Meddler (NA)
: We'll be testing some stuff out, nothing concrete enough I'd want to make any promises about changes in preseason or particular directions though.
Edge of Night and Predator Keystone canceling each other if both actived in the same time and is something i found out long time ago. I think this is too harsh
Parznip (NA)
: What if Tryndamere's Passive Gave Him Attack Speed Instead of Crit Chance?
I don't think Tryndamere's concept should be around attack speed since he carries a huge sword so his attacks should feel like something heavy over something fast.
Meddler (NA)
: Quick Gameplay Thoughts: October 10
> Bounty scaling - Bounties will now be scaling somewhat off minions/monsters killed, not only off champions killed. That means that focusing farm so heavily on one champ becomes a bigger risk, with greater payout for the enemy if they can shut them down, given better options against funnel strats. What would you do to encourage champions Master Yi to go into teamfight when they rely on farming so much? He got no CC or utility that would help the team. I really like to go teamfight as Yi but sometimes it is really bad option. When comes to ganks his ganks are below average while Volibear is a beast. > Bounties will now be scaling somewhat off minions/monsters killed, not only off champions killed Meanwhile champions who do not rely on CS, like Voli, Lee, khazix, will have shit tons of gold. Nearly every champion that splitpush and rely on CS will be affected negatively and every champion that performs well in teamfight will be much better when they already are really good teamifighters
Meddler (NA)
: Quick Gameplay Thoughts: October 10
>Barricade (temp name) gold - Being able to gain rewards from pushing on a tower even if you can't take it down entirely makes leaving a lane uncontested a higher price to pay. That also reduces the appeal of funneling play in most circumstances When Gold Funnelers like YI/Taric kill enemy mid and jungle they would probably try to take down the turret immediately.
Meddler (NA)
: Quick Gameplay Thoughts: October 10
>Essence Reaver - Cutting 200g off the cost as short term help. Might have something larger for it later in the year, want to make it a better regardless now though Are you reducing the cost of {{item:3508}} Essence Reaver by 200 gold? Every time i build this item I deal significantly less damage. I never had good results with it even tho it was buffed several times Maybe if you add bonus damage to it then it would be stronger item. It was already buffed several times
Saibbo (EUW)
: I like that it looks more 'cleaner' than before but even if I can still read it I definitely don't like forcing my eye too much to read this small numbers either, i wish they gave use the opportunity to increase it
> [{quoted}](name=Saibbo,realm=EUW,application-id=3ErqAdtq,discussion-id=OQU8x6VU,comment-id=0005,timestamp=2018-10-10T20:32:55.842+0000) > > I like that it looks more 'cleaner' than before but even if I can still read it I definitely don't like forcing my eye too much to read this small numbers either, i wish they gave use the opportunity to increase it Exactly. It may be a bit clear but it shouldn't force your eyes to get simple information
  Rioter Comments
: > [{quoted}](name=Chiken138,realm=EUW,application-id=A7LBtoKc,discussion-id=zpaM5Ki1,comment-id=0047,timestamp=2018-10-05T17:32:17.816+0000) > > Meddler the better Question for u is, Why u dont consider Lethality Stats on the Rune changes in Preseason. Stop ignoring us, communicate with ur Players We are considering lethality/mpen. We consider a lot of different stats, weighing up the pros and cons of each stat. Whilst I do like the idea of lethality and magic pen existing as a pre-game option, we have to keep in mind that for a large number of our players, knowing when to choose between AP and Mpen is a pretty complex (or impossible) choice. Lethality is still on the table. Anything can change between now and when pre-season drops. :)
> [{quoted}](name=Riot Rovient,realm=NA,application-id=A7LBtoKc,discussion-id=zpaM5Ki1,comment-id=00470000,timestamp=2018-10-05T21:29:07.657+0000) > > We are considering lethality/mpen. We consider a lot of different stats, weighing up the pros and cons of each stat. > > Whilst I do like the idea of lethality and magic pen existing as a pre-game option, we have to keep in mind that for a large number of our players, knowing when to choose between AP and Mpen is a pretty complex (or impossible) choice. > > Lethality is still on the table. Anything can change between now and when pre-season drops. :) I personally think running both m-pen and AP together gives optimal results since MR is generally lower than Armor therefor m-pen is more effective altho there is probably more Lethality than magic pen options.
