FSRER (EUNE)
: When is riot going to release a new fighter?
skirmishers and fighters lack ap champions. Most of them I see are AD
Meddler (NA)
: Quick Gameplay Thoughts: December 12
Meddler My suggestion about {{champion:106}} Volibear is his W apply on-hit effects. There are Voli Mains that get trinity force so it will work great for them
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: December 5
>Plating rewards make it more costly to not defend your own towers. then you decided to defend the turret when you are 0-3-0 and you die and turret destroyed. So enemy gets massive gold lead while you have nearly 0 gold cause you are too behind and cant even farm
Meddler (NA)
: Quick Gameplay Thoughts: December 5
Casting times on Yi's Alpha Strike which I should be rewarded cause I got quick reaction and good prediction at particular moments? Not to mention that for some reason some times Yi is unable to follow enemies over wall. You know they are going to flash over and you Press Q but NOPE YI does not follow which is during his Q animation What about Master Yi's Spell buffer? Many times I go out of Alpha Strike trying to hit E and R at the same time but one of them does not active so I find myself after Alpha Strike only E is active or only R is active and one of them is not [Double Strike is not being fixed yet](https://www.youtube.com/watch?v=zJlx_yBxFWU). For a laning Yi that causes problems like not being able to CS properly cause Double Strike cancels your auto or failed harassment/combo on enemies. Thanks for noticing this problem but it was not fixed Thanks in advance if you do something about Master Yi's problems And btw I think turrets should give more gold to the team that is behind. Why would you give big advantage to enemies that are already far ahead? Turret Plating falling means the team that is behind cannot get anything from it so they pretty much stay behind all the game
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Meddler (NA)
: Yeah, it's not really delivering. Expect we'll take a pass at it and either buff it or remove it in the moderate future. Not something we're looking at right now because it's not doing any harm and other issues are more urgent.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=wwZodBPe,comment-id=00320000,timestamp=2018-11-28T17:13:32.052+0000) > > Yeah, it's not really delivering. Expect we'll take a pass at it and either buff it or remove it in the moderate future. Not something we're looking at right now because it's not doing any harm and other issues are more urgent. If you give Hail of Blades full resets on Takedown it will be more desirable keystone. Otherwise massive attack speed for 3 basic attacks is nothing that helps. It's nothing but a tease. Unlike burst damage keystone, attack speed does not feel that bursty and attack speed resets may feel more acceptable. Why the hell keep Dark Harvest as reset keystone but Hail of Blade not? Logically makes no sense
Meddler (NA)
: Quick Gameplay Thoughts: November 28
Meddler, You guys said you are trying to make a comeback to the losing team yet the new turret plating system snowballs the winning team even harder. It just doesn't seem right that you are already quite behind and you get further behind by not being able to destroy a single turret plate while enemies get massive gold advantage by doing so To make comebacks more achievable for the losing team I would like to suggest when destroying a turret plate it grands: * 50 gold if you are on the winning team * 150 if you are on the losing team * turret plates should stay until destroyed
: The point of plating is to stay in your lane. If youโ€™re roaming hard before 14 or losing lane enough to be forced back several times, the enemy is rewarded some gold for sticking in lane rather than roaming themselves
> [{quoted}](name=Spank the Fox,realm=OCE,application-id=3ErqAdtq,discussion-id=wvtP1vMR,comment-id=0014,timestamp=2018-11-28T13:02:01.710+0000) > > The point of plating is to stay in your lane. > > If youโ€™re roaming hard before 14 or losing lane enough to be forced back several times, the enemy is rewarded some gold for sticking in lane rather than roaming themselves Which sometimes can be bad idea especially when you are behind. Even if you don't leave your lane you are still under pressure and can still lose really hard. Also if you are behind your opponent will just tower dive you and kill you under your own turret so staying is pretty bad idea when you are already really behind. And to make it worst now turret plating also gives your opponent even greater gold lead So my point is that the team is ahead should get less gold from turret plate than the team that is behind. The winning team is already ahead and by giving them even more gold they become massively ahead making comebacks even harder than before.
