: New ult, let me know what you think.
Actually pretty good. At first I was like: "Sivir's ult plus Janna's passive...?" and then I realized that such a combo was actually good on a supportive character. And thematic to boot.
: Was just a thought. They'd be very situational but given a large enough negative affect, maybe the trade would be worth it to both parties.
I like its thematic, the tanks would all buy it so they could act as a living shield and CC absorber, but it would just be crazy strong on them. A lot of CC is some form of displacement, so implementing such a change would probably reduce your CC by 50% on average. (Though clearly it would be better situationally, for instance, it's a HARD counter to Yasuo. It makes his Ult unusable.)
Wet Dryman (EUNE)
: Which means never, they stopped doing VUs
Then VGU, whatever.
: Candy Kayn
Although I don't suggest Santa, just a candyland-esque dude with a candycane scythe.
: Weighted Boots
Those would actually be OP.
: Gargas Skin PLEASE!
Well... but he kind-of needs a visual update. Maybe they could add a skin when they do the VU.
: Aqua or Cloud Aurelion, maybe even Darkstar Aurelion. I approve of a Battle Boss Aurelion, though I'm not sure you'd do it. I could see a magma or pool party Taliyah working out well. I can't really think of anything else for her. Not sure about Kled. I loved the Candyland themed Ivern, so I'd suggest something else wacky and fun, but I think a burning or twisted Ivern could be interesting as well. I think a Tango set for Xayah and Rakan would be awesome. I actually also love the idea of Tango Jhin. He's a solo player though.
I thought of one for Kled: Pegacorn Knight. (Or just 'Unicorn Knight'.)
: Skins for newer champions
Aqua or Cloud Aurelion, maybe even Darkstar Aurelion. I approve of a Battle Boss Aurelion, though I'm not sure you'd do it. I could see a magma or pool party Taliyah working out well. I can't really think of anything else for her. Not sure about Kled. I loved the Candyland themed Ivern, so I'd suggest something else wacky and fun, but I think a burning or twisted Ivern could be interesting as well. I think a Tango set for Xayah and Rakan would be awesome. I actually also love the idea of Tango Jhin. He's a solo player though.
: Taric skins concepts
I liked Graveyard Taric, though I would suggest it's more along the lines of a Priest, or Cleric. In either case, I like it. The Librarian Taric was also cool. (I hated most of the others to be honest. I'm not really a fan of the overly 'fabulous'. I liked the new direction and spin on Taric the rework granted him, a bit more class, and a bit more majesty.)
: A champion that Riot Needs.
Alright. But I do like the new Galio... a _ton_ more than the old one. Even in theme. Sure, he's not a 'Gargoyle', but honestly that wasn't working so well for him anyway. I'm a little sad to see anti-mage effects being removed left and right (Veigar's enemy AP scaling, Galio's heavy MR scaling, etc.) but I can't say that I'm sorry _Galio_ was reworked. I don't want a new 'proper' Galio in league. I wouldn't play him. Though I would love Gargoyles--maybe in a gamemode. That could be fun. Even another Gargoyle champion could be alright. But no 'old Galio'.
Bangie (NA)
: > [{quoted}](name=CrimsonCobra3,realm=NA,application-id=A8FQeEA8,discussion-id=r4TLdnlq,comment-id=000000000000,timestamp=2017-08-05T03:24:32.134+0000) > > It's much cleaner. It reads smoothly now. I liked the change to E's targeting system, I would say he's much more fluid now in terms of ease of use. I do think some clarification could be given for the AAs and the Q, since I can only presume, for instance, that the number that comes before the melee and ranged AA descriptions is the base AD for each form, since it wouldn't make sense for it to be an on-hit. The Q's 'impale' portion is the part I'm confused about. I don't know how the damage on it works. > > Besides that, I can only really suggest maybe increasing his damage by 10-20 (maybe even more) damage across all levels for a few of his abilities, namely his Q, W, and E. His Ult is fine. I went more in depth with the abilities of his Q and AA in the questions answered section, However currently I'm shying away from ramping up his damage due to avoid mental over tuning, figured start low and work way up instead of starting high and working way down. However if you read over and have any others issues, This goes for everyone, and want me to develop a ability or something in this post more, I would be glad to do so just drop a comment and i will get on it asap.
