Naymliss (NA)
: Rushing rabadons on blitz in aram is acceptable. Off meta =/= trolling.
it's downright stupid tho it only gives ap and it's passive scales with other ap items if you want that ap there are other options which come with hp/mana/cdr or other defenses/utility you can build the rabadons secondary You are better off building a lichbane or ludens first item if it's damage you are after as ap blitz While off meta is fine i do it all the time in aram (i like crit blitz :S) there are things that are off meta and then there are things that are so incredibly stupid you can actually consider it downright inting which isn't fine
Risen29 (NA)
: Streamer quits, outlines some key problems with direction of the game
Only thing i disagree with is the following -Whenever one dimensional playstyles **and tanks** become viable, skill expression goes away. Basically remove and tanks from that line and i can agree i think part of the issue with tanks is that they in general are too one dimensional but they do not have to be but they are heavily restricted in their individual strengths They can't scale into late game they can't really be good at taking objectives they can't have good scaling damage etc etc Problem with this is that they have to be good at something and that is either engage or peel and they need to have a strong point and since they are not allowed to scale this is usually early to mid game Tanks being good in the early and mid game kills an interactive lane phase because they sit back and farm up basically preventing the individual snowball and carry potential for their 1 item power spike dominate for a few minutes then fall off and become mediocre to bad damage sponges that rely on their kit utility You can almost draw a comparison to adc's their is always a few good tanks and the rest are just worse versions Getting rid of some of these restrictions can actually help a lot to improve things,
: My Solution(s) to Power Creep
I think one of the issues is that armor doesn't seem to cut it it is really weak to repetitive damage especially when armorpen comes into play Perhaps we can tweak armor penetration to not be as strong mostly % pen though and make cleaver more of a juggernaut centric item and a little less appealing as a generalist item lethality should then be applied before % pen I feel like mr is doing it's job mostly fine Most magic damage is burst oriented or applied in aoe and generally 1 mr item in rare cases 2 usually does the job because the hp alone helps vs burst But armor only seems to do well on your first item buy then falls off really hard to the point where you might as well just stack warmogs instead
SSmotzer (NA)
: I do not see the big deal. I play Sion and I never really relied on my Q for damage or last hitting. I always max W first anyway, the aoe is by far tank Sion's most damaging ability.
that is exactly the point no one relies on it because not only is it well not reliable, but it is also inferior to his other abilities in waveclear
Eedat (NA)
: Honestly I would be ok with LoL having a box cost at this point
Great idea Ill add some points i think are missing I think a free trial would be nice for a certain period this way you still keep league pseudo F2P 2 month free trial then you can spend the 20 bucks or 25 or whatever it's going to be. This way new players can still check it out for free and then decide Perhaps a refer a friend system, you refer a friend they get an xp boost they pick and you get e refund token you can spend to refund purchases for referring that friend. perhaps put a maximum on this to prevent abuse This helps makes it more accessible through making it easier for your referred friend to catch up in xp so you can play together. This still leaves the paywall to bots and helps new players get started a little easier
: It punishes you for trying to cs. Sion should not be a lane bully or even remotely oppressive in lane since he's more focused on roaming everywhere with ult. The synergy with comet is obnoxious but not unique to him, and Riot already nerfed it. There's no problem with Sion maxing E, his E just does too much damage as is
i should not have to try to avoid enemy spells hitting me weeeh weeeh mimimimi weeeeh all you got to do is walk perpendicular it has some of the easiest counter play in the game people are too lazy to do it here is a skill that you can outplay with skill expression you know that magical thing, skill expression, the boards has been asking for Well turns out they don't really want it ** Sion should absolutely be a lane bully mate because he has no lategame **
Rioter Comments
: Why can't you just directly nerf Sion's E?
