: what do you mean his passive doesn't update after respawn? you mean the W's passive?
Yes, the Blood Hunt Passive (movement speed bonus for hunting enemies with hp<50/20%) does not apply if you respawn even if the enemy champion is right next to your spawn location. Apparently an enemy in sight has to take at least 1hp damage to update and trigger this effect (source of the damage doesn´t matter from my experience). Probably not a bug in the literal sense but lazy coding.
: Warwick Q heal buff next patch is a mistake (OTP WW)
Apparently fixing bugs isn´t really one of riots core strenghts. Beside the thng you have mentioned there are far more bugs. For example the passive doesn´t update after respawn or the body blocking bug. Hell they can´t even update his Blood Hunt passive text. It still says "below 20% hp attackspeed bonus is tripled" which is wrong. Anyway there is a huge buglist with videos and descriptions on reddit already. The only thing I´d like to see buffed is his abysmal base hp. He does have even less hp at lv 18 than most of the adc´s. Just .. seriously?
GripaAviara (EUNE)
: Have you ever thought on banning hard counters to your teammates instead of just counters to your champions? Like banning Yasuo because his WW can nullify your ADC? Banning Morgana because she hard counters supports like Leona? etc
Do you? Sure you can theorycraft a lot about picks and counters but in the end people are very uncoordinated and unpredictable especially in solo queue. Some can handle certain champions and anothers get a metal breakdown when seeing them. For me bans are a waste of time and belong into premade/professional play. Nonetheless I´m not saying my perspective is the truth and if you think it´s worth it sure go ahead and do what you want. As long as it doesn´t interfer with my gameplay style I don´t care what others do.
: lets look at {{champion:131}} kit compared to {{champion:39}} do you really think the problem is the itemization? diana has more than enough options to go into an ap bruiser build. {{item:3115}} {{item:3116}} {{item:3027}} {{item:3165}} {{item:3091}} {{item:3152}} {{item:3001}} {{item:3146}} but a shit kit is still a shit kit.
Do you really want to compare those items with this: {{item:3071}} {{item:3053}} {{item:3078}} {{item:3161}} {{item:3748}} {{item:3813}} {{item:3026}} ? All of them provide good offense, defense and synergy at the same time. Her current kit might not allow an alternative to the assassin build but changing her kit into bruiser style can´t work unless you add reasonable usefull items to support this playstyle.
: Replace "none" ban with "pass" to another teammate
Personally I don´t bother with banning because there are far too many counters against my champions or straight up broken stuff. But I don´t have a problem if they change it and someone else can use my ban if they want. At least as long as it doesn´t add additional annoyance for me. I´m not going to ask or choose someone every single game. It has to work in an automatic way. Ideally there should be a toggle in options or something that removes the annoying ban screen interruption entirely so you can remain in the champion selection screen. Other than that sure whatever.
: why do you want to climb in ranked? (poll)
Might sound wired especially for a competitive game but my goal for games I like is to 100% complete/finish them. LoL is quite frustrating in this regard though. There isn´t a cap for ip/mastery/level etc. And reaching rank 1 is quite unrealistic. At least there is a limited amount of champions you can unlock ^^.
: I looked for around 15 minutes trying to find out which one was support and which one was mid and couldn't find anything. Could you please show me which one is which so I can have some clarity. Regardless of which way around it is, we are faced with the same issue - how do we nerf one, without affecting the other, balanced, one too severely? At this point I feel as though Riot needs to choose one position for Morgana and kill off the other variant.
Here is the link: https://twitter.com/RiotRepertoir/status/1111074238507552769 The high winrate is always mid. Can´t remember the last time support morgana had a winrate close to midlane and I keep track of them constantly. That´s not very surprising though. Due to her low playrate it´s reasonable to asume most of the people playing her in midlane are mains or otp´s. How you nerf a champion matters a lot actually. Especially if you have two very different playstyles like in morgana´s case. As mentioned before Tormented shadow nerfs where pointless given that she is banned by supporters most of the time. Blackshield nerfs on the other hand are reasonable (if you want to lower banrate because support winrate isn´t anything special at all) eventhough I´d have prefered a powershift instead. I don´t play support morgana neither do I have a problem with her. In my opinion there isn´t a reason to enforce one position on her because you can easily adjust numbers depending on which posiotion you want to nerf.
