: Gotta hand it to Riot for nailing this Mordekaiser Rework
People over here complainin' "Oh he's just Darius" Yeah, but Morde is _cooler, magical lord of Death and Darkness Darius_. So, like, it's aight!
: Laughing Fish’s Birthday Spectacular: Come and get your free skins!
https://media.giphy.com/media/M1Wu2Fmm4gUJW/giphy.gif
: The three stages of playing Kayle
Tons of people are playing toplane kayle. But I really think she'd be better as an ADC/Jungler
: Support helping their ally get an S grade
_I'll just be over here getting my consistent S grades on sona..._
: Me when someone starts complaining after they die to Singed about how it's impossible to chase him
I can't find the scene where that's from. All I ever get is the branding scene.. I wanna see him say that line but I can't t.t
: SOME PLACE MALICIOUS AND WAY MORE METAL
RIOT RECOGNIZES YOU! ERMAGHERD!
: Don't forget the marketing team prestige skins XDDDDDDDDD
Riot in General
Done25 (NA)
: Total AD is there so that a champion will slowly scale in power over time and levels rather than spiking really hard at level 9 with their main damage spell.
The same thing can be accomplished by increasing the base damage of the main damage spell in question at each level. If they want more damage, they gotta drop ranks on it.
: Champions You'd Like to See Reworked in 2019
{{champion:9}} IMO Fiddle is the new old poppy. Sure, he *can* work, and do work, and be somewhat effective. But it's the *way* in which he does this that is problematic. He's a onetrick pony, an ult-bot just like old poppy was. At this juncture, half his kit exists solely to help him keep up with other junglers. His fear exists as a get off me button and a very, very short stun (given the prevalence of tenacity and other cc reducing/negating effects). The issue is it's so easy to target and hit with, it *can't* be any more powerful than it is or it becomes overbearing. Of course the crux of his kit is his ultimate, it's where ~70% of his power is concentrated, and that's a huge problem. In my opinion, Fiddle needs a rework to balance him out more. Right now he is heavily lopsided towards his ultimate, and I think he needs some new mechanics or flat out completely replaced abilities in order to make him a bit more versatile. I, myself, have made numerous posts in the past on this topic, though none of them ever gained traction of any kind :/
: Neeko is a dumb pander to the LGBT community for money
Like, people complain about neeko supposedly "shoving" her orientation down our throats. Has anyone even... seen evelynn? Or heard of her? Like... she is the *definition* of that very thing. But noone cared, because it was a straight girl being thirsty, I guess. (I like Eve, btw. Just seems sort of hypocritical for people to hate on Neeko in this manner and not say a word about evelynn)
Ukon3 (NA)
: A discussion on Baron Nashor
Idea: Change Baron from a team-wide buff into a more direct Objective, similar to Herald. Detailed Execution: I believe the Rift Herald is an excellent example of what Baron should *do*. It should serve as a sort of 'mini baron', or rather, Baron should be a bigger, better herald. When a team takes Baron, instead of getting a team-wide buff that makes it trivial to push down a lane, they should get a trinket called "The Baron's Favor". Then, that trinket can be activated on a lane to summon the Baron, who will burrow through the ground and pop up on a turret, wrapping around it and crushing it over time. The enemy team can attack baron to whittle it down, potentially saving the tower, but if they fail, the Baron will burrow back down and pop up at the next turret with however much health he has left. This makes baron, effectively, a safer Herald, and does all the same things that the Herald does. It serves as a powerful sieging tool, and a solid way to further your advantage in a game. However, it also doesn't mean instant victory, as good play from the home team (or a bad one from the aggressors) can lead to Baron just dying like butt and doing little to nothing. And unlike the team-wide buff to stats and nearby minions, it doesn't create an overwhelming advantage and basically make unbuffed sieging worthless.
Rigante (NA)
: I animated the new Bewitching Janna Splash Art!
This is amazing! Riot really doesn't do stuff like this anymore, seriously good work!
S0kaX (EUNE)
: When you are the only one without a skin in your team
This also applies when you are the only one with a skin on your team!
Vexilus (NA)
: The Viability of a 1 Summoner Spell limit and the Improvement of Summoner spells
I like the idea of reducing the number of spells people have to 1, and then making the entire selection of summoner spells significantly more powerful. Of course, many of the specific changes you've outlined here sound sort of ludicrous, but the thinking is definitely on the right track. Honestly, I think riot should consider something like this. Everyone get's one summoner, and all the summoners are blatantly OP specifically because everyone gets one. So long as no one summoner is universally more useful than any of the others (Which is why flash is the perma-spell that everyone always takes forever). This means flash should stay somewhat close to it's current form, while the rest get buffs. Flash is more generally useful, and so it's effect is weaker compared to the others. Just need to be careful about creating god-spells, such as the AoE heal or "everyone is kayn" ghost XD
: > [{quoted}](name=Dicerson,realm=NA,application-id=6heBIhQc,discussion-id=sfj2v216,comment-id=0004000000010001,timestamp=2018-10-03T03:03:38.616+0000) > > Yes.... But not from a jedi
Have you heard the story of Darth Laughing Fish the Wise? I thought not, it is not a story the moderators would tell you.