Why would you nerf the E ??? it might work but is not the right way to go It has counterplay as a sion main there are reasons why you max E first It's more reliable, It has better wave clear The range helps It scales with ranks Meanwhile sion Q Scales with levels ranks and gold/items because of the total ad ratio if i level up my q deals more damage but my e wont Overall whether i max W or E total damage output wise it doesnt matter, however if i max E half of it is more reliable and is also magic damage Meanwhile people can recall out of your Q if you are gonna charge for max damage Buffing the damage on it in the early game does jack shit ill still max E Also the waveclear on Q is bad it's damage vs minions and monsters is heavily handicapped **If they want me to max the Q first there are 2 things riot can do revert the snapcast range nerf to make it more reliable in combat Get rid of the handicap vs minions/monsters, this can scale down to 0 handicap with rank**
Kai Guy (NA)
: Yo boards, lets talk balance
Balance for me would be the ability to pick a character into nearly any composition and opposition and be able to do consistently well with them. Which can lead to stale gameplay. However it doesn't have to Champions need certain strengths and weaknesses that means you would generally be able to accomplish things with exceptions But right now we see this constant flow of certain champions being strong and ofc that one class that is 100% at the top of the pecking order or all hell breaks lose and rito forces them to be and we all know which class that is. Which all stems from this idea of damage having to beat defense stats but that seems odd to me i think this doesn't always need to be the case after all the win condition is getting rid of the enemy nexus not whoever gets to deal the most damage though that tends to be the thing that gets you the win condition these days Anyway i think we need more strategic options in the game, herald needs to be better, and with that i mean it needs to be more similar to dragon, with like for example 3 spawns and only the third one dropping the eye to generate more play around topside. That would mix things up a bit and make the game less stale And we could do with upgradable towers to have a different game every game with new tactics from having banner turrets to having these respawning ones and everything in between this would totally throw the game upside down and every game would be different Another way to make games different is destructible terrain and permanent created terrain. This would help reshape the map during play. good terrain destroyers would be things like sion ult or malphite ult which could make holes in a wall. Hell even a charged sion Q for example could damage terrain for example and there are probably other abilities but i'm using him as an example here. terrain can be damaged and need a few hits think yorick wall as an example dan then can be destroyed. Other champions could get means to create terrain and malphite ofc would count as terrain he is a mountain after all. Anyway the point of something like all that is to make games way more diverse in how they play out thus becoming less stale and then we can shift balance a lot more too so that more champions can be good picks at the same time thus creating more diversity there. It can also give champions different strengths like having terrain building or destroying or having abilities strong vs turrets etc etc that wouldn't really touch on their combat stats Currently we have this lack of diversity because it would make the game more stale so we get this revolving pool of champions through buffs and such to spice things up but that also means your favorite classes/champs being weak or bad picks or perma bans for periods of time. Basically hurting the diversity by imperfect balance. But that doesn't have to be a thing.
: this rune require to be in fight for 4 sec also the 20 % damage is based on your total damage so if you deal 10 damage with your auto because malphite stacked like 600 armor then you deal 2 damage of true damage which is really bad for the ad champion in front of you and not malphite .
nope it means if your auto deals 1000 damage then 200 will be dealt as true damage and 800 will be mitigated
: > Nautilus has more Mobility than Mordekaiser! Dredge line is a huge gapcloser and escape tool and makes up for Nautilus' low MS of 325, Mordekaiser mains will feel right at home with the Holy Diver since he shares this low movement value with mordekaiser! Yep, slow-bros for life. The only slower unit is a dismounted Kled running away and (I think) Swain.
Sion is even slower i mean by the time he is done channeling Q the game is already over
: IMO Armor doesn't do enough and MR does too much.
i think the issue is that basic attacks scale with AD even an assassin has modest amounts of dps while mages simply can't compete with that A mage blows his load and has to wait cooldowns an assassin blows his load and basic attacks in between for pretty hefty amount of damage if you let them juggernauts slayers fighters etc that build ad all tend to do this as well my mr item reduces mages burst the health makes sure it was never going to kill me in the first place this doesn't work vs physical damage at all Both resists are treated mostly equally but they simply cannot defend equally so perhaps we need a change in how armor actually works to defend your champion
Rioter Comments
: Glaring issue with this game.
What is even more sad is that after 20 minute dodge fests you not only get autofilled but then your game was decided before the 10th minute mark You are effectively longer in queue then your games last which is total bullshit for a game with this many players
CoffeeMug (EUNE)
: What is the most ridiculous balance decision ever made in the game that you can think of ?