: > [{quoted}](name=aezens,realm=EUW,application-id=3ErqAdtq,discussion-id=YbETJXaU,comment-id=000200000000000100000001,timestamp=2019-05-02T06:48:42.664+0000) > > This shows exactly what I said. You can clearly see a like ~50.2% winrate in support and 53%+ i midlane. It doesn't show which one is which, though due to the nature of the nerfs I'm inclined to believe support Morgana is the on with the higher win rate, if not then these lines of nerfs seem questionable to say the least.
One of the Rioter showed some winrates for guessing purposes and revealed later the one with 53%+ is morgana and explicit stated "only for midlane". If we asume most of the bans are targeted against support morgana which is very likely at least from my experice the shown graph is very blank because she probably would be one the left side similar to something like Zilian mid.
: > [{quoted}](name=aezens,realm=EUW,application-id=3ErqAdtq,discussion-id=YbETJXaU,comment-id=0002000000000001,timestamp=2019-05-01T19:36:27.874+0000) > > 53% winrate was and is for midlane (with a ~3% playrate). On botlane she had on average 50+ to 51% winrate with a ~15% playrate. Doesn´t sound overtuned to me. > > Nonetheless the ban rate is definively a problem but at least 80% of the time she get banned by supporter anyway most likely due to there reliance on cc to bring value to there teams. That´s why the former nerfs changed essentially nothing in this regard. > > The utility nerf is reasonable if the goal is to lower the ban rate the damage nerf wasn´t in my opinion. https://twitter.com/RiotRepertoir/status/1121824617344028672 We have no way of knowing whether it's support or mid Morgana that's out of line, but judging by this line of nerfs it's pretty safe to assume that it was support. She doesn't just counter hook centric supports. She counters ALL heavy CC supports. Bard, Alistar, Braum, Rakan etc. as well as squishy supports, so most mages and enchanters too with how aggressively she can play early. There are approximately 3 supports that I think do okay into her - Zyra, Karma and Soraka. If she counters this many champions then she definitely deserves to be pushed down a peg or two if she's doing THIS well.
This shows exactly what I said. You can clearly see a like ~50.2% winrate in support and 53%+ i midlane.
: > [{quoted}](name=Purple Angel,realm=NA,application-id=3ErqAdtq,discussion-id=YbETJXaU,comment-id=00020000,timestamp=2019-05-01T14:47:36.659+0000) > > id rather get her one in every 5 games than have her reverted to a champion that is unplayable due to the ridiculous nerfs > > buff her W ratios so she's viable in the mid lane again... this is ridiculous to nerf her everywhere for no reason. Yeah, a 53% win rate and 44% ban rate. She absolutely wasn't overtuned though I'm sure.
53% winrate was and is for midlane (with a ~3% playrate). On botlane she had on average 50+ to 51% winrate with a ~15% playrate. Doesn´t sound overtuned to me. Nonetheless the ban rate is definively a problem but at least 80% of the time she get banned by supporter anyway most likely due to there reliance on cc to bring value to there teams. That´s why the former nerfs changed essentially nothing in this regard. The utility nerf is reasonable if the goal is to lower the ban rate the damage nerf wasn´t in my opinion.
Terozu (NA)
: No, if you've ever used a camera tool you'd know that the map is more of a shell, if you just reverse the camera angle you get a bunch of holes. You would have to make it so red team not only has a separate camera, you'd have to flip and mirror the entire map model. Watch something like Instaloks Xayah and Rakan video to see the holes I'm talking about. It looks like garbage.