Rioter Comments
: Holy f***, the damage!
damage is too much and crowd control is fine?
Rioter Comments
: This honestly sounds like you just listed problems that basically every melee autoattacker faces. Tryndamere, jax, garen, etc all share most of those problems (sure trynd doesn't have mana but he has to autoattack for his sustain, leaving him vulnerable to poke), so it sounds like you're just listing the weaknesses of a champion class. And I sure hope every champion class has weaknesses.
> [{quoted}](name=FortColors,realm=NA,application-id=3ErqAdtq,discussion-id=HAnqrQTv,comment-id=00080001,timestamp=2018-10-01T21:37:38.944+0000) > > This honestly sounds like you just listed problems that basically every melee autoattacker faces. Tryndamere, jax, garen, etc all share most of those problems (sure trynd doesn't have mana but he has to autoattack for his sustain, leaving him vulnerable to poke), so it sounds like you're just listing the weaknesses of a champion class. > > And I sure hope every champion class has weaknesses. if you gank tryndamere he will go toward the bush and will spin away toward his turret Jax will do the choppa and stun you while ward/minion hop Garen bonus MS on Q and Slow cleanse and cc resistance and not hard to gank Darius can pull you, root and and then just walk away while Decimate for health restoration Fiora's ult gives her massive MS and can perry hard cc if needed Yi barely have any options for escape. 25% movement speed are pretty much nothing. Basic abilities gives give more MS. if he Alpha Strike minions he has very small chance to escape since he will most probably hit many target increasing Alpha Duration so enemies can catch up Almost every champions have CC to gank another lane. Yi got none of it. Now you know the reason for AFK farming
Kadexe (EUW)
: I understand that this is a small change that won't solve core problems of Master Yi's design, but it's hard enough to get a little change like this upvoted. I could post a full rework, but realistically the Gameplay community would reject anything that isn't totally underpowered just because Master Yi's weaknesses aren't clear to them. I don't mean to say that lower mana costs aren't appreciated, it's just that any little increase in his difficulty would make him a healthier champion in low elo. And I'm not suggesting bringing it to 110 again, 70 or 80 mana would be fine and more than enough to compensate for this buff.
> [{quoted}](name=Kadexe,realm=EUW,application-id=3ErqAdtq,discussion-id=HAnqrQTv,comment-id=00080000,timestamp=2018-10-01T17:33:20.476+0000) > > I understand that this is a small change that won't solve core problems of Master Yi's design, but it's hard enough to get a little change like this upvoted. I could post a full rework, but realistically the Gameplay community would reject anything that isn't totally underpowered just because Master Yi's weaknesses aren't clear to them. > > I don't mean to say that lower mana costs aren't appreciated, it's just that any little increase in his difficulty would make him a healthier champion in low elo. I don't know what defines champions as health. Maybe more so as "acceptable" Was Master Yi healthier when he had bonus damage to minions? I think if Riot is suppose to work on YI they have to focus on the points I mentioned - better duelist, better teamfighter, greater way to outplay his opponents and some better ganking and escape tools in his kit. For instance most of the time when Yi outplay his opponents is because of Alpha Strike Many champions have no bonus damage to minions yet they do pretty well in higher elo
Kadexe (EUW)
: @Riot Please Nerf+Buff Alpha Strike