Seems good. The only thing I have left to ask is what the scaling time on the bleed is. Typically you would say the damage per second and how many seconds, or the overall damage and the time, but you said the time of the bleed scaled as well, though it wasn't mentioned. Everything else has been cleared up, and the damage isn't actually _too_ low. So it seems fine to me.
Bangie (NA)
: > [{quoted}](name=CrimsonCobra3,realm=NA,application-id=A8FQeEA8,discussion-id=r4TLdnlq,comment-id=0000,timestamp=2017-08-04T19:35:01.950+0000) > > First of all, if you formatted this a little nicer (lines between abilities, and blocks of cohesive text) it would be a lot easier to read. > > Secondly, changing his abilities by range is tricky, since he could conceivably want to use one ability but be unable to. (Primarily, ranged.) That said, these abilities did seem constructed in such a way as to make it almost ludicrous to use an ability out of place in that regard. His E is trickier though, there are a lot of circumstances wherein he might want to use one or the other form of the ability when that form is locked out for him. I would suggest changing the way it works. > > Finally, I don't suggest keeping the 3-target max on his AA. I think you can just say that all enemies within X of his target, and Y of him, are struck as well. It's strong for clearing, but honestly, it's rather rare to see enemy champions grouped together perfectly, (Orianna is a rare exception), so that should be fine. > > ~CrimsonCobra3 Ok thank you for the input i will revise some of the abilities and look into cleaning it up so its easier to read please if you don't mind, check back in about 3 hours and drop your input again. The idea with the range being a determining factor is to allow for difficult game play without being impossible. For example a gank if played in jungle would play out starting with his Q from a range in the bushes then charging in with his E ( requiring positioning to avoid moving the target closer to enemy turret. Then can be followed up by AA, or Ultimate and wait for Q to come back off cool down. However the large range from his Zweihander sword would indeed create the issue between the two ability based on the fact that his melee range would be slightly larger the some others. However give me a little bit to revise the information and see if i can come up with something that looks slightly cleaner and more concrete.
It's much cleaner. It reads smoothly now. I liked the change to E's targeting system, I would say he's much more fluid now in terms of ease of use. I do think some clarification could be given for the AAs and the Q, since I can only presume, for instance, that the number that comes before the melee and ranged AA descriptions is the base AD for each form, since it wouldn't make sense for it to be an on-hit. The Q's 'impale' portion is the part I'm confused about. I don't know how the damage on it works. Besides that, I can only really suggest maybe increasing his damage by 10-20 (maybe even more) damage across all levels for a few of his abilities, namely his Q, W, and E. His Ult is fine.
Bangie (NA)
: New champion idea
First of all, if you formatted this a little nicer (lines between abilities, and blocks of cohesive text) it would be a lot easier to read. Secondly, changing his abilities by range is tricky, since he could conceivably want to use one ability but be unable to. (Primarily, ranged.) That said, these abilities did seem constructed in such a way as to make it almost ludicrous to use an ability out of place in that regard. His E is trickier though, there are a lot of circumstances wherein he might want to use one or the other form of the ability when that form is locked out for him. I would suggest changing the way it works. Finally, I don't suggest keeping the 3-target max on his AA. I think you can just say that all enemies within X of his target, and Y of him, are struck as well. It's strong for clearing, but honestly, it's rather rare to see enemy champions grouped together perfectly, (Orianna is a rare exception), so that should be fine. ~CrimsonCobra3
: Does {{champion:74}} deserve skin yet?
Personally, I would like a Heimer gameplay update. It's problematic though, since I believe the problem is actually his Q. It tends to create a very strange laning phase, and is rather non-interactive at that. I would prefer that Riot prioritized fixing his wonkiness before they gave him skins, but I can see why that would be troublesome. So, I personally can understand why he doesn't have any new skins. That said, if they don't have plans to change him anytime soon, they should just give him skins. So yeah. Eh.
: Sweet. Yeah, you're completely right that W is still a 1 point wonder here. I have no reason to make it a forced max 2nd. (unless you want a wider wall; for...idk why really...). Its cd is basically entirely dependent on E. I think with the opponent knowing about the wall it's fine that way though. Is there anything else that pops out to you; anything you'd miss?