The holes are there because those regions lack assets. For example usually you don´t put texture in places the player isn´t able to see in normal circumstances in order to reduce computional costs or sometimes simply developing time. This has nothing to do with the camera itself. Of cause those need to be added but don´t have to recreate the entire map or something.
: Heres my suggetion. Instead of allowing a rotating camera angle just allow a wider angle of vision. You know with the scrolly scroll mouse wheel. From your og post I figure that should help. But from my perspective Riot doesnt force you to use lock screen. And it seems like only a small percentage of summoners use the lock screen. So why change the perspective for everyone when its a very very select few that choose to lock their screens. And again its from my perspective I dont want to tell you how to play the game. I just see this problem as a problem that you can fix yourself by unlocking your screen
It´s not my post neither do I use locked cam but I understand his point. And as I said this problem isn´t restricted to the locked camera mode. Blue side clearly has the camera advantage it´s more difficult to play from top right to botton left than the other way around simply because the UI blocks the region enemies are comming from. It´s an issue people have mentioned over and over again. Also it might just be me but my mouse accuracy/handling is far more precise if I scrole from left to rigth. Also also from my perspective riot doesn´t force anyone to play volibear so instead of asking riot for adjustments I suggest people fix the problem by themself and play another champion (similar logic).
: Uh. Lock screen actually makes me cringe. Learn to control your mouse speed when you move your camera. It will take a brief time to adjust but you will thank yourself later on
That´s no excuse at all it´s not even an argument. If someone says right mouse button for attacking minons needs some qol improvements in order to fit modern standards my "argument" would be rmb is for noobs anyway get gud and use the attack command? Aside from the fact this isnt a looked cam issue only some people like it eventhough it´s not the most efficient way to play. If there is a problem it should be fix. Rotatable camera should have been a thing ever since the begin of there competitive orientation. Can you imaging a chess game where one player can see less of the board? Even if you do several rounds like in pro play it might be totally fair but stupid notheless. Anyway for the actual topic: Every developer seems to have there own special stigma and I think for Rito it´s there technical capabilities. They are good at the design part and against common believe better then a lot of other games in terms of balancing but stuff like coding for new launcher, clash or the (for years) broken death recap isn´t really there strength. Therefore I wouldn´t bet on camera improvements any time soon.
: There is no such thing as different ban rates for different roles. If a champion gets banned there's no way to determine if and where that champion would've been played.
Alomst every time she get´s banned in my games it´s by a supporter very rarely by a midlaner. I doubt supporter care that much about mid lane but more about there own matchup in bot lane. You are right there isnt a distinction but if there was a way to seperate them I´m sure the graph would look quite different.
: Same. Zed is fucking cancerous and definetly needs cooldowns adjusted. Or just increase turret range already.
I don´t want to say it´s pointless but I´d argue cooldown adjustments on assanssin´s arn´t a very efficient way to balance them because whether they burst you now or 5 seconds later doesn´t really matter. In case of Zed for example his Q migth be on a low cooldown but the actual thread is the q-w-combo which is on a pretty long cooldown already . These kind of changes are more suitable for champions like bruiser in my opinion where you actually affect there dps in a fight. Also very few people even track cooldowns anyway. In my opinion the assassin class is the most difficult class to balance.
: But those champions have to get in your face and actually do something. Leblanc and Yasuo are certainly Frustrating with all their dashes and stuff, but I wouldn't call that boring. Mid-morg is like if a nap was a champion.
They could reduce q and w cooldown and mana cost. Then you have to dodge the whole time while try to farm under tower. Might be frustrating but not boring anymore :D
: Morgana mid is 100% THE most boring to lane against. Her main strength is boring you to pieces and doing something aggressive just to break the endless monotony.
In my opinion the most boring champions to play against are things like {{champion:238}} or {{champion:7}} because you have to play super defensive or they just kill you instantly. {{champion:25}} can only outpush you early in the game. Almost any viable midlaner with one ap item or ad midlaner like {{champion:157}} with {{item:3087}} or {{champion:39}} with {{item:3077}} can clear minion waves faster.