Dicerson (NA)
: Yes....
The dark side of the boards is a pathway to many powers that some might consider... unnatural.
: > [{quoted}](name=The Djinn,realm=NA,application-id=6heBIhQc,discussion-id=sfj2v216,comment-id=00040000,timestamp=2018-10-02T12:32:35.947+0000) > > Yep! Definitely a case of a misunderstanding: it seems pretty clear to me that you were reminding someone else who *was* rank-shaming that Bronze 5 is no longer the lowest. > > Comment undeleted, although it DOES look a bit odd without context. Sorry about that! Did you just.... respond to yourself? Is it possible to learn this power?
Nrsh (EUNE)
: Ao-Shin Aurelion Sol - An Ultimate Skin
I feel this would work much better as a legendary skin. Every idea here is solid except the unique mechanic, which would prove immensely difficult to implement on riot's end (It took them awhile to make the snowdown map, and even then they cut out much of the work by just applying a texture filter to most of the map. Imagine trying to do that one on the fly (perhaps literally) mid-game!). Just the new particles, new voice, etc. would be more than enough, I feel.
Hilsun (NA)
: I think the first idea of giving everyone an X-hit passive is unnecessarily complicated for the achieved results. As you mention in your remarks, it would 1) strip certain champs of their identity by providing that identity to everyone, and 2) make it difficult to balance champs that already utilize this concept in some way. Considering how problematic Stormrazor already is, I would estimate that giving everyone a default Stormrazor would further augment the issues of damage-creep that currently exist in the game already. Besides the two issues I mention, your proposed changes would require a tremendous amount of redesigning both champions and items, whereas simply adjusting crit chance to crit damage would change virtually nothing about average damage output and require literally no changes to champions or itemization, at least functionally.
Yeah, it is certainly easier to simply convert chance to damage, but as I said in my original reply, it removes the reason for crits to exist at all. At that juncture, you might as well just remove the mechanic altogether and give +base damage to every item that gave crit before, the effect is the same. While my proposed ideas would certainly require alot of work to do, and do have that perhaps fatal flaw of universalizing previously champion-unique mechanics, it at least retains the identity of crits, it achieves their goal and purpose by creating a tempo of power for marksmen and their opponents to play around. I much like Shabada's interpretation, a hybridization of the two (though I would have no base crit chance for everyone, you should not get crits at all if you do not build into them) that mimics the functionality of the Kircheis items. Perhaps a better way would be to use that proposed hybrid system, and simply make the kircheis items do extra stuff on crits. It would require little to no changing of the stacking and crit-oriented champions (Outside of numbers tuning, as they would gain significant power from such a system), and creates a tempo flow that marksmen can control. If they are more aggressive they get more crits, but are in more danger, and if they stay out of danger they can still get crits, just not as often. Jhin's unique shtick would be the guaranteed 4th crit (as it always has been)+a degree in linear algebra at the cost of reloading after the 4th shot and student loans. ((To clarify, the latter half of either side of the conjunction is a joke about the complexity of Jhin's passive))
Kadexe (EUW)
: Crit Rework
I am sorry, but I cannot agree with this system. I agree that RNG is bad in this scenario, a roll of the dice should not determine the outcome of a game where skill and strategy are the core emphasis. But the system you propose here is little different than simply giving items more damage (The only real difference is that crit damage would apply to auto-attacks only, raw AD applies to every attack as well as to items that require it). And while that in and of itself _may_ be a good reason to discern the two, it removes what crit chance was all about. The very reason the idea itself exists. To this end, I will examine what Crits really are, why they exist, etc. The idea of a critical strike, more or less, originates in tabletop games, DnD to be specific. It was an RNG mechanic because that's what DnD (and nearly every other tabletop since) is all about, simulating the natural uncertainty of reality with dice rolls. A critical strike was when, by random chance, an attack happened to strike a particularly weak or vital spot. Every system has had a unique way of implementing them, some less random than others, but they are all built on one core idea: Critical strikes are a moment of power, they give the player an instant where they are significantly stronger than they otherwise are; and not only does this in and of itself feel good and creates opportunity for the character to express themselves by "flavoring" the crit, but it also provides inconsistency, which makes the game more interesting in general and adds a unique dynamic for the players to play around and play with. In a tabletop RPG setting, where most everything is RNG (and strategies revolving around it) and where the *point* of the game is not even the combat mechanics (They