The introduction of the ADC/Marksmen class in their current iteration
: Mundo Needs Help
weak early lol hi i'm muno i'm level 3 and have 200+ AD with attackresets
: Generally agree for pro play specifically. They're so coordinated that frequently when they decide to do it, it's because they know they can melt it quickly. We've talked about adding some decaying up front defenses to Baron or increasing its mid game defenses or something of the sort, but we haven't committed to any direction. If we do anything about this soon, we really need to be sensitive to the realities of normal play, where the differences in coordination on a team make this feel like less of an issue (not a non issue, just less).
I think the over abundance of % damage and penetration isn't helping baron not to forget about cheap crit items And isn't helping tanks/juggernauts/fighters either, baron is like way more tanky then a tank will ever be and it get's nearly oneshot all the time not just pro play. Like everyone can do it pro players are just more decisive in doing so that is why it happens a lot more in pro play I think this is more a damage issue then baron being to squishy imho
: I think it'd make more sense, personally, if Teemo's Q were reworked to apply Nearsight, not Blind. Blind doesn't work against non-autoattack enemies like Lissandra or Ryze, but is oppressive against autoattackers like Tryndamere. Nearsight would both be more universal and would allow Teemo some interesting mindgames, like being able to throw down a shroom while his opponent can't see. Of course, his Q would have to receive several balance tweaks for that to be fair, but it'd be better IMO than the old Blind effect.
I'm all for this especially since you can nearsight your opponent and then go stealth
Vizulix (NA)
: Star Guardian Urgot Please Rito
: Why does Conqueror only interact with AD?
Hópe (NA)
: > [{quoted}](name=vgamedude,realm=NA,application-id=3ErqAdtq,discussion-id=WVxkgEgR,comment-id=0006,timestamp=2018-03-24T00:42:31.708+0000) > > They have too much sustain period, mages would kill to have the sustain adcs get even if they had to buy lifesteal items. > > Hell any other damage dealer would. And **adcs would kill to have 300 hp on their damage items**
Meanwhile {{item:3812}} {{item:3046}} {{item:3156}} {{item:3026}} {{item:3139}} pretty solid defensive options Im gonna put this separate since it's good with the shield {{item:3072}} ofc there is still the option of HP on your AD items if you want some hp {{item:3022}} {{item:3071}} {{item:3078}}
: Conqueror rune review
i am taking conqueror on tanks these days slap on {{item:3075}} and voila you have infinite true damage duration buff until you stop fighting very useful for beating up fighters now i actually don't have to build any sort of damage item at all and i can just beat them up with my amped base damages and sunfire/thornmail/deadmans
Eedat (NA)
: Maybe it's because I play top and jungle equally....
So basically ward at 2:45 when jungler is waiting in the bush to get yourself killed Or you both aren't retard and both try to freeze hmmm fun such interaction Or how about we gut full hp 2:45 ganks and actually make it high risk high reward again instead of zero risk game winning reward
Ultîma (NA)
: I can really what you said about Sion, but please don't pretend that Fiora's kit isn't also packed with nuances. AA-resets and combos, proper vital rotation when using ult, Q-W slides to activate stuns, timing, etc. If Fiora had a low skill ceiling you wouldn't be seeing people still learning new things about the character after 200+ games.
