: this man really used riven and long cds in the same sentence
And yasuo. His only cooldown is W, which is one of the greatest get out of jail free card abilities in the game
: I think yuumi is being severely underestimated.
She just came out. She is very different from the average support. People dont know how to play her yet. And yet, as always, people will say that it is weak. People only sit on their ADC, they never poke with autos, they ward less because then they have to leave the adc, they dont block tank skill shots and then hop back in, etc. give it 2-3 weeks and someone will show how strong she is in LCS/LEC/etc and the masses who cry "27% WR" will be talking about how OP she is, how she can never be targetted, etc.
: Supposed to play melee tanks toplane? What? Toplane is for divers, juggernauts and skirmishers, you know, the fellows who are good at 1v1. Tanks? You cram those into matchups where you know the enemy cant punish them then you have them go be good in teamfights, where the damage specialists fall off in comparison. A {{champion:122}} will spank{{champion:57}} in lane but then come teamfights.....as long as maokai isnt too far behind and his team is alright then Darius is virtually useless because he cant get past or kill maokai fast enough before he himself dies. Ranged champs beat melee by default? {{champion:39}} {{champion:122}} {{champion:24}} {{champion:92}} among others all have two or several ranged matchups that they win. Map impact? Herald hello? Smash your lane then just as botlane then gets dragon with the jungler, get the herald.....then take one or even several towers thus opening the map for your team- Heck many pro´s even like roaming midlane or even invading enemy jungle depending on the situation. Then the reason many ranged exist toplane is because multiple melee´s have their only weakness being exactly ranged matchups, i recall viktor toplane starting out as a counterpick to aatrox or something before people realized he was good into other stuff too. Picking a tank is like picking say {{champion:30}} mid or {{champion:96}} botlane, your entire goal is just surviving and getting to the teamfight phase safely unless you get a massive amount of help to make your opponent fall behind extremely hard.
Darius actually has no real kill pressure on a good mao'kai Darius cannot hit Q, you w into when he winds up. Q knock-back and slow mean that you can walk away. Mao cannot fight him, but Mao has decent base damage and waveclear, and good sustain. Darius by nature pushes the lane if he tries to fight you, and if he doesnt then you go even on CS. If Darius pushes lane, a competant jungler will show up because Mao brings a ton of lock down and Darius doesnt have an escape. BuT muh Darius Doublekill - If the mao and the jungler dont int themselves during the gank, Darius dies before he can get the dunk
: Yuumi proves how utterly clueless this forum is.
A lot of players that I have seen on Yuumi spend wayyyyyyy to much time attached to someone. So she is an absolute non-presence in lane and even after laning ends It would like comparing a Janna that ONLY shields and ults to a god - tier Janna that pokes with autos and W, and has great reactions with Q and using ult to push people in certain directions.
: No, diminishing returns would be getting only .5% EHP against that damage type after a certain point. There are no diminishing returns with armor. The perceived "diminishing returns" come from how the math works. I don't know the specific numbers, so I'll make some simple ones up for the example. Lets say you want to reduce incoming damage by 50%. You'll need 100 armor to do that. Now in order for you to reduce incoming damage by another 50% (so 75% total), you'll need 100 more armor (200 total). Now if you want to reduce incoming damage by another 50% (so 87.5% total), you'll need 100 more armor (300 total). The amount of incoming damage reduction never actually changes. 100 armor will always reduce incoming damage by 50%. That's how the math works, the numbers are more complex, but in essence that's what is going on.
Ive gotten into an argument on this forum about this topic before. You aren't wrong, but you are only looking at half of the situation. If I have 0 armor, and get hit by 100 physical damage, I take 100 damage. In 1 hit. At 100 armor, I take 50 damage. So its a 50% damage decrease and a 100% effective hp increase. It takes 2 hits to deal 100 damage. At 200 armor, I take 33 damage, for 66% damage reduction and 200% EHP. It takes 2 hits to deal 100 damage. So in a pure math standpoint you are right. And if league was played out on an excel spreadsheet, you would again be right. But this isnt a Paradox game. There is also item slots, gold efficiency of items, and other types of damage. Effective HP isnt actually HP, its just a way to convey the % damage reduction at armor/mr provide. Its easy between base armor, armor per level, and 1 armor item to get to 100 armor. To get to that 50% damage reduction. After that it takes more item slots and a bunch of gold to get to 200 armor, which keeps you safe from lethality and most armor pen/shred. Beyond that though, armor really does become less gold efficient. You are losing item slots that you give you flat HP (which becomes EHP vs physical damage) or MR if the other team has a mage.