Sillae (NA)
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=1JwWGAKe,comment-id=00030000000000000000,timestamp=2018-11-27T21:25:13.697+0000) > > advice 1: learn to read > advice 2: (repeating) don't fight him when he has fully stacked conqueror and rageblade (with possibly wits end fully stacked) Sarcastically implying someone is an idiot for 1v1ing a Yi with stacked conqueror and rageblade isn't actually advice. You didn't advise how to avoid him, and you literally put a git gud meme. Advice: Stop trying to be patronizing, spouting whatever tired rhetoric you memorized because you thought it was oh so clever when you heard it, and actually offer something. "Don't fight" is as good as advice as "don't get cc'd," "don't let your team feed," or "git gud." If Master Yi pops over a wall and deletes you, it's not like you exactly had much of a choice out of that situation. Had you offered something helpful such as "be aware of his map position and push objectives elsewhere, keeping an eye on his location, and if he is MIA assume he is coming to gank you" perhaps you would be taken seriously. Alas.
Dude seriously this is ridiculous. I didn't say "don't fight Yi at all". I said "Don't fight Yi when he has fully stacked Conqueror Rageblade" which is the exact weakness. Conqueror requires 4 seconds to be in battle and rageblade requires 4 auto attacks for melee champion to get phantom hit and Wits End is similar to rageblade Also for a champion that lacks team based utility what do you expect? It's pretty obvious he will be great 1v1 duelist. Meanwhile other junglers are great gankers like sejuani, natulus, lee sin and so on. Yi is more farming-type dude and does not apply huge pressure to enemy laners like other campers What else do you want me to say? You just ignore the specific conditions I mention and continue full-on emotionally without thinking much If higher elo players are able to deal with Yi then why aren't you?
Sillae (NA)
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=1JwWGAKe,comment-id=000300000000,timestamp=2018-11-27T18:56:03.576+0000) > > Yi got tons of weaknesses and those weaknesses are stronger than his strengths > > He should learn to play. I already pointed what he should do Your advice was literally git gud.
> [{quoted}](name=Sillae,realm=NA,application-id=3ErqAdtq,discussion-id=1JwWGAKe,comment-id=0003000000000000,timestamp=2018-11-27T19:36:54.326+0000) > > Your advice was literally git gud. advice 1: learn to read advice 2: (repeating) don't fight him when he has fully stacked conqueror and rageblade (with possibly wits end fully stacked)
Sillae (NA)
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=1JwWGAKe,comment-id=0003,timestamp=2018-11-27T13:17:48.362+0000) > > O noes! A champion that has no CC or utility, being outrun by almost every other champion in the game and has nearly 0% pick rate on LCS shits on my champion that is almost daily picked on LCS when I try to 1v1 him when he has fully stacked conqueror and rageblade (with possibly wits end fully stacked) > > https://i.imgur.com/Jj9pZm2.jpg Using LCS to determine a champ's stength in other ranks is just wrong.
> [{quoted}](name=Sillae,realm=NA,application-id=3ErqAdtq,discussion-id=1JwWGAKe,comment-id=00030000,timestamp=2018-11-27T18:53:12.376+0000) > > Using LCS to determine a champ's stength in other ranks is just wrong. Yi got tons of weaknesses and those weaknesses are stronger than his strengths He should learn to play. I already pointed what he should do
Rioter Comments
: Yi did 1750 true dmg in half a second to me.
