0001000000000000,timestamp=2019-05-01T20:27:26.464+0000) > > Given theyre buffing damage, they arent adjusting for the highest levels of play. Mao already is strong when he is used in comp. Across the 5 major regions, he has been played twice, and lost both games with an average of 0.5 KDA. He's weak as piss in and out of competitive play.
Pika Fox (NA)
: Which proves my point, given all of them are low utility high damage. (Although im pretty sure urg is a jugg and not a tank iirc)
> [{quoted}](name=Pika Fox,realm=NA,application-id=3ErqAdtq,discussion-id=w4V8o1HH,comment-id=000b00010000,timestamp=2019-05-01T19:08:07.910+0000) > > Which proves my point, given all of them are low utility high damage. (Although im pretty sure urg is a jugg and not a tank iirc) It literally doesn't. In the highest levels of competitive play, no one's touching Mao'kai, Shen, or even Ornn with a fifty foot barge pole despite the utility available to them . The only one who might see play soon is Nautilus, and that's as an AP midlaner after a year and a half of continuous buffs.
: Djinn Wants Community Thoughts
Simply put, I feel that the opinions players are usually dismissed. Occasionally we get a response from Riot employees when it comes to hot topics such as whether Vayne or Riven deserve nerfs (no real opinion myself), but it's normally to explain why the players are wrong. I get that they can't respond to every "Rito plz nerf", but it's depressing that even though millions of players may agree on certain topics, they only seem to fire back "You're wrong, and the reasons you believe x opinion is silly". It just feels that they aren't listening.
Pika Fox (NA)
: Because damage is better in soloq, where as defensive stats are better in comp.
> [{quoted}](name=Pika Fox,realm=NA,application-id=3ErqAdtq,discussion-id=w4V8o1HH,comment-id=000b,timestamp=2019-05-01T18:57:21.405+0000) > > Because damage is better in soloq, where as defensive stats are better in comp. Carries are very much dominating the top lane in professional play. The only tanky champions that have seen any play are Sion, Urgot, and sometime Poppy. Even then, Urgot's more of a ranged bruiser since he has very little CC.
: Maokai’s q buff is a perfect example of Riot’s horrible approach to balancing tanks
Tanks are garbage in the top lane right now is because their itemisation got fucked almost two years ago, but unlike ADCs or Bruisers, Riot have never made an adequate or meaningful attempt to fix it. Compared to the marksman, mage and assassin reworks, the tank update was fucking miserable bar the 5 or so champs designed to work with it. It pisses me off to no end that because bot lane saw some variety outside of ADCs for a single pro-split, they got item reverts within a few months. Hell, Sunfire cape got reverted and it's still shite. Instead of addressing it by creating more effecitve early game items for tanks, they just buff individual champions constantly such as Poppy and Nautilus, and then do jack diddlly. Tanks take a minimum of two items to be effective, or have to have something in their kit to circumnavigate said itemisation IE Sion W passive granting health and Cho'gath ult. There's a reason the only tanks seeing consistent play and success in the pro scene are supports. They literally don't have to build items to have some degree of tankiness. Just give sunfire cape some CDR and work catalyst into more items such as Righteous glory, Adaptive helm etc so tanks can keep up with the sustain available to most other champions in the top lane. We have elements like turret plates in the game now, so you don't have to get kills to build an early advantage. There's no need to keep tanks as shitty mages until 30 minutes.
: Post MSI Gameplay Improvements
Any chance of meaningful tank changes? The mid-season 7 update was a massive disappointment compared to all the other class wide patches.
: Item Shop Cleanup
I hope executioner's calling gets dumpstered. Every healing champ has to be balanced with that item in mind, leading to them being way too strong if the other team neglects to buy it, or is impotent the second it's bought.
: > [{quoted}](name=Skullthorn,realm=EUW,application-id=3ErqAdtq,discussion-id=Ap3IN0OE,comment-id=0003,timestamp=2019-03-13T21:09:09.959+0000) > > That's something I hate about league. If it's not a hot topic, Rioters won't make any comment about it. Unless someone yells at them and says they should be fired for giving filthy welfare-queen bruisers item and kit handouts while ignoring our good, honest, hard-working tank mains and also their moms must hate them and look at how much true damage Fiora did against my 20k hp 400 armor Sion 6 hours into the game, in which case, they will respond. It's so fucking annoying.
