: Meowrick's Cats don't fit in the already established cat thematic set by Meowkai.
They definitely have to be differently colored, at the very least, compared to meokai's saplings, otherwise if both were your opponent, you would have trouble telling them apart. I don't mind the wildly different appearance because they're Yorick's ghouls; these undead walking things that previously didn't have a face, so them looking different than what was formerly saplings is acceptable to me, but at the bare minimum, different color scheme.
: > [{quoted}](name=ChaosThief,realm=NA,application-id=yrc23zHg,discussion-id=V1hqwP9w,comment-id=0003,timestamp=2019-03-05T02:08:48.745+0000) > > The last part of that first line greatly bothers me. Lead as in leading someone around and the name for a metal, lead, do have different pronunciations despite being spelled the same way......because English.
> [{quoted}](name=Thefrostyviking,realm=EUW,application-id=yrc23zHg,discussion-id=V1hqwP9w,comment-id=00030000,timestamp=2019-03-05T18:11:34.502+0000) > > Lead as in leading someone around and the name for a metal, lead, do have different pronunciations despite being spelled the same way......because English. My brain understood the difference, that's exactly why it bothers me. English doesn't like being simple.
Moody P (NA)
: Enchanters are neglected more than anyone else
I'd like to say this is because of how uninteractive they are. The supportive effects to allies are all instant (taric heal, soraka ult, sona's auras) or point and click (soraka W, lulu E, lulu W, Janna E). This even applies to a lot of their attacks (many attacks are point and click, instant cast onto an area, or even both in some cases). A few examples of changes that could be made: Soraka Q, if it hits an ally, now heals them; Lulu Q, if it hits an ally, speeds them up; On the more "probably just cool but wildly impractical" side, Janna's Tornado, her Q, could be ridden on by an ally to ride it into battle as a sort of "dash for allies." Give supports more interactivity in the game that isn't just "ok now hover mouse here and click ability."
: Jungle needs help badly.
Nitpick; Nocturne and Pantheon do not have global ultimates. Nocturne especially. Back to the actual discussion: this is how league has pretty much always been. Farming junglers are never meta unless something breaks them (feral flare/devourer, they can get an exp and gold lead from farming the jungle to the point of being oppressive, etc etc.) and it seems to boil down to "we want junglers to influence the game." On paper, sure, it makes sense. In practice, however, they become walking ganks; they take a camp or two to get themselves some exp, gank a lane, then gank another lane, then another, and another... the jungle became a fallback option rather than a choice. Unless some hilariously massive scale changes are made, this is how it will remain; people will always pick the best ganking and objective control champions (AKA, strong early game) unless the other option is absolutely absurd. Players will also want this; they want a jungler that basically guarantees a lane victory for them, or at the very least preventing an enemy from snowballing off of them, as well as the buffs (red/blue). Farming junglers are seen as a handicap and counter-junglers are seen as terrible because why take the enemy's jungle when that just forces them to gank again, or worse, hunt you down and kill you, since you likely can't fight the ganker in a 1v1. People will always optimize, playing the best champions for any given situation to win. They will not "pick whatever they want" because if you aren't playing to win and win alone, people assume this is some kind of trolling. Sure, it can get more diverse, but I would still expect the same number of "strong picks" in the jungle, regardless of the choices (in your example, you listed 7 total. I can imagine the "less effective" ganker types being replaced by the farming types instead, not adding to the pool.)
: *Hits Blunt*
The last part of that first line greatly bothers me.
Manxxom (NA)
: Click to 6:18
For future reference; pause the video where you want people to start watching from, hit "share", then "start at (*time here*)" [Here's an example, using your video with the designated time stamp](https://youtu.be/JS3FiXuEqxA?t=378)
Jikker (NA)
: Why are Morgana's Wings on her...em....rear
For reference, by the way, current Morgana actually has the same kind of wings. Just, you know, her model is outdated and they sway stupidly.
: Should support items be completely reworked?
I can see one major flaw already. Two, actually: 1: Blind pick. Support items are quite literally unusable in blind pick? 2, and the actually important one: what if someone switches roles? Suddenly the guy who swapped roles can use support items, but the person who was in "Bot" can't?
: Bug report: Sylas in URF mode
For reference, the shield overcharge "buff" isn't only to sylas; lulu and lee sin also seem to not have it. They may have removed it entirely.
Rioter Comments
: Petition for Mordekaiser to quote Monty Python after his rework
How about if he kills someone while near death himself (let's assume 30% hp or less) triggers this? What other quotes (references or not) would you use?
: Why does Yasuo counter assassins?
By now Yasuo probably knows the smell of salt from all the assassins that he's killed, they reek of it.
: Why does Sheen look so deranged?
If you haven't seen (or don't remember) this episode, it's because at the time he was. Long story short his giant head isn't just for show, it was the plot for the episode.
Manxxom (NA)
: When the baron isn't warded at all by the enemy team.