Infernape (EUW)
: >Who exactly is Morgana mid hurting? Against an evenly skilled opponent she stalemates the lane I'm guessing that's precisely the reason why she's getting nerfed. Morgana mid basically stalemates any lane and provides zero interaction. You throw out your W, clear a wave, rinse and repeat. You push fast enough to deny the enemy from roaming, not to mention you're safe enough to be hard to gank or tower dive because of her Q and Black Shield.
That´s a common misconception. You could do that with a lot of champions and I think people dont understand what´s really happening. To put it simple: neither does she have the best wave clear nor the best escape. Don´t get me wrong it´s not bad or something but there are better options in both categories. So why people feel this way? In order to understand that I´ll take Ekko as an example. He can wave clear super easy and you have good escape as well so in theory you could farm and be ungankable the whole time if you want. But in contrast to Morgana he has very usefull tools to engage or poke you as well and most player want to make use of this. However at the same time this is what makes him vulnerable. Morgana on the other hand is very limited in her offensive gameplay especially pre lv 6. No poke, very low aa-range, slow projectile and very predictable engage if you have your ultimate up. In conclusion you dont even bother risking aggressive moves against you opponent unless you are catching them offguard. It´s essentially the counterpart to the Yasuo syndrom. They want to engage and fight you all the time because it´s very rewarding if you succeed. As Morgana you want to play more tactical. The problem is a lot of people don´t like slow past games. They want to see action and engages especially in pro games. That´s why those playstyles are prefered by riot.
: Why are dodging penalties and autofill bad for matchmaking?!
A matchmaking system can never be flawed. If it doesn´t do what it says it´s either not effective enought and needs improvements or rigged and works as intended. Dodging is neither a solution nor a tool but necessary due to problems that haven´t or can´t be fixed like Duo/smurfing and peoples inherent inconstancy. Penalties are there to prevent abusing and should be treated as such nothing more nothing less. It´s not intended to be a part of your "skill" evaluation.
: that's literally the current bounty system
It´s litterally not. First the current bounty system only cares about kills and cs gold and not about for example item generated gold (not sure about tower/plating gold). The reason they hotfixed support items so fast wasn´t because they dislike that sololaner take it but because it broke the bounty system in a pro play match. Second currently if you have the bounty you don´t loose it unless someone kills you.
: So we need LCS, to prove to Riot that CS bounty is the dumbest thing ever?
In my opinion this focus on CS and KDA is harming and was always a bad indicator for performance. There are many factors which influence your gold income and if you don´t include them in your calculation it´s just a matter of time until something will break it. If there really need to be a bounty system I think the only resonable way to do so is by implementing it in correlation to the **_current and average gold difference_**. If you are the only one on your team performing well you probably won´t have a bounty because the gold difference between you and the enemy isn´t big enought. If the enemy team catches up with gold you will loose your bounty because the reason doesn´t exist anymore. If you snowball out of control by any means this system will detect it because gold is next to exp/level the only way to increase your power. Also KDA and CS counter need to be subsidiary entires in the stat tab. The main stat should be the cumulative gold income from a champion.
Jaspers (EUW)
: 3? Passive, PD, Bloodthirster, Overheal. Try bursting that.
Saevum (NA)
: You can remove all his strenghts in champ select lobby. By yourself. Single handedly. Really fast. Accurate and simple. With one click.
Can people stop use "ban him" as a justification for problematic champions? For real can´t you see this solves nothing?
: Problem with your view. do you think a surgeon doctor. The doctor that one tricked surgery is paid more? Or the generalist medic that spend his study knowing about everything. It's the first one. they get paid more because they specialized. Because we all got a finite amount of time we can spend doing something. Including playing this game. For this is why, how much you are able to learn is limited by how quickly you pick things up and how much time you invest. If someone spend a lot of time learning all champions. they will have to spend 120+ times more time learning the champions than someone one tricking. which is why in higher elo you get more one tricks
Not going into detail that the amount of money you get almost never correlates with the actual amount of work you put into something. But anyway it isn´t necessary to understand the fundermental logic. The amount of information you can get about something is somewhat restricted as well which means the closer you get to that limit the less you will improve. Same principle applies to lol. You can´t get linear better in what you are doing. There is a much bigger difference between 10 and 100 games played with a certain champion compared to 100 and 1000. That means you can lern a variety of champion without getting left behind and you definitely have the advantage of using a more suited pick in certain situations. On the other hand if you focus on a single champion and get counter picked, there isn´t really anything you can do because the enemy has a lot of knowledge about his champion as well.