: > [{quoted}](name=Hayaishi2,realm=NA,application-id=3ErqAdtq,discussion-id=lI1uNeyA,comment-id=0000,timestamp=2019-05-16T20:32:10.323+0000) > > We have ROA. > > Diana's problem is her design. She either one shots or she can't and is useless. > > Doesn't mean we cant use more items but it wouldn't fix her. The problem with a lot of these AP health items is that they don't scale well into the late game. 300-400 health from {{item:3027}} doesn't make much of a difference when Diana has to go in range of champs like {{champion:11}} {{champion:24}} . Not to mention ADCs. You are better off buying full burst to try to kill them first. {{item:3812}} is a great example of an bruiser item that scales well, but it's for AD
Diana could be a melee AP bruiser if Riot shifted how her W shield worked and shifted all of her AP ratios. Something like +0.3 AP ratio to her shield, and have the CD reset on a takedown. Reduce the AP ratio on Q/R Now she can survive going in but doesnt 1 shot everything The reason that AP bruisers dont really exist and AD ones do is that AD can be used in autos to trade. AP generally cannot. And if AP/health items exist, then it just makes metatank mages, not bruisers.
: https://i.gyazo.com/d5f6d9a6adc99dbe70a873515fc463c9.png
yes/no in ranked, you can only queue with at most one other person, unless its flex, which no one really cares about unless they are trying to 5 man Also, when you queue with another player, they have to be near your skill level; aka gold can queue with plat/silver, but not diamond/bronze In norms, you can queue with anyone. So a team can have 2 2 mans that are 1 plat, one silver and 2 bronze buddies. You yourself are gold. You get matched against 4 diamond players that almost never play normal games, and as such have low normal mmr So norms will always have a far wider array of possibilities when it comes to matchmaking, as it doesnt have the stricter requirements that ranked does
: It's more of an issue that top tanks don't actually have a first item like every other class. No options that give 20% CDR along with other stats they need. Unlike other classes you have to actually sacrifice a stat if you want that (going Gauntlet or Heart instead of Sunfire or Deadman's), then you're essentially screwing yourself because every top laner is bringing true damage and if they see you going into gauntlet they can even build Cleaver instead of their go-to Triforce. I've tried coming up with an item that simultaneously works for tanks but also can't be abused by fighters/juggernauts, but people tend to just look at the components and completely ignore the explanation. A lot of people don't seem to understand the mechanic of total effective health.
{{item:3068}} vs AD threats {{item:3211}} + {{item:3111}} or {{item:3111}} + {{item:1057}} -> {{item:3001}} vs magic damage threats
Rioter Comments
Rioter Comments
: {{summoner:6}} Phase rush plus {{item:3044}}
Singed is a juggernaut he takes ghost goes 1 million mph no one complains
: Either gotta be a support looking concerned Or the typical yasuo/riven champion but rolling their eyes or looking smug
> [{quoted}](name=Jimmy Rustles,realm=NA,application-id=yrc23zHg,discussion-id=g1vuNdBY,comment-id=0001,timestamp=2019-05-07T19:04:12.654+0000) > > Either gotta be a support looking concerned > > Or the typical yasuo/riven champion but rolling their eyes or looking smug or just make it say play safe in some weird font to get the point across
Rioter Comments
Rioter Comments
: Can we do something about creep block
In regards to minion block, a lot of getting "blocked" is due to people constantly clicking a move order and then having said new move order recalculate to the other side of the minions, causing your champ to spaz out. Its happened to me, its happened to just about everyone. You can reduce this by only clicking one move order when near or inside of a wave, something that I have to consciously think about, as myself and everyone I know who plays this game clicks several thousand times more then they really need to during the course of a match. What really bugs me about creep block and creep behavior is creep block overwhelmingly hurting melee champs compared to ranged ones. A ranged champ pokes a melee champ when they are near/in a wave, they take a sliver of health in return from creep autos. A melee champ attacks an enemy champ in/near a wave and the wave thrashes them for the gall to attack someone near them. The other thing is creeps autoing an opposing creep, you waiting for it to be in range for an auto to cs, and then at the last second a minion either stops targetting that minion, or a new one targets it in addition to the ones who already were. Which can lead to sometimes missing CS. For no reason other than the minions abstractly deciding to target something other than what they were currently targeting
: Watching new Aatrox ult and instantly die is fucking hilarious
People keep trying to wait to pop ult until they are almost dead, ala old aatrox. Instead of popping it at the start of the fight to get the massive stat and heal buffs that it gives, and then using those buffs to get the kill.