*Slaps head of baron* "This bad boy can fit so many executes in it"
: Unfortunately, it seems like no revert is gonna happen because if there's one thing Riot can't do is admitting they made a mistake. It's probably gonna take like a year for this garbage ass version of essence reaver to get reworked again (fking RIP, you didn't deserve it). It was literally the definition of delayed power and nobody complained about it. Why change it? I don't get it. Might as well leave adc players with something that can help us influence the game in any way. Right now, the adc experience is: You didn't pick {{champion:236}} {{champion:145}} {{champion:119}} {{champion:202}} {{champion:21}} ? Here's a free loss. Enemy picked {{champion:63}} {{champion:143}} ? Enjoy not being able to cs without the constant pressure of dying with a single combo. No problem, just wait until mid-game and I'll probably be able to do something... Oh wait they have {{champion:107}} {{champion:164}} {{champion:555}} etc. Guess I deserve to die before i can launch the second auto. No problem, I'm close to my 3 item spike and I can actually be a carry. Oh wait the game is already over? It's not rare for me to finish a game as adc with 15-20k dmg dealt and see that my support dealt 30k+. EDIT: And no, I don't want to return to the dark ages when {{champion:18}} {{champion:29}} got hyper buffed by their supports and were 3-4 shotting anyone that dared to walk up. Ideally, reverting IE and reducing its AD and breaking the {{item:3087}} +{{item:3094}} interaction, nerfing {{item:3087}} 's dmg on champions and fleet footwork's healing would be all it took for adc to be a good spot. But as we all know, Riot loves doing what they don't need to.
You do realize riot has done reverts, albeit rarely, right? Among the marksmen, you actually have an example: {{champion:96}} . Granted, it was a partial revert, since the ult change was kept between the reworks, among other things. There was also the revert of {{champion:7}} , but neither of those designs were really... great. Old (or should I say current?) Leblanc just pretty much unloaded when you got in range, and the reworked one pretty much just threw out spells and camped you out until the passive triggered. Also, side note, all of those marksmen don't really build the traditional crit build, do they? Meaning they don't have the delayed spike of power that the others have to suffer through.
WøOxer (EUW)
: Genuine tank: Q knock up, W ridiculous overloaded ability, E dash, R aoe damage and ridiculous stat boost. TADAAM and we have a tank!
You know, for a second when I was reading that, I was thinking of {{champion:516}} I think you forgot to give that "genuine tank" damage, because every champion in the game needs damage. ######/s
: Well the issue with what happened is that when they removed the crit it became more of a niche bruiser item than a marksmen item only marksmen I've seen buy it is {{champion:236}} and even he hardly buys it If they can manage to make it a good buy for Ashe I'm down with whatever lol
I'm not saying remove the crit chance; I'm saying make the mana restore on every auto attack, not on crits only.
: Please Tell me When You Talk About Changes to Essence Reaver You Mean Revert it
If anything just keep the mana restore away from being crit linked and balance appropriately, so that it isn't *only* an item for marksmen. Crit can be used on non-marksmen, too, just not as well, and pretty much every crit item in existence is essentially required to be combo'd with another.
: What is, in your opinion, the worst designed champion in this game?
It's actually surprisingly hard for me to pin down a champion as purely bad design (excluding tryndamere, but that's only because of how his kit aged.) For "bad" champions like, say, {{champion:84}} ,{{champion:142}} ,{{champion:238}} , you know, the ones that do too much or you don't have a choice against, that means that in the right hands they have good kits. Their kits have more self agency instead of outside agency, which means that even in bad matchups you aren't knocked out of lane the moment the game begins. We have kits that do too much, {{champion:268}} and {{champion:429}} , for example. In the right setting and hands, they fill multiple roles at once without really sacrificing anything for it, so they were put down in the dumpster to prevent them from being too popular (at least for those unwilling to put the time and effort into the kit to play it at the same level as other champions.) Among the list of worst designs... Including tryndamere, which you already mentioned, I'll go with these: {{champion:53}} . His kit has far from aged well, and although it still works and can still be a fun champion to play, it's all over the place. We have a passive that scales on current mana (making it either worthless or really, really powerful), a pull, a stat stick steroid, an AA reset, and AOE damage ult with a micro-silence. Combine the kit together and either the enemy has to run up to you, or you have to land your Q, rendering the entire kit dependent on a single ability. I would say that's really badly designed. {{champion:41}} . The good ol' money making barrel king. I find him bad design because essentially the optimal play is to drop barrels out of reach then throw out new ones and just go for nuking. His entire kit essentially feels like 2 abilities late game; his Q and E, and just a bunch of AD items to amp this up. His ult is for stragglers and maybe to start a fight, but you could live without it late game, and early game you toss it in for assists