: > [{quoted}](name=Xenosaurus,realm=EUW,application-id=A7LBtoKc,discussion-id=PBPEGOHv,comment-id=002300000000,timestamp=2019-06-14T16:05:49.159+0000) > > just means he takes longer to kill you, still won't let you run away then you over extended. Boots of swiftness or merc treads are good. Can also opt for the keystone that reduces slows by a ton and has a short CD. it's a bit odd that top tahm hasn't really been picked (dont think so but I havent watched all the pro games) but everyones complaining he's an issue. I just feel like he's such a silly looking champion with a weird kit that people aren't used to fighting him or building properly. Everyone wants tahm nerfed but when the Yi change/nerfs came by everyone freaked out and just said "just cc him". hmm
problem with Tahm is the amount of stuff he gets away with + the fact that he basically shuts down any melee toplaner because you can't fight him so all oyu can really do is farm and push when he isn't around to punish you When I play Tahm I basically win about 70% of lanes...those I don't win I just go even because they just keep running away. there is something seriously wrong with a champion who basically only needs Cinder to hit a powerspike and basically win every 1v1 from there on. His only weakness is the fact that he isn#t as impactful lategame and the reason he isn't picked in proplay is because actual organized play would shut him down by exploiting his weakness and just...not dying to him. I love playing Tahm, but at the moment playing him is literally a free lane. You cannot lose lane unless you play like an absolute brainlet. I have been able to get away with plays that would be considered inting in any other circumstance.
: > [{quoted}](name=Kadexe,realm=NA,application-id=A7LBtoKc,discussion-id=PBPEGOHv,comment-id=0023,timestamp=2019-06-14T15:55:26.287+0000) > > Toplane Tahm Kench is still disgustingly strong against other melees. build a null magic mantle.
just means he takes longer to kill you, still won't let you run away
Meddler (NA)
: Quick Gameplay Thoughts: June 14
As a Tahm Kench player I appreciate you still letting me keep auto winning lanes for freelo On behalf of everyone else I have to ask you what's wrong with you. The champ is clearly overpowered. If I can all in a Darius at level 3, chase him into his next minion wave, miss my Q stun and still kill him while being only vaguely in danger I feel like there is an issue.
Meddler (NA)
: Quick Gameplay Thoughts: November 9
Hey Meddler, I'm writing this as a collective request, formed directly and indirectly by avid Sejuani players from the subreddit r/sejuanimains. Please do not view this as a single individual's comment, but rather a collection of opinions of multiple players (mainly so we can avoid spamming this comment section with multiple version of the same sentiment). We come to you, because the recent changes to Sejuani, that are currently on the PBE, have caused great disapproval within the community. This is a rather complicated topic, so please excuse the wall of text that is about to ensue. First and foremost, let me start explaining the grievances that are shared by a majority of Sejuani players: Sejuani underwent a very significant rework some time ago, which has caused her popularity and performance in pro-play to skyrocket. Due to this, she was subjected to multiple nerfs that eventually left her in a very poor state, both in casual, as well as in competitive play. So before we go into detail what issues lie within her kit and how the Sejuani playerbase views them overall, let us just ask one question: **Is there ANY possibility to give Sejuani the same revert treatment that champions like Rengar, LeBlanc, and Fizz have gotten in recent history?** The notion of a revert is something that multiple members of the community have spoken out in favour of (although it is not entirely unanimous). The following reasons have been given: * a) Sejuani's current issues are entirely based on the tank-update rework and the new abilities that were added. Before said rework, Sejuani was not in a problematic spot, as a number of balance changes during the Cinderhulk-domination era managed to put her in a solid place with an acceptable winrate * b) A majority of the playerbase seems to not be happy with the shift in identity that came with the rework. Many members feel that her E is not a comfortable spell to use and the added gimmick of synergizing with melee champions adds very little depth to her kit in casual play, while only being a serious balance issue for organized play. At the same time the constant weakening of her ultimate ability (which used to be her defining characteristic) has also left a bad taste in many mouths. * c) There is a very definite concern about the direction the balance team seems to be taking the champion. Mainly the notion that the best way to address her is by boosting her damage and reducing her utility. Many players feel that Sejuani's identity as a CC-heavy teamfighting tank should not be abandoned in favor of a generic bruiser-tank playstyle (as well as the concern that tanks with a surplus of damage have been known to be an issue before) While we do not, in any way, want to coerce the balance team into making decisions they are not fully behind, purely based on