O noes! A champion that has no CC or utility, being outrun by almost every other champion in the game and has nearly 0% pick rate on LCS shits on my champion that is almost daily picked on LCS when I try to 1v1 him when he has fully stacked conqueror and rageblade (with possibly wits end fully stacked) https://i.imgur.com/Jj9pZm2.jpg
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Meddler (NA)
: Quick Gameplay Thoughts: November 22
10 damage on {{champion:62}} Wukong Q at level 1 feels awesome btw cant even last hit
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: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=yQhr863i,comment-id=00000000,timestamp=2018-02-23T14:16:26.505+0000) > > Sated Devourer - 60 magic damage on hit, 40% attack speed > Phatnom - 30 magic damage on hit, 30% attack speed > > How is it buffed when i obviously suggested nerfed version that does not stack with rageblade. The older version had much higher stats and could stack with rageblade You don't need 2 rageblades yet we have shittier version of BorK that doesn't do shit > > It scales with champions health but once champions buy just 1 armor item Bloodrazor effect is completely gone > > then why the hell build even tho its cheaper? The only thing keeping sated devourer phantom hit in check was the fact you had to power farm 30 camps before you had sated (and back those days, Lee Sin would've destroyed your team 5 times over in that time if you just stayed afk farming). And even then they had to nerf it (for ranged), and eventually just delete the item. Good riddance imo. The thing that is keeping phantom hit on rageblade in check now is that it requires stacking, and is fucking expensive. What you're suggesting is at the cost of a minor AS/damage nerf, you now get phantom hit AT A LOWER COST, WITHOUT NEEDING TO FARM, WITHOUT NEEDING TO STACK. You basically just removed all the balance checks even old sated devourer had, on top of that of the current rageblade. I'm a Yi one trick and even I think that is fucking ridiculous.
How would you know how balance the item will be if you never ever had pure Phantom Hit item without any bonus stats? Have you ever tested such item? > 20% attack speed > unique: every other attack applies on-hit effects additional time > (bonus damage removed) You really think that is all that strong? You just remember the final effect of the item and not having any test versions of it so how would you truly know. All your speculations are based on something that always gets more powerful because stacking mechanics makes it more powerful. Not to mention how obnoxious afk farming is at least for me personally Yes the item will be more balanced cause I am removing power from it. 60 bonus magic damage on hit was the reason why Yi was so strong in sated Devourer area. This is 180 total magic damage with double strike and Phantom Hit together so the bonus damage is huge deal especially when Yi does mixed damage and all this is every other basic attack. Now if you put 20 magic damage on hit Yi will deal 60 total magic damage with Double Strike and Phantom Hit. It's a huge deal and huge nerf
Kohna (NA)
: Nominating Leona for Toplane
Allow leona to proc her innate on her own. It's really dumb how much support she is oriented and not having alternative lane/role. Maybe also give her some AD or AP scaling to her innate ability so we can build her as a fighter instead of support
: Phreak had some interesting thoughts on mobile champs being balanced around possessing lower winrate
: Waifu Thread
> https://i.imgur.com/UeYKbB8.jpg I can handle them both
: Ashe versus Ashe
https://i.ytimg.com/vi/ShiwpTcP5PQ/maxresdefault.jpg
: would need cooldowns or something.
> [{quoted}](name=LilxPaprika,realm=NA,application-id=3ErqAdtq,discussion-id=iMbivpB3,comment-id=0002,timestamp=2018-11-10T20:29:40.021+0000) > > would need cooldowns or something. Undying Heart passive has 1 seconds cooldown
: We already have an item for AP bruisers/juggs, its called uhh... i forgot.. uhh..... "Rod Of Ages" Yes.. that's it. EDIT: Undying Heart: Damaging enemy champions with an ability will cause them to take 2% your max health as magic damage over 1 sec and you regenerate 2% missing health per second. Damage over time abilities applies this effect only 1 time per cast This passive is pretty busted not gonna lie.. ever since deathfire grasp, passives like that dont really have a place on any item besides liandry, any dmg over time item is busted specially if it doesnt have a big cd
> [{quoted}](name=Warmanreaper,realm=NA,application-id=3ErqAdtq,discussion-id=iMbivpB3,comment-id=0000,timestamp=2018-11-10T19:24:21.731+0000) > > We already have an item for AP bruisers/juggs, its called uhh... i forgot.. uhh..... "Rod Of Ages" Yes.. that's it. > > EDIT: Undying Heart: Damaging enemy champions with an ability will cause them to take 2% your max health as magic damage over 1 sec and you regenerate 2% missing health per second. Damage over time abilities applies this effect only 1 time per cast This passive is pretty busted not gonna lie.. ever since deathfire grasp, passives like that dont really have a place on any item besides liandry, any dmg over time item is busted specially if it doesnt have a big cd you did not read it correctly > Damage over time abilities applies this effect only 1 time per cast Damage over time will apply this effect only 1 time. It's applied once for each individual spell. If damage over time abilities lasts 5 seconds the effect still is applied only 1 time Undying heart passive benefits from multiple spellcasts. if you cast 1 ability that have 5 seconds duration the Undying Heart is applied only 1 time total If you cast 5 abilities in 2 seconds the effect is applied 2 times because it has 1 seconds cooldown
: I think of it as the keystone to take if you wish you had an ability with an execute but dont.
