: Ahri feels weak
I'd have to watch a few games to know, but I know that the key with her is the burst combo. She's an AP burst assassin. So you have to E-Q-W combo to get it. Electrocute is best for this, and you need pen early. Taking ignite is also a good idea. The barrier for her is facing no mana champs like Zed. You have to get better at not using your skills to wave clear alone. When Zed goes in to last hit, that's when you try to land a Q on him and the minions. You also have to stay at range until you're ready to go in for the burst. You also will not avoid all of their poke, so when your passive is stacked, go ahead and run a Q through a full wave. Lots of healing to be had there. Ahri is hard to master. I'm getting there, but even I haven't yet.
: He wasnt even viable even before the changes. Don't get what youre crying about.
He was, you just had to know how to use him.
: Didn't know Asol mains were against these changes. I'm curious as to why. W change seems to give the player a way to demonstrate expertise, and the passive changes seem to reduce the feelsbad situations at the cost of some damage. They seem like pretty positive changes to me, but I don't main Asol.
Sol has always been about the stars. I've burned my way through max build, full tank Mundos (properly built too, not bad builds), because of the late game constant burn of his stars and build. Or in team fights, I've dealt damage and slows to an entire enemy team. This change removes that, and offers nothing in return. The AP ratio used to hit .35, but now it's only .25, and the base damage took a hit too. That's a rather significant nerf when you're talking about late game builds. So yeah, he hits harder early, but he stops scaling in the mid-game where he really comes online. His stars are 90% of his damage, his Q is his engage or disengage, and his ult is more a finisher or disengage. But his stars only worked because of the toggle that allowed you to burn through a team-fight, or widdle down a singe target like Cass. The 3 second duration isn't enough, and the spin speed slows during it. His main method of damage is now drastically reduced, both in use, and scaling. At 3 items, those stars are to be feared, but get inside them, or stay outside them, and he's vulnerable. He's also quite sqishy, so proper positioning has always been the name of the game with him. If they buff his AP ratio back up to .35 (or higher, like .40, to compensate), then at least he could retain the mid-late game scaling that allowed the afore mentioned melting of a Mundo. Though in my opinion, if his W is to remain a 3 second skill, then the stars need to remain at top speed as well as the damage buff. That way he retains the threat he once enjoyed. He'll never be a burst mage any more then Cass would. The problem is new players didn't understand that, and many didn't know how to position properly to use his stars properly. Riot wanted the try to make it easier for them, but all they did was ruin what made him special. And I'd argue he's even harder for new players to get into now than he was.
: Patch 9.17 notes
Having played him a little, as feared, Sol has been hit hard. This is a definite nerf. He doesn't have anywhere near the same chase-down kill pressure he had, nor the same team-fight pressance, yet all of the old weaknesses remain. He needs a bump in AP ratio, or defensive stats, to undo the damage done. Or at the very least, the stars need to maintain top speed for the full duration. That MIGHT even it out a little, but possibly not enough.
: Patch 9.17 notes
Well, there goes Aurelion Sol. Only thing that wont make this a rather significant nerf is if those stars are spinning even faster than they did before. But he'll be more mana hungry, and he won't have the only thing that made him a threat; that constant beat-down damage like a late game Cass. Having those stars going through the entire teamfight has been how he wins said teamfights. He's too squishy and too easy to dive without some kind of threat if you can't get there. That threat has been drastically reduced. I'll give him a try even so, but I suspect he'll need a buff to get back off the ground.
Barakast (NA)
: >Jack in the Boxes now have small activation range indicators So uh yep what you just said is happening.
But you still can't enter that range, or can you?
Dragoku (NA)
: This is what they did so melee can "deal" with the boxes. Being able to see the activation range is a huge benefit. There are 3 main differences between teemo mushrooms and shaco boxes: 1. Activation range 2. Duration 3. Damage done on activation you're basically asking for even more counterplay for a single ability by comparing it to a completely different and arguably better ability. You get hit by a shaco box you take 1 or 2 shots and you can walk away. You hit a teemo shroom, which lasts 5 times as long, you take all the damage from it every time.
Did they change his boxes at some point? Last I knew they feared you upon activiation, so you took well more than 1 or 2 shots before you could walk away, and those shots can hurt. Also, ok, you can see it. Great. You can't go there because you can't reach it to clear it out, which could mean a tri-brush cannot be entered safely, which could stop you cold from getting to a team-fight or other situation brewing, with no way to counter it. A seen Temo shroom can be avoided or cleared out. Seems fair enough to me that it's a threat if you can't see it, just like shrooms, forcing you to pay a heavier control ward tax, or forcing you to take a sweeper, which means no trinket wards.
: Patch 9.9 notes
Come on Riot. Give melee champions a way to deal with the Shaco boxes. Now more than ever, they can only clear them out if their ADC or mage is there. At least the Temo shrooms have a very tine ring of safety that melee champions can use to clear them out when seen. This shows up more in ARAM than the Rift, but it's still valid.
: Earn & Watch V - Mission not completing
I've had a similar problem this round of that mission. Watched a view vods (actually watched, not work-around watched), and just watched game 1 of the day. Still no credit.
: Patch 8.7 notes
At least they're relenting in their war on mana regen a little. Hope they don't regress back. I've missed that missing mana regen rune. Now that I have it back (to a point anyway), I'll end up doing a bit better. It will also help broaden builds, as now, you can go Luden's Echo or other mana items without sacrificing the huge mana pool. You do lose the shield, but it's a choice. Shield for defense, or the extra burst from the Echo, or some of the other mana choices.