Bigsnax (NA)
: i disagree, i actually think league needs more of this kind of thing, lots more counterpicking
I disagree with your opinion as well. I think invested time should be valued somewhat equally. Wether you want to specialize in a small selection or lern a broad variety should not matter. Sure there need to be a slight differences in strength in order to have a chance against opt´s but never ever should the pick decide the outcome of the match (which is clearly the case currently if both teams are equally skilled). The reasoning is simple: Some people play the game some the champions. If you constantly favour people who switch champions and playstyles faster than there underwear you will loose those who are interested in the lore and phantasy of there champions and master every tiny aspect of them. I´d go as far as to say some pleople don´t even care about the game anymore only how much lp they gain.
Aden9 (NA)
: Please make Morgana a viable mid pick with her rework. Plz Riot. Puppy Face. MonkaS
Here is a list of some things they should have a look at: aa-range: pretty much the loweest of all mages Soul Shackles delay/tether range/damage: lowest thether range and longest trigger delay of all mages. Her ultimate damage is very lackluster considering how difficult it is to pull off. Bugfix: can stun Enemies after they use flash (It might have something to do with the .25 update rate) Tormented Soil: small adjustment to the damage values. Sometimes caster minions do survive with like 3hp or something at lv3(skill level). Also the changes done to Tormented Soil and Soul Siphon in 7.24 feel really weird still. I think there is a better way to do it. Mana costs: insane... trading is pretty much impossible without {{item:3802}}. Her recommended build path for mid suggest to buy {{item:3303}} still... >Important: This doesn´t mean all of the things mentioned above need to be adjusted. **Suggestion for a mini update: A bit more focus on her autoattacks. Something like if enemies are affected by her abilities she can trigger Soul Siphon with her aa. Similar to the thing Swain does but instead of pulling them towards morgana she does extra damage or has increased range and regenerates life/mana.**
: Diana finally gets some love! <3
I hope they consider adjusting the passive as well. I think it would feel much better if you could stack the attackspeed buff. In return the stacksize can be reduced to 2 instead of 3.
: Why is Riot so secretive about MMR?
Can´t remember where but there was a post somewhere stating something like they want you to play the game and not the system or something. If I had to guess though I´d say it´s a combination of several reasons like abusing the system and unfair calculations. Or it might not be as complex and interfering as a lot of people think it is.
Sw4de (OCE)
: I just want JG to get outscaled again like they did for 8 years, logic dictates that the role that starts with the most agency/influence should scale down with game time while the roles that are restricted to an area of the map and are fighting PVP for all their resources scale up with game time This is how its always been, why are junglers scaling with laners now, its so ridiculously oppressive that i have to be scared of fighting the JG 1v1 as a solo laner from min 1 to min 50 every game
Good idea. If the camp rewards are worth nothing anymore there is more time for camping lanes and taxing. {{sticker:sg-kiko}}
: Well if you're saying that Morgana's tether is still balanced (and I would agree with you) I don't think it would hurt to still implement the change but as for compensation increase the initial tether radius
How much would you want to reduce the final range then? Her true tether range is below Kled´s initial range already (about 650-675 units if caitlyn´s aa range on the wiki is correct). https://imgur.com/a/zDAnBdz Or do you suggest to increase the initial range and leave the trigger range untouched?
: Keep in mind that each individual champion also has their own unique cooldown. Someone like Quinn could have their ultimate taken every 30 seconds. But Ryze could take 4 minutes.