This is my personal viewpoint and experience as Yi main For me the issues with Yi as a **Agile Skirmisher** is the poor escape mechanic and poor ganking capability which is the thing needs to be improved. 25% movement speed on **Ultimate** ability is laughable. What tools do I have in Master Yi's kit to gank enemy lanes? What do I do when enemy ganks me? I personally would like to see Master Yi as duelist and teamfighter and less farming oriented --- And exactly what makes you better player when you are managing your mana better? If you are not using your abilities you will get shit tons of harass from laning opponents. No one will allow you to stay on lane and farm. You will use Alpha Strike to clear minion wave then enemies will throw all their abilities on you and die. You need to be more mindful of your laning opponent than clearing minions wave. You should know pretty well that you save Alpha Strike to counter other champions abilities On other hand there are champions like Gnar that also harass you alot with ranged attack and Boomerangs. In that case you are not allowed to farm so you must use Alpha Strike to fight Gnar and use the damage advantage that you have against him. So you are forced to use Alpha Strike more often. Same goes with Lissandra that forces you to use Alpha Strike against her more often. So mana costs reduction comes in handly quite alot for laning Yi. Champions have abilities and should rely on them For a jungle YI mana cost is not a problem even if it was 70-110 because of mana regenerating that provides from the jungle item. For Top Yi however this is huge deal. Up until now I was forced to use mana runes just to be able to stay on lane for longer. Not to mention that there are lots of champion that either have low mana costs or champion with high resource regeneration or resourceless champion who on top of that spam their abilities. Meanwhile Yi mains who play Laning Yi have to deal with insane mana costs of 70-110. So while i am trying to farm in melee form I have to deal with other champions of spamming abilities while my Alpha Strike costs 110 mana. Take Yi vs Gnar for instance. Not only Gnar is harassing you from distance but he also spams boomerangs whenever it is off cooldown. For me mana cost reduction improved lane sustain quite alot. I am able to fight my opponents much frequently without relying mana runes. The miss of bonus damage to minions is not issues for me. Alpha Strike caster minions and finish them off with 1 auto attack
: Yep, you can double down on one option! AD x 2 and 1 Armor AS x2 and 1 MR etc
> [{quoted}](name=Riot MapleNectar,realm=NA,application-id=A7LBtoKc,discussion-id=aIUyiwdc,comment-id=000b0000,timestamp=2018-09-28T17:34:29.653+0000) > > Yep, you can double down on one option! > AD x 2 and 1 Armor > AS x2 and 1 MR etc Why people who want to play offensively are forced to take one defensive option or vice versa?
: Preseason Dev Update Number 2!
https://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fimgur.com%2FHv8ZswR.png&key=f0abbd34f14549f3a15cd94dd9970851&width=600 does this means the turret takes extra damage from behind? :3
: Let's talk about turrets :I
https://boards.na.leagueoflegends.com/en/c/developer-corner/aIUyiwdc-preseason-dev-update-number-2
: Riot is Making Me Hate Pro Play and Their Greed is Making Me Have Little Faith in The Devs
Everyone wants Riot to buff towers so Riot is buffing towers for next season as everyone wanted
Saezio (EUNE)
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=EspGoP1u,comment-id=000000000001000000010000,timestamp=2018-09-28T21:43:26.392+0000) > > I want OPTION so he stops using Devour on me as an Ally. What part of OPTION you are too dumb not to understand? Nice insult. L2P people would accidentaly cancel tahm W if it was an option. If you don't like it ban it.