Ill admit i was talking in hyperbole It's more then just mashing Wat the right time but canceling the attacks isn't that hard to learn and the vitals are not very hard to hit either with the ''auto aim'' for lack of a better word, on them. I'm going to be honest and say Fiora's skill ceiling can be high, but it isn't anywhere near as high as Sion's skill ceiling but that is something you can only find out after playing Sion 1000 games in a row he has **endless** nuances and tricks in his kit some of which are incredibly hard to pull off Just for fun, try and jump a wall with Sion's ultimate come back once you managed to do it 1 time and tell me how many tries it took you {{sticker:slayer-jinx-wink}}
NemeBro (NA)
: > [{quoted}](name=Spoofghoul,realm=EUW,application-id=3ErqAdtq,discussion-id=fYjeuqEp,comment-id=000600000001,timestamp=2018-03-21T09:29:43.063+0000) > > {{champion:14}} highest skill ceiling top laner > Has many tricks and mechanics you can learn that are really hard to pull off > > Sure anyone can throw an E but can you ''curve'' it or jump walls with his R or run circles through the jungle with it by bouncing off walls > he can also use AA resets/cancels for increased dps or burst but it's situational. There is so many nuances in how to use his kit. > Canceling dashes/jumps with timed Q's > His kit is the most telegraphed in the game which means in order to use it to maximum potential you need to read your enemy and have a good amount of game knowledge > > Many synergies too for example extending allied dashes by having your jax/lee/braum jump a minion but you launch it on top of an enemy 1400 units away now imagine that lee being 800 units behind you > Did enemy expect to get kicked into a fully charged Q by a lee sin 2200 units away from him > > There are lot's of funny things you can do with Sion > And the more you know the game and can read your enemies and the more you learn to exploit the little tricks the better he gets > Also playing with allies who know these things too and how to synergize with them brings him to a whole other level. > > Now compare that to {{champion:114}} who's skill ceiling consists of knowing when to hit W Sion isn't nearly the highest skill ceiling top laner, and he is much lower skill ceiling than Fiora, though he might be the highest skill ceiling tank. Stop being a jellymad hater at higher skill ceiling champions my friend.
> [{quoted}](name=NemeBro,realm=NA,application-id=3ErqAdtq,discussion-id=fYjeuqEp,comment-id=0006000000010000,timestamp=2018-03-21T09:45:53.986+0000) > > Sion isn't nearly the highest skill ceiling top laner, and he is much lower skill ceiling than Fiora. Can u back this up with arguments please?
: We talked about him in patch planning for 8.7, and while we aren't taking him on immediately in lieu of other work, we put him in a "bucket" of champions that we can pull from if we finish up some of our other planned work in the patch/get good progress on some of our stuff slated for the next large patch. When we do work on him I can't confirm whether it'd be a buff or small reworky type stuff, but he's definitely not forgotten!
why not have his ultimate bypass shields for an immediate buff
GigglesO (NA)
: > [{quoted}](name=Kiss Kiss Kiss,realm=EUW,application-id=3ErqAdtq,discussion-id=Aov94Uv1,comment-id=0000,timestamp=2018-03-21T03:12:23.158+0000) > > besides this is NOT how you fight the shield problem "Pick this champion to counter shields" Remember when a large chunk of champions all had grievous wounds on their champions? That is how I see this turning out. Having something like bonus damage to shields is pretty hidden power. For some reason on the pbe she also has 200 attack range... I thought they normalized all melee champs to 175...
: is there actually a high skill ceiling top laner? they're usually kept very simple as far as i know. I can't think of any atm though. So Irelia would kind of be the first, unless you wanna count yasuo as he's been going top often too.
{{champion:14}} highest skill ceiling top laner Has many tricks and mechanics you can learn that are really hard to pull off Sure anyone can throw an E but can you ''curve'' it or jump walls with his R or run circles through the jungle with it by bouncing off walls he can also use AA resets/cancels for increased dps or burst but it's situational. There is so many nuances in how to use his kit. Canceling dashes/jumps with timed Q's His kit is the most telegraphed in the game which means in order to use it to maximum potential you need to read your enemy and have a good amount of game knowledge Many synergies too for example extending allied dashes by having your jax/lee/braum jump a minion but you launch it on top of an enemy 1400 units away now imagine that lee being 800 units behind you Did enemy expect to get kicked into a fully charged Q by a lee sin 2200 units away from him There are lot's of funny things you can do with Sion And the more you know the game and can read your enemies and the more you learn to exploit the little tricks the better he gets Also playing with allies who know these things too and how to synergize with them brings him to a whole other level. Now compare that to {{champion:114}} who's skill ceiling consists of knowing when to hit W
: 200 Range
200 range fits a large hit box slow melee champion like Sion who has 175 Because you get stuck in minion waves if you want to cs with a range of 125 It also doesn't make him OP because his strength isn't in basic attacking enemies to death irelia doesn't need it at all