Foaley (NA)
: Star Guardian Ahri Mini Shipping Out?
I jut received a "shipped" notice today. So I guess we have our answer.
Foaley (NA)
: Star Guardian Ahri Mini Shipping Out?
I too am curious, so I hope we get an answer. That said, I hope no one gets impatient. We're only 3 days in. Let's give them a chance to do things before we even start to wonder strongly.
Xavanic (NA)
: Riot doesnt like sol, hes a 100 skill cap champ thats not allowed to be strong (hence why hes not even getting compensation buffs with pre season and remaining at 14 base armor) people like me who took weeks to learn the champ have basically been kicked in the shins and spat on by riot, as every time he fits into the meta, riot nerfs him again
I hear that. I remember melting max build Mundo's with him. Now I feel like I'm only doing moderate damage to ADC's, to say nothing of tickling tanks. Maybe there's an OP build yet to be had, but so far, I haven't found it.
hyuneee (NA)
: Yea asol needs a skin, i would happily buy an Ultimate skin for asol. Make it happen riot! {{champion:136}}
Last I knew, they were talking about reworking him. And as I recall, they said they don't give new skins for champs on the re-work que. If someone can validate, or invalidate, those points, please do. Don't get me wrong, I want a new skin for him too, but if I'm right, that's why we haven't gotten one yet.
: League of Legends Live: A Concert Experience
I was at the last one, and it was one of the most amazing experiences I've ever had. Being a fan of course matters a ton, but that doesn't change how much fun it was. I hope Riot will offer a download of both full concerts at some point, even just an audio. I'd LOVE to have their final number from last year's concert.
: Both of which are not played in challenger or in the pro scene, so it's not a big deal yet...
Don't be so sure. Velkoz is starting to pop up in the pros again.
: I live in the Ark-La-Tex and the area could really use some help. We are in serious need of blood donations and I think it would be really cool if you could find some way to do some kind of LoL blood drive that would reward players for giving blood for hurricane relief (around here most of the blood is being sent to the Houston area where they really need it but I don't know if other areas are doing the same). LifeShare has done something similar for organizatons in the past so I'm sure there's a way you could work together. It wouldn't need to be a big reward like a skin, though that would be badass, but a ward skin or even just an IP boost would help encourage players to donate who otherwise wouldn't even think about it which could really help the area to recover and would take some stress off of other relief organizations that are currently trying to balance helping Harvey victims with preparing for Jose and his friends to hit the East Coast. You guys have such a huge audience that you could really do some good if you encouraged more community service, and it'd get you some good publicity; I don't know of any game that is encouraging players to give and you could get people donating by the hundred thousands I'm sure. I know this would be isolated to the NA but I'm sure other regions have similar situations they could use help with so one charity ward skin could potentially do a lot worldwide.
I need more up-votes for this idea.
Rioter Comments
: NA LCS Week 8 stats breakdown
The fact that Flyquest has the top three highest death totals I think speaks volumes about what's gone wrong for them this split. No way to know exactly why (wards, shot-calling, choices, ect), but when your team has the top three most deaths, it's actually a miracle they're as high as they are. More deaths means more gold for the enemy, and less time on the map to do things for you.
Hay5eed (NA)
: Honor shouldn't be restricted to just one
Totally agree. I've been on teams that just clicked like nothing else, and I know that not everyone got honors. Other times, I was among 2-3 players that saved a game late, the team spoke well of me, and yet I got nothing for my troubles. Thankfully, I know it's because everyone can only honor one, and I was just unlucky in that no one sent one my way. However, if that doesn't change, the number of people trying their best will dwindle more and more, because they do everything right, then get nothing to show for it because each member can only honor one person. Even allowing people to honor two instead of one would help mitigate that. It's not a terrible system, but it needs work, or it will cause the very thing it seeks to prevent.
: Honorable Opponent
I agree, and I'm glad that it is on the docket for the future. Hopefully, it won't be long before it's back.
Xeonith (NA)
: Can't watch Fly vs Fox on vod page
Nope, couple of others are that way too.
: Vastaya Q&A
"Volibear is more akin to a primal Freljordian nature spirit/force of nature." So why is Rengar a Vastaya? Seems to me like he's much like Voli, his own creature separate from the Vastaya. Wukong, Nami, Ahri (despite her origin), these feel like Vastaya. Rengar... he's an anthro lion/tiger being, much as Voli is an anthro bear. He just doesn't feel like he fits the mold to me. Not enough human in him.
: Their data showed that very few people actually used them, so it didn't seem worth it to keep them. However, they found out that a lot of people _do_ actually use them, they just don't need to use the creator often, so it seems as though it goes unused.
If that's the case, I can understand how their numbers were off. I know many have an item set for each champ, but I'd be willing to bet many are like me. Their items sets are more general to help them find what they want fast. For example; I just have three sets "AD" "AP" and "support. Then those are further sorted into the role/need each item serves. "MR" "Armor" "Lifesteal" "Crit" and so on. So I don't use the tool much at all because it's only used when items are changed so that they fit a different section, or new items are added (I.E. every mid and preseason update). If that's how they got their numbers, then no wonder they were super low.
Pale Pirate (EUNE)
: Eh, 10 mins? That's an exaggeration.
I think he means it's decided in 10 minutes. The rest is just prolonging the inevitable.