are *role playing* games, they are about collective storytelling, and are almost universally pure PvE), this is fine. They accomplish the above purpose well enough that there is no need to change them. But in a highly competitive, PvP combat-only video game setting, where tournaments (and thousands, or even tens of thousands of dollars) are won or lost on the game, an RNG mechanic like this is intolerable. Unacceptable. So, then, what do we do? RNG crits don't work, but if we just replace them with, in effect, a raw damage scaling multiplier, the effect that crits have are lost. The moment where you are temporarily more powerful is gone, the game becomes less interesting. Is it even possible, however, to retain this effect without an RNG system? Yes, it very much is. There are multiple ways, in fact, that I can think of, and I shall outline 2 of them here. **1. "Lul 3-hit passive":** Though the name is satirical, the idea is anything but. It is a well-known idea for replacing crits, make them a "3 hit passive". An effect where every Xth attack does extra damage, a further exaggeration of the current system; which incorporates RNG, but makes every successive "miss" increase the chances of the next crit. This basically removes the RNG element of the current system, where the "X" is more or less randomly determined, with crit-chance making the number more likely to be smaller, and makes it consistent instead. 3 is a common number, but I think that is a bit too frequent to achieve the desire effect. If this system where to be put in place, I think every 5th attack would work (Champions with pre-existing multi-hit passives would need some serious tuning, unfortunately). Crit chance instead becomes a damage multiplier for this system, with the initial multiplier being 0 (No extra damage), and every successive item adding some amount of % bonus damage on a crit, up to a cap. This mechanic accomplishes the original purpose of Critical strikes (or at least, my interpretation of their purpose as outlined above), while also removing the RNG element. While it does have issues with being unoriginal (Everyone becomes walmart brand jhin/vayne), it is my personal vote. It's an interesting dynamic that forces marksmen to think about their attacks. That is to say, it adds _strategy_ to an otherwise mindless damage mechanic, where before all you had to do was select the right target and position (No small feat, ADCs are actually not easy to play, make no mistake with my words), now you have to think about where and when you place your crits. I personally like this outcome. It creates a tempo, where marksman have high and low points in their damage output they have to play around (an idea I've seen riot themselves emphasize as healthy for the game and a goal to shoot for) **2. "Stormrazor but everyone has it":** This idea is very similar in execution to the original, it creates a consistent tempo. However, rather than making it fixed to every X attacks, it ties the crit to the passage of time. Every X seconds, your next auto is a crit. Simple. Similar to the above, it removes the RNG element of when a crit will happen, and instead turns crit items into ones that augment the effect. The primary difference between this one and the above is that it allows marksmen to "charge up" their crits without having to attack, that is to say, a marksman can disengage from a fight without compromising their ability to crit often. Like the above, crit chance becomes a damage multiplier, starting at 0% (No extra damage) and going up to a cap. I do not know if this is a good or bad thing. On one hand, it allows more skirmish/kiting oriented marksman who do not throw out attacks as often as others (Jhin, cait, etc.) to crit as much as other marksmen, evening the playing field in that regard. However, on the other hand, it makes those same champions potentially far more effective as crit-oriented champions than their kits already make them, potentially even breaking them and requiring immense amounts of tuning (moreso even than the first idea). It also removes the inherent risk of crits. Crits have always been a gambit. With RNG it's literally a roll of the dice, with the 1st idea you have to actively put yourself in danger in order to get them. But this idea has no real inherent risk outside of needing to throw out an attack every now and then, not to mention it also creates a sense of urgency that you *have* to go and throw out the crit or you are being inefficient, creating more stress than anything else. This serves to hamper the original goal of just _feeling_ good, of having a moment of power, and thus creating a tempo of high and low points that the player plays around. It still creates the tempo, but it becomes a fight against time rather than a strategic placing of autos. The question "Where/when do I place my attacks" is instead replaced with a need to time your autos perfectly, to always be in the right place at the right time. Again, I am still unsure if that is good or bad as a mechanic, hence why I still offer the idea. There are other ways of removing RNG while still staying in line with my stated interpretation of the inherent purpose of Crits, but I am presently unable to formulate them into a coherent form for the purposes of explanation. Please, comment and let me know what you think of my ideas, and especially if you have any of your own.