Squey (NA)
: > or if that get's addressed and cannot be done they will just build damage or play different class Then they can die to anyone easily and there isnt a NEED for the adc that game and they will just be average. > now also take into consideration that if the adc doesn't have beefy's as a viable target then they will lose a lot of value because their % sucks vs anything they can't shred because the other classes that don't have the hp will just blow them up before they can kill them with less tanks to protect them to do anything This is a good thing. If the adc no longer has beefy targets to hit then the adc did his job. Or the enemy team drafted a team comp that is countered by your tanks. The mage then becomes the carry for the rest of the fight. NEVER EVER shold the adc or the mage be the single team carry. Its supposed to be shared. Adc's where never meant to kill everything. Adc's THINK they are supposed to kill everything. Realistically the mage is there to kill squishies and the adc is there to kill the tanks. Thinking adc's are supposed to be the best damage dealers and good verse everything is what got us to the mess we are in. > Best case would be to rework crit to bypass % bonus armor on critical hit and significantly lower crit's bonus damage then get rid of last whisper and voila we have a class which excels at dealing with high armor targets that naturally scales up to defeat their defenses without blowing up squishies This is worth a try at least. But honestly the first thing that needs to happen is Riot getting together and figuring what NICHE they want the adc role to have. Right now they kill** everything** quickly and need little help to do so. Its getting to the point where the optimal team comp is 2 adc's (1 with wave clear) ( can be substituted for a mage if they do high consistant dps like ryze/azir) and 3 tanks( 1 for peel, 1 for initiation, and 1 for follow up initiation). You might think im exaggerating but its been trying to head down that path for awhile. Protect the kog comps? If the only threat is Kogmaw and the team comp works then something is broken. There have also been lcs meta's where Corki/lucian/ezreal/ other adc was mid with sometimes an adc jungle and adc bot supported by 1 peel support and 1 engage tank. And at those times They usually won. THe 2 adc comp had the highest win rate and later was nerfed in some way. PS: Its gotten so bad that when u say " omg that adc killed my mage b4 he could even get his combo off" people respond with " well ya adc's are the best single target damage dealers and should kill the mage". This shows how out of hand things have gotten if even the adc's think they are supposed to win the fight against, what is supposed to be, one of there counters( the other being assassins).
I agree with most this. My point was that adc's need a ''niche'' i want them to be average with each having their own strength ofc but i think their niche should be to be strong vs armored targets/tanks by being able to kill them over time with dps in terms of team fighting and to be good at taking objectives and be a crucial part in the siege on turrets with their ranged dps Bonus points of reworking crit as i suggested + Lifesteal becomes less BS + RNG crits are less of an issue + Options for on crit effect items for added utility I think % damage is dangerous to have too much off and should be limited to a niche strength like being strong vs beefy enemies One thing i have seen happen is that when % damage on a champion gets high enough they just build tank items which leads me to my next point on % damage I also think it would fit the tanks class more to have a % damage ability in their kit but preferably not too spammable and with enough counter play, Sion shield is a good example of a good % damage ability. it gives tanks agency damage wise vs most targets without having to resort to building damage and if balanced properly gives them a baseline effectiveness vs most targets without them blowing up squishies like an assassin
: If only there were some kind of damage that scaled off of how much HP the enemy has...
> [{quoted}](name=iPooUnicorns,realm=NA,application-id=3ErqAdtq,discussion-id=7E8AANIT,comment-id=00020001,timestamp=2018-03-20T19:04:58.609+0000) > > If only there were some kind of damage that scaled off of how much HP the enemy has... That leads only to 1 of 2 things either tanks stop building any significant health and just stack frozenhearths for example or if that get's addressed and cannot be done they will just build damage or play different class now also take into consideration that if the adc doesn't have beefy's as a viable target then they will lose a lot of value because their % sucks vs anything they can't shred because the other classes that don't have the hp will just blow them up before they can kill them with less tanks to protect them to do anything Best case would be to rework crit to bypass % bonus armor on critical hit and significantly lower crit's bonus damage then get rid of last whisper and voila we have a class which excels at dealing with high armor targets that naturally scales up to defeat their defenses without blowing up squishies
: Thanks for the upcoming minion changes
{{champion:14}} Q is now even more worthless vs minions {{item:3070}}
: Why does Shen have such low base and scaling HP?