essentially, which lead to it getting nerfed repeatedly. His passive is often only good in the earliest of duels, because most enemies who get in that close would likely kill gangplank if he tried a head on fight, and enemies that don't kill you up close would likely die anyway without it if you could stick. All together, it feels like you're basically just relying on blowing up barrels in people's faces by magically making one appear next to them, instead of ambushes, patience, or confidence (the ability to face an enemy that can murder you if you slip up, but you just don't care because you know you wouldn't mess up). Instead, barrel wizard. {{champion:236}} Hello, there, Lucian! Your E is the main candidate for this. Your kit is that of a spellslinger, where you want to mix in your pistol shots with your fancy gimmicks of gunplay, but in reality you pretty much only need your E late game. Any champion that can only jump on you once does not have much, if any, chance to kill you without it being a one shot gimmick, otherwise you have to essentially invalidate his entire existence by holding him in place for a few seconds with stuns, pulls, knockups, roots, etc, and that's not fun for either player to have to be in that position. The main problem is the only real weakness he has is "just cc him", otherwise it's just stat checking. Enemies with more range beat him because lucian never reaches them; enemies that outdamage lucian (draven, for example? I'm not even too sure on this) just brute force their way through, but everyone else has to deal with this man who slips through your fingers constantly, loading you with bullet after bullet. His kit still needs to be learned, but most of his "good" gameplay comes through knowledge of his E, which leads me to say that he isn't too great on the design aspect. Basically, if a champion only relies on a single part or two of their kit, they're bad design to me. Tryndamere mostly relies on his ultimate and the rest of his kit is there, but not nearly as important, so he falls under that too. For champions like zoe, the W is situational use rather than "use whenever" and her E and R both set up her Q, meaning using all of her kit helps a lot more than it doesn't. Same with Akali and Zed; thorough knowledge of the kit means you know how to use everything, and ignoring parts of the kit isn't something you can just do.
Terozu (NA)
: Another even more accurate and fun fact, Negro(which is what actually originates for the latin word for black, Nigreo) and N****r were both used at the same time period. Negro for black people and N****r for people who dont pay taxes. Eventually N****r became synonomous with Negro. So no, N****r didnt come from Nigreo, Negro did, then people essentially gave N****r Negro's meaning.
For future reference, use backslashes to display the asterisks. H\*\*lo th\*ere, h\*w are y\*\*?
: Report Your Nexus Blitz Bugs Here!
Two bugs that I ran into while playing. The first: When prize fight began, an allied amumu has his W toggled on while outside of the fight, he was unable to untoggle it until his fight began, leaving him with low mana before he even started. Expected result: Amumu's mana would either be unaffected while he was not in the prize fight, or his W would be automatically turned off when the prize fight began since he was not participating Observed result: Amumu starting a prize fight with ~100 mana out of his 400-500. Reproduction right: I would assume 100% of the time if you leave W on as a prize fight begins, but I'm uncertain of that. The second one: After an allied irelia won a prize fight, she was not warped to the outside of the fight, but remained in the spot that she ended the fight in. Expected result: Irelia warps back to the sidelines, with the rest of the team Observed result: Irelia was invincible/invulnerable/untargetable in the middle of the prize fight area. Reproduction rate: Unknown, since I'm not entirely sure how it happened.
Wuks (NA)
: This thread is ok
{{champion:2}} {{champion:30}}
D357R0Y3R (EUW)
: Surprised? I wonder why TF (champion that used to be picked in pro regardless of the meta) hasn't showed in pro ever since Galio has been released. I mean why pick a roaming champion who has for weakness to be absolutely vulnerable to all-ins and ganks when you have the same champion, but tanky with a dash and better waveclear
> [{quoted}](name=D357R0Y3R,realm=EUW,application-id=3ErqAdtq,discussion-id=trNsylrZ,comment-id=00000000,timestamp=2018-11-28T14:25:44.561+0000) > > Surprised? > > I wonder why TF (champion that used to be picked in pro regardless of the meta) hasn't showed in pro ever since Galio has been released You do realize that TF is a mage, and galio is a tank/mage hybrid, right? Their kits are almost completely different. If that's not the case, then what makes galio a "better TF"? I'm honestly confused here.
: Opinions on PBE nerfs for Akali, Irelia and LeBlanc?
I'm saying the Akali nerf is going to drop the winrate, but it won't reduce frustration for people fighting her, so she'll remain one of the highest banned. They need to hit her shroud re-entry time before people stop complaining, which they likely won't do for a while until it becomes apparent that the re-entry time is a problem (which won't for a while now.) If anything I'd like them to push some of the energy on cast from W into her passive, but I'm not sure how much good that would actually do.
: Dark Harvest Math?
You might find [this thread](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/w8dHAccv-dark-harvest-vs-electrocute-some-math) useful.