: I predict SKT winning MSI...again...oh and worlds too. Why? Two years of absolute dominance dictates that they are, at the very least, going to the finals. I'd say it's always pretty accurate to bet that Korea will win...because it's Korea.
And how many teams in other sports have been like that, only to fall to the team that barely squeaked into the playoffs? There's never a guarantee. You're likely right, but you never know for sure.
: They would have made playoffs if football only had 3 quarters. That 4th quarter killed them so many times. -_-
Lol, pretty much. But they've been doing the "are they going to lose this again?" thing for years. So after so long, I'm used to dealing with that tension. May not be happy, but I can survive it.
: TSM is STILL giving their fans heart attacks lol. Seriously though guys, please stop. My heart hurts{{sticker:slayer-jinx-unamused}}
No kidding, and I'm a CLG fan first. Thankfully, I have many years of resistance built up following the San Diego...erm... L.A. "Cardiac" Chargers (as we call them in our house). Even when they win, they like to do it like this, dramatically with you wondering if they're going to throw it away (again). Give it time. You'll develop a way to survive. :D P.S. The Chargers are an NFL team if you don't know. Not meant to insult. If you're not an NFL fan, you may not know them.
: This is the kind of stuff that makes me **not** want to put predictions on these possibilities! It's like that chance of panicking as you set most of the scripts on fire! {{summoner:14}}
It's why I never bet on sports. Any team can beat any team at any time. There's just no way to 100% predict it.
: Patch 7.9 notes
The war on mana regen continues.
: Patch 7.9 notes
The war on mana regen continues.
LoLDudez (NA)
: For Shaco, To assassinate someone is to kill them nearly instantaneously and possibly get away with it (think of Zed, Kass, Talon, Kat, Kha); this can be viewed as a high risk/high reward play style which Shaco can no longer do. In fact, most players would probably argue that he is utterly worthless now. Nerfing his Q (once again...) to pure utility, since it no longer has base damage, basically makes it irrelevant in the context of direct combat and more so to his intended role (assassin), and W requires time to setup making it ineffective in many ways. His E does damage based percent health missing with a pathetic base damage addition that's not worth considering as damage. You may think, "% health damage is great!" but if there's no abilities to deal damage in the first place, then his E is essentially also worthless. In a _direct _fight (no time to setup for jacks), he effectively has 1 skill (E) to deal damage pre-6 (some of his most effective levels) versus the average champion having 3-6 (3 per mode for champions like Elise, Jayce, Nidalee). Consider the common scenario where the enemy jungler is invading at level 2-4. What's a Shaco suppose to do? Fighting will most likely result in death for Shaco, and extra buffs & camps for the opposing team since they cannot be contested evenly. And ganking is out of the question since you have a measley fraction of a second to walk behind your target, and deal a laughable Q+backstab damage. Waiting for late game also isn't an option since he is less effective with the map being more heavily warded and teamfights being more frequent. Now obviously, you have the option of split-pushing, but your weak skillset makes it difficult to 1v1 even the most underfed ADCs, or Top lane fighter with 2-3 direct damage skills and better scaling at the very least. Fighter Shaco seems to be the only half-baked viable option after this patch, but even then the lack of any form of decent crowd control makes even that option as unappealing as it sounds.
Thanks for the in depth addition. I guess I should apologize to Shaco players then for the nerf. Sounds like it rates a pretty heavy OUCH.
: The bard buff is actually huge. Someone did the math on a bardmains forum. Basically you get meeps sooner, the slow from aa sooner, extra damage faster, and can get up to 9 (yes, 9!) meeps. This will make top bard and maybe elsewhere viable. Pretty huge buff.
I'll take your word for it. As I said, I'll freely admit to being too lazy to sift through and figure it all out, so put that way, I can see just how important it is. Though I'm not sure how good it would be in other lanes because that power is based on chimes, so if you're shoved in, you can't gather, and you're largely worthless for a LONG time. It can be powerful certainly, but it's quite risky as you MUST gather to get that power. Thanks for the added info though. Half of why I'm doing this is to spark conversation rather than just raw reactions (Riot you're dumb! This is awesome! ect).