Hm. True. The wind wall is dependent on E, it wouldn't make any sense to level it instead of E.
Mrjoe10 (NA)
: Yorick Skin
: Attempt at a Yasuo Gameplay Update.
Hm. I actually kind-of like it. Notably, if the shield portion of the passive were also moved to W, that might give Yasuo a reason to put points in it. But all in all, it seems rather balanced.
Navla (NA)
: Yasuo balancing and changes ideas
I liked your changes to E, I'm ambivalent about your changes to his Q, I actually like the shield half of his passive (I dislike the double crit), and I don't agree with your decision to switch his W and Ult. (I don't think it's necessary, or particularly balanced.)
: The fact that there are champions who have abilities that essentially do this shouldn't prevent this from being potentially viable. If this is a valid argument, then Spellblade shouldn't exist in it's current form because there are plenty of champions who have abilities that empower their next basic attack(s) {{champion:53}} {{champion:164}} {{champion:31}} {{champion:119}} {{champion:245}} {{champion:60}} {{champion:28}} {{champion:114}} {{champion:105}} {{champion:41}} {{champion:86}} {{champion:79}} {{champion:420}} {{champion:39}} {{champion:24}} {{champion:126}} {{champion:222}} {{champion:38}} {{champion:10}} {{champion:121}} {{champion:96}} {{champion:64}} {{champion:89}} {{champion:54}} {{champion:11}} {{champion:21}} {{champion:82}} {{champion:267}} {{champion:75}} {{champion:76}} {{champion:2}} {{champion:421}} {{champion:58}} {{champion:107}} {{champion:92}} {{champion:68}} {{champion:98}} {{champion:102}} {{champion:15}} {{champion:72}} {{champion:91}} {{champion:44}} {{champion:18}} {{champion:4}} {{champion:77}} {{champion:112}} {{champion:106}} {{champion:62}} {{champion:498}} {{champion:5}} {{champion:83}} I might have missed a few, and might have even been a little lenient on allowing some of these to qualify, .. but as you can see, it isn't an uncommon principal. I will agree that this would most likely encourage people to purchase both items together though, and that could actually be more of a problem.
Ah, I didn't realize that I didn't finish that thought. I started by saying that there were abilities like that, and I was going to make a comparison with Varus in order to describe your concept, but it seems I just gave up in the middle and made my actual point. Unfortunately, I don't remember where I was going with that.
: Temze The Urtistan Lancer
Most of the kit I'm cool with, as far as he seems to be an AD bruiser with good damage, great CC, and (I suggest) conditional tankiness. I do have a little bit of a problem with him having such a high AD scaling on a _shield_, but because his other AD scalings are so low, if he built heavy AD, he would be forced to deal damage with his autos, which weakens the Lethality heavy build I was beginning to worry about. That said, he does seem kind-of strange because of that. But I think I would enjoy it. ~CrimsonCobra3
Rioter Comments
: Ideas for a Quinn mini-rework
Hm. That might be good. I'm not sure she actually needs a new ult, but changing her ult into a passive actually makes a lot of sense.
: Item effect concept: The opposite of Spellblade
There are abilities like this (varus) but the main thing for me is that I'm not so sure this would really be treated too differently. You still want abilities you can spam, and so, at the end of the day, I believe that such an item would mostly be picked up alongside spellblade, not instead of.
: I changed some things, didn't mean to have the 2% max health and mana to be read as a permanent buff... my bad...
Alright. Good stuff.