> [{quoted}](name=Metallikaiser,realm=NA,application-id=3ErqAdtq,discussion-id=oE3PEWQK,comment-id=0005,timestamp=2018-11-10T18:17:06.356+0000) > > I think of it as the keystone to take if you wish you had an ability with an execute but dont. Electrocute? Predator?
Rioter Comments
YuGiHo (NA)
: didn't they already learn that delays and assassins don't mix
it does mix cause assassins deal alot of damage and can easily destroy someone's health. The point, as I can see, is to help assassins finish off their targets Also many people cry that damage is too high.
: I think its to stop chained damage especially with liss coming into play with her new passive. That with dark harvest in a team fight will be insane.
> [{quoted}](name=Shatter the Sun,realm=NA,application-id=3ErqAdtq,discussion-id=oE3PEWQK,comment-id=0001,timestamp=2018-11-10T13:31:33.155+0000) > > I think its to stop chained damage especially with liss coming into play with her new passive. That with dark harvest in a team fight will be insane. well it could be 0.1 or 0.5 second instead 3 seconds cooldown. So that is definitely not the case here
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Moody P (NA)
: Sejuani - Please, god, not like this
sejuani attack speed per level: 4% master yi attack speed per level: 2% ;)
: > [{quoted}](name=SlashStriker,realm=EUW,application-id=3ErqAdtq,discussion-id=21BfAF71,comment-id=00010000,timestamp=2018-11-07T13:26:18.437+0000) > > omg it's so hard to beat a champion that have nearly 0 pick rate on LCS while Darius is picked banned almost every match > > Holy shit bro Just admit it. Yi is THE definition of low counterplay. Super fast, untargetability damging blink. Complete stat check during R. True damage dps (from kit and Conquerors), %hp damage from builds. Can't be kited. Only counter is cc and either being ahead or early game enough to burst, or teammates: some to cc while others do damage. The dude has no abilities he can miss and is a true right click wonder. You should feel ashamed of this post.
> [{quoted}](name=DarukongSr,realm=NA,application-id=3ErqAdtq,discussion-id=21BfAF71,comment-id=000100000000,timestamp=2018-11-07T16:43:19.440+0000) > > Just admit it. Yi is THE definition of low counterplay. Super fast, untargetability damging blink. Complete stat check during R. True damage dps (from kit and Conquerors), %hp damage from builds. Can't be kited. Only counter is cc and either being ahead or early game enough to burst, or teammates: some to cc while others do damage. The dude has no abilities he can miss and is a true right click wonder. You should feel ashamed of this post. 45% bonus MS is very fast? Other mobile champions have way more than that and even if some champions don't have mobility they can still waste his highlander easily and just walk away. Since Yi got no crowd control enemies can just walk away from him so he has no way to stop them. He loses movement speed cause he has to stop to land basic attacks Somehow other champions have better escape than him even Darius that pulls you and roots you and then he just walks away. All Yi does is damage. Other champions have utility. Like Warwick and Volibear have way better ganking potential thus snowballing the their allies and their ganks are easy. If Master Yi's ganks are good most players wont spend time AFK Farming Again Darius is picked alot on LCS and Yi is not. Someone that uses Darius icon tells me that I should be ashamed and stupid crap like that.