Fun fact: you don´t need to track the cooldown when stealing the ultimate. It´s 200% of the originals so if the circle cooldown is less than 50% they will have there ultimate ready again.
: But Morgana has a 3 second root (max rank) her tether slows the target[s] and she can become immune to crowd control allowing her to hold the tether easily like Karma with her movespeed bonus and slows on Q and LeBlanc's Distortion[s]
What I want to say is leblanc/karma etc can tether every ~10 sec (without cdr) while morgana has to wait about 1.5 min if you fail. That´s quite a difference in terms of balancing. But if you really want to compare them in my opinion dash>movementspeed>slow/cc resistance (because it´s situational and not always needed). In some cases it might be different but for the majority i think this order is legit. 20% slow (keep in mind the calculation uses base not total movementspeed) is kinda meh especially because morgana has very low ms values. And hitting root is the optimal scenario true but the Binding is hard to land and mostly rely on your enemy to fuck up. There are alot of situations where you want to cast your ultimate first to ensure your Q hits because if not you loose alot of dps. Fun fact: eventhough the wiki says otherwise Soul Shackles has the lowest tether range of those 3. You can test this in practice mode.
: Tethers
Just want to point out here {{champion:25}} Soul Shackles is: 1.) an Ultimate ability and 2.) has 3 seconds delay Not really a fair comparison.
Copic (NA)
: Real annoying seeing my teammates ban nothing.
step 1) noone hovers a champion step 2) ban a champion step 3) random teammate: "omg that´s the only champion I can play!" step 4) profit? Only one example why no ban is a valid choice. Just because you don´t know a reason doesn´t mean there isn´t one.
: Let’s forget to mention that her mana costs are super high, at every rank (EVEN IF yeah her w has no mana cost, her q and e cost a lot)
If that´s the argument for {{champion:143}} high mana reg I want at least 20 per 5 for {{champion:25}}
: well, because of riot's non-existent dev team, queues are already long enough. breaking it down would make it take eternities
Actually this could improve ranked since premates are distributed between flex and solo/due queue at the moment. If premates are shifted flex matchmaking delay will be shortened in rankled flex and ranked solo matchmaking should be faster as well because the system doesn´t have to balance teams whit premades that have larger variation in mmr. Win-win situation in terms of queue time.
: [Discussion]: Morgana 2019
Mixeded feelings about that. Tormented Soil apears instantly has a long duration low cast time and no real restrictions. Compared to {{champion:27}} and {{champion:69}} it would be a quite powerful grounded ability. On there other hand it doesn´t have a slow so maybe it´s balanced at least until you have{{item:3116}}. I just hope there isn´t any powershift to utility because I prefer to play {{champion:25}} in midlane. Even less damage could be the final nail in the coffin. The stacking change mentioned would be nice in my opinion. At least if multiple cast on the same area do not incresae the damage dealt (would be op). The current version, reduced cd for champion/monster hits, feels clunky and unreliable.
nfzeta (NA)
: lol, are you really looking for an item that has literally no downsides and perfectly protects the person who buys it from dying?? I guess you meant foolproof quite literally lol. > and it still won't save you from an ad assassin's burst It does actually, it only wouldn't if you were hard feeding and/or built it really late.
To be fair I don´t see the downside in items like {{item:3156}}, {{item:3231}}, {{item:3053}}, {{item:3026}} ,etc. AD champions have much more variety and simple mechanics like shields. There isn´t real counterplay which is true for {{item:3157}} as well but you can´t fail with them either except for {{item:3140}} maybe.
: Hey wukongs players, Wukong is sitting at a 53.76% winrate. Are you sure he needs a buff?
Sample size in plat+ with ~4k games is quite low for a meaningfull rating. Winrate might be inflated by one tricks and mains.