community uproar, we will have to note, that (at least from our point of view) a full revert could potentially remove all current problems with the champion while also appeasing the playerbase, or would at the very least (even if it is not directly desired by us) could be a better base for further changes, should they be inevitable. In the case that a revert is completely out of the question (in which case we would appreciate a detailed and comprehensive explanation to further communication and understanding) we have also compiled a number of key features that originally attracted us to playing the champion and which hopefully might be able to help the balance team to better understand what makes Sejuani appealing (as the recent changes do not seem to go into that direction): * a) Sejuani should be a team-fighting tank at her core. Her power lies mainly within her ultimate, which provides unparalleled engage power. This ultimate should punish teams that frequently clump together in teamfights and be able to be countered by teams that manage to spread out before and during a fight. The teamfighting importance of the ultimate should therefore be reflected by its cooldown and leaving your team at a disadvantage if it is not used to its full effect. * b) Sejuani is mainly a tank who is also able to deal moderate damage while staying in a fight. The rework changed her damage to be more frontloaded and bursty, which mostly adds counterplay issues. Ideally Sejuani should be able to be a presence within a teamfight after unleashing her ultimate, but at a level at which the enemy is not forced to immediately take her out or else risk losing the fight entirely. * c) Sejuani's main characteristic should be an engage powerhouse with a lot of initial cc and weaker follow up. The old iteration reflected that this well, as Permafrost was useful enough to be a factor in fights without being overbearing. * d) Sejuani's (perceived) intended weaknesses had always been a weaker early jungle presence, making her vulnerable to aggressive junglers and counterganks, as well as a lack of powerful innate tank steroids, urging you to build her fully tank and not build early damage items and abuse her base tankiness. In turn, she gets rewarded by bonus HP ratios that allow her damage to scale and be relevant enough during the lategame. Additionally her ultimate should feel like something that should be used with care and patience to get the best result in a teamfight and not just a tool to pick off a single enemy. * e) There are two rather inconsistent limitations in her current kit that overall make it feel relatively clunky. One being her W dealing physical damage, which seems to have very little point overall and only serves to discourage offensive build options involving magic penetration. The second one is the ramping effect on her ultimate, that scales based on travel range. This refers to her ultimate being made much weaker over time despite being her most defining feature and reiterates that constant buffs to her base kit have forced her to have a weaker ultimate, although said ultimate apparently was not the problem in the first place. * f) Her passive ability works against her tank identity. A tank's main goal should be to get into a fight and absorb damage for their team by pressuring enemies to deal with them. Her current passive does not do this at all and instead gives her a short window of perceived invulnerability, which only serves to weaken her overall presence in an ongoing fight. Several other tanks in the game get benefits for staying in a fight. Sejuani is seemingly punished for it. At this point we have to conclude this lengthy comment. However, I do want to repeat myself and emphasize that (in the view of the majority of Sejuani veterans) her pre-tank update version was by far the most enjoyable and the most balanced version to exist so far and while our community is not as large as some of the more popular champions, a revert or at the very least a return to her CC tank identity would very much be appreciated. I hope this did not come off as too much of an emotionally charged outcry, but a lot of us are very passionate about this very champion and we would like her to be back in a comfortable spot once again.
Namîste (NA)
: I could be wrong because I don't follow MF's lore but wasn't one of them the one her mother made for young GP and the other GP's when she killed him?
idk, but her base lore shouldn't affect her skins. And it doesn't mean that the guns in her splash should look different from the ones ingame
Rioter Comments
Meddler (NA)
: Yeah, we've just started taking a look at Sejuani. That's part of a look at tanks who've been challenges to balance for organized and regular play. Will get some more thoughts on that into Friday's post. Galio and Ornn are the other two we're also testing stuff for.
Is there any chance that you would consider too revert Seju to her previous state? Because as far as I remember there weren't nearly as many problems casually and competitively with that one (after Cinderhulk was finally fixed). I really dislike the idea that she can't just be an ultimate-reliant engage tank and instead has to have a bunch of conditionally broken gimmicks in her base kit.
: Jinx Needs a Skin, it's been like what? A year?