Banning Kench when ally wants it is considered Negative Attitude you dumass
usul1202 (NA)
: But you control when and where kench spits you out. The cc duration is about the same before you're released, including animation
> [{quoted}](name=usul1202,realm=NA,application-id=3ErqAdtq,discussion-id=EspGoP1u,comment-id=0000000000010000000000000000,timestamp=2018-09-28T21:45:47.126+0000) > > But you control when and where kench spits you out. The cc duration is about the same before you're released, including animation Not exactly. Kench can control where he spits you 1 seconds after Devourer. You can exit by your choice at the same time. So it's about who pressed the button faster Allies should be able to exit 0.25 seconds after are being devoured so kench does not control them I also don't expect Kench to do anything for me at all. I don't want him near me It has poor visual notification. In teamfight I even don't know I am devoured by ally Kench. I can't do anything for 1 second. Wuju Style lasts 5 seconds and Highlander 7 seconds
Saezio (EUNE)
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=EspGoP1u,comment-id=0000000000010000,timestamp=2018-09-28T21:04:32.096+0000) > > man wtf is wrong with you seriously? > > I just want him to be able to deny him to use devour on me as an Ally. I want it to be **OPTIOn** like his Ult works > > I don't understand why you even write here > > WTF dude? > > I know I can ban him but it ain't solution to the problem. You just ignore the problem U want to be able to deny bard ult too maybe? Or kalista R?
I want OPTION so he stops using Devour on me as an Ally. What part of OPTION you are too dumb not to understand?
: It could be worse, I don't like playing with kalista when she bonds to you. You have no choice if you're near her and she wants to rip your feet off the floor. With TK he has to walk up to you which makes it easier to avoid.
> [{quoted}](name=SoundChaosDebug,realm=NA,application-id=3ErqAdtq,discussion-id=EspGoP1u,comment-id=00000000000100000000,timestamp=2018-09-28T21:06:58.169+0000) > > It could be worse, I don't like playing with kalista when she bonds to you. You have no choice if you're near her and she wants to rip your feet off the floor. > > With TK he has to walk up to you which makes it easier to avoid. with Kalista you have to choice to exit instantly in another direction Kench however holds you and waste your buffs (I actually don't how I feel about kalista either tho)
: This isn't some me too movement, just ban him.
> [{quoted}](name=SoundChaosDebug,realm=NA,application-id=3ErqAdtq,discussion-id=EspGoP1u,comment-id=000000000001,timestamp=2018-09-28T20:59:19.807+0000) > > This isn't some me too movement, just ban him. man wtf is wrong with you seriously? I just want him to be able to deny him to use devour on me as an Ally. I want it to be **OPTIOn** like his Ult works I don't understand why you even write here WTF dude? I know I can ban him but it ain't solution to the problem. You just ignore the problem
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=EspGoP1u,comment-id=00000000,timestamp=2018-09-28T20:48:21.214+0000) > > i dont want him ever to touch me > > I hate kench with passion! Too bad. Ban him and you'll get counterpicked. He's a good peeling support and will win you games.
> [{quoted}](name=Baron Barian,realm=NA,application-id=3ErqAdtq,discussion-id=EspGoP1u,comment-id=000000000000,timestamp=2018-09-28T20:52:49.182+0000) > > Too bad. Ban him and you'll get counterpicked. He's a good peeling support and will win you games. except that i lost games because of these assholes and denied me lots kills as well the only this troll does is devouring allies and throw them into enemies
: Well, looking at the info of the game itself (I'm in NA, so I had to use OPGG), he likely saved you from mindlessly inting. You weren't exactly ahead that game.
> [{quoted}](name=Baron Barian,realm=NA,application-id=3ErqAdtq,discussion-id=EspGoP1u,comment-id=0000,timestamp=2018-09-28T20:45:44.428+0000) > > Well, looking at the info of the game itself (I'm in NA, so I had to use OPGG), he likely saved you from mindlessly inting. You weren't exactly ahead that game. i dont want him ever to touch me I hate kench with passion!
Rioter Comments
Rioter Comments
: Who else hates Infinity edge?
10% crit damage to true damage conversion does nothing. Not to mention you cannot buy it as a stand alone item or early item because it requires crits
Meddler (NA)
: Quick Gameplay Thoughts: September 26
Hey Meddler Will Phantom hit get it's own unique item rather than mixing it with Rageblade? Rageblade is suppose to be oriented toward hybrid champions which suppose to benefit from casting abilities and maybe attacking at the same time or something that benefits dual scaling champions. Phantom hit is focused around making on-hit effects stronger so I don't think this passive belongs to Guinsoo's. Also On-hit effects are probably better when they are mixed with attack speed. For instance it would deal additional damaged based on bonus attack speed which would reward attack speed based glass cannon champions.