: Why are league of legends bosses a failure, how to fix it
I think this is an excellent idea, your point about Rift Herald is very well made (and while the rest of the post is filled with grammatical errors, the actual *ideas* therein are interesting). I think each dragon should have a somewhat unique fight interaction. Like how the Herald has it's eye, and 2 unique attack phases (The wide swing and the charge, in between which it just autos). The dragon should have something that makes 3 people the optimal number, and makes it a meaningful fight without making it so complicated or interactive that you couldn't also reasonably deal with fending off an opposing team whilst doing it (Herald's mechanics are simple and straightforward enough, that they easily do both). A few ideas- 1. Dragon should do high damage, making a "tank" somewhat necessary. It shouldn't have to be a raw tank, it just needs to be someone who can "aggro" the dragon and effectively survive it's attacks, like how herald needs someone to focus it's attention while someone else attacks it from behind to get the fastest eye procs. The dragon's attacks, regardless of form, should be low damage when they auto-track, but have unique attack phases that are telegraphed and dodgeable. One phase unique to all the dragons, when it takes to the air initially, and a second wherein it flies around, roaring and stuff, and then does a landing stomp on the aggro'd player, with a unique effect based on the type (Fire could do an explosion, air could knock back, water could slow, mountain could stun, things like that). This way, one player can survive the auto-track abilities, and guide the telegraphed abilities so that they can easily dodge them (but potentially get hit if they aren't paying attention or get caught up in a contest) 2. There should be some small, extremely simple secondary objective, analogous (but of course, not necessarily identical, or even similar) to the Herald's eye that takes about one person to do (the "third" person in this scenario. With the first and second being the "tank" and the dps respectively). It should be something simple that even a support could do. It might be unique to every dragon, or it might be the same. Maybe it'd be a dragon egg mechanic? You have to destroy it's eggs before a timer or it spawns little welps that will attack your team and make the fight significantly more difficult? Maybe something else, but it should be straightforward, and simple to do. A support should be able to do it, and it shouldn't be so intricate that it couldn't be done if you were caught up in a contest (Like how during a Herald contest you can still sort of throw out an auto every now and then to try and pop the eye) I think if Riot could pull off the two above ideas, dragon would become a significantly more interesting objective to secure, and that in and of itself can increase it's value, as well as its overall contribution to the game experience. Furthermore, I think Baron should be similarly constructed. The "Optimal" number for Baron should be 4, with 5 being a nice bonus. I already have an idea for this. Baron should stay pretty much as it is, with two basic attacks that deal high damage, absolutely necessitating some kind of face tank (or a team skilled at damage rotation), its two existent abilities, and in general be as it is now. But with a single, simple addition. Remember how in the twist of fate cinematic trailer, baron had these three little snakey head things that came up with it? Add those! Make them little mini-enemies that baron comes with (like how the blue and red buffs used to have little minions). They sit there and they attack, maybe they have mini-abilities of their own. They wouldn't be extremely durable, and they wouldn't do a ton of damage, but they'd be just enough of a threat to warrant assigning someone to destroy them. In essence, just like the dragon fight, you need a face tank to aggro baron and survive, DPS to burn the dragon down, and a secondary objective to complete that speeds up the fight (Maybe the little worm things deal some % of baron's max hp when you kill them?), it's just that now you need a 4th person to effectively do the fight in a reasonable timeframe.
: Runes vs Runes Reforged: Improving gathering storm
Agree with many others. It's Interval needs to be decreased so that it happens more often, and it could probably serve to scale slightly more. Perhaps 1+1AP/3 minutes per 3 minutes? Would lead to totals of 1 at Minute 0 3 at Minute 3 6 at Minute 6 10 at Minute 9 15 at Minute 12 21 at Minute 15 28 at Minute 18 36 at Minute 21 45 at Minute 25 55 at Minute 28 Etc. ? Perhaps capping it at a reasonable number so it doesn't get insanely out of hand?
: A case for Ohmwrecker: What can be done with this item?
Personally, I think the item needs to be re-designed entirely. While the idea of an anti-turret weapon sounds nice, time has shown that it is an extremely small niche, one that is rarely ever needed. And you've more or less outlined every other point I could make. I think it needs to be an Offensive item (It's the Ohm_Wrecker_ afterall). Personally, I don't think there are enough ad/armor items in the game (Read: there's one), and it could serve as the second ad/armor item (There are 3 ad/mr items, for the record. So clearly it is not much of an issue for such items to exist). Give it something between 30-60 ad, and 30-60 armor (Unsure what the specific numbers should be, needs testing); and an effect that favors bruisers (as they'd be the one most likely to need such an item). Personally, if you really wanted to keep it's dive potential, keep the passive that makes your speed increase near turrets, but beef it up. Make it more noticeable, or perhaps give it an active component that temporarily grants a defensive buff (Perhaps a shield, or damage resistance?)
: Why buy Seraph's Embrace?
