: And they say Candy Kayn can't exist because it's too soon since Odyssey Kayn... "shakes head" Ohh wait no... it was because of translation issues... because other languages don't have a word for candy... right? Or maybe Kayn doesn't translate into Kayn if it's next to the translation for candy? I guess it's the showerhunter incident all over again... I wonder how Dark Candy Fiddlesticks translates so much better...
> [{quoted}](name=Olath Quortek,realm=NA,application-id=yrc23zHg,discussion-id=Ow7hmb26,comment-id=000f,timestamp=2019-05-01T06:16:11.093+0000) > > And they say Candy Kayn can't exist because it's too soon since Odyssey Kayn... "shakes head" > > Ohh wait no... it was because of translation issues... because other languages don't have a word for candy... right? Or maybe Kayn doesn't translate into Kayn if it's next to the translation for candy? I guess it's the showerhunter incident all over again... I wonder how Dark Candy Fiddlesticks translates so much better... I'm not familiar with this, but it could be because the pun doesn't translate. Dark Candy Fiddlesticks isn't a pun, it's just a skin concept, but Candy Kane is a play on words first that then turned into a skin concept. Any non English speakers wouldn't understand that tho, so they might be confused how Candy works with Kayn thematically and it would feel less appropriate perhaps?
: Riot extreme favoritism strikes again.
This isn't so much favoritism on riots part as it is just good business practices. These are popular characters that have consistently good skin sales. The majority of players play these characters, buy these skins, and are happy with it. People that are tired of these skins are in the minority. All of this is based on stats that Riot collects on sales and play numbers and makes decisions based off of. They aren't making 10+ skins for Ezreal because someone at Riot really likes Ezreal, they're doing it because a large enough amount of players play Ezreal and buy his skins when they release. It's not Riot you should be blaming, it's the consumers. You don't blame McDonald's for selling Big Mac's even if you think it's a shitty sandwich, because the majority of other people do enjoy it and they're just giving the people what they want. I know the popular narrative is to just shit on Riot and tear apart anything they do, but they're just running a business the way a business ought to be run; by satisfying the majority rather than appealing to the minority. You want skins for Kalista? Get more people to play Kalista so investing the time and man power into developing a skin for her can be justified as a worthwhile business investment.
: But then people wouldn't pay as much for skins in their cash shop...
> [{quoted}](name=Boxcat,realm=NA,application-id=yrc23zHg,discussion-id=qEEYFl38,comment-id=0007,timestamp=2019-04-06T15:32:32.556+0000) > > But then people wouldn't pay as much for skins in their cash shop... Maybe, it's hard to say. If the orange essence gained was a small amount, like 100 as he said, it wouldn't skew the numbers that horribly. You'd still have to buy chests and keys to grind essence, since it's not like getting a champ shard is enough OE for a free skin, so Riot is still getting money. And it's not enough OE that someone who REALLY wants a skin would skip buying it and instead grind out some chests for OE to get it "free" (since it would be nowhere near optimal and still akin to gambling). Not to mention if they did change the loot system this way, tonnes of people would be more willing to spend money on chests since there's less risk of getting something totally useless like champion shards from them.