: What the fuck is wrong with Yi?
How is he unbalanced if he has so many counters and has no CC in his kit? If he doesn't do alot of damage what is he suppose to do then? You can be 1-5 Malphite, Hecarim or many Top Laners and still be tons of help to your team If you are 1-5 Master Yi you are useless 90% of the time I am interested to see how he Right Clicks you
: ...Are you taking Yi mid, or...?
> [{quoted}](name=BobaFlautist,realm=NA,application-id=3ErqAdtq,discussion-id=o9oyKkhu,comment-id=0001,timestamp=2018-09-25T16:37:18.418+0000) > > ...Are you taking Yi mid, or...? Yi top
: Tbh, that's less a Yi problem and more a Heimerdinger problem. Heimer is just too oppressive versus most melees (one of the only exceptions, somewhat ironically, being Nasus, because after a certain point his sustain from hitting Q and the damage on Q become higher than the damage and health of the turret, making Heimer's turrets just free stacks), primarily because his turrets automatically target the enemy closest to them, rather than following a targeting pattern similar to normal turrets (where they'll only prioritize champions if they enter range first or attack an allied champion). Honestly, that's the biggest change Heimer needs to his Q. Combine that with making using Zhonya's kill his ult turret, and he'd almost be a healthy champion.
Yi used to counter the Donger cause he used to do bonus damage to minions. Now that is removed and there is no longer anything that Yi can do against the donger
Rioter Comments
Rioter Comments
rawiazam1 (EUNE)
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=IteXcIsu,comment-id=00000001,timestamp=2018-09-23T15:41:01.480+0000) > > 1% Bonus Attack Speed = 1 Damage > > 30% x 100% Bonus Attack Speed = 30 Damage > > If you have lethal Tempo you exceed the speed cap and deal more damage that makes more sense
I thought people would be able to figure it out themselfs but it seems i didn't make it clear enough
rawiazam1 (EUNE)
: the sacling makes no sense. attack speed items gives precentage attack speed gain, and attack speed get's no higher than 2.5, so if it deals 80% attack speed damage, it would deal about 2 damage
1% Bonus Attack Speed = 1 Damage 30% x 100% Bonus Attack Speed = 30 Damage If you have lethal Tempo you exceed the speed cap and deal more damage
Rioter Comments
Rioter Comments
: Merlin's Ward [Item Concept]
Most of AP Champions rely on their abilities to do damage and less about their basic attacks so I think you should definitely include stack per Ability Cast. What I would do is -**Spellcasts** and basic attack to give 1 stack -max stacks: 8 Is the item focused on Tankiness? - 5 AP per stack? Since it's focused around ability to take damage why give it late game scaling? - max % damage reduction: 20% (or 16%)?
: I don't see the word "mobility" in "Empowered abilities and resource manipulation", can you?