Same reason as {{champion:14}} sort off {{champion:98}} has his passive shields and his anti aa field thingy and his damage reduction taunt So because of his tank steroids he gets gutted in base stats because he has 3 very potent steroids. Sion is even worse off in that regard since he has even lower base stats and his ''steroids'' aren't guaranteed to scale since you need to farm for it which is an issue if you fall behind and get zoned off Another factor in shen's case might be the impactful ult and his good 1v1 potential Anyway that is what i think is the reason riot gave him low stats. I don't think Shen deserves that treatment and neither does Sion as far as i'm concerned
PB4UAME (NA)
: I've been ranting up and down the boards for literally years now talking about this very fact, that even in 2017 "adc lul" era, they *STILL* have not needed LW for two years, and growing on a third, ever since the end of Season 5. If you invest in damage, you get that damage and its gold's worth no matter what, unless you're CCed. You invest in defense, and your opponent's investment in offense already negates everything you're building and then some (come late game/3+ items) before they even need to remove fucking half you resists with LW, or (god forbid) before they need LDR's up to ***20% more physical damage from all sources, including all of their spells*** Oh, and yes, that's scaling multiplicatively as a 1.2 modifier-- this is massive, with 50% crit chance, an IE and the attack speed from a single zeal item, (so if you build LDR as early as third item not counting boots, and are at least level 9 and not Jhin) LDR's passive adds an extra .4 DPS per point of AD, taking an ADC with zealitem + IE from 1.875 DPS per point of AD to 2.275 DPS per AD, before factoring in 35% bonus armor penetration, and the increased DPS from similarly scaling up all other source of physical damage (including on-hits from items like runaan's and BotRK). The fact that they have ***THE TANK BUSTER ITEM*** to such an extent that if an ADC buys an LDR, a tank's health and armor items will be worth more to them sold back to the shop at the 70% rate, and then replaced with offensives item to attempt to one-shot the ADC first-- and yet no one EVER builds it should tell you just how worthless armor actually is, and how fucking overloaded and gamewarping ADCs multiplicative scalings are. It is worth noting that pretty much only ADCs, Yasuo and GP can abuse this system, and huh. . . who have been the most complained about or busted champs recently? GP been topping winrates and pickrates at high Elos ever since he got systemically buffed to scale into his crit build quicker with Klepto? Huh, who could have guessed it? Pros and streams bitching about the game and threatening to, or actually leaving League to stream other games because "Skill doesn't matter anymore," and "The botlane always decides the game" and complaining about ADCs scaling past their entire team's ability to deal with them. Hmm. . . maybe getting upwards of 5.0 damage per second per singular point of AD (which they also get in abundance as well, even on their "defensive" items) come lategame, while other classes are constrained to linear scaling for defense (but, even less than that with regards to the bonus armor pen from LW, actually makes an asymptote, or at least a kink where base armor ends and bonus armor begins) or quadratic scaling for spells (both magical and physical) and for on-hit effects might be just a tad broken. Imagine a mage with an AP ratio on a manaless point and click ability that auto fires itself again in as little as .4 seconds, that starts at a 1.0 AP ratio, only for it to increase to over 6.0 and turn into AoE, and be delivered at 700+ range lategame? Would be bullshit and game breaking. Yet Jinx with her Q and Twitch with his ult, and both of them having full builds, they'll do just that and more, 'cept with AD o' course. See, in addition to all that, if they have a Runaan's as one of their items, the AoE effects they trigger can overlap, and you have what MMORPGS and ARPGS call "shotgunning," which has such ludicrous damage scaling if it happens, whole teams die virtually instantly in the span of 1-3 auto attacks. Makes you wonder why we're in League of Hypercarries, huh?
Amen brother ive been preaching the same damn thing for close to 3 years now It's good to see others point this problem out as well
: Which season do you think was the most balanced and fun to play in?
Season 5 was really good it had the most diversity cinder hulk was a bit stupid for a while but besides that it was imho the most balanced season you could literally get away with playing any champion you wanted
: LIFE STEAL SHOULD ONLY WORK ON DAMAGE DEALT
It should only scale with AD and not be modified by crits Its dumb when adc's heal more then mundo
: This needs to STOP.