: Old Akali's heal was on her passive. She had to go into melee range to heal. You could punish her for that. New 'Akali' has a ranged heal that slows, deals damage and is basically on no cooldown with an energy cost that gets halved if you AA
> [{quoted}](name=WhispersinMyHead,realm=EUNE,application-id=3ErqAdtq,discussion-id=zU8QqEvf,comment-id=00000000,timestamp=2018-11-27T08:47:41.743+0000) > > Old Akali's heal was on her passive. She had to go into melee range to heal. You could punish her for that. New 'Akali' has a ranged heal that slows, deals damage and is basically on no cooldown with an energy cost that gets halved if you AA Uhhh... There are a few things wrong with this... First: Her passive restores 10-30 energy, based on level. I think it was level 1/7/13? Second: Her Q at rank 1 costs 100 energy, rank 5 80 energy. Even at max rank + 30 energy restore, the entire thing will still cost 50 energy. Third: The heal only applies at 90% energy or higher. This means that she has to have 180/200 energy or higher to heal herself with the spell. At rank 1, level 1, you need to wait 8 seconds to heal again with her Q, 10 seconds if you want to wait out the full energy cost. This is excluding other spells (her E's minor energy cost and her W's restore.) Fourth: It only slows at the edge of the spell's range (last 100 units or so.) Old akali was effectively invalidated by the very opponents she was supposed to deal with because if she went for melee range passive heals, she would eat a spell, or three, getting the health back.
Chizzah (EUW)
: > [{quoted}](name=ChaosThief,realm=NA,application-id=A8FQeEA8,discussion-id=W3EUxeN3,comment-id=000000000000,timestamp=2018-11-26T17:57:16.162+0000) > > Just checked, and it definitely seems better. If anything, I would make it a passive of the Q that any time it deals damage (himself or a clone) it does a heal, and the numbers would just be a bit lower to compensate. > > Also, I would recommend leaning wukong towards physical damage with AD ratios, since that was what he was originally (fighter/assassin) and AP ratios don't really fit. His previous kit only had his leftover clone's spin attack, and nothing else. Unless you're trying to push wukong towards an AP build, I would just change that one little detail. Or just give him double ratios (both AD/AP on abilities, and let the player choose, essentially.) > > Otherwise, looking better than before. Awesome man. Thanks again for the help and input. I was thinking everything to do with his clones (his magic) should have AP ratio. But I don't really understand it that well. I would definitely change everything to AD to make it simpler. Also do you have any ideas for the numbers? And the Q passive idea is awesome man. I'll change that later xD
> [{quoted}](name=Chizzah,realm=EUW,application-id=A8FQeEA8,discussion-id=W3EUxeN3,comment-id=0000000000000000,timestamp=2018-11-26T18:37:14.113+0000) > > Awesome man. Thanks again for the help and input. I was thinking everything to do with his clones (his magic) should have AP ratio. But I don't really understand it that well. I would definitely change everything to AD to make it simpler. > > Also do you have any ideas for the numbers? And the Q passive idea is awesome man. I'll change that later xD Numbers? I have no clue, honestly, because I feel like I would just break the champion in a snap. They're oddly fickle and specific things, so you really have to know what you're doing to make them work out well enough. I do not have such experience.
Chizzah (EUW)
: > [{quoted}](name=ChaosThief,realm=NA,application-id=A8FQeEA8,discussion-id=W3EUxeN3,comment-id=0000,timestamp=2018-11-26T14:37:40.165+0000) > > Without numbers, I already see an issue: the %current hp heal. > > This heal is effectively invalidated at low hp (50% of 100 hp is only 50 hp, 50% of 1000 hp is 500, etc.) It would either keep wukong ahead or push him further behind, leading me to believe that either a %missing health heal or a %max health heal would be more appropriate. > > The AP ratio on the clone strike is... odd. Mostly because that's the *only* ratio on the clone strike, meaning that if his clone swings with Q... it doesn't do damage as AD, but hurts like hell for AP, effectively leading to a terrible situation for either build (up front damage + a little extra, or pretty much no damage and huge damage, maybe, for AP builds.) I would suggest adding an AD ratio to it, or make it so that it does the same damage as the original Q + the AP ratio. Maybe just add the AP ratio to the original skill and just have the clones purely copy it. > > His W is effectively worthless until you hit 6; and requires you to ult to get anything out of it. That, or drop to 30% hp every... 6 minutes? Doesn't seem like a very effective use of it at all. Maybe let him keep his original W if he self casts it, where he can create clones as needed to use the ability. > > His E sounds... a little too strong. If anything it kind of works like grave's smokescreen almost to the dot (enemies in the smokescreen from graves can really only see inside it, enemies outside of it can't see past it.) The targeted mobility is nice, but the cloud sounds there purely for gimmick reasons, and that isn't a good thing if the only reason a spell is there is "for the gimmick". If anything, he could hide in the cloud created; in wukong's lore he beats yi by hiding and striking where he doesn't expect it. Mirror that in this new spell, instead of the weird gimmick it has going. > > His ult sounds... underwhelming, really. Instead of the famous spin-to-win damage knockup, he gets... 3 copies of himself that debuffs enemies, and die in 3 hits at most. I would recommend having his ult be closer to his old ult, in some way/shape/form. Even if the new ult isn't underwhelming, it might be because of the debuffs being too strong. > > Overall verdict: Not bad, but it could use some refinement. Especially considering that his new Q, and autos, are his only form of damage. Either this Q becomes an absolute pain to deal with, or he just becomes another illaoi, in a way. Remember: don't aim purely for a kit designed from lore, especially from a champion that already is in the game in a way. Awesome! Thanks for the input! The reason I was so careful with his ult was because I was afraid to make him too powerful. I can see now that in terms of having an effect outside of 1v1s will make it not good. I'll do some edits hope you can come take a look again later. Thanks again :) Edit: Made some changes if you felt like taking a look again.