Mobility Runes belong in **Precision** tree would help skirmishers and auto attack based champions to either stick to their targets or reach their targets, or maybe outmaneuver their opponents
Antenora (EUW)
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=A7LBtoKc,discussion-id=Jj6ULKw7,comment-id=0049,timestamp=2018-09-14T19:40:01.591+0000) > > Hey Meddler > Don't you think {{item:1419}} Bloodrazor is kinda too weak compared to {{item:3153}} Blade of the Ruined King? > > Bloodrazor feels very misserable. Blade of the Ruined King offers way more than Bloodrazor > > For 3200 gold {{item:3153}} BORK offers Attack Speed, Attack Damage, Lifesteal, %current health bonus damage, slow on active > for 2625 gold {{item:1419}} Bloodrazor offers attack speed and % max bonus damage > > {{item:3153}} Bork's passive does 55 (40 AD + 15) minimum damage on hit > {{item:1419}} Bloodrazor minimum damage feels very miserable especially for early game gank and farming and it feels like it gives no minimum damage. Bloodrazor is applied to basic attacks only and I cannot figure out why you keep it so bad. BORK gives bonus AD so you get additional phys damage that also benefits abilities and can critically strike. It feels like laners have huge unfair advantage vs on-hit junglers. > > I think your team have to rethink Bloodrazor a little bit and make it feel better for early game cause right now you feel you get massively overpriced Attack Speed and the passive barely does anything since it is easily countered by Armor > > > One thing I would suggest > > Bloodrazor: basic attacks does 30 (+3% target max health) bonus phys damage and applies lifesteal effect to basic attacks. Maybe basic attacks also heal for 10 (+1% target max health) > > Or you could rethink the entire item concept because it offers very little and early game feels bad for onhit junglers Bloodrazor is the stronger of the 2 though.... Bloodrazor is 4% Maximum HP damage. It's damage is a static 4% of the targets maximum HP reduced by armor. BoTRK is 8% CURRENT health damage. **The lower the health % of the target when the damage is applied, the less damage it does.** ------------------------------------------------------------------------------------- These numbers are based on a target having 3,000 HP. Armor has not been calculated. {{item:1419}} vs 100% HP = 120 bonus damage per attack before armor. {{item:1419}} vs 50% HP = 120 bonus damage per attack before armor. {{item:1419}} vs 25% HP = 120 bonus damage per attack before armor. {{item:3153}} vs 100% HP = 240 bonus damage before armor {{item:3153}} vs 50% HP = 120 bonus damage before armor {{item:3153}} vs 25% HP = 60 bonus damage before armor Blade of the Ruined King is also affected by armor. Same as Bloodrazor.
> [{quoted}](name=Antenora,realm=EUW,application-id=A7LBtoKc,discussion-id=Jj6ULKw7,comment-id=00490000,timestamp=2018-09-14T20:16:01.813+0000) > > Bloodrazor is the stronger of the 2 though.... > > > Bloodrazor is 4% Maximum HP damage. It's damage is a static 4% of the targets maximum HP reduced by armor. > > BoTRK is 8% CURRENT health damage. **The lower the health % of the target when the damage is applied, the less damage it does.** > > ------------------------------------------------------------------------------------- > > These numbers are based on a target having 3,000 HP. > Armor has not been calculated. > > > {{item:1419}} vs 100% HP = 120 bonus damage per attack before armor. > {{item:1419}} vs 50% HP = 120 bonus damage per attack before armor. > {{item:1419}} vs 25% HP = 120 bonus damage per attack before armor. > > {{item:3153}} vs 100% HP = 240 bonus damage before armor > {{item:3153}} vs 50% HP = 120 bonus damage before armor > {{item:3153}} vs 25% HP = 60 bonus damage before armor > > > Blade of the Ruined King is also affected by armor. > > Same as Bloodrazor. I know perfectly how it works you don't have to explain it to me I rather do (8% target current health + 40 AD) over (4% target max health) BORK massively outclasses Bloodrazor Not to mention that BORK also affects abilities because it provides Bonus AD while Bloodrazor does not
Meddler (NA)
: Quick Gameplay Thoughts: September 14