Meep Man (NA)
: I agree with you that League needs a more normal Vampire character. Vladimir is a very cool character, but is definitely more of a "modernized" vampire where they are now more commonly shown as more of "Blood Mages" than actual undead that thirst for human blood, yet are still sane (mostly). Now into the kit. First, I would like to start off with the passive: > When damageing an enemy champion steal 2% of that champions current health **and mana/energy** and convert it to 2% max health and 2% max mana. This part of the passive worries me a ton. First, you need to clarify if this effect will proc off of all damage or just damage that applies spell effects. This is mainly due to Liandry's Torment, which would bust open this passive into massive OP range if it proc'd every tick of it. Secondly, be very careful with mana stealing abilities. Believe it or not, Kassadin, way back in the land before time, had his W passive actually stealing the enemy's mana. However, Riot removed this because it turned out it was incredibly unfun to play against. Ever since then, they have found that mana stealing abilities are taboo in development since they are generally unfun to play against since they essentially tell the enemy character that they better regenerate more mana than this character can steal or else they won't be able to play the game if they rely on abilities. It's like a permasilence if the character is OP. However, you have made this based on current mana, which means that there eventually comes a threshold to where the mana being stolen from the enemy is so small that it hardly even matters. Basically, it sets the enemy's mana bar to a certain level. That's ok and better than the situation I previously described, but also still potentially jarring to play against if you rely on mana. Tanks in particular would be destroyed by this ability since they are made to take damage, but at the same time rely on mana if they use it. Be very careful with this part of the passive. > Q: Pierce the Heart-(targeted ability) 60 mana Kyren stabs the target for (80/90/110/130/150) magic damage scaling with 70% ability power, (4%,5%,6%,8%) of targets max health, and 4% of targets max mana/energy (cooldown 6s/5.5s/5s/4.5s/4s) Assuming this is a melee ability, it is unique and interesting. Something that scales off of the enemy's mana is cool and it makes Kyren feel almost like a specifically "Mage or Support Assassin/Hunter", which is nice. > W: Devouring Curse-skill shot 700 units 80 mana Kyren throws out a curse that deals (60/70/80/90/100) magic damage scaling with 40% ability power, and apply a mark of curse on effected target. Steal 10% of enemy champion's current mana.When a target is marked with mark of curse Re-activate this ability to use Devouring Swarm Devouring Swarm: Kyren turns into a swarm of bats and becomes untargetble, Kyren will then fly to the marked target dealing (20/30/40/50/60) magic damage scaling with 40% ability to every enemy Kyren passes through. Kyren will also restore 5% of his missing health and mana for every champion he passes through, in addition Kyren will also reduce the magic resistance of those champions by (5/7/10/15/17). Kyren will land behind the marked target and gain 5% damage reduction for each champion he passed through for 4s (cooldown 16s/14s/12s/10s/8s) Interesting ability. Again, there is little that can be compared to it in the game, being like a nice mix of Fizz troll pole and Leona's dash with it's own theme going on. I would again warn you with making mana stealing effects. > E: Vampiric Seduction-(cone 250 units) 90 mana Kyren uses magic in a cone in front of him charming enemy units for 1 second and dealing (10/20/30/40/50) magic damage scaling with 80% ability power (cooldown-11s/10s/9s/8s/7s) The AP scaling seems rather drastically high for the incredibly small base damage this ability has. Overall, it seems like a strong ability, but really weak if Kyren falls behind. Maybe this was what you wanted, but I would probably make the base damage higher and the ratio lower unless you want this ability to only deal decent damage if Kyren is farmed or fed. > R: Mistwalker 110 mana Kyren creates a cloud of mist covering a diameter of (1,000/1,600/2,000) units and has duration of (8s/9s/10s). While in the mist Kyren gains (20/30/40) bonus ability power (10%/20%/30%) movement speed. In addition Kyren also gains combat stealth that is broken through casting an ability, basic attacking, or moving within 250 units of an enemy champion. Upon any action of breaking this stealth Kyren must wait 1.5 seconds before re-entering stealth. For 4 seconds after exiting stealth The execution damage of Fangs of Evil is changed from 5% to 15% missing health and mana. (Cooldown 160s/120s/80s) First, I would like to say that most ultimate abilities have a mana cost of 100 mana or 100/125/150 and such. 110 is an odd number. But that doesn't matter all that much. Firstly, I think you would like to rephrase the ability to say it makes Kyren "Camouflaged" while inside the cloud of mist since that's essentially what this is doing to him. Camouflage is the name for stealth that allows enemies to see the champion by being near them. If you don't want Control Wards to reveal Kyren while in the mist, it would still probably just be simpler to say something along the lines of, "Kyren is Camouflaged while within the Cloud of Mist, but cannot be revealed by non-champion sources of True Vision." Secondly, I find it strange how little Ability Power the ability grants you. 20-40 is very small and would make me question as a player why it's even there since it holds so little power in the ability. I would either increase it or move the power somewhere else in the ability since 40 AP is just some random, very small stat boost that is soaking power that could be elsewhere. It won't be appreciated by the player or usually hardly felt by the enemy. Finally, I think it's important to note the range of this ability or simply make it more clear that it is made around Kyren. This would make or break this ability for how it is used. Overall, a very interesting champion, albeit dangerous in some situations, that I could see being added with tuning. Adding base stats would be cool and allow me to further envision where Kyren would like to be spending his early game as well. It's a very nice concept.