Conalll (NA)
: I’m sure someone does it, but the more the merrier right? Anyway, this is only my take. I don’t mind if you disagree or think I’m flat wrong. All I ask is that you voice your thoughts respectfully. There’s no need for insults, flaming, demeaning, ect. I’m willing to admit when I’m wrong, and I’m always open to alternate opinions. Also, I’d love feedback on the format. Ways to make it cleaner, clearer, whatever-er. So, without further ado, here is my take on patch 7.7 **Amumu** Now coming to solo que near you… You’ll see him in the jungle a lot, and possibly in other lanes too (paired with Ziggs bot maybe?). I’m a little unclear if this is before mitigation, but regardless of wither it is or not, if he ganks mid for a high AP champs… uhm… I’m thinking crater (especially if it’s a late-game Viegar or Viktor, then it’s a mushroom cloud). Now there is some question how this balances out with the MR reduction being removed. I would argue it’s worth it because not only is it additional, but it’s refreshed by his W, and applied by his Ult. If he can stick to the enemy in team fights, your mage should do the rest. By the way, don’t get confused by the damage of his W. It’s a straight tiny buff. It still does 10-30 damage per second, it just applies it every half second. So what it will really do is 5-15 damage every half second. Riot just likes per second numbers, and frankly, so do I. Buff for any Liandry's builds as it will apply/refresh the burn more often. **Alistar** Time to add some beef. (sorry, couldn’t resist) Though honestly, not a ton. The buff to his passive heal is a much needed one to help him regain some support ability. Still not as easy to use as a skill perhaps, but still nice to have. Going to admit, I’ve never been able to tame him, so I’m not sure how big the buff to his E is, but more damage and less cooldown is always a good thing, even for a support, and may help him clear waves and provide pressure when used. I’ll differ to those who CAN play him well for further insight. **Bard** Well, that’s a lot to read. Full disclosure, I’m not going to go through and do all the math on this one. You can call me lazy on this one. You’d probably be right. I will say he does gain power faster now, so definite buff. I think the damage scales about the same, maybe just a touch less early (again, not doing math). Not much changed besides more meeps. So, faster growth on chime collection, and a larger meep magazine as you collect more chimes. Not too bad I’d say. **Camille** Ah, more nerfs. W no longer heals on minions (ouch), and ult lasts less in early levels (ouch again). They wanted to hit her sustain, and boy did they ever. She’ll have to play much more carefully, and bullies can, well, bully her more because of the reduced sustain. May relegate her to more situational or “ban this champ” picks, though not enough to ruin her. I would even argue the nerf to her ult is a fair one. 4 seconds at level one was a little oppressive. We’ll see if the sustain hit was too much the other way, though for the most part, I’d say probably not. Just means she’s not this “ban her or lose” champ anymore. **Galio** Oh look, Galio nerfs. Who’s surprised? Though after seing him in action, I’d say much needed ones. Though, is it a nerf? His passive yes, but you’re trading 3% max HP damage for 15% AP ratio. A nerf to non-ap builds, but perhaps a buff to those that are? I’d say push or perhaps minor nerf only because of that reduction to the max HP damage. Though if you’re going damage, you won’t miss it too much. May not be enough to bring him back to Earth just yet, but it’s a start. **Graves** I’m going to call ouch on this one. Ganking mid, or face-checking AP junglers, just got A LOT more dangerous. Now it does mean he’s not as inherently tanky as before, so I guess mission accomplished. Still, this one’s going to sting, and many a jungler is going to die getting used to the “oh, right, Elise can blow me up now.” **Jarvin IV** Tank builds rejoice. AD builds, not so much. Though to be fair, once you hit 2.5k HP, you’re right back to the old number, and anything more adds that much more (I DID do the math on this one). So even Black Cleaver and a Titanic Hydra may be enough to make up for the lost base shield. Go big on HP, pair it with the Courage of the Colossus mastery, and when you start that fight, you’re going to have A TON of HP to get through before they get to your real HP. Just make sure they don’t have a BotRK ADC too close, or you may see that HP evaporate. **Jynx** Just a CD reduction late for her Chompers. Nice for getting access to that CC later, but overall, nothing major here. **Kassadin** Not a grand change really. A bug fix, slight CD reduction on his E, and another 10% AP on his ult. Ok, so that last one is going to help a fair bit. I’m just not sure it’s anything Earth shattering (yet). **Katarina** Fair enough nerf, minor as it is. Reducing her access to her engage/escape early on will help others deal with her laning phase. Letting her keep it late will reward those who get there. All in all, I’d say this one is fair for all, even as Kat mains will hate it. **Lux** *face freezes in confusion for a month* Uhm, Riot… I… uhm… what the $@#! are you thinking?! Late game Lux already has a super short cooldown on her ult. Now you want to cut that in half with a kill? Somebody call Starfleet. We’re gonna need their shields when this one goes live. Oh yeah, and you though you were gonna see more Amumu? Lux is going to be EVERYWHERE with this one. I predict a “whoops, wrong idea” nerf in 7.8. If not an out-right hotfix. **Nunu** Ok, minor ouch on the HP nerfs. Not the end of the world, but still noticeable. The buffs however, oh boy. At least… I think so… Okay, I think I’m reading it wrong. I think every time his passive comes up, you can upgrade an ability, and the listed upgrades in in addition to his base stats on those abilities. Kind of like Viktor does. I’m definitely going to take this to the practice tool and update this section after work tomorrow. If that’s the case, hello mega buff! Now if that’s how he get TO his listed stats, then I call nerf as he’ll have to get there before he can become a monster. Again, testing required, and I will do it. It’ll just be afternoon before I can (darn job). **Rengar** Poor kitty keeps getting his claws trimmed. Going to hurt his burst and his clear by a fair amount. Not sure it’ll change much clear after a finished jungle item, but before that, it certainly will. Now it isn’t Earth-shattering like one might think, but it WILL be noticed. **Rumble** Pretty minor nerf, but still noticeable for him. He’ll have to manage his Harpoons a touch more carefully to avoid being without at the wrong time. It’ll add up pretty quick, though I once again say it’s not the end of the world for him. **Shaco** Hmmm, I think I need to differ to players who know him better on this one. I don’t play him, so I don’t know how much this will change. Seams like they just moved his AP damage to his passive, reduced the passive AD ratio, and removed the Q base damage while upping the cooldown early. Okay, that’s a lot, but I don’t know him well enough to say how it will change him. Sorry, but I don’t know everything (though I often pretend I do). **Syndra** Just bug fixes. Moving on. **Talon** Some minor nerfs to help his early laning phase, or rather, that of his opponents. Not sure it’ll do what they want, but it will help all the same. **Voliebear** “There's now a small delay between bounces.” Define small. .25 seconds? 1 full second? These things matter. Still, the additional bounces will indeed feel nice, allowing you to spread that pain much better than before. Definite buff, moderate for low damage builds, larger for ones with some actual stats. **Raptor Camp** This will help all junglers. Yes the HP is higher, but the overall damage is lower, which is the main problem. Considering you generally take them on with some kind of AOE damage anyway, the change will be a net positive for everyone, which may not clear up the discrepancy they’re trying to fix. Those that could before can do it better still. Everyone one just gets to join the fun. **Additional Notes** Yay for magic shield improvement. Personally, I never had a problem with the old one, but the new one was bad, so I’m glad they’re trying to do better. Let’s just hope they did it this time. Well that’s it. Feel free to offer counter comments. Just keep it respectful. That’s all I ask. Till next patch, see you on the rift!