: Why are we compensating a nerf for Riven?
Riven needs a nerf, and she didnt need any sort of compensation buff, but that E nerf is Riot trying to target Rivens amazing sustain/damage mitigation atm. Riven is supposed to be a squishy champ, but she builds CDR, get heals from Deaths dance and conq, and generally in the mid game becomes impossible to kill. Having E have 4 more seconds of CD attached to it means that it wont always be up, and it hurts even more since Riven will always go 40% CDR. That said, this change does nothing to Riven doing tons of damage in her laning phase and then reaching that 2-3 item point where no one can touch her. In fact, it buffs her laning phase since she Q maxes and will have less CD on Q from the start of the game, hitting 3 less seconds on it at level 9. This "nerf" is Riot attempting to address the problem by not actually addressing it, but instead make it look like they are
: What the f### That was too much dmg for an assassin against a Tank that counters AD champions and has 4 Armor items with an HP item I know you played it too well but how is that fair
zed did a really good job of kiting and using item actives rammus chased way ahead of his team, so no follow up damage/CC but most importantly, Zed has a completed {{item:3036}} + {{item:3071}} in addition to all his lethality, meaning that he can hurt tanks in addition to killing squishies. He also did most of the damage to rammus while rammus didnt have W active, meaning that rammus would be missing out on 30 flat armor + 100% total armor, so about 329.1 additional armor that the rammus is missing from not having W active while being hit by Zed.
: {{champion:67}}
full on tuberculosis {{champion:92}}
: hecarim getting nerfed before riven and vlad no vayne nerfs in sight for such a toxic champ
Every player, analyst, and caster who talks about Vayne talks about how much of a late game threat she is, but also how she spikes at 2 items. She also doesnt have a bad early game. 0/10, shit design
wolvius (EUW)
: Don't worry tahm is getting nerfs at 42% winrate support, surely that means vayne and riven are next up right???
Tahm is getting changed from a support to a top laner. He is getting knee-capped as a support because being able to deny any sort of hard engage in a coordinated environment such as LCS/LEC/LCK is incredibly powerful. That said top lane Tahm is going to go from a frog to a prince if these changes go through, he will have a ton of damage + innate tankiness, he will dominate most melee matchups and survive most ranged ones as well
DeusVult (NA)
: Thank you for the Aatrox changes Riot
You should make similar changes to Tryndamere. When tryn ults, he gains the 50/75/100 fury as he currently does. During his ult, he loses 20 fury per second. Takedowns grant 100 fury. While he has more than 10 fury, Tryndamere cannot die. Rewards Tryn for engaging and fighting while ulting, can prolong his ult for longer than current if engaging, punishes tryn for using his ult solely to gain 5 seconds to run away. (he still gets ~2 seconds of not dying at rank 1, 5 seconds at rank 3)
Rioter Comments
: Honestly, what the fuck Riot? Tahm Kench literally only sees pro-play now because of how shit tier of a support he is - now you're effectively gutting his Top and Jungle as well. This is actually outrageous. Rework the character if you're going to gut him, and take Vayne and Riven with him since 43% win rate is too damn high for you.
Tahm top is getting buffed in my opinion. Q slows longer, stronger, and has more range, has a lower CD once maxed (you max it first when playing top) The W mana nerf doesnt hurt top lane Tahm, he gets the 50% reduced mana from eating enemies, so its actually a 10 mana buff for him E mana buff, conversion buff to both damage -> grey health AND grey health -> shield R is getting nerfed, but you can still double spam it to get 2500 units away at rank 6 when you see people coming to gank you
nelogis (EUW)
: How about we switch Vaynes Passive and Silver bolts to make her damage more level dependant
Or they could change W to % max health Physical damage. When Vayne ults, W becomes % max health true damage Gives more windows to fight Vayne, especially top lane Vayne, without her always having the rediculousness that is %max health true damage but Riot won't touch Vayne
: Tank supports will struggle a bit, they can't duel farm or clear, {{champion:44}} {{champion:201}} {{champion:89}} {{champion:223}} even with rushing bami's. But TT has a bigger more serious balance changes, this is why this mode is considered a meme. and we both know we can't trust Riot to do anything.