: > [{quoted}](name=aezens,realm=EUW,application-id=3ErqAdtq,discussion-id=MhJujGv0,comment-id=0001000000000000000000010000,timestamp=2018-12-16T20:11:56.370+0000) > > This discussion is absolutely pointless. Chat is aviable right after entering the lobby ban phase is not. So if you want a possible 2nd ban you can ask. A lot of people actually do this but if no one asks me for a specific ban until ban phase I´d assume no one cares as well. > > If you want something from someone else it´s not his obligation to ask you. i dont KNOW that u don't want to ban someone YOU DO. therefore YOU need to ask. everty single sane person who wants to win bans a champion... usally a chamion that is one of the stupid OP champs they riot breaks.. or a champion that counter's the champion they are picking. telling random people to ban something is rude. OFFERING to say.. "hey anyone have an ban perferences? it NOT rude. however flat out pressing "none" without asking is EXTREMELY rude. and its basically is saying. i don't need to worry about this... but i don't care if it makes YOUR life hell.
That´s right you don´t know what someone is going to ban and it doesn´t matter. No one would ever ask whether it´s ok for you if he´s banning champion xy. Same logic. I don´t see in which world not banning a champion is rude. It doesn´t matter what you think it means It´s a tactical decision with advantages and disadvantages and usually not a personal notification against someone. Maybe you need to lern to be less subjective. Also asking "can you/someone ban xy" doesn´t sound rude to me either. You want someone to change his decision in your favour not the other way around. People can not ask "does anyone has a problem whit my pick/move/choice/etc" every time they want do an action.
: > [{quoted}](name=Terozu,realm=NA,application-id=3ErqAdtq,discussion-id=MhJujGv0,comment-id=00010000000000000000,timestamp=2018-12-14T22:36:51.612+0000) > > Yeah 90% of the time(arbitrary number) noone will answer. > > So no it doesn&#x27;t make &#x27;too much&#x27; sense. and if no one answers during the entire ban phase and the timer runs out then sure... but at least do the courtesy of ASKING don't just fucking "insta-ban NONE" i have literally NEVER ONCE heard anyone ask if they wanted somone ban... get once every 3 games i get a fucking moron who bans none. and the enemy teams picks a champ that i would have been my 2nd ban choice banned if i had another option. and all they had to do was ask.
This discussion is absolutely pointless. Chat is aviable right after entering the lobby ban phase is not. So if you want a possible 2nd ban you can ask. A lot of people actually do this but if no one asks me for a specific ban until ban phase I´d assume no one cares as well. If you want something from someone else it´s not his obligation to ask you.
Dynikus (NA)
: A single armor item is the difference between OP living and dying in this situation. I'd say armor does plenty. I'd argue that if their team had built smarter, for example if op had gotten an early armguard, rengar probably wouldn't have gotten as fed as he did.
The only viable item for ap champions is {{item:3157}} which offers 45 armor. Sometimes I tend to buy {{item:3047}} as well if there is something like {{champion:107}} in the enemy team. However after assassins are full build I´ll always sell them for {{item:3020}} because they can deal 5k+ damage with a combo rotation which is far more ehp than you can achieve with a non troll ap build. If the enemy assassin is feed there is no point to invest in armor anymore. Building full damage is the right choise in this case. Otherwise you will die without dealing any damage.
Galiö (NA)
: And what would u give up on malzahar for that? Your minions? Your spammable silence? Or your waveclear tool/liandries abuse spell? Then you use your ult to NOT get hit? Galio WANTED to get hit. Malzahar doesnt. Shen wants to get attacked when taunting cause everything misses him. Rammus wants to get hit to reflect damage Galio wants to get hit to slowly die, now or set up snapcast for an E combo and reset passive. Woo so amazing. Before taunt chambers wanted to pull aggro for some benefit, galio just has it as a call back to his old kit and it does t do as much as the old one did. Not CC proof, no damage ramp on hit, no combo with W for heal. It just taunts, some DR (like before) and a teeny bit of damage (which was added later in the rework) and doesnt even work on minions anymore. Galios on damage heal had diminishing returns and you can cut the healing. His DR is just generic.