Zac should personally come to your house and slap your across the face for this disrespect.
: > yes, that is the purpose of the spell. It's supposed to make people murder themselves. BUt think about it, Veigar's biggest nuke is his Ult, which means that you ahve to tiem correctly in order to block that. You evne have to see which champion he is targetting in order to pull that off. > > IN a teamfight, where abilities are flying all over the place it'S going to be hard to block a specific one. > > She'S a support, not a laner, her damage is pretty much a lackluster, and her ult is useless for getting kills in lane. If anything she#S an anti mage like galio. even vs Veigar, if he lands his stun he can follow up with ult instantly and you can't shield yourself. If you block the stun, all you can do is run away or try to retaliate. Only a stupid veigar would fire all spells blindly agianst this champ > > I know it'S powerful, it'S supposed to be, but it is NOT incredibly overpowered. > > TL:DR. she counters burst, deal with it and don't pick veigar into her. This spell literally invalidates any form of burst or anyone who has to set up with a spell. Veigar has to position correctly, and usually land his E perfectly to do anything. As a support, you can stay in back, wait until he fires his ult, and just quickcast the shield to literally invalidate another champion. What about Sej Ult? Karthus? Ashe? You can literally invalidate any spell you want , then use it back on whoever cast it. That makes a champion that literally counters everyone. Normal spellshields have the problem of lasting 1.5 seconds to BLOCK one spell. In addition, most spellshields cannot be cast on anything other than the own user (Morgana is the closest, though her's is a cc proof magic shield, not spellshield). This spellshield both lasts longer and also reflects spells, which instead of just stopping a spell also destroys the user (oh look, sivir pressed W and blocked veigar ult. cool. Oh look Ayona pressed E and blocked veigar ult. hey, where's veigar?).
yeah, but that's jsut on paper. it will only ever affect ONE enemy champion. Veigar is hte only one who has the potential to kill himself with it. Also, it just looks broken on paper, in game it wouldn't be as op, at least not in teamfights. The numbers need some work, that'S true, but the concept itself just can't be that broken. Just look at Olaf: his idea is a full tank who gets 2 free AS steroids, increased healing, true damage, bonus armor/mres, extreme stickiness and cc immunity...that sounds incredibly overpowered on paper too, but in reality Olaf isn't that strong right now.
: That E is incredibly overpowered. It acts as both a spellshield and ability of your own, meaning someone (for example, veigar) uses their skills they kill themselves because you placed a shield on the target. Basically, as long as you have the shield off cooldown the enemies can't do any form of ultimate because it'd nuke themselves.
yes, that is the purpose of the spell. It's supposed to make people murder themselves. BUt think about it, Veigar's biggest nuke is his Ult, which means that you ahve to tiem correctly in order to block that. You evne have to see which champion he is targetting in order to pull that off. IN a teamfight, where abilities are flying all over the place it'S going to be hard to block a specific one. She'S a support, not a laner, her damage is pretty much a lackluster, and her ult is useless for getting kills in lane. If anything she#S an anti mage like galio. even vs Veigar, if he lands his stun he can follow up with ult instantly and you can't shield yourself. If you block the stun, all you can do is run away or try to retaliate. Only a stupid veigar would fire all spells blindly agianst this champ I know it'S powerful, it'S supposed to be, but it is NOT incredibly overpowered. TL:DR. she counters burst, deal with it and don't pick veigar into her.
Bad Karma (EUW)
: [CHAMPION CONCEPT] Nervia - Mistress of illusion
W won't work. there are too many skills that are dependent on a secondary factor. Imagine Darius ult, Sejuani E, Azir Q and E, Zed ult, etc. not that the mimicry idea is bad, but it just can't work.
: Rosa: The Flower of Life
the fact that zyra exists, pretty much makes this a no-go. Imo, Riot screwed up when designing Zyra and wasted the concept of the plant mage. I like your concept but it honestly lacks any sort of kit connection and/or new mechanics. Also, that ult is broken on so many levels. you'r basically trapping your enemies in an inescapable death field that noone is able to escape and nobody has any chance of winning a fight on. It basically means focusing a support with cc in order to be able to actually teamfight. Too much, waaay too much
: All of the Healers in League of Legend are Female
Taric will smash your head with his manly hammer of shiningy glory. And Alistar will milk your nips off... Show some respect
Neamean (NA)
: Legendary skin: Grand Master Yi
if the skin comes with nerfs, i have no objection
Rioter Comments
Rioter Comments
: "I didn't see that VU coming." or Nobody Expects the ChampUP Inquisition!