> [{quoted}](name=BobaFlautist,realm=NA,application-id=3ErqAdtq,discussion-id=Ap3IN0OE,comment-id=00030000,timestamp=2019-03-13T21:19:05.192+0000) > > Unless someone yells at them and says they should be fired for giving filthy welfare-queen bruisers item and kit handouts while ignoring our good, honest, hard-working tank mains and also their moms must hate them and look at how much true damage Fiora did against my 20k hp 400 armor Sion 6 hours into the game, in which case, they will respond. > > It's so fucking annoying. It feels bad man. The last tank buff was 125 gold taken off Sunfire cape, an item no one builds any more because it has no sustain or CDR. Bruisers got a Conqueror rework.
: What are your thoughts on the Aatrox Rework and the current state of Aatrox?
Normally Riot fuck up a rework by picking the worsts part of a champion and exacerbate them, then cover their tracks by calling it 'identity'. Aatrox on the other hand, was fucked up in new and spectacular ways. First, he was a very meta champion. Not in the most effective tactic way, but in the sense that he was built to abuse features in the game to be as consistent as possible. For example, I don't think it's a coincidence that the length of his Q cast happened to be the length of a caster minions range, plus ~the size of a minion, meaning he could always farm safely if a bad match up was found. Second, the champion designer who made him before was allowed to make the exact same mistakes as before. Remember how Camille was completely broken on release, and only started to really be balanceable after they removed her healing off minions? Same shit, different champion. Overall, I think he's a symptom of horrible sickness in recent champion design: Made to be strong rather than fun to play as, and against.
: Rioters: "Thoughtful, respectful posts are the way to attract Riot attention."
That's something I hate about league. If it's not a hot topic, Rioters won't make any comment about it. Look at tanks. They've been fucked into non-existence out of the top lane, yet not a single Rioter has made a comment, tweet or post about it. If Akali or Urgot have to be nerfed, they're immediately fawned over and buffed up again, with constant tweets from the balance team.
Meddler (NA)
: Quick Gameplay Thoughts: March 13
Can we expect any buffs for tank items? Their itemisation is pretty miserable at the moment, especially since a lot of champions now have either mixed or true damage. Maybe get Cata back for Righteous glory?
: Thank you for elaborating on the matter. As for pro play, I never really followed it much, even from being around since season 4. I think that's unfair to the people who play those champions to have them severely gutted because a pro player is being a pro player with them. In my opinion, Balancing around the lcs should not be in their design values at all.
> [{quoted}](name=ApathyAndGrief,realm=NA,application-id=3ErqAdtq,discussion-id=nFE3JbLm,comment-id=00010000,timestamp=2019-03-11T17:56:20.960+0000) > > Thank you for elaborating on the matter. As for pro play, I never really followed it much, even from being around since season 4. > > I think that's unfair to the people who play those champions to have them severely gutted because a pro player is being a pro player with them. In my opinion, Balancing around the lcs should not be in their design values at all. Have to disagree with your last point. Theoretically, it's actually better to balance champions around the highest level play. This is because the champions are used to their absolute best IE losing minimal farm, trading as well as possible etc. If you balanced it around solo queue, you'd never see mechanically intensive champions such as Azir, Ryze and Riven get nerfed. While we meme on the first two, the truth is that on release, mechanically skilled players were able to abuse them very easily. To be fair though, I do think they rely too much on pro-play for reading the meta. While the teams do have analysts and such who do their own research to help decide the most effective comps and gameplay for teams, Riot could still look a bit more at the upper echelons of solo queue IE Diamond upwards.
: Why DOES Riot hate Aatrox and Urgot
Urgot and Aatrox dominated pro-play for around a year, as well as had decent performances in solo queue. Here's a breakdown. Both were extremely strong in lane, particularly Urgot. Aatrox's Q and high burst early combined with the added sustain from his E's passive made him very difficult to deal with in lane. If there's anything we've learnt from fleet footwork, reworked Doran shield, Akali, and release Camille, too much sustain is OP. Plus, his Ult and CC gave him half-decent team fighting potential. Urgot, thanks to his Q poke, W shield, and strong passive, was almost impossible to handle in a 1 v 1/ trade safely against, and again, was able to act as strong frontline in team fighting. He could build full tank bar a BC and maybe one more bruiser item and still wipe out anyone if he got a full combo off. He was simply too strong at most stages of the game. While he was nerfed pretty brutally, they're looking at some changes on the PTR so they're not abandoning him, they just had to break him so they can focus on giving cautious and gradual buffs. In regards to Sion and Riven, Sion has been nerfed repeatedly and recently. One such nerf was to his W, which limits the free trades he can get off with the shield up. I do think they've been a bit over-cautious with Sion though, and should've just nerfed the hp gain on his W to start with. As for Riven, I imagine her spike in win rate was due to the conqueror redesign. If she stills sees pro-play and a high win-rate now the conqueror nerf has been applied, I expect we'll probably see some nerfs her way too.