Hey Meddler Don't you think {{item:1419}} Bloodrazor is kinda too weak compared to {{item:3153}} Blade of the Ruined King? Bloodrazor feels very misserable. Blade of the Ruined King offers way more than Bloodrazor For 3200 gold {{item:3153}} BORK offers Attack Speed, Attack Damage, Lifesteal, %current health bonus damage, slow on active for 2625 gold {{item:1419}} Bloodrazor offers attack speed and % max bonus damage {{item:3153}} Bork's passive does 55 (40 AD + 15) minimum damage on hit {{item:1419}} Bloodrazor minimum damage feels very miserable especially for early game gank and farming and it feels like it gives no minimum damage. Bloodrazor is applied to basic attacks only and I cannot figure out why you keep it so bad. BORK gives bonus AD so you get additional phys damage that also benefits abilities and can critically strike. It feels like laners have huge unfair advantage vs on-hit junglers. I think your team have to rethink Bloodrazor a little bit and make it feel better for early game cause right now you feel you get massively overpriced Attack Speed and the passive barely does anything since it is easily countered by Armor One thing I would suggest Bloodrazor: basic attacks does 30 (+3% target max health) bonus phys damage and applies lifesteal effect to basic attacks. Maybe basic attacks also heal for 10 (+1% target max health) Or you could rethink the entire item concept because it offers very little and early game feels bad for onhit junglers
Terchio (NA)
: Jungle items aren't supposed to be full-fledged items. They're supposed to give support in the jungle while being a cheaper version of a full item, more or less. A couple differences stick out, but that's the general idea. Also, BotRK has 8% Current Health damage, Bloodrazor has 4% Maximum Health damage. Averaged over the lifespan of a champion, assuming attacking 100-0, those are the same amounts of damage. As far as assassination damage goes (last hit), Bloodrazor has the advantage, barring base damage. The cost efficiency is simply not that bad, so long as your champion uses basic attacks well. Try comparing {{item:1400}} {{item:3508}} .
> [{quoted}](name=Terchio,realm=NA,application-id=3ErqAdtq,discussion-id=95UKuaMR,comment-id=000200000001,timestamp=2018-09-13T01:11:30.516+0000) > > Jungle items aren't supposed to be full-fledged items. They're supposed to give support in the jungle while being a cheaper version of a full item, more or less. A couple differences stick out, but that's the general idea. Bloodrazor: 50 Attack Speed, 4% target max health as bonus phys damage How the hell 4% target max health supports me as a Bloodrazor jungler? The only thing I get is attack speed and % max health bonus phys damage does not exist. I probably be better if I buy 5 dagger are far less expansive than bloodrazor and give me far more than what it does Someone that does only damage and you take away the damage from that champion, then that champion will do absolutely nothing in ths game so on-hit champion in the jungle is badly supported There are so many games I am completely useless for 15-20 minutes
: You get 50% AS and do 40 physical damage per 1000 the champion you are hitting has. This gives it a lot of damage potential that scales as the game goes on. I think that bloodrazor's biggest issues are there aren't more champs that scale with attack speed particularly junglers and games are still a little too quick for it.
> [{quoted}](name=Linna Excel,realm=NA,application-id=3ErqAdtq,discussion-id=95UKuaMR,comment-id=000200000000,timestamp=2018-09-12T20:27:17.939+0000) > > You get 50% AS and do 40 physical damage per 1000 the champion you are hitting has. This gives it a lot of damage potential that scales as the game goes on. > > I think that bloodrazor's biggest issues are there aren't more champs that scale with attack speed particularly junglers and games are still a little too quick for it. You do 15 damage to minions and monsters with 400 health. It ain't fine So basically Riot could change bork to give more AD and more damage to minions and monsters so ADC can build it more often but jungle champions who build bloodrzor can suck and being useless for the first 20 minutes of the game?
: 50% AS is nothing to underestimate though. One problem I have with the item is its one of the few on-hit effects that don't apply life-steal. Maybe that's a place riot can look for a small buff to the item. As for the on hit damage, I think it's fine. The damage is fair against all and it scales best against tanks. IMO it's a great second item on Vayne if she's not going crit. {{champion:67}}+{{item:3153}}+{{item:1419}}+{{item:3124}}= crazy damage that makes Phreak happy.