Couldn't find the edit button (possible browser bug), so a reply will have to do. So, I tested Nunu on the practice tool, and I think I got it figured out. The "Empowerment" is just confusingly worded or not well explained (or I'm just dumb. It happens). What it does, is it makes the skill hit with the force as if it were one level higher than it is. So if your ult only has 2 points in it, and you use it while empowered, it will hit with the scaling/numbers of a rank 3 ult. That's why each skill is listed as Level 6 (or level 4 for the ult). It hits as if you could give it one more skill point for that cast. Thus I'll call buff. The base stats are unchanged, and now you can hit a little harder with the empowered version of whatever skill. Gotta dance around it of course, but it's no different than any of the other "at this point you can do more" stuff other champs have. Only this one is there until you use it rather than being on a time limit like many are.
: Patch 7.7 Notes
I’m sure someone does it, but the more the merrier right? Anyway, this is only my take. I don’t mind if you disagree or think I’m flat wrong. All I ask is that you voice your thoughts respectfully. There’s no need for insults, flaming, demeaning, ect. I’m willing to admit when I’m wrong, and I’m always open to alternate opinions. Also, I’d love feedback on the format. Ways to make it cleaner, clearer, whatever-er. So, without further ado, here is my take on patch 7.7 **Amumu** Now coming to solo que near you… You’ll see him in the jungle a lot, and possibly in other lanes too (paired with Ziggs bot maybe?). I’m a little unclear if this is before mitigation, but regardless of wither it is or not, if he ganks mid for a high AP champs… uhm… I’m thinking crater (especially if it’s a late-game Viegar or Viktor, then it’s a mushroom cloud). Now there is some question how this balances out with the MR reduction being removed. I would argue it’s worth it because not only is it additional, but it’s refreshed by his W, and applied by his Ult. If he can stick to the enemy in team fights, your mage should do the rest. By the way, don’t get confused by the damage of his W. It’s a straight tiny buff. It still does 10-30 damage per second, it just applies it every half second. So what it will really do is 5-15 damage every half second. Riot just likes per second numbers, and frankly, so do I. Buff for any Liandry's builds as it will apply/refresh the burn more often. **Alistar** Time to add some beef. (sorry, couldn’t resist) Though honestly, not a ton. The buff to his passive heal is a much needed one to help him regain some support ability. Still not as easy to use as a skill perhaps, but still nice to have. Going to admit, I’ve never been able to tame him, so I’m not sure how big the buff to his E is, but more damage and less cooldown is always a good thing, even for a support, and may help him clear waves and provide pressure when used. I’ll differ to those who CAN play him well for further insight. **Bard** Well, that’s a lot to read. Full disclosure, I’m not going to go through and do all the math on this one. You can call me lazy on this one. You’d probably be right. I will say he does gain power faster now, so definite buff. I think the damage scales about the same, maybe just a touch less early (again, not doing math). Not much changed besides more meeps. So, faster growth on chime collection, and a larger meep magazine as you collect more chimes. Not too bad I’d say. **Camille** Ah, more nerfs. W no longer heals on minions (ouch), and ult lasts less in early levels (ouch again). They wanted to hit her sustain, and boy did they ever. She’ll have to play much more carefully, and bullies can, well, bully her more because of the reduced sustain. May relegate her to more situational or “ban this champ” picks, though not enough to ruin her. I would even argue the nerf to her ult is a fair one. 4 seconds at level one was a little oppressive. We’ll see if the sustain hit was too much the other way, though for the most part, I’d say probably not. Just means she’s not this “ban her or lose” champ anymore. **Galio** Oh look, Galio nerfs. Who’s surprised? Though after seing him in action, I’d say much needed ones. Though, is it a nerf? His passive yes, but you’re trading 3% max HP damage for 15% AP ratio. A nerf to non-ap builds, but perhaps a buff to those that are? I’d say push or perhaps minor nerf only because of that reduction to the max HP damage. Though if you’re going damage, you won’t miss it too much. May not be enough to bring him back to Earth just yet, but it’s a start. **Graves** I’m going to call ouch on this one. Ganking mid, or face-checking AP junglers, just got A LOT more dangerous. Now it does mean he’s not as inherently tanky as before, so I guess mission accomplished. Still, this one’s going to sting, and many a jungler is going to die getting used to the “oh, right, Elise can blow me up now.” **Jarvin IV** Tank builds rejoice. AD builds, not so much. Though to be fair, once you hit 2.5k HP, you’re right back to the old number, and anything more adds that much more (I DID do the math on this one). So even Black Cleaver and a Titanic Hydra may be enough to make up for the lost base shield. Go big on HP, pair it with the Courage of the Colossus mastery, and when you start that fight, you’re going to have A TON of HP to get through before they get to your real HP. Just make sure they don’t have a BotRK ADC too close, or you may see that HP evaporate. **Jynx** Just a CD reduction late for her Chompers. Nice for getting access to that CC later, but overall, nothing major here. **Kassadin** Not a grand change really. A bug fix, slight CD reduction on his E, and another 10% AP on his ult. Ok, so that last one is going to help a fair bit. I’m just not sure it’s anything Earth shattering (yet). **Katarina** Fair enough