Oh yea it's really annoying but i found a solution I just made 10 similar pages since i only play Sion That way it can swap the runepage all it wants it wont matter
: > [{quoted}](name=Terozu,realm=NA,application-id=3ErqAdtq,discussion-id=oxhYiGEo,comment-id=00050000,timestamp=2018-03-11T05:57:07.695+0000) > > You know its of the fast skill shots in game when used on a minion right? Which also makes it the least versatile skillshot in the game. It needs a freaking middle man, so as long as you position yourself at the correct angle from him, he literally cannot hit you. Sion's E bug was fixed today, which massively cut down the hit box (which was broken). As a result his insane win rate spike should drip and he should, again, fall off the map. Good thing; I can't wait to have no one contest him again, as he's my favorite jungler.
''Which also makes it the least versatile skillshot in the game. It needs a freaking middle man, so as long as you position yourself at the correct angle from him, he literally cannot hit you.'' Which was exactly my point But people seem to be to lazy to do this and just want to straight up win regardless of what an enemies kit does Hell Sion himself in game tells you how to counter him One of his quotes when he uses his E '' you can't hide behind your lackeys'' pretty much says it all
: > [{quoted}](name=Spoofghoul,realm=EUW,application-id=3ErqAdtq,discussion-id=2GnaBwrc,comment-id=00050008,timestamp=2018-03-10T22:00:24.370+0000) > > we need up-gradable turrets > > Let us buy items for them, they got an inventory > > Make these turrets reward more gold for each additional upgrade since the will be harder to kill I honestly think that's an interesting idea. Would probably be wasted gold on a first tier, but might be smart investment on Inhib or 2nd tier turrets. I think maybe it was Black Market Brawlers that had something similar to this.
Yea Blackmarket had this for minions you could buy and upgrade minions
Tomoe Gozen (EUNE)
: > [{quoted}](name=Spoofghoul,realm=EUW,application-id=3ErqAdtq,discussion-id=2GnaBwrc,comment-id=00050008,timestamp=2018-03-10T22:00:24.370+0000) > > we need up-gradable turrets > > Let us buy items for them, they got an inventory > > Make these turrets reward more gold for each additional upgrade since the will be harder to kill The problem i see with that is, who's going to be tasked with such a job? Every champion is worried about their own gold income to pad their stats and do good, the game has never been oriented towards having to pad the stats of base defenses. If Riot ever added this into the game, League would be played completely differently. Base defenses don't help you win the game, they can only become more durable and damaging. But a team that would be behind gold might be given a "trap purchase" to upgrade a tier base defense in order not to lose it early. If you still do, you've just spent gold for an objective you already lost, given the enemy team more gold and you have even less to work with to get back into the game. The way i see this is that winning teams would get more gold to upgrade tower defenses, which would improve their chances of winning because then the losing team wouldn't have many chances to split push and take down turrets, if enemy champions aren't an option. And quite frankly, League isn't Tower Defense.