Honestly, I think it is for stacking. It's the same as the reason for picking Nasus. In isolation, the item is not the best choice, it's risky, and a poor investment. The strength of Archangel's comes from it's end-game, from the raw AP it gives when combined with other items, and from the utility of the mana shield and the increased resource pool. If Archangel's was good by itself, compared to Luden's or other Items, then it would be god-tier when combined with other mana-giving items. It's an item that enhances the AP value of every other mana-giving AP item, you purchase it when you intend to stack it as hard as possible. In other words, when your goal is to maximize the amount of AP you'll have in the mid-late game. Whereas Luden's echo and other items are for more immediate power, that still transitions well into the mid-late game but doesn't get quite as powerful. From personal experience, a full end-game building revolving around stacking mana with seraph's tend to get between 900 and a 1000 depending on the specific champion and build path (Absolute highest AP build is Raba's, Seraph's, Roa, Rellonomican, Lich Bane, Spellbinder). Whereas a build that focused more on immediate power, using stuff like Luden's void staff, etc. Tend to only reach between 7 and 8 hundred by the end-game. One big issue, however, is when games do not reach that point. Many games only last between 20 and 30 minutes, few champions sport the cooldowns and natural resources necessary to stack an Archangel's fully by 20 or 30 minutes, meaning that for other champions the risk of buying an Archangels is far too great, and an item like Luden's is going to give them about as much or more raw Ap then they'd end up with by the game's end anyways, on top of it's movement speed and powerful passive. It's just a better buy for the majority of situations and the majority of champions. (Personally, I end up going archangel's alot because I live for the end-game, and usually play accordingly XD)
R0T0N (EUW)
: The Clash between Aatrox's ultimate and the rest of his kit, and a possible simple solution.
I seem to recall Master Yi having a somewhat similar issue with his ultimate, wherein if it lasted too long it became very dominant in teamfights and duels, but if it was too short you couldn't really do much with it, and the middleground was practically non-existant. They fixed this issue by making the duration _just_ long enough to do stuff with, and having it extend by, iirc, 5 seconds on a kill/assist. I think the same mechanic could work here, as (like many others have pointed out) merely damaging a champion seems too easy, and would make him far too difficult to deal with in duels. A 10 second duration, with 3 second extensions for each kill/assist, sounds reasonable to me. It, as you've said here, rewards the Aatrox for going HAM as he possibly can, and punishes him for bad plays and bad initiations, as well as rewards good decision making on the enemy's part, without the duration being so short that a single CC will practically negate him.
: I'm never a fan of ideas to rework Wind Wall because they're trying to fix problems that aren't really problems. Wind Wall is fine the way it is; the counterplay is to back off when Yasuo uses it. It's stationary and it has a cooldown at least 20 seconds long. It doesn't need to be thinner, Yasuo being safe standing inside of it is intended. He can't really force you to fight him inside his wall. If you feel like you're in "a Teemo-esque blind" then just walk 2 pixels to get out of it. There's nothing wrong with firing it in a cone either. Stuff like spellshields and untargetability need to be nearly instantaneous to be useful, otherwise you're hit by spells before they take effect. Wind Wall is no different. Yasuo needs to be able to block spells reactively, or else the spell loses most of its usefulness.
The issue the OP is speaking of is when an all-in occurs. You can't just "Back off" in the middle of a teamfight, or if it means running away from your turret and into minions. If Yasuo drops a wall on an ADC, forcing them to spend 1 or 2 seconds moving to a position where they can shoot, that is 1 or 2 seconds of free attacks and abilities, wherein Yasuo could very easily kill the ADC with autos or his Q/Ult. There is very little skill expression in that scenario, the ADC gets out of it by not being in it in the first place, which is exceptionally difficult to do when in the chaos of a teamfight or when trying to not fall behind on CS. Compare that to the Yasuo, who need only push a button while in melee range (Which he will be in anyways due to his incredible mobility and ultimate) Not to mention the other problem being that the wall can block spells even if he cast it in the wrong direction. While I don't think the OP's suggestion on this front would be particularly good, it's current incarnation is still a bit busted. I'd change it so that it is a two-way block instead of 4-way. IE, the wall *cannot* be parallel to an attacker's attack or a caster's skillshot. It must come in from one side or the other. Further, fix the cone so that it is off-center from yasuo, placed slightly forward instead (Perhaps where his sword is visually placed during the animation, for simultaneous Aesthetics and function). That way, he can't block a thresh hook by windwalling *away* from the thresh, or when the hook is already on top of him.