The mode is considered a meme because: Horrible lack of balance Horrible matchmaking Prevalence of bots Items/strats that are balanced in SR arent in TT But Riot doesnt focus on this at all, even though they leave the ranked mode up for TT. I guess its because they already have a hard enough time balancing SR and the fact that they are a smol indie company /s
Rioter Comments
: i want them to change {{item:3800}} to {{item:3067}} + {{item:1028}} + {{item:2053}} + 550g get the mana out of the build path again, and make it smoother to build with a 550g completion instead of 1100g. it would even make more sense than the current build path, since it would have a movement speed component.
You want mana out of the build path because you are a garen player the mana and armor for most other champs that want righteous is huge in the early game
: Abyssal mask has a bad build path
but for 90% of champs that build adaptive, they want that early game mana and passive from {{item:3010}} The 10% CDR is nice, but if they have 10% CDR before they get the mana to back it up, you just end up going OOM most of the time
: Any reason why Nasus W cooldown doesn’t start after the ability is finished??
Well its a scaling up to 95% slow and 47.5% AS slow, and that is only at rank 5. It slows for 35% (and 17.5% AS slow) when Nasus first hits W. only taking rank 5 W into account, it then adds 15% slow per second, so the 95% slow is only 1 second long. The 47.5% AS slow is only 1 second long. Nasus ranks up W last. He needs Q or E to lane, and E gives him more damage/waveclear if he is going to possibly be dived. He also needs both 45% CDR and rank 5 W to get to that point. (granted Nasus build usually goes for 40+% CDR most of the time) Lastly, its a single target spell. So if you are grouped with your team, it will only effect 1 person (hopefully that person has QSS). And if you aren't grouped with your team and you rely on solely MS and AS for your DPS, what are you doing alone in a side lane against a level 18 enemy Nasus???
: Revert The Nautilus Change
I would say that Naut is in a fine position in a lot of matchups in top lane, using E to clear waves/trade when they go for cs. He has the best gank assist in the game IF your jungler decides to grace your lane with a gank. (A gank which is a free kill for them 90% of the time because of how much gank assist Naut posses.) The most recent buffs were pretty nice for him, and IMO Naut is fine in the right hands, but not strong enough to be an outright blind pick. But I OP.gg doesnt even list him as a top laner, so you can really see what most people think of him
: @Riot you want to know WHY matchmaking sucks?
As hard as it is to say, but in the current system, this will never be fixed. In the very old system of visible mmr, where you werent locked behind LP gain and hard cut off divisions, you could play and continue to scale, because there was no "ceiling" or cutoff point where you would stop gaining elo/lp/etc. Riot will never be able to fix this with their current system, and the only alternative would be for people to actually have to verify their account through some form of personal information (which Riot would never do) that isnt just a quickly made up email address. So Riots only option would be harsher punishments for accounts that are known to share a single user, which they wouldnt do because the high end of the spectrum contains most of the content creators that keep the game in the mainstream, aka people that Riot doesnt want to punish.
: Prestige K/DA Evelynn
I think you are confusing a prestige skin for an actual skin, rather than a massively overpriced chroma. Riot has no intention of changing models/animations for what is in essence a $100 chroma. I hate to sound so negative, but this is what the "prestige" skins have become. Your edit and concept art are fantastic, but it will not change what minimal changes Riot will make to the prestige skin
Shen MD (EUW)
: You're missing the point. It's not like they don't know how to "fix it", they know what they're doing, they just are not catering to YOU or me, they're catering for the asian fast-paced-game market and the competitive scene.
The asian PC cafe crowd in particular, where games are meant to be 30 minutes or less. That is who Riot, by order of Tencent, is marketing to, as the majority of asian gamers play league in PC cafes
: How to deal with Vayne: 1. During the ban screen, highlight and click on Vayne's portrait. (Looks like {{champion:67}} ) 2. Click the "Ban" button at the bottom of the relevant interface. 3. Sit back and enjoy Victory Gin.
if the only counterplay to a champ is to simply never have them in the game, then by any metric actions would have to be taken against that champion in order to be balanced and playable
Rioter Comments
Rioter Comments
IAmTheLego (EUNE)
: Riot is finally reworking Yasuo...