I love this critique, it covered most of my concerns. Although I have several notes and suggestions I'd like to add: 1) the passive: It steals mana, which is problematic, but kinda cool for a vampire, it's like stealing essence. That said, it also converts into a permanent buff. And it's unclear how easy or often this can be procced. I suggest some sort of cap per enemy champion. EG, it procs the first time you damage (or maybe kill?) a specific enemy champion. (Or maybe once the first time you damage them, and once the first time you kill them, for a total potential bonus of +20% health and mana. Which, honestly, is still kind-of crazy.) 2) This champion seems to do a little too much. He has good magic damage and good scalings, percent health damage, mobility, some range, healing, spellvamp, resistance reduction, and even the ever controversial mana theft. Out of all of those, I think the mana drain and the resistance reduction are the hardest to balance, and the most out of place, respectively. The rest all seem to fit and have a reason. I'm mostly concerned with the addition of those two. 3) the Ult: just a note, if you don't want it to allow wards to give vision, then just make him camouflaged, and add that it disables enemy wards while the mist remains. 4) I think you nailed the thematic. It was fun to read, since even just from the description I could imagine him as a vampire in league of legends. ~CrimsonCobra3
: Think of sions passive. How he lives for a little. But the longer the passive is up faster his life shrinks.. similar concept the longer bramble is petrifying his target the faster his health drops
Thinking about it more, I don't know if it's broken in every case. It certainly allows for a lot of control over team fights, or even 2v2s or 2v1s in the botlane, and it's very good at saving an ally's life... but it's also going to be sacrificial in 80%+ of those cases. And that's a problem. Knowing how to use this (really strange) ult, would become _the_ measure of skill on this champion. It would divide the 0/22/3 Brambles from the 0/3/22 Brambles -- the rest of his kit is fun, supportive, safe, and interactive, but his ult is strange, disruptive, out-of-character, and high-risk, with a conditionally high reward.
NoFNoR (EUW)
: Maokai needs a new (cool) skin
You know, I actually love this idea. I'm all for it.
: We already have a lot of "Pet Summons" _(for lack of better terms)_ for Ultimates, that's why I didn't place Claudius there. For example: * {{champion:427}} **Daisy!** * {{champion:1}} **Summon Tibbers** * {{champion:74}} **UPGRADE!!!** _(The best one of course)_ * {{champion:133}} **Behind Enemy Lines** _(Not exactly a pet, but conceptually it is)_ * {{champion:112}} **Chaos Storm** _(Not excatly a pet, but still a summon)_ * {{champion:83}} **Euology of the Isles** * {{champion:7}} **Mimic** I was trying to branch out with her abilities, and not just rehash a new champion in the form of "Granny Witch" >For clarification, **"detonate"** _(As used in **[Claudius, the Frog]**)_ is a Riot ability term. Thematically, he can just run away, similar to Kled. Detonate just means passively consumed and then dissapearing.
Mm. Alright. In that case, you're in some trouble for an ult though.
: Bramble takes the health damage, the target takes no damage, but is just useless
: Yep, that's what I meant, I don't want to see the jungle items when I play - let's say - Cho'Gath top. So you are saying it's actually a suggestion and not a question.
: So you did. Full numbers.
The numbers are all great. I would like to add a suggestion though: Claudius shouldn't kamikaze, he should belch. Then hop away in the chaos. Also, what if you made her ult relate to another familiar? It could be a cat or bird, and provide another damage/utility tool that fits her style.
: I did provide numbers for everything except Base Stats. Look at the bottom of each ability. Those that are based on level will only include the numbers at level 1 and 18. Your critique of the ultimate is fair game. However, I currently don't have another idea as what to do with it.