> [{quoted}](name=Chizzah,realm=EUW,application-id=A8FQeEA8,discussion-id=W3EUxeN3,comment-id=00000000,timestamp=2018-11-26T15:01:55.014+0000) > > Awesome! Thanks for the input! The reason I was so careful with his ult was because I was afraid to make him too powerful. I can see now that in terms of having an effect outside of 1v1s will make it not good. I'll do some edits hope you can come take a look again later. Thanks again :) > > Edit: Made some changes if you felt like taking a look again. Just checked, and it definitely seems better. If anything, I would make it a passive of the Q that any time it deals damage (himself or a clone) it does a heal, and the numbers would just be a bit lower to compensate. Also, I would recommend leaning wukong towards physical damage with AD ratios, since that was what he was originally (fighter/assassin) and AP ratios don't really fit. His previous kit only had his leftover clone's spin attack, and nothing else. Unless you're trying to push wukong towards an AP build, I would just change that one little detail. Or just give him double ratios (both AD/AP on abilities, and let the player choose, essentially.) Otherwise, looking better than before.
Chizzah (EUW)
: The Wukong Rework We Need But Don't Deserve
Without numbers, I already see an issue: the %current hp heal. This heal is effectively invalidated at low hp (50% of 100 hp is only 50 hp, 50% of 1000 hp is 500, etc.) It would either keep wukong ahead or push him further behind, leading me to believe that either a %missing health heal or a %max health heal would be more appropriate. The AP ratio on the clone strike is... odd. Mostly because that's the *only* ratio on the clone strike, meaning that if his clone swings with Q... it doesn't do damage as AD, but hurts like hell for AP, effectively leading to a terrible situation for either build (up front damage + a little extra, or pretty much no damage and huge damage, maybe, for AP builds.) I would suggest adding an AD ratio to it, or make it so that it does the same damage as the original Q + the AP ratio. Maybe just add the AP ratio to the original skill and just have the clones purely copy it. His W is effectively worthless until you hit 6; and requires you to ult to get anything out of it. That, or drop to 30% hp every... 6 minutes? Doesn't seem like a very effective use of it at all. Maybe let him keep his original W if he self casts it, where he can create clones as needed to use the ability. His E sounds... a little too strong. If anything it kind of works like grave's smokescreen almost to the dot (enemies in the smokescreen from graves can really only see inside it, enemies outside of it can't see past it.) The targeted mobility is nice, but the cloud sounds there purely for gimmick reasons, and that isn't a good thing if the only reason a spell is there is "for the gimmick". If anything, he could hide in the cloud created; in wukong's lore he beats yi by hiding and striking where he doesn't expect it. Mirror that in this new spell, instead of the weird gimmick it has going. His ult sounds... underwhelming, really. Instead of the famous spin-to-win damage knockup, he gets... 3 copies of himself that debuffs enemies, and die in 3 hits at most. I would recommend having his ult be closer to his old ult, in some way/shape/form. Even if the new ult isn't underwhelming, it might be because of the debuffs being too strong. Overall verdict: Not bad, but it could use some refinement. Especially considering that his new Q, and autos, are his only form of damage. Either this Q becomes an absolute pain to deal with, or he just becomes another illaoi, in a way. Remember: don't aim purely for a kit designed from lore, especially from a champion that already is in the game in a way.
Spearki (EUW)
: Can we talk about the off meta video O.o
I don't think they should ban off meta builds from ranked. *Now hold on, don't downvote, let me finish.* The person using said off meta build should have sufficient knowledge on how to use the build. If a person knows how to play full tank Kennen well enough, let them. If they know how to play AD ahri, let them (apparently muramana + her W is a thing...) Just if you want to first time play some off meta build, practice it first, for the love of everything. Ranked is intended to be a "professional playing field" where you demonstrate that you know how to play the game... sort of. At least know what you're doing before you drag it into ranked.
Reixis (NA)
: The idea behind FFing at 15 is easy to understand. Think of it like this. Youre playing a match that goes 0-20 by 15 minutes. All 3 lanes are losing, your jungle is useless, and 2 people are flaming. So right off the bat, your mood is in the dumps. Youre positively miserable, because you got flamers on one side, and your forced to finish a match you know you cant win on the other. The gold lead youve establed is 6,000 gold, WITHOUT taking into consideration the cs youve all lost out on by spending so much time dead. The enemy has a full item each on you, causing them to power spike. Sure you COULD win. But that win would be hard fought. Itd be an uphill battle, a long game, as you certainly couldnt close it out easily, and youd have to deal with your teammates tilting, and shitty attitudes all match. Youre looking at easily a 40 minute match while you grind out a lead. I dont know about you, but I can scratch out 2 wins in 40 minutes, and id rather do that. Youre completely wrong about what tilts players more.