nerf, minor as it is. Reducing her access to her engage/escape early on will help others deal with her laning phase. Letting her keep it late will reward those who get there. All in all, I’d say this one is fair for all, even as Kat mains will hate it. **Lux** *face freezes in confusion for a month* Uhm, Riot… I… uhm… what the $@#! are you thinking?! Late game Lux already has a super short cooldown on her ult. Now you want to cut that in half with a kill? Somebody call Starfleet. We’re gonna need their shields when this one goes live. Oh yeah, and you though you were gonna see more Amumu? Lux is going to be EVERYWHERE with this one. I predict a “whoops, wrong idea” nerf in 7.8. If not an out-right hotfix. **Nunu** Ok, minor ouch on the HP nerfs. Not the end of the world, but still noticeable. The buffs however, oh boy. At least… I think so… Okay, I think I’m reading it wrong. I think every time his passive comes up, you can upgrade an ability, and the listed upgrades in in addition to his base stats on those abilities. Kind of like Viktor does. I’m definitely going to take this to the practice tool and update this section after work tomorrow. If that’s the case, hello mega buff! Now if that’s how he get TO his listed stats, then I call nerf as he’ll have to get there before he can become a monster. Again, testing required, and I will do it. It’ll just be afternoon before I can (darn job). **Rengar** Poor kitty keeps getting his claws trimmed. Going to hurt his burst and his clear by a fair amount. Not sure it’ll change much clear after a finished jungle item, but before that, it certainly will. Now it isn’t Earth-shattering like one might think, but it WILL be noticed. **Rumble** Pretty minor nerf, but still noticeable for him. He’ll have to manage his Harpoons a touch more carefully to avoid being without at the wrong time. It’ll add up pretty quick, though I once again say it’s not the end of the world for him. **Shaco** Hmmm, I think I need to differ to players who know him better on this one. I don’t play him, so I don’t know how much this will change. Seams like they just moved his AP damage to his passive, reduced the passive AD ratio, and removed the Q base damage while upping the cooldown early. Okay, that’s a lot, but I don’t know him well enough to say how it will change him. Sorry, but I don’t know everything (though I often pretend I do). **Syndra** Just bug fixes. Moving on. **Talon** Some minor nerfs to help his early laning phase, or rather, that of his opponents. Not sure it’ll do what they want, but it will help all the same. **Voliebear** “There's now a small delay between bounces.” Define small. .25 seconds? 1 full second? These things matter. Still, the additional bounces will indeed feel nice, allowing you to spread that pain much better than before. Definite buff, moderate for low damage builds, larger for ones with some actual stats. **Raptor Camp** This will help all junglers. Yes the HP is higher, but the overall damage is lower, which is the main problem. Considering you generally take them on with some kind of AOE damage anyway, the change will be a net positive for everyone, which may not clear up the discrepancy they’re trying to fix. Those that could before can do it better still. Everyone one just gets to join the fun. **Additional Notes** Yay for magic shield improvement. Personally, I never had a problem with the old one, but the new one was bad, so I’m glad they’re trying to do better. Let’s just hope they did it this time. Well that’s it. Feel free to offer counter comments. Just keep it respectful. That’s all I ask. Till next patch, see you on the rift!
: Patch 7.6 notes
Posted my thoughts on this patch. You can find them below. https://boards.na.leagueoflegends.com/en/c/gameplay-balance/FNsRbpsJ-my-take-on-pathc-76
Rioter Comments
: Riot phroxz0n mentioned it on Reddit: "Tentative numbers on warlords are 1-50% lifesteal on the energized attack (increasing per level exponentially) and 30% movespeed for 0.75 seconds. It charges at the same rate as static shiv and rapid fire cannon and kirchesis shard and they will all proc at the same time. Takes roughly 6-7 auto attacks while moving for an ADC to fully charge." Link here: https://www.reddit.com/r/leagueoflegends/comments/5vzrb6/224_pbe_update/de6fcv1/.
Interesting tib-bit. Much appreciated.
: They said they were thinking about a bigger projects for champs like Kindred :)
Wonder if that'll be season 7, or if it'll be shipped with the tanks update coming in the mid-season. I hope the latter. I miss being able to take Kindred ADC. Don't scoff. I did quite well with her before the nerfs came. :)
Abbub (NA)
: Personally, as someone who, TBH, can only play Varus as ADC (I suck at everyone else I've tried T_T), I think they took the Q nerf in the wrong direction. Yes, the poke damage was obscenely high (might be the reason I could play him well...), but I think that they're trying to push him into the same "niche" as so many other ADCs: skirmishing. Instead, they could've increased the penalty for firing through multiple targets, since his kit seems (to me) to be centered around punishing players for poor decisions: his E causes Grievous Wounds to anyone who walks on it (building lifesteal? Won't do ya any good!), his W adds bonus damage to autoattacks and applies Blight, and his Q has tons of range, which is perfect for executing fleeing enemies (running away? Get back here ya yellow bastard and get what's coming to ya!). Nerfing its base damage at full charge is something I can understand, but reducing the cooldown on detonating Blight doesn't really fit in with his kit. Again, my own personal opinion from a Plastic VI support/top main, but just wanting to get that out there. Although, with this being so far down the list, I doubt many people will see this, so I'm not sure how much good this will do...