: CHAMPION CONCEPT: Mother Fama, The Wily Witch
I loved the concept of the character, and the way you designed her kit. However, some of the pieces didn't fit quite well. The main one was the ult. Compared to the rest, it was not only less interactive, but also thematically different. It made me think of Morgana. The only other critique I have is that you don't provide numbers... and that there are a **lot** of pieces to this kit. Though that's also what makes her fun. ~CrimsonCobra3
Darkrown (EUNE)
: Volcanic Anivia
It's beautiful. I especially liked the design of the egg. (I actually liked some of your other flame designs better than those you chose though.)
: Many bands in real life sometime have guest singers and/or honorary band members. I wouldn't be surprise if this is the case with Kayle, in whatever universe they're in. I probably suspect she's not a permanent member but a separate artist who comes in from time to time to collaborate with the band. Heck, I'll go as far as suggest she's an understudy who might take over one of the original Pentakill members who might quit or in need of a break.
I second this Siren's assertion. Kayle may not be a part of the band, but she certainly made an appearance. **Because Sona is MUTE** and I would be much more distressed if that changed. ~CrimsonCobra3
: What's with Tristana getting her third high quality in a row in such a relatively short time frame?
I agree, we need Illaoi, Aurelion Sol, Rek'sai, Yorick, Kled, Taliyah, and, sure, even Viktor, skins. We also need some original skins for champions that are always getting those victory skins (or whatever they're called) like Alistar, Shen, Elise, etc. That said, I don't think we need to begrudge Tristana her skin just because these guys haven't had theirs. We just need to push for them to get their own a little harder. ~CrimsonCobra3
: No diff then having black shield mid vs another ap mage. Its up dor some changes maybe like 3 autos vs 5 or something
If I remember correctly, they actually had a lot of trouble balancing that. That's why I'm cautioning you to carefully consider it. I'm not saying you need to ditch it, just be very cautious.
: The ult would Force enemy team to make huge decisions. Kill off Bramble to free up thier champ for fighting or ignore the chsmpion making the fight a 4v4 essentially.
Yeah... as a support, that's a really nice trade. He can sacrifice himself to completely shut down the most fed enemy. Additionally, it's even good in the laning phase. If the support is away for a little, or isn't good in a fight on their own, Bramble just ults the enemy adc, and then sits there while his adc either kills the enemy support, or just sits there and kills the enemy adc. It's really, really brutal, if the opportunity is even hinted at. It's also just weird.
: [Champion Concept] Ion; The BladeDancer
suggestion for damage numbers: since he's a mobile assassin with some range, and an emphasis on autos, I'm suggesting slightly lower than normal assassin numbers. Q: something like 60/75/90/105/120 (+70% bonus AD) E: about 60/70/80/90/100 (+45% bonus AD) And either no mana costs, or low mana costs for spammability. And decently low cooldowns. For the same reason. ~CrimsonCobra3
: Bramble Champion concept
I like the healing roots, and the sporewood is *epic*. THe ultimate is strange, and the Q is problematic. Other than that, I would love numbers, but I understand that it's not really essential. I also like that the sporewood doesn't seem to actually hurt your enemies. It's just for disruption and area control. Note that giving a thornmail to an adc could actually be really broken, since, especially in the laning phase, adcs are fighting against other adcs -- and thornmail is designed against adcs. So it's kinda weird, and also kind-of disables trading. Which could be a massive advantage in some matchups. (All that depends on the strength of the numbers though, and the match-ups. For instance, Jhin, Miss Fortune, and Caitlyn would all suffer a lot less against it than other adcs. So if they're popular, his Q won't be that great.) The R is weird because it takes a sudden turn in direction for the champion. He goes from being an almost gardener-ish old gramps kind of champion to a wild boy. It's strange thematically. And could also be really strong depending on how it's implemented. ~CrimsonCobra3
: [SUGGESTION/QUESTION] "Item Sets" improvement
I mean, I just made an item set that I titled 'ADC' and left it available to all champs. It was about as easy as that. I just had to switch to it every time I played ADC. If you mean making your own page for every role in draft that automatically pulls up whenever you play that role, I don't think there's something for that.