> [{quoted}](name=TeraRespect,realm=NA,application-id=3ErqAdtq,discussion-id=pEvFLA17,comment-id=001f0000,timestamp=2018-11-15T05:16:00.711+0000) > > The idea behind FFing at 15 is easy to understand. Think of it like this. > > Youre playing a match that goes 0-20 by 15 minutes. All 3 lanes are losing, your jungle is useless, and 2 people are flaming. So right off the bat, your mood is in the dumps. Youre positively miserable, because you got flamers on one side, and your forced to finish a match you know you cant win on the other. The gold lead youve establed is 6,000 gold, WITHOUT taking into consideration the cs youve all lost out on by spending so much time dead. The enemy has a full item each on you, causing them to power spike. > > Sure you COULD win. But that win would be hard fought. Itd be an uphill battle, a long game, as you certainly couldnt close it out easily, and youd have to deal with your teammates tilting, and shitty attitudes all match. Youre looking at easily a 40 minute match while you grind out a lead. I dont know about you, but I can scratch out 2 wins in 40 minutes, and id rather do that. > > Youre completely wrong about what tilts players more. Every player has a different trigger for... well, everything. What makes one player get salty might make another determined, and vice versa. I can understand surrendering because the entire team is just not in the game, because there have been times where I would surrender for that very reason; even if we *could* win, the rest of my team doesn't want to put in the effort, regardless of how it would feel afterwards. They just want the game to be over, so they get sloppier as the game goes on. I, personally, would rather try for the hellish climb upwards to win. That's just the kind of person I am, I suppose. The problem I have is that this kind of game, where everyone's head is out of it and the enemy really is that far ahead... the game would end within 5-10 minutes anyway, unless the enemies are purposely stalling to farm you for kills. They have such a lead that they would go for a baron, which we could not contest except for a lucky jungler smite, and then just do one final push which we can't resist unless we have a composition built to deal with grouped enemies, and they group. Odds are that's not what's going to happen. I don't have a problem with the surrendering, I have a problem with the pessimism that leads *to* surrendering. I'd rather have one hard fought battle than 3 short ones that don't offer any satisfaction in the end because one of the teams surrenders the moment it becomes an option. If I play a game, I want to stick it out to the end, regardless of how badly they slaughter me.
: If you're not spamming Irelia/Akali/Aatrox
There's an important thing to remember here: Not everyone likes to play these kinds of champions. Akali is not just "run in and poke. Spam W, it's OP" because if you do that, you leave yourself pretty open. Irelia only fights well in two conditions: her keystone (usually conqueror) triggers, and she has a reset up on you (her E, ult). Usually she also wants her passive. If Irelia straight up Qs you with no other setup, no passive, just "I'm going in", you can probably kill her. For Aatrox, the Q is not just something you use, and his E is far more complicated than "AD steroid", since it only gives the AD for... 2 seconds? 3 seconds? And you're not even mentioning the real AD steroid in his kit, the one he gets *from ulting.* +30% total AD while ulting. I have to ask if you've played these champions yourself for "freelo." Because to be blunt, none of these champions are just "pick up and go", and thinking so will make you lose a lot of games. To play them to the "freelo" level, there's a lot of games you need to get in to the champion first.
: Why does Akali have natural sustain?
The sustain is there as both a tie in to her old kit (which, by the way, had literal spellvamp at first, then on hit healing on her auto) and as a sort of choice for the Akali. The choice is there because of the healing requirement (90% energy or higher, meaning 180/200 or higher.) Her Q's default cooldown is 1.5 seconds (every second is 10 energy back, meaning 15 energy back with no CDR.) It starts with an energy cost of 100, reduces to 80 at max rank. Either way, let's stick to the important part here: it's an artificial cooldown. Assuming a Q at max energy, you have to wait 8-10 seconds early game before recasting it to heal again, instead of just spamming it whenever you get the chance for waveclear (this reduces to 6-8 seconds late game) and this value is unreduced by CDR. This gives Akali a cooldown she can't change, and one the enemy can see. If Akali gets shoved under tower because she uses it too sparingly and only for heals, she'll likely miss out on quite a few minions as a result, unless you get pushed off because Akali went aggressive. If she uses it too much, meaning spam for clear, she has no sustain and is much, much easier to take down. This gives the Akali a lot of agency to work with as a result, again, being either spam to clear waves, or save and heal. Whichever you value more, you have to wait for the energy accordingly. Also, her W really doesn't make her untouchable. Yes, the whole "can't be targeted" thing, but keep in mind a lot of champions can simply ignore this (things like thresh's E or Q can still hit her) and you still AOE her just fine, just can't be directly targeted (autos). I played against a malzahar earlier today, and he would ult me as I revealed myself in the shroud; I would proceed to take the AOEs that they had while invisible. This is coming from a currently M6 Akali? I think I'm at least decent enough to be saying stuff like this, but "just AOE her" and all the other excuses for the shroud are just annoying to hear, overused, and quite frankly I think they could hit the re-entry time into the shroud to make it easier for her opponents. But yeah. TL;DR: Q heal is to get her through aggressive enemies and to give her a bit of thinking on how to use her Q other than "just spam it for waveclear" since she's an energy champion. The energy cost becomes an artificial cooldown.