I think Rammus damage reflection is a balance issue as well. With the old thornmail it was at least as stupid as galios heal for adc´s. Taunt in general isn´t really problematic. It´s more or less a combination of root and silence nothing gamebreaking. The old silence was around 10 sec if I remember correctly which is far from spammable. Sure the reworked malzahar might have less problems but do you really want to keep track of an ability every time you create a new champion just because it´s broken in certain circumstances? For example another dot ability I wasn´t even able to use is morgana´s tormented soil. That´s right even today you wouldn´t be allowed to cast an ability just because someone picked a specific champion.
Galiö (NA)
: From all damage, not just magic. And it was a unique tank trait instead of the generic stuff tanks (like galio) have kn their kits. Hell Galio isnt even a tank anymore... he is pretty much the same build/rune set up as lissandra... but she does Galios job better than he does.
Purposefully tanking my waveclear as malzahar and healing from it might be unique but not very healthy for the game in my opinion. Interactions like that are the reason some champions can´t be viable.
Galiö (NA)
: Bro it wasnt bad. At all. Stop misinforming.
Maybe some poeple don´t remember but a lot of the old designs where quite problematic which is the reason they got reworked in the first place. Galio for example had a really stupid healing mechanics from magic damage. Some abilities especially the ones you dont level early on did less damage than the heal which is absolute bs.
ProjecL (EUW)
: > [{quoted}](name=aezens,realm=EUW,application-id=3ErqAdtq,discussion-id=Qo7FiEYQ,comment-id=00030003,timestamp=2018-12-03T07:50:10.435+0000) > > I´d asume you didn´t play Morgana before. She doesn´t have a single spell below 10sec cooldown why would you use aery on her? q+w combo are perfect to reduce comet cooldown by a decent amount as well. DH is viable but you miss a lot of good runes in sorcery tree for her. You can W poke with Aery, if you try to poke with W comet it will miss because Comet relies on CC to hit. Initial damage of R will also proc and miss Comet. Also you can proc Aery with AAs, which is what you should be doing a lot with a support that get's Spellthiefs.
Still it´s wasted potential your w poke is very weak even with aery and her aa range is one the lowest of all mages. That´s not the reason you want to play Morgana. Her strength is poke with binding or all in with ultimate and comet is far superior there. Also it´s more difficult but not impossible to hit comet with w or ultimate. You need timing but if you know when and how to hit enemies with comet is more rewarding. The only time I´d pick aery over comet is when I´m support and the enemy team is magic damage and cc heavy.
ProjecL (EUW)
: Maybe you would have won the game if your team's keystones weren't complete garbage? Yeah Dark Harvest is too strong right now, but c'mon, Conqueror on Twitch? Comet on Morgana when both Aery and DH exist?
I´d asume you didn´t play Morgana before. She doesn´t have a single spell below 10sec cooldown why would you use aery on her? q+w combo are perfect to reduce comet cooldown by a decent amount as well. DH is viable but you miss a lot of good runes in sorcery tree for her.
Rexxiee (NA)
: Mages itemization needs to be nerfed before they take over the whole map
lul weakest class is ranting about the second weakest XD
FridgeD (EUW)
: "Both champions are very strong in High Elo and freelo in lower elos" pls go on a stat site and check for yourself. akali in low elo under 47% winrate in low elo. but ofc crybaby boards on duty. what matters to you when it isnt winrate in high elo or low elo? what shows that a champion in "strong"? the fact that in beats you in lane??? you know that free elo is a synonym for high winrate?! no wonder riot doesnt care for gameplay boards! so much bs and mimimi.
I think if I couldn´t practice my champions because of a ~80% banrate I´d suck whit them as well. Winrate is only valuable within a certain context and sample size. Also statistics show she has decent winrate above above 50 games played (if you are somehow able to play her this much).
Glomgore (NA)
: Hidden passive on Yas Ult? Care to elaborate? Googled. Looks like his ult will always attempt to place him out of turret range if possible?
Correct. The distance can vary quite a lot.
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