: Saying items shouldn't have a low usage/build rate is why things like wit's end are getting changed to be general items instead of having a specific niche that is used by certain champions. On-hit champions need a place in League, as they're extremely fun to me, and watering down every on-hit item for the sake of not having a high usage rate is bad imo. As for your suggestions for things like Warmogs, imagine having Warmogs and Locket of the Iron Solari together. You just used locket to completely ignore the damage siphoned off of you from Warmogs and gave your team bonus health for spending nothing. On top of that, Gargoyle Stone Plate would be built by everyone simply because CC is annoying af and who wouldn't want an Olaf ultimate on top of some extra defenses? And finally as for your suggestions about items not needing to have everything, I partially agree. Things like tear have always had their place as "let me spam my spells" but they're not the same as they used to be. Now they're not required. We DO need to go back to not everything having mana regen on it, and having to build for it. But on the other hand, some things NEED to have at least two of the three things you've mentioned. Think about it like this, we have Protobelt, Gunblade, and GLP. All three fulfill different niches. But now imagine if Gunblade no longer had damage but instead had armor and no AP or AD, whereas Protobelt had more AP, but no health and no CDR, and GLP only had mana and CDR. Who would use Gunblade? Likely tanks who used armor scalings like Rammus, but would it fit for him? Not really. What about Protobelt? Everyone would be using it most likely. More AP is always a good thing and with these changes we'd be going into a meta where people did even more damage than they're doing now because items no longer are focusing on multiple things, would anyone build GLP? MAYBE Anivia and Cassiopeia. Zhonya's isn't really a problem for it's armor. In fact most of the time the armor from Zhonya's isn't useful at all unless you're building ROA and other health items, because armor without health isn't good. It doesn't have that much armor either anyways. Zhonya's is only strong because of it's active. It has subpar AP, subpar armor, and some CDR. It doesn't excel at anything but it isn't weak in anything(except armor). It's something people build because they have to. If it didn't have it's active, no one would build it. Now what I DO agree with is that not EVERY item needs to have EVERYTHING. I definitely don't think we need as much mana regen as we have in the game right now. I feel like there need to be dedicated options for mana regen that are MADE FOR CONSTANT SPELLCASTING, without making every burst item have mana regen or mana or both. Tear isn't built like it needs to be anymore. It used to be built for that exact purpose, but it no longer is. It's built for Cassiopeia and Anivia mage wise and that's about it. Any other champion gets Ludens and they're good. This needs to change. Ludens needs to lose it's mana, and go back to being a full AP item with some move speed. Rod of Ages and Archangel's Staff need to be the primary mana regen items. Athene's needs to go back to mid lane too, I've always been mad they took that away from mid lane and gave it to supports. Banshee's and Abyssal Scepter need to be reverted, I preferred building Banshee's when it had HP to now where I feel bad for even touching it because I still get blown up and the passive is shit. Abyssal is also less used than when it was Abyssal Scepter. It can stay the way it is, but Banshee's for god's sakes needs to be reverted.
This sounds a lot like you're upset your personal way of playing the game has been altered via changes. Don't let your personal biases cloud your judgement. And understand that OP is not suggesting these changes in a vacuum, the intent was to give a few examples of potential changes to items, it is not a complete and exhaustive list. Your counter citing Locket as countering his Warmogs change for example; who's to say that Locket would stay the same in this wave of changes? The intent of the post is to spitball some ideas and encourage riot to take them further and balance the game around them, not just implement the 4 or 5 item changes exactly as he said them and change nothing else.
: Yes. How is he not right?
There's better items for AP and armor. I think op makes it sound like it's a totally optimal purchase for both stats when in reality, it's just a decent purchase for both. It's not "lots" so much as it is "decent".
jurrrr (NA)
: I think they should add a TON more items to the game. weighted boots: -20 movement speed passive: immune to knockups. im spit balling.. But the game has over 100+ champions. There should be more items at a players disposal for different situations
I understand the sentiment here; more items should equal more fun. But it's important to keep in mind that more items means it gets increasingly harder to balance. Also very gimicky items like the one you list should be avoided since it wouldn't create a meaningful challenge for the player. Against teams with a lot of knock ups, the item becomes an absolute must buy, and against teams with little to no knock ups it becomes a complete waste of gold you should never touch. It doesn't create a meaningful decision for the player to make every game, it creates a knee jerk reaction to the enemy team comp every game, like a checklist you mentally mark in loading screen. The design philosophy of "lots of very specific situational items" is NOT good, since it'll always devolve into a checklist reaction like that where you analyze the enemy team comp, see which items are must buys and which are total write offs. It's a much healthier design philosophy to make more open ended items with less clear opportunities for use so people have wiggle room to play around in. The player should have to make a difficult choice on what item to buy based on their team comp, the enemies team comp, their champions strengths and weaknesses, their desired gameplay, etc. Rather than making the decision based solely on very specific criteria being met.

DOOD KOOK

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