> The problem i see with that is, who's going to be tasked with such a job? > Every champion is worried about their own gold income to pad their stats and do good, the game has never been oriented towards having to pad the stats of base defenses. If Riot ever added this into the game, League would be played completely differently. Fair enough, it would make things different for sure but that might not necessarily be a bad thing though. It could add more strategies. > Base defenses don't help you win the game, they can only become more durable and damaging. But a team that would be behind gold might be given a "trap purchase" to upgrade a tier base defense in order not to lose it early. If you still do, you've just spent gold for an objective you already lost, given the enemy team more gold and you have even less to work with to get back into the game. Who said base defenses can't help you win the game ever heard of {{item:3060}} turrets? you can literally add anything you want to a turret. Think outside of the box and see more possibilities then just added defenses. Turrets could be given buffs to help you with offense too! Like giving an out of combat movement boost to help rotate or beef up minions that pass by. or provide a small shield if you haven't been in combat yet which decays after a while which can help you dive the enemy under his turret. There are infinite options really i just named a few simple ideas > The way i see this is that winning teams would get more gold to upgrade tower defenses, which would improve their chances of winning because then the losing team wouldn't have many chances to split push and take down turrets, if enemy champions aren't an option. And quite frankly, League isn't Tower Defense. Fair point snowballing with turrets or with your champion is still snowballing regardless. how much more gold they get is appropriate to how much of an obstacle the turret becomes think of it as shutdown gold. It shouldn't be too much Another big benefit is that it will generate a ton more diversity into the game making every new game way different then the last
: Teemo Player Rant
Was expecting {{item:2013}} {{item:3364}}
: Haven't had the pleasure of laning against Comet Sion till today
when the E was bugged people where right to complain It's a skill shot you can sidestep them and he uses the minion to boot so you can avoid it by walking perpendicular to the minions It's not that hard Then again i have mained him since his rework and people are still too dumb to sidestep the skill shot
: > Soooooo, yeah. What do you think? It's hard to weigh in on "hilariously" weak. I think there are some things about towers that could be improved. Some thoughts: * I don't really think turrets universally just die too easily. I think if the outers especially lasted a bit longer (fewer "I lost my outer in one back" moments), however, that could be an improvement. * As players have gotten better at playing around turrets, managing their aggro mechanics and diving them has probably become too easy. * Turret damage on tanks especially feels pretty low. Tanks should feel better about taking a few turret shots than others, but it can feel over the top. Those stand out to me as the opportunities for improvement if we're talking turrets.
we need up-gradable turrets Let us buy items for them, they got an inventory Make these turrets reward more gold for each additional upgrade since the will be harder to kill
: its their problem dude,kai sa is a new champ and i always ban new and reworked champs in the beginning noone knows how to play with or against i dont want to risk it,if that player is a garbage and want to troll then its his problem noone else's
> [{quoted}](name=WubbaLubbaDubDab,realm=EUNE,application-id=3ErqAdtq,discussion-id=vsX8W7zL,comment-id=00020000,timestamp=2018-03-10T08:59:35.096+0000) > > its their problem dude,kai sa is a new champ and i always ban new and reworked champs in the beginning noone knows how to play with or against i dont want to risk it,if that player is a garbage and want to troll then its his problem noone else's in normal draft? Dude ur the definition of a tryhard Probably one of those that demands jungler attention 24/7 loses lane anyway throws a hissy fit and spams surrender at 15 minutes
: It's less about being good against tanks and more about not getting shut out as hard by natural armor scaling.
Makes sense It's why i build sunfire+thornmail so often on sion as well as to get grasp simply because the Q/basic attack damage is just pitiful vs natural armor scaling Will be using the conqueror keystone on him obviously
: Waveclear work for 8.6 or later
{{champion:14}} Q {{item:3070}} {{item:3070}} His Q only deal about 33% dmg to minions So you need to charge up for like a century to deal a tiny bit of damage This is already annoying enough on live, especially later into the game past 20 minutes, You basically just wasting time using Q to clear minions at that point This change isn't going to help in fact for a champion so reliant on CS this might totally screw him over Could we perhaps do something about this reduced Q damage to minions/monsters if this goes live
: I mean they already said they're going to look at it in midseason, you're kind of beating a dead horse. What's the point in getting mad now? It would be understandable if Riot was still radio silent when it came to ADCs but they've been pretty clear at this point that they agree the class needs changes. Just be patient a while longer.
What are you expecting exactly? When Riot addresses problems at the pace of a dead horse
: Can we buff turret durability more?
https://boards.na.leagueoflegends.com/en/c/gameplay-balance/9Z0xhJdG-what-league-needs-is-upgrades-for-turrets-upfkngrades-heimer-approved my 2 cents on turrets I'm lazy so i just posted the link to my thread
Loganson (NA)
: Knock up tenacity idea: Weight
Why not make weight scale with bonus health/armor Every champion that is most fucked by knockups builds those stats anyway
Aazzlano (NA)
: If two players cannot queue together in Solo Q, they should NOT BE MATCHED IN A GAME.
Yea it's stupid matchmaking needs change dropping from d5 needs to be easier too
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Spoofghoul

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