: The score is 15-0 at 8 minutes. Stop holding the game hostage
I honestly don't understand why surrendering is always the go to mentality for when a game is doing poorly. As I see it, it not only reinforces negativity, but also makes you play worse. You end up in a cycle of "play the game, surrender, frustrated/annoyed at the loss, play another game" and you end up playing worse because of the previous game's loss, because it's still in the back of your head. Play the game. Even if it looks hopeless, play the damn game. There's a lot you can learn in the position of the underdog (AKA, how much damage X does with Y items, how fast can the enemy nuke you, what's the initiating CC, etc.); even if you lose, you can put the knowledge you get from playing against opponents with an advantage to use. If you really still want to surrender, and say otherwise, fine, surrender. It's your loss, in more ways than one.
Kuzja1 (NA)
: Eversince the Super Smash Bros. World of Light trailer. . .
We're all Snake in that video. If you don't understand it, go find Snake in the video where they all get beam'd.
: :( I just want some respect :(
But what if the Yasuo honored the Malphite?
: The second they remove obscured, akali would actually be tolerable.
If you really believe she needs some extra counterplay or adjustments, suggest them. Increased re-entry time? Reduced shroud duration? No more bonus duration for leaving/re-entering? Longer cooldown, either early game or late? There are a lot of options to hit the shroud alone. Instead of just complaining, say something. Most posts like this will get ignored since it's pretty much just a standard "oh someone doesn't like the champ" posts; If you give suggestions and explain them, something *might* come of it. ...It's still best to keep expectations low. But just complaining gets nobody anywhere.
Moody P (NA)
: Viktor Top does not create a diverse lane. AP Ranged tops never have.
It's funny, because personally, I don't think it's Viktor himself that's the problem. I think it's the melee/ranged interaction as a whole. Remember when Gnar used to be at top lane all the time? Because he would build stuff like frozen mallet to keep you away from him as he pelted you, while you could essentially do nothing? Jayce top lane has always been a thing since his release. There aren't many, if any, champions that can repeatedly facetank his EQ in cannon form; this is excluding the fact that he also has ranged auto attacks and the ability to knock you away if he feels threatened. And in nearly every case, I believe it was the champions with hard engage, or repeated engage, that could deal with them. Hard engage includes champions like Juggernauts (*if* you ever reach them), tanks like Maokai when he went top lane, etc. Ranged vs melee always felt one of three ways: You got in range as a melee champion, and could decimate them, you never could get in range because they kited you out/escaped/knocked you away, or you got in range but it didn't matter because of whatever they have built and they kill you anyway. So I think instead of just "nerf viktor he's cancer," maybe we should look for solutions for melee champions to compete with ranged ones, without it being so binary as "I got in range now you're screwed" like it can be with juggernauts and renekton.
Manxxom (NA)
: someone NEEDS to try doing this.
why stop with swain, nunu, and fiddlesticks? Toss in a karthus into the mix, have him ult while getting teleported into them. You have to send a message.
: Curious How Popular This Idea Is...
I'd like to see a mode where it's just pure champion kits at some point, without items, but that would probably feel outlandish.
: Thoughts on Frustrating Abilities: Unbreakable & Windwall
I think for Braum's shield, this would be a net-negative change. 1: If you don't have amazing ping, this makes the ability much more difficult to use. 2: For those who have good ping, it can give a much larger window of invulnerability. But I do like the change to toggle. As for windwall... If you want to make it scale on flow, then you have to rework the flow mechanic entirely. Flow is essentially what keeps Yasuo alive in laning phase when he every now and then has to go in and kill minions, or for trading. If he had to trade flow for windwall, he would have to have more natural durability to make up for it, since no matter how "skillful" you are as a yasuo, you will end up taking more damage. Not just that, either; a toggle on a spell like windwall doesn't make nearly as much sense as a toggle on a spell like Braum's E. This would raise the requirement of knowledge for the Yasuo, while giving him minimal benefit in the long run. If anything, why not turn his Q's whirlwind (knockup effect) into an ability that destroys projectiles, and give him a new W? Reduce the knockup duration of his Q heavily, make it gain knockup every second hit, and any projectiles that touch the knock-up empowered Q are destroyed. 1: This would give him a larger margin of safety in aggressive situations. 2: This would give him more to think about with his Q instead of "swing at enemy face when off cooldown" 3: We could tie in a new ability to Yasuo's kit, which could allow for him to be more versatile. Like, for example, when he has his knock-up, he can cast his new W to deal AOE damage and knock up enemies after a short delay (having a moderate cooldown so this doesn't become abused, and this can also destroy projectiles if desired.) But in general: Besides making Braum's E a toggle, I think it's fine as it is. For windwall, you can't just make a change to that spell besides simple number changes (duration, width, travel distance?) without needing to change something else of Yasuo's kit. Giving it a cost will require more changes to the kit overall than just reducing the duration.