: Except objectively it has.
> [{quoted}](name=Wilk Łucznik,realm=NA,application-id=3ErqAdtq,discussion-id=JLzf6U5r,comment-id=0000,timestamp=2019-02-22T04:26:25.504+0000) > > Except objectively it has. In all fairness, while damage has gone down across most lanes, I'd argue that damage still feels pretty high in the top lane. It still feels like you can't trade without it turning into an all-in. Then again, I'd say this isn't just because of damage, but the overall aggression the rune changes enabled last year. I think it's also worth noting the conqueror change seems has caused a spike in its user's win rates. Hell, Irelia's got a higher win-rate in solo queue than she did before the nerfs. So while I can't wholly agree with him, he is right when you look at the microcosm of top, his main role this patch.
: top lane is boring... sometimes
> the enemy laner took pantheon. i all inned I feel like this kind of explains everything.
AntiSJW (NA)
: I was getting flamed by somebody and I responded with positivity and tips-- they swapped from being mean to fake nice then flipped their lid again. {{sticker:slayer-pantheon-rainbows}}
> [{quoted}](name=AntiSJW,realm=NA,application-id=ZGEFLEUQ,discussion-id=UpEZtFE4,comment-id=00060000,timestamp=2019-02-12T18:11:08.352+0000) > > I was getting flamed by somebody and I responded with positivity and tips-- they swapped from being mean to fake nice then flipped their lid again. {{sticker:slayer-pantheon-rainbows}} If they're flaming you already, why are you surprised? When someone's ticked off at you, regardless of whether you deserve it or not, they're probably not going to listen to your advice. Sometimes the best thing to do in that scenario is ignore and focus on doing your best, or even just saying "Sorry, I'll try to do better". Also, reading through some of your responses I'd hazard a guess that maybe you're not quite as nice as you make out to be.
AntiSJW (NA)
: So tried to be nice to someone
How were you trying to be nice?
: League Community: "Nerf Conqueror." Riot:
My initial reaction was "ffs", but after reading that the latter effects only occur at max stacks, slightly less sceptical. I do think they should remove the healing though, given how three champions had their healing nerfed last patch. Seems ridiculous since even though we had on-release Camille, Riot still hadn't learnt strong sustain can make a champion busted on its own.
: Mobility creep and agency
I'd say the issue is less of mobility, but more slipperiness and positioning tools, if that makes any sense. When you consider Neeko's W, Pyke's camouflage, Akali's stealth, Kai's Invisibility and ult, Zoe's ult, Rakan's (previously) lightning quick engage, Xayah's ultimate, Galio's ult and Kayn literally walking through walls, there's been a huge influx of abilities that allow champions to make plays much easier, reposition, etc. Combine this with an increase in damage with lots of it being mixed type, it creates a very volatile game state where slower, less mobile champions like tanks really struggle to find their place. Honestly, I think we need Riot to start pulling the reins more on their champion designers, give tanks items a bit of their hp back, as well as give supports and tanks some more peel options.
Parastoo (NA)
: Riot admit you ruined Akali with the rework and the nerfs that followed up to 9.3
Akali is a perfect example of how Riot never learns. Again and again we see basic shit that gameplay designers at Riot should understand by now being completely ignored or forgotten. Remember how summoner spells were proven to be extremely significant in beta and that Teleport has been borderline-core for most of top lane's existence purely because of how useful it is? Riot didn't, they released Zoe. Remember when we saw that making a VGU for problematic to balanced champions without fixing the balance issues of the original version just pisses everyone off and tends to result in an overpowered abomination (Swain, Galio, Akali, Warwick and Irelia)? Riot doesn't. The worst thing is that teams of employees work on these champions, yet no one puts their hand up to say "Er, maybe not letting cleanse get rid of drowsy as well as the slow is a bit counter-intuitive for the players" or "Remember how lane sustain has been a massive fucking problem? How about we don't give healing mechanics to over half our champions and reworks for the past 2 years" I don't know who has the final say on champion design, whether it's the lead champion designer or someone else. Regardless CertainlyT should be locked in a fucking basement and subsist only off of the mountains of salt he's responsible for.