I'm a bit confused Does this knew Yasuo ult automatically proc mastery?? Because if so this is a massive Yasuo buff, wtf was Riot even thinking /s
CytheGuy (NA)
: Kayle is dominating lanes right now for ONE REASON
klepto simply shouldnt exist. If you see the way that it is used the majority of the time, IMO it doesnt bring healthy interactions to LoL. Lane bullies (mostly ranged ones ie. {{champion:85}} {{champion:126}} etc) take it in matchups that they will already win, so by continuing their play patterns where they already win lane and poke, they get more gold than their opponent. And its also used by champs with really weak early games who can proc it (again, from range) to circumvent their weak early games by getting more gold. IE {{champion:10}} {{champion:41}}
Rioter Comments
: {{champion:61}} builds {{item:3091}} doesn't she? I don't play her mid, but i've picked it up once or twice as support. REALLY niche but occasionally good vs other mage supports if you can reliably avoid the CC.
BigFBear (EUW)
: Idk. It's a good item for Voli if you are ahead and want to combine offensive playstyle with AP res against strong AP enemy's. Yeah itch niche but: why not?
it could work on voli, probably as well as it could work on any champ on the list the thing is, its a luxury item for him. if you are ahead, really far ahead, you can get it. But on voli if you are that far ahead, the game is over. if you are behind, he will never get a chance to use it because hes melee and pretty kiteable, and buying this means that he misses out on health that he needs for his W/passive and to engage. jungle voli NEEDS {{item:1001}} + {{item:1401}} for his first two buys. In the worst way. after that he needs {{item:3800}} and then he can go into some combination of {{item:3748}} {{item:3083}} {{item:3065}} {{item:3742}} So yes, it could work on him. But in a realistic sense the opportunity cost of getting new wits never works for voli
Rioter Comments
: Rumble: > Maybe THIS time he will not be pick/ban in high elo/pro play what weed are you smoking boy? i have never, ever seen anybody play rumble. seriously. and i play norms. if he is not seen in norms why is he seen in ranked stuff? i do not get it. if he is viable enough in ranked to be given a buff why is he not seen in norms? EDIT: my reply still stands for any who care. not once have i seen {{champion:68}} in norms so i think this is just a load of {{champion:12}}.
Rumble was a staple in pro for years. then Riot dumpstered him That said a rumble ult in a jungle corridor is a nasty thing to see
: Great reasoning, totally deserves to be upvoted. /s
Garen is a fairly low skill cap champ. The difference between playing him and playing him competently, isnt that big. Even the difference between playing him competently and playing him damn near perfect, isnt that big, but few players actually put in the time to do so (critmaster garen would be one of the few) So you have a champ with not that high of a difference between his skill floor and ceiling, yet he can be absolutely obnoxious to lane against, but unlike teemo or jayce, Garen is tanky enough to help hide a players mistakes. The same could be said for Mundo buffs.
: Real talk. Somehow LS managed to convince the entire league world he knows what he's talking about and everyone takes his word as gospel for whatever fuckin reason despite him talking bullshit all day. MAGES NEED ACROSS THE BOARD BUFFS; NOT BIASED BTW.
In the 9.4 patch where Rek'Sai received meaningful QoL buffs, but not huge number buffs LS said https://youtu.be/kgJY5Yz0e-Q?t=194 Meanwhile what actually happened is that Rek'Sai saw a huge increase in pick rate, win rate, and eventually ban rate, seeing huge play spikes at high elo and picks in pro play. Was a solo Queue menace in addition to being a staple pick in pro play for that entire patch smh
RowGo (NA)
: It's cause anytime someone goes to him to challenge his veiws on the game they get the smack down of their lives.
This is what happens when almost anyone disagrees with the small group of people at the "top" of the game. People with already established fanbases. They see a challenge and the fanbase comes out and trashes the other person
Vulkus I (NA)
: Why Do People On Here Refuse to Admit Kayle is Broken?
Because when she came out of her rework, she seemed very weak. People played her the exact same way that they played old kayle. Then people became more practiced on new kayle. they adapted her runes, builds, strats. But people were still stuck on kayle having a bad early game and just being a bad champ. Then in 9.5 Riot cleaned up 2 of her abilities (W and E) which really helped clean up the champs trading patterns, but they also nerfed her stats. Several top tier analysts (cough LS cough) who usually have knee jerk reactions to patch changes (COUGH LS COUGH) said that Riot was dumpstering Kayle while she was already in the dumpster. Which feeds into peoples already accepted bias of Kayle being a bad champ. It turns out that all Kayle has to do in lane is spam E off of CD in conjunction with klepto and she gets all of the items/money that she needs to survive lane and even dominate some matchups. In some melee matchups Kayle even wins out simply because spamming E gives her klepto procs while also continuously hitting E's missing health ratio (10-20%)
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