: The Dilemma of Nasus: Strong in lower elo and weak in higher elo
Suggestion- What if his stacks Capped out at about 300, and stacked a bit slower (so 2/4 damage per kill instead of 3/6). But, once you hit 300 stacks and cap out, the damage doubles (or he gets some other massive buff as a result). Basically just a quest minigame. This way, nasus is still focused on farming and stacking, and it's still a significant part of his kit, but he isn't forced into it for the entire duration of the game, and once he's done stacking he can go off and rampage around. Though that doesn't really fix the kiting issues, I agree that there is significant mobility creep. Perhaps the solution then is just a rework of his entire kit, because as it stands there isn't really a way to help him deal with higher mobility other than just giving him better mobility or better CC
Dicerson (NA)
: In essence, I agree. I do not know very much about the majority of enchanters, but on the topic of Sona I think I've earned my scars (though I haven't played her enough in recent months to get m7, I used to play her a ton back in the days before mastery and all that came out). The main issues I observe with sona are very much the result of a numbers game, and the same exact issues she's always had. However, these issues do not stem from some initially poor mechanic design (Although this did occur). It's from her concept as a champion. She is meant to be the "aura" girl. She plays music, and that music is magically charged and thus buffs (or debuffs, or hurts, etc.) anyone who listens to it. As a result, her original design was just auras. She could toggle between auras and toggling gave her stacks she could use to gain a special effect on an auto. While initially it sounds like a good idea, the main problem is that auras are hard to *feel*. Even if they are genuinely providing significant power, it doesn't *feel* like it because whenever they did it was overtuned to the point of being overpowered and broken. They remedied this by making the aura's temporary, and increasing their effects. In essence this was the only change, but that is why the problem did not disappear (Though it did alleviate it somewhat) Auras are an inherently boring mechanic, because they are a _force multiplier_. Any amount of extra power an aura grants is multiplied by the number of targets it affects. This means that if an aura is too strong (Especially if it grants damage-related effects) it can rapidly spiral out of control. But if the aura is too weak it will be hard for any individual affected by it to notice (Even if the overall amount of power being granted is on-par with other abilities or champions). Even current Sona, where the auras are temporary and have more of an effect than they might have otherwise, suffers this issue to a degree. The extra damage from her Q is noticeable, but only barely so and mostly in the early game where there are few things altering the amount of damage a champion does. But once mid to late game rolls around and mages stop throwing out attacks and most people who do still auto have 150+ damage, an extra 30-50 or so isn't very noticeable (even if it is somewhat significant, especially when given to 5 people at once). Likewise the shield and heal from her W is very, very small. Even when you fully stack % shield/heal power and a hefty amount of AP, you can heal one person for about 200, and give up to 5 people a 100-200 damage shield. While these numbers are significant, in-game they do not hit with any kind of oomph, or feel significant at all. I'd say that Sona's E and R are the only two abilities she possesses that actually feel good to use. Her R is noticeably impactful for relatively obvious reasons. High damage, high AoE skillshot that causes a long-duration stun that also involves dancing. How could that *not* feel impactful when all 5 enemy champions stop dead in their tracks to boogey? However, some people might disagree with me regarding her E, and in the early-mid game where it's only level 1, I understand. At level 1 the E's movement speed buff is pretty small and does not last very long. But once the late-game hits, and I have 200ish AP, I am gaining nearly 20% movement speed, and am already moving quickly at base due to magical swifty boots and my items. Apply that to an entire team and it's easy to notice, and feels impactful because it can be the difference between an ally getting caught by a hook or narrowly dodging. The reason for this is because the E is a Movement-related aura, and the numbers in the movement speed game are already small (there are few other things in the game that directly buff movement speed besides a few items and abilities, and even those are relatively minor compared to Sona's E). Movement also does not change very often, and when it does it changes quickly and often temporarily. This means that players get used to their movement speed, and it's easy to notice and *feel* an increase in speed, even if it's minor. This means that movement speed is the only stat in the game that can have small, significant number changes feels impactful without being hilariously overtuned. I say only, because *every other stat in the game* is related to damage-output in some respect. Attack range, attack speed, health, armor, MR, crit chance, crit damage, lifesteal, spellvamp, cooldown reduction, and even mana all have a direct effect on the damage-output of some champion (Be it the champion in possession of the stat, or said champion's attackers). And with _literally hundreds_ of different variables affecting all these stats, and actively changing them throughout the game, both temporarily and permanently, small changes are exceedingly difficult to notice. So while a 30 damage buff may be significant, especially if it affects 5 people on a low cooldown, it's nigh impossible to realistically notice without having a trained eye, and even then it won't feel very impactful (even if it is). While this concludes my analysis, I have much more to say regarding how i believe her kit should be changed. It's more or less an array of suggestions, and I want to throw them out to see what people think, and hopefully spur more discussion on potential changes to her kit that could remedy the issues she faces as a champion. I will post them in a reply to this post, because while writing them out initially I hit the character limit.