Doge2020 (NA)
: I’m guessing that some of the crit items might need a small rework if Riot adds this system in. The main item I am thinking of is Statikk Shiv. What would you change the passive to so this item transitions smoothly into this change? More specifically I am asking more about this part of the passive: “Shiv Lightning can critically strike, dealing 100% BONUS damage”
That's a good point. While I'd say it could scale up proportionally with the auto-modifier, I'd worry about it being too convoluted (first scaling with level, then scaling with the auto multiplier). On the other hand, it's not as complex as some other mechanics that have been released. Tbh, I'd really like to see the energised mechanic in general expanded. The idea of ADC's choosing a build centric on charging up autos to have some slight single target burst with bonus effects has potential, but it feels Riot never really made full use of its potential.
UwM8 (NA)
: Honestly I love this solution but I think although it would be great for adc's it would require some serious balance to melee champs. Take {{champion:164}} with a item that gives more AD by a flat percentage it would make split pushers just busted. Imagine if you could stack {{item:3089}} that would just be a no. So instead keep crit but remove some randomness like seen in {{item:3095}} imagine if crit started at like extra 20% dmg but could be scaled a new stat let call it "aim" which would work like lethality and scale with level. Than instead crit items would do things like guaranteed crit after entering bush or using and ability. {{item:3046}} for example could be like all under 50% HP all basic attacks crit this means that crit would still scale with items and level but be less random
Again to be clear, it's only multiplying the damage on an attack's base damage. Following your example of Camille, her Q, W and E would not gain any damage from it. Whether it affects autos on turrets would have to be decided by the game designers (though if it did, if combined with more turret durability late game it would make marksmen more valuable, and improve the niche filled by split pushers).
: All I saw from this was, "Let's make Tryndamere and Jax broken as fuck".
Trynda, not really. I'd argue he'd be fairer to player against since you wouldn't lose lane off two crits in a row at level 2, and instead know exactly how strong is damage is. Jax I could see potentially being an issue if Phantom dancer wasn't changed. While he would benefit off the enhanced auto attack damage, he'd remain squishy and would be unlike to build the item until third when he has a Tri-force and titanic hydra. Even then, he'd be getting maybe 60 AD's worth of damage? Probably not as valuable as a sterak's.
: I think it's a complicated solution to a complicated problem. Essentially, crit is already an AD modifier that stops at 100% chance, but made more complicated through items like IE. Spread out over an infinite span of time, a 10% critical strike chance would be the same as a 10% flat AD buff. (100(9+(1*2)))/10 = 110. A 100% increased critical strike chance is a 100% increase to your AD. (100(10*2))/10 = 200. Essentially, your proposed change becomes less and less useful as an AD gets closer to 100% crit.
Heya, I'm aware that on average it would be the same. However, games don't last an infinite amount of time, and a lot of ADCs will spend most of the game at 30-60% crit unless they get fed very early on and snowball. When an ADC is at 30% or 60%, they're crossing their fingers that they get some crits in the next team fight to have any considerable damage output.
Rioter Comments
: Nautilus lore - what's most important to you?
So Nautilus I think could go two ways. One is a quiet, vengeful, and mysterious force in Bilgewater who's just pissed off ALL the time. Sometimes that's a shit thing when he decides to drag down a few ships because he woke up in a foul mood that morning, but sometimes having a neighbourhood shit wrecker is pretty sweet when threats from the ocean and shadow isles try to step into his territory. I think this would be better because it matches up better to the character in the game. Then again, I'm the top lane douche bag who rushes mobi boot to gank lanes 24/7. The other is to focus more on his past, his human side, along with the events leading to his betrayal. While I think this wouldn't be a bad idea, if the voice lines and character in game aren't altered to fit this, then don't bother. Simply put; DON'T DO A DARIUS. I beg you for the sake of my sanity please don't create a really beautiful/interesting piece of lore or character development, but don't update the character to fit it. It creates a massive narrative disconnect, it's jarring for new players of the champion to see them act completely different as expected, and it's a bit of a slap in the face to a player's understanding of the character if it's in direct opposition to how they think of said character. You can't create a story for a sympathetic character if that personality just doesn't exist in the game. What's the point of making a bio for someone if the character described in the text doesn't match the one in the game that you're meant to be explaining/ fleshing out. There's a point where it simply isn't the same character. My last suggestion would perhaps be to work him into Illaoi's lore. Perhaps he's an ill scurvy-ridden sailor tricked into a test of spirit from Illaoi. As his body gives up, his spirit doesn't, which leads to him possessing an old diving suit. Needless to say, this does not tickle his pickle so he spends his time stomping around the coast, trying to find Illaoi for his revenge. Just don't give him a daughter, love interest, and conflicting motives and we're golden {{sticker:slayer-pantheon-thumbs}}
: Did I see gnar buffs on the pbe? Hope I'm wrong
> [{quoted}](name=notmebuthim,realm=NA,application-id=A7LBtoKc,discussion-id=TaijPHAm,comment-id=0143,timestamp=2018-02-13T05:36:26.955+0000) > > Did I see gnar buffs on the pbe? Hope I'm wrong Tiny buff to his E, but they're nerfing his harass pretty hard by removing a decent amount of the cooldown refund he gets on boomerang catches post 6.