: Lmao strangely I'm not sympathetic towards the yi player ๐Ÿ˜‚ Now he knows what it's like to 1v1 with zero counterplay
> [{quoted}](name=DarukongSr,realm=NA,application-id=3ErqAdtq,discussion-id=21BfAF71,comment-id=0001,timestamp=2018-11-07T13:21:36.465+0000) > > Lmao strangely I'm not sympathetic towards the you player ๐Ÿ˜‚ Now he knows what it's like to 1v1 with zero counterplay omg it's so hard to beat a champion that have nearly 0 pick rate on LCS while Darius is picked banned almost every match Holy shit bro
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Acanthus (NA)
: Why were AP Bruisers slowly phased out, anyway?
AP Bruiser items sucks {{item:3151}} anti-health item that gives health. Makes lots of sense (kappa). Also compared to BORK, Liandry sucks alot as anti health item.
zocken (EUW)
: Stormrazor is a failure
The item does what it suppose to be doing, controllable crit for poke champions. Also can be built by assassins to improve their damage so it can be built from wide variety of champions that wish to have mini burst. The problem with the item is that you gain almost nothing when you have over 100% crit chance. Storm's Edge should provide 20% bonus crit damage when you stack crits to be relevant lategame item Also people blame items way too much and never look at champions themselfs if there is a problem with any champion
Rioter Comments
: Everyone else could have been at 5 mins already Should you make them wait to 10 then just so you hit 5? No point if a queue can pop
> [{quoted}](name=ForFoxSakes,realm=NA,application-id=3ErqAdtq,discussion-id=NFX9FaFY,comment-id=0000,timestamp=2018-11-01T03:05:36.098+0000) > > Everyone else could have been at 5 mins already > Should you make them wait to 10 then just so you hit 5? No point if a queue can pop If anyone else is on 5 minutes they autofill It ain't right for me to autofill instantly after i started queue
Rioter Comments
: Can't wait to show you. :^)
I always had problem understanding when Teemo blinds me because his blind is pretty much the same as his auto attacks. Blind is very clear
Rioter Comments
: New item: Woodsman's boots. A new option for smite with champs who don't want those jg items
{{item:1001}} + {{item:3715}} = {{item:3117}} mobis always been shoes for junglers
: You know why almost every Precision user takes Coup De Grace?
Coup de Grace is good at finishing enemies Other conditions don't seem to be so rewarding
Meddler (NA)
: Wukong's design means his performance tends to fall off somewhat with MMR, 'one shot' builds somewhat excepted. Those builds tend to be pretty degenerate in terms of lack of counterplay if they're really strong though, as was the case with Wukong earlier this year. In terms of raw performance, I think he's somewhere between about right and on the strong side right now in most skill ranges for both jungle and mid performance. He has certainly been a difficult champion to put in a spot where he's balanced and Wukong players report him feeling good to play. In terms of lack of response I did end up skipping a number of Wukong posts here for a little while. Issue there for me wasn't most of the posts themselves, but the brigading leading to anyone else trying to talk as well getting downvoted and/or drowned out. Really don't want to encourage that approach, given boards upvote/downvote numbers are comparatively low so even a small group can manipulate them heavily.
Wukong's passive does't exists especially early game. Most top laners have built in lifesteal effect or any way to restore health and Wukong has 0 sustain. If his Q suppose to deal 10 extra damage at level 1 he at least should be give 30% armor reduction. For what it currently does more than 20 manacost at level 1 is ridiculous. It feels like he has lots of potential to be a better trickster (Jukong Wukes). Jungler should be his alternative role since he can pull of really good ganks most because of his stealth and gap closer. Now add Predator keystone to it and the Kong becomes amazing initiator at level 6 and beyond His ult probably should do more damage the longer he spins. Maybe move his innate to his ult and give him a completely new passive that will allow him to pull of better tricks or something that would benefit him more Innate: something new ult: Wukong gains 10% armor and magic resistance for each enemy hits. The Active damage is increased the longer he spins. It feels like his ult is mostly because of the knock up. You can stop the spin and use your other abilities if you want to do real damage.
SatomiKun (EUW)
: Shouldn't Domination be the most mobile? I mean, it says "target access" in the description.
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SlashStriker

Level 170 (EUW)
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