: [SUGGESTION] I really don't like the Trinity Force in the current state
I agree with the conceptual side of this, (and the spamming part), but I don't agree on the numbers. The numbers are actually fine now in my personal opinion, it's just the nuance of spammability and the power that gives some champs. Mainly Nasus, that's kinda dirty, and it never really feels good. But it may be that in that regard, the balance changes should be made on the champions' ends, not to Trinity Force. Though I definitely agree that it doesn't feel like it's 'Trinity' anything anymore.
Candurill (EUW)
: > [{quoted}](name=CrimsonCobra3,realm=NA,application-id=A8FQeEA8,discussion-id=EwlHpqhK,comment-id=0000000000000001,timestamp=2017-07-25T22:56:28.043+0000) > > Potentially even making it so that you're choosing for the opposite team, eg: player 1 chooses the first member of the opposite team, who chooses the second member for the first team, who chooses the second member of the first team, etc. That way, the only people who don't have a choice are probably the ones given op (or decent) champions. Thats nemesis draft XD they actually did that once :)
Yep, though that was in reverse, you chose the champion for the player--in this concept, you'd choose the player because of the champion. Although, I just thought of another problem: whoever goes first gets a huge advantage. They get to ensure that the opposite team gets the worst champ, and that they get the best. Barring themselves of course. (This would happen because of picking order, the last two, the only real last choice, would fall to the first team, who also chose first. So something weird would need to happen, like the second captain picking twice in a row, etc.)
Candurill (EUW)
: > [{quoted}](name=Hay5eed,realm=NA,application-id=A8FQeEA8,discussion-id=EwlHpqhK,comment-id=00000000,timestamp=2017-07-25T20:19:05.797+0000) > > certainly people get champs they dont want in ARAM and it hasn't been much of a problem. Let them have RR's. > > Also how does this create toxic environments this is literally a copy paste of the classic schoolyard playground business when you are playing basketball with your friends Because people are petty and immature :/ Don't get me wrong, I'm not hating on your idea...im just saying that making one person responsible or "team captain" might create toxic environments....some people can't handle having people tell them what to do...and others will feel entitled to boss everyone around because they are team captains...all in all, i think the game mode could work, but in an all friend environment :)
What if it's a chain? Everyone's assigned a champion, one player chooses first, and the person they chose chooses the next member, etc. Potentially even making it so that you're choosing for the opposite team, eg: player 1 chooses the first member of the opposite team, who chooses the second member for the first team, who chooses the second member of the first team, etc. That way, the only people who don't have a choice are probably the ones given op (or decent) champions.
Sraeg2013 (EUNE)
: Relatively distant past. For example your reflection in the mirror is the past too, yet you can clearly see it exists.
Ah, but your reflection is in the present. It's simply reality's memory of you. But that certainly does inform you as to the reality that your past _was_ real.
: If a one shot is a matter of 1-2 seconds, that's 1-2 seconds where Tryndamere can ult.
The point is, that regardless of how fast you burst him down, if he even knows you are there, he has a chance to respond. As you climb elo, I expect the likelihood of his ulting successfully will increase. I can't say for sure though, since I've never passed Bronze II.
: Does something not exist simply because we cannot observe it? Is it, in fact, the act of observing something which gives that thing substance?
Good question. More than likely, if we observe it, then it exists... I've got nothing after that. Can't really say anything for sure about it.
Sraeg2013 (EUNE)
: Technically future does not exist, because everything you experience is the past.
Technically the past does not exist, you simply remember that it used to be the present. Like a giant whopping footprint on your psyche.
: http://champion.gg/statistics/#?sortBy=general.deaths&order=ascend&roleSort=Top Statistically there is not a single top laner in the game that dies less often than Shen.
Indeed. According to the statistics you gave it's a full kill down from the majority, plus a little extra. I find that strange, but it's the case.
: I'm in about the same position. I know why they are the way the are, I'm just a little weirded out by it. And I don't necessarily like it. But that's because it's hard to manage all of his skills and position correctly to make up for it in teamfights. It also means that Shen is more 'conditionally tanky' than most tanks. The next step in my model is to try and account for the abilities. But Shen (and Teemo) are going to be more complicated in that form, as they both have auto-attack immunization, which means I'll need to make a model for the damage autos deal over the course of the game, and that covers a lot of variables... I'm not sure how long that might take me.
Oh! And spell-immune, as in the case of Morgana. That could take even longer to work out.
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CrimsonCobra3

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