Xyltin (EUW)
: - Spellbound Orb: Seems good for its cost but the active will likely feel too underwhelming most of the time. Works well if the enemy has spell spammers like Cassio or Karthus. How are you going to balance that out? It is supposed to be an early AP assassin Item I would say and then they need to rely on it. Go up to 2.9-3k gold but add a base value to the active and maybe reduce the stacks power. - Lost Chapter: Seems still OP as it is now. Waveclear will become even more of a thing which shoves every no waveclear champ out of the lane even harder. I thought "hey, +200g, now it will be balanced" till I saw the 10% CDR on it. Is it healthy to buff an item that is already a must have? To force every mid laner into buying this item you don't make much better. Yes, you are going to fix the 1 bit item buy flexibility with these item changes but not the problem if the first buy. Tear and Catalyst will become even worse options like that but at least tear is cheaper and can be seen as a more early alternative. Now if you want to keep the 10% CDR how about nearly removing the mana passive or nerfing it (15%) and reducing AP (20) and max mana (250). Why? Because the item, just from the max mana + AP + CDR has a gold value of 1230g for 1100g which is a 111.8% efficiency. You likely want to reach ~120% with a max mana item like this so you miss ~100g in power which would mean ~5-10% max mana back per lvl up. - AAS: too good. You have an easy and adaptive build path which makes it easier to get. +400 max mana means also +12 AP when fully built, so it only loses 18 AP for 20% CDR and +400 max mana. And when upgraded to Seraphs the shield will also become even stronger. The max mana can be ignored, but I think removing mana from a champ compleltey lin such a way is strange still. Tear at least needed time to stack up. We can ignore the 400 max mana in the costs mostly because they don't matter in the long rune, but the 20% CDR and stronger active for losing 18 AP is just too much of a buff. Every assassin in the game will cry against this + zhyonas. On top of it Ryze will need a lot of nerfs when this goes live, regardless of how you change AAS to be balanced overall, it will still be a buff to Ryze. - Ludens: Seems ok for the price - Hextech GLP: Same as ludens - Liandrys: A nerf, but that is fine if it could make up for it over time. It loses ~10-13% dmg against squishies (60-30 MR) and ~6--9% against tankier ones. Stacking up over time is fine. 5 sec needed to reach the max also seems fine. But 2/4% MAX HP per second burn for 3 sec is insane. That pretty much doubles the AVG burn power and with the rylais buff this becomes OP for sure. Go back to CURRENT HP, go up to 2.5/5% and increase the stack power to 2.4-3% (12-15%). - Morellos: Fine it seems. I would still like to see a weaker version of the GW debuff on the orb of shadow (and on bramble and exec calling). 25-30% healing reduction. Probably with a reduced duration of 1.5-2 sec. All that at the cost of some HP on the item (~160-180 HP probably) - ROA is completely lacking here. All mana items are getting some buffs but ROA is falling behind. This one actually needs the max mana buffed to 400 + 100 from stacks up from 300 + 100. - Rylais: will be too good. Go down to 80 and it will likely be a strong item. Yes, it might lack compared to some of the now changed items, but I doubt that you will leave some of these items as OP as they are now (AAS and lost chapter mostly). A more than 100% cost efficiency on such a cheap item without its passive is a bit crazy and I doubt that you can get that through and if you will likely need to nerf it pretty fast again. - Twin Shadows: OP. Easy as that. reduce the AP value to 70. It nearly reaches 2300g in stats for 2400g. We know that active is worth a good amount of gold already and not just 300-400. - Void Staff: Good nerf. Still think it needs a split and rework like LW and that MR needs to be more like armor (individual values per champ and not fixed one). - DC: with the nerf to VS this will likely see a bit more play. The buff does