In the end this means a few things, and this is mostly in regards to what I believe should be done with her kit to make her feel more impactful as a support. If you are not interested in kit-based suggestions, then feel free to stop reading here and (if you feel the need) respond to the parts of the post you've read so far, which is merely my analysis of Sona's state. 1. Retain her E and R, the R is iconic and I think her E is actually very effective the way it is, so even if the other 2 abilities change, I believe heartily that her Song of Celerity should stay as it is. 2. Her W, I believe, should change to a toggle. In Sona's original design you had to toggle between auras, and decide which aura was the best one to have at any given time. It was, in my opinion, an amazing mechanic that actually made her somewhat engaging to play (Which is why, when they removed it I was not the least bit happy. Especially when their justification was to give Sona players *more* to think about. When in reality it gave her even less). This was because toggling to one aura meant losing the others, and while this _technically_ felt bad, that was the point. You had to think about which aura would be the most beneficial in any given situation, and the act making that choice was impactful even if it's immediate effects weren't. I believe her W should be changed into a pure-shielding ability (While I would also miss the heal, in-combat healing is sort of unbalanced in general and is hard to make feel significant without going completely overboard), that provides a shield to nearby allies that regenerates when out of combat. Toggling the ability (Which would cost mana and have a cooldown of course, though I imagine it would be relatively low on both ends) changes the damage type the shield mitigates, between Physical and Magical damage, and moderately restores the shield. This way the Sona player has to constantly gauge the situation, and determine whether she should toggle. Does she switch to physical damage, and buffer her tank against a deadly MF Q? Or does she stick to magical so that Nidalee spear (wow, don't see them very often anymore) doesn't just instantly blap her or the ADC? Which shield she goes with, and when she toggles, could make or break a trade, and would have immediately, clearly visible value in the form of that nice glowey HP bar shields get nowadays. Further, if all the shields die out, toggling the ability is still useful because it does moderately restore them, providing a bit of damage resistance on-cast as it does now. 3. Her Q either buffs, or it doesn't. Having her Q be a simultaneous damage ability, that grants on-hit damage to herself and allies, AND allows her to proc a huge on-hit damage buff, is broken and overwhelmingly powerful. Due to this, riot has pulled so much power out of the rest of her kit, essentially gutting her as a support. I believe that having her Q do so many different things, all geared towards raw damage, is far too much. I believe her Q should remain as a pure damage ability, but the damage that is given to allies and herself should be consolidated into the ability's core damage. Further, the ability should be able to miss. In this vein, I believe her Q should do one thing- Fire out waves of deadly sound in a cone in front of her, dealing damage to everything she hits. That's it, give it a minor amount of scaling (it would be an AoE ability, afterall). It doesn't need to be fancy, or selective, nor does it need to buff herself or her allies. Just having a straight, raw damage ability in a thin but extended traveling cone would retain the ability's purpose. Raw damage at slightly more than auto-range used as a poke tool in lane and as a damage tool in teamfights. 4. Her Passive should be tweaked. While I like the idea of building stacks towards an on-hit effect based on what you last cast, I do not like the array of effects it offers. The damage bonus is by and large the most effective, and almost always the "right" answer (which is an issue for any situation where you have a choice to make). The slow is relatively significant, but compounded with the fact that it comes right after an AoE movespeed buff it can actually become problematic, and hilariously OP in some scenarios, making it nigh-on impossible to run from a Sona's team. The damage reduction by is by far the weakest, and simultaneously most difficult to effectively use. It's essentially half of an exhaust (With the E proc being the other, often more useful half) but it doesn't last as long and requires an exceedingly well-time auto on a target who will likely be capable of doing enough damage even afterwards to kill you in a second or 2 flat. This renders it very, very rarely used and even more rarely significant, let alone noticeable. Rather, her passive should have 4 possibilities. Q- If the last ability she cast was her Q, throwing out an auto-attack will cause it to resonate with the target's defenses, making them vulnerable to damage. W- If the last ability she cast was her W, her next auto-attack will use the target's life-force to create a healing wellspring, healing allies near the target for X amount (Whatever would be appropriate, would likely work on minion's at a reduced rate). E- If the last ability she cast was her E, her next auto-attack will cause speed magic to swirl around her target, making allies who remain near it move faster for a short period of time. R- If the last ability she cast was her Ultimate, her next auto-attack will resonate with the music if her target was struck by her ultimate, extending the stun's duration by X seconds. (Instances of X are to be replaced with ideally balanced numbers, I am unfortunately poor at estimating what numbers may or may not be balanced. However the numbers are not what are important, it is the concepts.) The justifications for each of these Q- While I believe her Q's damage should be condensed on the ability, her Q power chord should still be offensive and damage-oriented. This power chord will require that she and her team follow up, necessitating a bit of skill and cooperation in order to get the most damage out of it. W- Now that her W as an ability no longer heals, I thought it appropriate to shift her W power chord into a healing ability, but at the cost of having to be near an enemy. This means that the heal itself can be a little more powerful (Though since it's a straight AoE it might just end up being the same heal she has now, with the extra power being that it can affect more than just herself and one ally). Of course reduced on minions, which would otherwise trivialize the ability. E- Having a heavy single-target slow on an auto after already having just buffed her and her allies movement speed is very, very harsh. I think making it a further movespeed buff in an AoE around the enemy accomplishes the intended effect (making ally's stickier, or making the enemy easier to run from) without making it impossible for the target to respond in any meaningful way. R- I always found it odd that her R didn't have a power chord, and tying this to the cooldown of her ultimate gives it an impactful interaction without making it an overwhelmingly powerful choice compared to the other 3 chords.