It's Fine? Is that your final build? {{item:1042}} {{item:1042}} {{item:1042}} {{item:1042}} {{item:1042}} {{item:1042}} Cause it's what you get when you build bloodrazor Like I mentioned Bloodrazor is really bad compared to Bork. Bloodrazor gives only attack speed and some damage (physical btw that is countered by armor) Blade of the Ruined king gives you so much more 25% attack speed 40 Attack Damage 12% lifesteal. Passive procs Lifesteal basic attack does 8% target current health with minimum 15 damage to minions and monsters BORK does 55 damage minimum damage to minions and monsters Bloodrazor you have to cheese between [1] True damage per second + damage reduction [2] true damage with speed boost and slow target Bloodrazor is several times WORST than BORK. BORK fits the sustain role so much better than Bloodrazor. Bork gives you sustain that allows you to apply the damage that you need to apply as sustain fighter. If you have 0 tankyness and sustain you do nothing since you cannot apply this low amount of damage.
Rioter Comments
: Can we stop with this true damage non-sense
If we take away his True Damage can we give him more speed, stuns, knock ups/backs, shields, armnor reduction/penetration, maybe 10 seconds stealth with massive movement speed, ally buffing abilities and so on?
: Runes vs Runes Reforged: Improving gathering storm
I think Gathering Storm should grand AD/AP per minute instead every 10 minutes for instance 1.5 AD / 2.5 AP per minute
: I'm glad you asked! I enjoy playing Master Yi in toplane sometimes, and very rarely midlane. He's mainly played in the jungle because his laning has a number of issues. His lane trading is very linear and predictable; you attack minions to stack Double Strike, then Alpha Strike your enemy, press E and attack them a couple times. Then you just kinda... waddle back to your side of the minion wave. You use Meditate to recover from any bad trades you take, and you attack the minions a lot for Alpha Strike's cooldown. He doesn't have a flexible arsenal like Fiora, Riven, or Ekko. Lots of champions can punish this messy lane trading, and it's hard to kill champions without your ult unless they badly underestimate how much damage you can do. Master Yi's mobility is really bad without Highlander; you have to use Alpha Strike to gapclose, which leaves you vulnerable to counterattack because you no longer have your untargetability available. You can't use Alpha Strike like this if you're near the enemy turret because the other player will walk under it while you're in Alpha. You can't escape from or survive ganks without Highlander, which is bad because you're melee and you'll be that much further extended than a ranged champion without the safety of being tanky or mobile. The last issue is that Master Yi can't farm from a safe distance, and can't build tank items early or he will be irrelevant. Which means when he loses lane, he loses **hard.** Your only hope of coming back in the game is with help from the jungler or by roaming elsewhere for kills. Overall, he's just a bad champion in the early game and you avoid these issues by jungling and not fighting enemies without your ultimate. You can make him work in solo lanes, but you have to be more experienced in the matchups than your opponents.
then you gave no explanation why you jungle as and good are your ganks
: Thinking about what can be done with Master Yi
Why everyone puts Master Yi into the jungler category exactly? Because he does bonus damage to monsters? So Lee Sin is a bad jungler cause he doesn't have bonus damage to monsters? Currently Master Yi's kit doesn't have anything in his kit that defines him as a jungler other than doing extra damage monsters. He is too reliant on his allies to do something and if they don't, things will go really bad when you gank as Yi. He got no slow, stun, or any type of CC that helps. Compare junglers like Nautilus, Lee sin, Udyr, Seruani and so on and now put Yi there and compare them. I played Natulus jungle and man that difference is huge. Why not Top Yi instead similar to Fiora and Irelia? You pick Yi and you counter enemy tanks or pretty much any top laner since Master Yi have a nice anti-tank sustain damage. Basically if you split push you might as well pick tanky jungler while Top Yi split pushes most of the game Jungle YI does the same thing like Top Yi does. The Difference is that jungle YI afk farms for most of the time while top YI actively applies pressure to his opponent. The drawback is Yi has barely any escapes other than Highlander 25% movement speed (on an ultimate ability btw)
Show more

SlashStriker

Level 144 (EUW)
Lifetime Upvotes
Create a Discussion