help but could go too far. I think a simple +10 AP flat value would be better. It serves a similar purpose as the +5% if you can get it as your second or 3rd item, but doesn't make it scale too hard. Summary: - Mana management: I think the direction is good for the new first large item, but there is too much max mana everywhere, making mana management even less important. Lost chapter especially is way too good. Removing mana management slowly from the game in the mid lane or pushing +100% max mana items onto the field early on is not really smart is it? Without one you will be done if you are a champ that needs mana. Is that really a choice then? You still give them the tools to have a lot of dmg anyways even when they "opt" for mana/sustain compared other roles that have to sacrifice something important to them (HP or Armor/MR or AD early on or crit/AS). What is the end goal here? Is is just there to force a mana item early that is so OP that you need to get it and then forke it up into 3 choices? Before we had a better system with a possible good ROA vs Ludens vs GLP vs Morellos vs AAS vs Proto, the problem was just that these 6 were not properly balaned to compete with each other. **The new system seems to give a fake choice that is worse than what we could have.** - ROA is missing in the list and it needs help - I seem to lack a proper build path now if I don't want to stack max mana. It is everywhere and what do I get on a simple burst mage like Annie after Ludens or a ROA? I need to take Rylais or Twin shadows into Radadons and then VS? Last a Zhonyas. Where is the actual option on the build path? Yes, you can now chose your first larger buy more freely (you still only have 3 options and each is focused more towards one style and stacking max mana items still isn't useful) but in the end after that you lack options. You made the VS vs Rabadons choice a battle again, but outside of that this rework lacks. Still no overall better item builds or actual choices. - **The only good changes I see are the 10% unique CDR system (but CDR needs a total overhaul anyways), the new Morellos and the changes to VS, Liandrys and Rabadons. Also trying to add Twin back and the new AP item to fill ludens niche seems fine.** In the end I see the current lost chapter + upgrade changes as a huge step back towards forcing people into certain build paths. Yes, it will differ again based on what champ you play probably, but it could have been way more than that and it also only works if the balancing is done right this time, which was already the problem before. You never tried to fix the old Morellos by creating a new anti healing item and removing that GW passive from it and nerfing lost chapter (1000g up from 900g) and working o things like ROA. Why should the new system work any better when it offers less possible choices in the end and you need to have to face the same problem, to get the balancing right this item? I was actually only trying to talk about the items and their power mostly but as I went through all of it I realized that instead of liking it, it all tunred towards a negative feeling because I realized how this will not be an unpgrade. If done right it might be, just because Riot never tried to fix morellos/lost chapter over the last years. But the effort is way too much for nearly no gain and in the end the max potential behind the system is lower than we have right now.
RoA I'm a little worried about, but I think given how Lost Chapter has CDR so doesn't need to be built before 15 minutes to get decent value out of it, Roa ought to be fine. With Hextech GLP losing it's HP, it's made RoA more valuable as a bruiser item that gives AP, Health and Mana.
PhRoXz0n (NA)
: AP Itemization on PBE (8.4)
As a Ryze, Zilean and Kassadin player, all I can do is breathe heavily and slowly unzip my trousers.
Rioter Comments
: No option to report people who don't go Inspiration secondary for Stopwatch?
I mean, if you're against a poke lane in say bot lane, and their team has no real dive potential, biscuits will probably do a lot more for you overall.