I would agree that perhaps they took the nerf too far. They often do sadly. Punishing multiple hits versus pure damage nerf more has some appeal to me, and I'm good with Varus in all lanes (well, ones he can do anyway). Though again, 50% or more on one hit? That did need a damage nerf, so perhaps a base damage nerf is the better path after all. As for the CD nerf, yeah, might be a bit much. I'll let you know after the next snowdown event (of if I get him in ARAM). As for the last part, if you mean this post being too far buried, I'm already thinking next time I'll make a new topic, or perhaps do both.
: I've tested the heal and it is 50% at level 18, but I am extremely confused as to why they think it is reasonable to start at 1% early game when you already have to charge the heal. I also read on SurrenderAt20 that they clarified the heal only heals base damage (and double on critical strikes), but doesn't heal any bonus damage (like a Wukong Q), which normal lifesteal does do.
I'm beginning to wonder if they've thought this patch through enough.
: energized is the unique passive on shard, statick, and rfc, so if it says energized it by default has to be the same. As far as being a bit of a nerf, that's what they wanted, for it to be nerfed in lane but still usable in teamfights (remember, kiting = movement and movement = energize stacks, so you charge that heal by doing exactly what you usually do)
Thanks for that. Well, DFT gets to hang around as an equal option then. The damage was nerfed, but so was the heal. Though I'm still wondering if that 50% heal is a typo. I don't care if it is through kiting, that is one heck of a heal.
: The new Warlord's Bloodlust is going to charge at the same rate as Statikk Shiv/RFC. That means Warlord's is going to proc every 6-8 autos approximately, given one auto charges 12/100 stacks.
Where did you see this? I'm not saying you're wrong, but did I miss it in the notes? Was it posted somewhere else? Thanks though. I'd have to say it's a bit of a nerf then (unless that isn't a typo). Not exactly a reliable heal.
: Patch 7.5 notes
I’m sure someone does it, but I’m going to start giving my detailed take on patch notes anyway. The more the merrier right? Anyway, this is only my take. I don’t mind if you disagree or think I’m flat wrong. All I ask is that you voice your thoughts respectfully. There’s no need for insults, flaming, demeaning, ect. I’m willing to admit when I’m wrong, and I actually like having conversations about different takes on the notes. So, without further ado, here's my take. **Attrox:** At first glance, I thought his Q had been nerfed to worthlessness, then I realized they doubled the AD ratio, and made it include ALL AD, not just bonus. I’m sure the pure math is one way or the other, but overall, the damage change shouldn’t be that much. I will say the health costs, or rather the removal of them, will make him safer to play. 30 HP every time rather than 5% will mean you can go slightly tanky without basically killing yourself every team fight. If I’m reading it right, looks like the revive passive no longer scales, but it instead is only there when Blood Rush is active. If I’m right, going in now has a higher skill curve as you’ll stay dead if you aren’t in Blood Rush. In short, it’s all about playing around that power spike much like Vladimir’s Blood Rush or Caitlyn’s Headshot. I’ll probably hit the practice tool to test this one out to be sure. The W changes will help your sustain as the base healing is up, and it scales with missing health. Pair that with Warlords (even after the change), and you could become quite hard to kill in a team fight. That said, they did hurt the damage side of the W a bit in exchange for it filling his blood pool. His E changes are pretty minimal. About the only “nerf” is no more AP scaling, though the base and ratio damage are up slightly. Yes the slow now scales with skill levels, but the duration is fixed, so I’m calling this one an adjustment. All that said, after reading a post by Supe, I'm actually think it is quite the nerf. (you can find his post here: [Link](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/8vdlnIqA-a-huge-nerf-to-aatrox)) One of the nice things about Attrox was the buffed attack speed as his blood well filled. Well, if I’m reading the notes right, that has been removed. If it has, yeah, that’s gonna hurt. The sustain changes will help after a revive, but not being able to get more attack speed until the well is full, and then only for 4 seconds, that’s going to be a problem. **Fizz:** The Q buff will help his assassination, but you’ll have to aim that ult more carefully now. If it misses, it stays missed. I understand the pop-up zone is still there, so it’s not a total waste, but the enemy can run/dash over it now to get away before it hits. Overall, other than the Q, not much to see here (though that’s plenty to respect). **Kindred:** Scuttle control just became more important early to see that she does (or doesn’t) get her stacks. Nothing more done so far. Don’t think it’s enough, but it’s a start. **LeBlanc:** Ok, on behalf of all LeBlanc players, let me just say, **#?%*! OUCH!