{{champion:89}} ..like...for real. Her armor seems...out of context...It's more of an armor-dress mixture that ahs been made to look really shiny, and her headgear...what is that actually? How does it work? I never understood that. {{champion:143}} needs a whole redo imo...I mean, no offense, but the guy who came up with her design...slightly horny? it'S just that overused sexy-humanized-female plant thing that really makes her look ridiculous. Also...earrings? really? she's a plant-gone-human, not a stripper-gone-plant. Sorry for the slightly vulgar vocabulary {{champion:102}} needs to look like in the splash...because the splash was oneo f the best to come out (sexy, scaly dragon abs...xenophilia for the win), and it made me disregard using my skin jsut to see that splash in the loading screen...Add some spikes, and some scale textures and we're all gonna be happy, amirite? Also, i think she could use a size buff...she looks sorta badass and gigantic in the splash, but so small and girlish in her model...i dunno, it's just my preference I guess. {{champion:51}}: i guess that one's in the process of being done anyways? I recall somebody announcing a potential VU. Well, she has the same stuff that Zyra has...oversexualization when it makes no sense at all. Nothing against short skirts and breasts, but on a supposed-to-be-Sheriff? giver her sleeves, giver her at least some sort of leg covering, and undo the push-up belt...that'S gotta be the most impractical thing to have as a crime-fighter {{champion:96}}: the new splash got me hyped for something that didn't happen. His whole body should get this scale-thingy and the eyes should be as dark and shiny as in the splash. I mean, either go the full cartoon-way like in the old splash or implement the actual-scary-wormlizard form the new splas I just feel bad for new players who pick him because they see his splash and then get disappointed with his ingame model. {{champion:54}} : he deserves the same thing {{champion:57}} got..I mean, his walking animation makes him look like he came straight out of a toy story movie. Also the visuals ons his Q and E could be a lot cooler... How does Q work anyways? Does he jsut roll a rock disk through the ground? It should just look like his Glacial Skin's Q, a travelling line of rock spikes. E could do with some rockier/earthquake-ish textures. {{champion:39}}: Can you tell me why she is wearing a dead squid as a hat?...what?...that'S her hair? oh...well...
: Community! Tell me your skin ideas.
{{champion:30}} Pharaoh Karthus: Basically take the two other Pharaoh skins and throw them onto Karthus. W already has these obelisks, just needs to look more egyptian, E could be some sort of a sandstorm swirl, or something with mummies. Couldn't Ffgure out something for Q and R, shouldn't be too hard tho. To me this seems like one of the most obvious themes for a Karthus skin...egypt, mummy, pharao's cane...it all fits {{champion:113}} Vandal Sejuani: Legendary Sejuani skin, Bristle turns into a badass bike: Give her one of those cool oldschool biker helmets and a rugged punk look of some sort and we have the perfect fith member for the vandal crew ({{champion:24}} doesn't count!) {{champion:61}} Poolparty Orianna: needs to happen..like in {{champion:64}} splash art.. with splashy effects on R and W. {{champion:89}} Steel Legion Leona: one word: ELECTRIC SHOCKBLAST SOLAR FLARE OF AWESOMENESS!...and then you can nerf her (huehuehue) {{champion:41}} Gentleman Gangplank: Fancy, with top hat, old school noble sword and pistol, W becomes drinking wine. {{champion:76}} Dino Nidalee: Just because it would be awesome if Nidalee's cougar form was a Raptor...all her spells could be applied to one at leat...I just want some dinosaurs in the league...and Dino Gnar dissapointed me. {{champion:67}} Infiltrator Vayne: I have absolutely no idea how that should look like...but it sounds awesome... also vayne needs a really badass skin...REALLY badass {{champion:267}} Shark Nami: Sharktail, dark colours, menacing helmet, staff looks more like an axe. Water effects are all reddish like it'S soaked with blood, Ultimate summons a great shark swimming in the wave. Would need model changes tho since shark's tail movement is different to Nami's current one.

Xenosaurus

Level 73 (EUW)
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