: If you can't carry your games, you don't deserve to be higher
Have to disagree with this mindset. Sometimes there are games that just can't be carried. You can be the best Nami support in the world but if your teammates don't group or your ADC is too forward all the time even if you POLITELY ask them to avoid putting themselves in precarious situations, then you're gonna have a bad time. While assessing how you could've played better is very important, sometimes you need to accept that you played the best you could in your role. While all roles can carry to some extent either through damage, objective control, macro, or teamwork, League at the end of the day is a team game. Yes, I know I don't play a lot of ranked, but I know one thing and that's that I've seen way more friendly, relaxed teams make comebacks than toxic, cheeto dust sweating toxic teams. Also I watch waaaaaaaaaaaaay too much LCS, LCK and LPL. Time to pick through each point because I have no fucking life. 1. Currently, only 13 champions sit at above 53% win rate. Some of these have play rates of less than 1%, implying that it's probably a few one tricks who have mastered their champion at a high level of play. If you don't have great game knowledge or need a long time to get used to champions IE a lot of us chumps at low level play, then jumping from champion to champion each time they get nerfed might not be sustainable. By all means pick a strong champion to play, but try pick one you're certain won't be beaten into the ground with nerfs. Mastering a small pool is more effective at low level play than meta abuse. 2. Braum main with 71% win rate over pre-season here. Having a preference providing it isn't too far-fetched isn't bad. If it encourages you to play a champion more often and you feel that you can play confidently on it then do it! If you have fun and want to master a champion, wider understanding of the game will follow naturally. When you learn the ins and outs of a champion, you spend less time thinking about your champion and more about the game as a whole. This is why you'll often see people playing a champ for the first time making so many mistakes. They're worried about learning the champion so much that they lose sight of the game. 3. Kinda agree with. If a team is being extremely toxic or blaming without any advice, then mute them. If you think their flaming or poor attitude is going to out-weigh anything useful they can communicate to you, then mute them. It's one less thing to worry about and takes pressure off. Don't just mute willy nilly though just because a jungler politely asks you to engage earlier next time etc. 4. Depends. Obviously, some builds you see are ridiculous IE tanks building a rapid-fire cannon etc. However, there are some things to consider. Even in the very fast meta we have at the moment, the lowest ranked games last longer than challenger games. Sure a lot of challenger adcs might build a GA third, but that's probably because they have a lead, know they can hold onto it, and can win before the other adc get's a better third item. Unless you're confident your team will group for objectives/ peel, it's better to think about the late game if people aren't grouping for an earlier win. 5. Try harding or having fun? Why not both! I play my normals to win and have fun doing it. The first support to hit rank 1 in NA challenger is Olleh, and he's known for being extremely friendly and relaxed. Tilt is a game loser, and not having that positive barrier in yer head is a great way to feel worse about a game, thus make more mistakes. 6. Again, league is a team game. Some comps just can't 4 v 5. Sure a Yasuo, Yi, Vayne and Orianna support comp could potentially 4 v 5 if the game went on long enough, or, if a very early game team like Lee, Zed, Cait and Blitz bot got a good advantage. A good team however, will take advantage of a missing player/troll to group and win, or to 1:3:1 push. Do your best to win, but don't beat yourself up if their Nasus got to free farm when Shen AFK'd, or if their Kat roamed because Azir decided to run down mid. It isn't always your fault. 7. All together people, league is a team game. If you're an 0/3/1 Maokai but your Tristana is 6/0/1 you should probably stop building full AP and tank for them. There's also proxy carrying, in which you do everything in your power to spoon feed gold to the players on your team which is really what most good tanks should try to do. 8. I kinda agree with this, but it needs context. If you got 11 kills and died 8 times but every death and collection of kills secured a major objective for your team, then it could be wurf. The opposite is true too, if you got a whole bunch of kills but didn't get anything out of them except gold, while you dying secured a turret for the enemy team then you done did a goof. 9. Yup, mostly agree with this. If your fed hyper carry wants to take mid while the enemy jungler is bot, you join them. While defending other objectives should be considered, if grouping with a carry wins the game, then group. One exception to this though is a well-timed split push bot when your team is pretending to threaten baron. This creates a situation in which the other team has to either try teamfight, or protect the turret. Ideally you either get a free baron, or a free turret. There's also the good old 1:3:1 with baron, but that requires even more coordination. These need communication though, so another reason to not mute everyone without reason. 10. While put harshly, yeh. Always keep checking your map. You can set up a timer online to go off every few seconds, prompting you to check the map. Warding is extremely important for every role, but it's useless if you don't look at the map. One thing you can do though is support your teammates by using pings effectively. Don't ping missing in your lane if they roam or are missing, ping right on top of the neighbouring lanes. Hell, even type it in chat. This is especially important against roaming champions like Talon, Katarina, Bard etc. To clarify, as a player you do have responsibility for your actions and should try to improve. There's getting carried when you lose lane, but there's also getting carried by someone that you actively set up plays for. There are times where you could have perhaps played better, but there are other times where your teammates made poor calls you couldn't save or rectify. Self-assess, but don't get stressed. I also clarify this in no way justifies flaming. If your team is making mistakes, communicate politely and help them improve by offering salt-free advice (not commands). Discuss it, and you might even realise that perhaps you have a flaw in how you perceive the game yourself. It might not even help you this game, but next time your 0/7 Yasuo is agains a Singed, he'll know not to chase. You're then not just helping him, but his future teammates too.