** I get that they want her to be a “deceiver” rather than an assassin, but my word. Her primary damage just got sliced in half. Having never been much good with her even before the rework, I may be over-reacting, but it seems to me they over did it with this one. Possibly to the point of going from ban worthy to barely played. I’ll differ to LeBlanc mains to say if I’m right, wrong, or somewhere in the middle. **Lucian:** Minimal update here, but don’t totally ignore it. As we all know, fractions of a second matter, so the ones they gave Lucian may matter enough to help him out. **Miss Fortune:** Hard to call this one. Landing the right Q bounce will still hurt, but the nerf to the static bounce may well reduce her power enough to give enemies a better ability to lane against her. Good/lucky players will still get that longer range poke without it being automatically oppressive. We do have to ask, is there enough threat left without it? I think so, be time will tell. **Rengar:** In short, makes you think more about how you jungle, and when you gank. Getting a reduced heal from camps may well get him in line with some of the others. I’m mixed on the armor nerf as it does make him more squishy, and thus fightable, but does it make his clearing ability early too hard? Such a small amount, I honestly doubt it, but it’s still going to be an adjustment to Rengar players. **Ryze:** More minor changes. Normal root duration will help enemies get away better, and the longer cooldown on his E early will also help the laning phase. Overall, a fair tweak I think to give opponents something to play against. **Varus:** I think we knew this was coming, and here it is. The Q nerfs. Overall though, the damage nerf actually isn’t as drastic as I expected, and I might even argue is fair. When one Q can take an ACD to 40% or less, an adjustment is kind of needed. The cooldown is the one that’s going to hurt. Though again, perhaps it’s fair to make landing or missing those arrows more impactful. And as a Varus player who makes an effort to stack those Blight stacks before firing, the ability to regain some cooldown by procing them is going to make it hurt less. **Items** **Blade of the Ruined King:** I’m going to say slight buff on this one. Ok, the attack speed and active nerfs hurt, but the life steal, AD ratio, and ultra slight passive buffs make this a much more viable option for more champions. It might even mean Bloodthirster is no longer the “gotta have it” life steal item. You can trade the BT shield and higher life steal for the BotRK attack speed and active slow without it being such a drastic trade-off. It also means getting a BotRK for anti-tank combat feels better for the same reasons. Better life steal, and higher damage. As I said, a net slight buff. **Edge of Night:** I’m actually very in favor of this. The spell shield active is a wonderful addition, but 10 seconds? Yeah, that was a bit much. So reducing the duration to 5 seconds is a fair nerf to make it easier to player around. **Masteries** **Stoneborn Pact *Bond of Stone replacement*** I give it two weeks tops before a hot-fix comes in. Let’s see. 5% extra HP. You thought late game Maokai was hard to kill before? Yikes. Then there’s this: “Your movement impairing effects mark enemy champions with an earthen rune that heals other allied champions who basic-attack them for 5 (+2.5% of your maximum health) over 2 seconds. The mark lasts 4 seconds.” They wanted to buff it, boy did they ever. Possibly too much. This is almost worth taking for some supports who have slows in their kit (I’m looking at you, Zyra, Karma, Lulu types). What a nice way to help your ADC heal in a trade. And I don’t see a cooldown listed, so if you can proc it constantly, I return to yikes. **Deathfire Touch:** Gonna hurt auto attackers and those with long-range skill shots (sorry Jhin). It’s not the end of the world at least. We’ll see how it goes, but it may push DFT users onto other masteries instead. I think it will still be worth taking for those who want that extra damage on their skills/attacks. **Warlord’s Bloodlust:** Tell me this is a typo. 50% life steal at level 18? You let that Olaf get to late game, just FF. You’ll never kill him. I actually think it is a typo… maybe… probably… uhm… Riot, please tell me it’s a typo. Ok, joking around aside, this one is gonna take some getting used to. As I read it, the effect ONLY procs on energized attacks, which you gain by moving or attacking. So I think every other auto-attack would trigger it (first shot energizes, second shot procs, rinse, repeat). It also looks like the life steal early is a lot less, and then scales. Ultimately, I think the change is minimal because now you gain some movement speed when this thing procs. That’s worth more than people think for an ADC in a team fight. The life steal element has been nerfed early, but it’s gained other uses that may even it out. **Other** **Exhaust:** Well that hurts. Half the reason I take Exhaust mid at all is to defend against a Kha’Zix, Master Yi, ect gank. The attack speed reduction is the whole reason to take it. I think they trimmed a little too much fat on this one. Removing the resistance reduction I’m okay with, but I’m not so sure they didn’t trim too much fat on this one.
Supes (NA)
: A Huge Nerf to Aatrox
Not quite on the sustain part of it. Don't forget, the base healing has been buffed (if only a touch), and it now heals for 5% of his missing health. That will help a great deal when low. The rest I would agree, if the attack speed buff has indeed been moved to the full blood well only. Part of his power was the increased attack speed as his well filled. I'm not sure the 4 second buff is enough to counter the loss of that increasing power. About all I can offer is maybe it will be easier to fill his bar than the numbers suggest. It's not much, but it's something.
: I guess it would have been better to say the common assumed reason. But yeah you're pretty much on point with that. I was in a rush.
Thank you both. Guess I did miss a few things, though I thought the travel thing had been resolved. Guess not.
: Get ready for IEM Katowice 2017
Wait, I thought CLG was invited. Did I miss something? Why is NA not attending?
: How to get your NA LCS tickets for 2017 Spring Split
I know it's way early, but circumstances require I make plans WAY in advance. So, that Easter weekend, will the NA Spring playoffs be at the Riot studios, or somewhere else? Or do you even know yet?
: BREAKING NEWS: PLANET DESTROYED
Still can't help thinking of Starcraft with this skin.
Leonerdo (NA)
: Are we talking a "in 1 or 2 patches" kind of soon, or a "by mid-season" kind of soon?
It's what I call an Aslan soon. "I call all time soon."
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Conalll

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