: I think Riot Gradius removed me from his friends list
He removed you because of [this thread](https://boards.na.leagueoflegends.com/en/c/general-discussion/EPEnwewv-i-like-yasuo-and-zed), clearly.
: A Well Reasoned Argument for Why Mages Need Buffs
https://i.pinimg.com/236x/67/84/28/678428d50ea1e66ae33e2917ce962114--zed-syndra-syndra-league-of-legends.jpg For those that came for the image, I got you covered. ...also the URL has "zed syndra syndra" in it. I think the uploader has a particular ship in mind.
Cloud273 (NA)
: My assassin takes skill because "macro play"
...if we're being honest, a real macro play champion would be {{champion:77}} . He literally has nothing besides auto attack bonuses and movement speed. Seeing an Udyr in this day and age is a rare thing though.
: What the fuck was even wrong with the original twilight shroud? In fact, what the fuck was even wrong with the original Akali?
The old shroud was rather binary; either akali would just camp in the shroud and you really couldn't do much if you had no vision related abilities, or you could get a sweepers/vision ward and just plop it down, and akali suddenly just burned energy for a small blink and movement speed, the rest of the ability invalidated. The old Akali had a very binary play pattern that was essentially "When I hit 6 you lose." Her kit had nothing you could avoid or outdo, and was the bane of any target without CC. It had old attack patterns (simply throw everything at once and nuke the enemy) and the kit itself was rather bland (Q: point and click, auto for extra damage. W: the one sort of unique spell in her kit. E: area damage. R: point and click dashes that basically invalidated any form of escape (which is also an issue) and passive: stat stick bonus to autos.) Basically, old akali was just "get in range to do damage" and nothing else; you could make her go 0/4 in lane but if she got gunblade and 6, she still might kill you the moment she wants to go in. It felt like the only thing you could do against an Akali who was winning was to simply not be around or CC her, and neither of those are unique to a singular champion, meaning you had no real options. TL:DR; Original twilight shroud was either obnoxious if you didn't have a counter item/ability, or useless if you did. Old Akali was a walking ball of stats that would lunge at you with a massive power spike from gunblade and did nothing special.
: 20 minutes into Netflix and chill and she gives you that look
Ah, the classic "I'm going to incinerate you." Nothing better.
Antenora (EUW)
: > [{quoted}](name=NekoniClaws,realm=NA,application-id=3ErqAdtq,discussion-id=XiZ7Vvof,comment-id=0006,timestamp=2018-08-10T20:38:34.299+0000) > > Throw a tank at him. Seriously. Literally any tank. He'll start crying in champ select. > > As an execute based ADC in a squishy meta Jhin is cosy as all hell right now. Unfortunately {{item:3095}} was SUCH A WELL THOUGHT OUT ITEM it's a LITTTTTLE busted on him too. I do accept a nerf on Jhin, but I'd prefer that item was changed somehow. > > But don't ever be shocked by Jhin having high playrates. He literally hit trash-tier for about a month earlier this season and only went down to 15% playrate, (he averages just over 20% if he's even remotely viable) He's also (unlike Draven) playable to maximum efficiency for anyone who knows how to count to 4. I'd honestly prefer they nerf the abuse case champions directly ({{champion:202}} {{champion:222}}) than gut the item for everyone else. Remember {{item:3124}}? 2 specific champions were abuse cases - {{champion:145}} {{champion:11}} List of champions who ended up suffering from it: {{champion:110}} {{champion:67}} {{champion:96}} {{champion:10}} There's probably more I missed.
Stormrazer is also annoyingly good on assassins. It's basically a second duskblade (not to mention that it stacked with duskblade for extra duskblade-proc damage, but that's getting fixed.) It's not just marksmen that can abuse it, even if thy are the prime candidates.
Haziv (EUW)
: Revert Shaco’s E
We could make his E adaptive damage. If you have more AD, it does physical, if more AP, magical. That way you can itemize towards the pen regardless of build and you won't have to build mixed defense if he goes AP.
: one for all champ pick undesirable, fine, harassment is not
"Some champs deserve an instant ban", and "If we got *insert champion they picked here* got picked we would have won" ^Also assholes. I don't get why you're playing a fun mode if you're just going to complain if you don't get the "skillful always win" champ you want.
Áery (NA)
: Yasuo has been the most banned champion for months now.
It won't matter how much you nerf Yasuo, his ban rate will not drop that much. People hate his kit, not just his damage.
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ChaosThief

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