Krigjer (NA)
: > Neither the original writer nor champion designer were credited at the end of the comic. Riot has teams of content creators- writers, artists, champion designers. It's not just one person writing all the lore. Basically I'm saying that this is the direction Riot wanted his character to go- it's not like a fan or a guest artist decided to add in some 'non-canon' Darius personality.
> [{quoted}](name=Krigjer,realm=NA,application-id=6kFXY1kR,discussion-id=BAmj8Uy7,comment-id=000200000000,timestamp=2017-08-18T21:05:11.007+0000) > > Riot has teams of content creators- writers, artists, champion designers. It's not just one person writing all the lore. > > Basically I'm saying that this is the direction Riot wanted his character to go- it's not like a fan or a guest artist decided to add in some 'non-canon' Darius personality. Again, go listen to Darius's quotes. The whole point I'm making is that we now have a massive disconnect between everything we've seen in the character in game and previous depictions in respect to this comic. They've either semi-retconned his character with no catalyst, or they have this sensitive emotional story for a character with the emotions of a brick. Covered in blood. The ironic thing is that the writer used to write mainly for warhammer 40K, probably THE universe Darius wishes he could live in. When a writer is asked to write for a character in film or franchise they didn't create, they can, of course, take the character in a new direction, but it's expected they at least get the basic feel and nature of the character down. This time, they didn't. Here. Scroll down and look for the question about his reflection. http://forums.na.leagueoflegends.com/board/showthread.php?t=2148239&page=2#post24567587 That question was answered by the original lead writer for Darius. Again, a writer can take a pre-existing character in a new direction, but some fundamentals need to stay in tact.
Krigjer (NA)
: > I feel there's a major lack of understanding of the type of character Darius is meant to be I think who a character is meant to be is better left to the creator of that character. > If Darius just remains a screaming, murderous, "BLOOD FOR NOXUS" type at literally all times, there's nothing dynamic about his character. It just makes him extremely one-dimensional. This. As said in previous post, my counterargument is that giving him a past romance and a soft spot makes him HUMAN. It makes him relateable. I think a Noxian romance was handled very well. They weren't all lovey dovey- he was a soldier even in that quiet moment. He was a commander even when sieging a city defended by a former lover. Even when telling her that she would lose this battle, he wasn't begging her. He was trying to reason with her.
> [{quoted}](name=Krigjer,realm=NA,application-id=6kFXY1kR,discussion-id=BAmj8Uy7,comment-id=0002,timestamp=2017-08-18T20:32:17.683+0000) > > I think who a character is meant to be is better left to the creator of that character. Neither the original writer nor champion designer were credited at the end of the comic. The thing is that from what I understand from his voicelines and bio, if our in game Darius had an old friend who was holding a city Noxus needed from him, their head would be on the floor in less than a second. Also, I'm really tired of this obsession of making all characters (particularly villainous characters) understandable. Sometime we don't need a misguided but totally understandable character, maybe we want someone whose shoes are permanently dyed brown from kicking so much arse.
Gunpoint (NA)
: They just expanded upon his character, his personality in game reflects his attitude prior to this comic I'm assuming. I'm sure he'd be more introspective after, but it is not visible in game.
> [{quoted}](name=Gunpoint,realm=NA,application-id=6kFXY1kR,discussion-id=BAmj8Uy7,comment-id=0003,timestamp=2017-08-18T20:37:54.422+0000) > > They just expanded upon his character, his personality in game reflects his attitude prior to this comic I'm assuming. I'm sure he'd be more introspective after, but it is not visible in game. True, but then we have the issue that a lot of this comic is set when he was a young man and jump to an older age repeatedly with little visible change in personality. I'd be happier with it if they retconned his backstory a little and gave him some extra voice lines to make him a deeper character, perhaps one who occasionally has doubts about Noxus. I'm open to a more sensitive Darius, but it doesn't match up with his bio or actions in game. Go on to the league wiki and listen to his voice lines. If they don't take the opportunity to sort this out and rekerjigger his origins a bit with the Swain rework, I'll be disappointed.
Rioter Comments
Kloqdq (NA)
: Man that Comic though
I really didn't like it. I appreciate Riot wanting to make characters more human, but to me this isn't the story of a man who would kill his commander for cowardice then killed all the leaders he didn't like. The ending wasn't one where the main character would stick to their way of life, but doubt it. But if this is a backstory for him, why is he still a fervent supporter of Noxus? I really liked the artwork at points, but to me I feel the writer didn't understand the character.
Show more

Skullthorn

Level 239 (EUW)
Lifetime Upvotes
Create a Discussion