: I'm actually HEAVILY disappointed in Riot when it comes to Enchanters as an entire concept
In essence, I agree. I do not know very much about the majority of enchanters, but on the topic of Sona I think I've earned my scars (though I haven't played her enough in recent months to get m7, I used to play her a ton back in the days before mastery and all that came out). The main issues I observe with sona are very much the result of a numbers game, and the same exact issues she's always had. However, these issues do not stem from some initially poor mechanic design (Although this did occur). It's from her concept as a champion. She is meant to be the "aura" girl. She plays music, and that music is magically charged and thus buffs (or debuffs, or hurts, etc.) anyone who listens to it. As a result, her original design was just auras. She could toggle between auras and toggling gave her stacks she could use to gain a special effect on an auto. While initially it sounds like a good idea, the main problem is that auras are hard to *feel*. Even if they are genuinely providing significant power, it doesn't *feel* like it because whenever they did it was overtuned to the point of being overpowered and broken. They remedied this by making the aura's temporary, and increasing their effects. In essence this was the only change, but that is why the problem did not disappear (Though it did alleviate it somewhat) Auras are an inherently boring mechanic, because they are a _force multiplier_. Any amount of extra power an aura grants is multiplied by the number of targets it affects. This means that if an aura is too strong (Especially if it grants damage-related effects) it can rapidly spiral out of control. But if the aura is too weak it will be hard for any individual affected by it to notice (Even if the overall amount of power being granted is on-par with other abilities or champions). Even current Sona, where the auras are temporary and have more of an effect than they might have otherwise, suffers this issue to a degree. The extra damage from her Q is noticeable, but only barely so and mostly in the early game where there are few things altering the amount of damage a champion does. But once mid to late game rolls around and mages stop throwing out attacks and most people who do still auto have 150+ damage, an extra 30-50 or so isn't very noticeable (even if it is somewhat significant, especially when given to 5 people at once). Likewise the shield and heal from her W is very, very small. Even when you fully stack % shield/heal power and a hefty amount of AP, you can heal one person for about 200, and give up to 5 people a 100-200 damage shield. While these numbers are significant, in-game they do not hit with any kind of oomph, or feel significant at all. I'd say that Sona's E and R are the only two abilities she possesses that actually feel good to use. Her R is noticeably impactful for relatively obvious reasons. High damage, high AoE skillshot that causes a long-duration stun that also involves dancing. How could that *not* feel impactful when all 5 enemy champions stop dead in their tracks to boogey? However, some people might disagree with me regarding her E, and in the early-mid game where it's only level 1, I understand. At level 1 the E's movement speed buff is pretty small and does not last very long. But once the late-game hits, and I have 200ish AP, I am gaining nearly 20% movement speed, and am already moving quickly at base due to magical swifty boots and my items. Apply that to an entire team and it's easy to notice, and feels impactful because it can be the difference between an ally getting caught by a hook or narrowly dodging. The reason for this is because the E is a Movement-related aura, and the numbers in the movement speed game are already small (there are few other things in the game that directly buff movement speed besides a few items and abilities, and even those are relatively minor compared to Sona's E). Movement also does not change very often, and when it does it changes quickly and often temporarily. This means that players get used to their movement speed, and it's easy to notice and *feel* an increase in speed, even if it's minor. This means that movement speed is the only stat in the game that can have small, significant number changes feels impactful without being hilariously overtuned. I say only, because *every other stat in the game* is related to damage-output in some respect. Attack range, attack speed, health, armor, MR, crit chance, crit damage, lifesteal, spellvamp, cooldown reduction, and even mana all have a direct effect on the damage-output of some champion (Be it the champion in possession of the stat, or said champion's attackers). And with _literally hundreds_ of different variables affecting all these stats, and actively changing them throughout the game, both temporarily and permanently, small changes are exceedingly difficult to notice. So while a 30 damage buff may be significant, especially if it affects 5 people on a low cooldown, it's nigh impossible to realistically notice without having a trained eye, and even then it won't feel very impactful (even if it is). While this concludes my analysis, I have much more to say regarding how i believe her kit should be changed. It's more or less an array of suggestions, and I want to throw them out to see what people think, and hopefully spur more discussion on potential changes to her kit that could remedy the issues she faces as a champion. I will post them in a reply to this post, because while writing them out initially I hit the character limit.
: lol i mean't a champion who isn't boring like veig and isn't likely to feed because they're immobile in **this** meta. EDIT: seeing your match history, im sorry for dissin' yo homeboi
{{champion:34}} is immobile, but if it's CC you need she's a solid bet. Also {{champion:1}}, {{champion:63}} , {{champion:143}} {{champion:142}} {{champion:112}} (to a degree) {{champion:90}}
: Come Play Abam!
That guide is actually surprisingly well-constructed. Compliments to the meme-chef!
: A normal day of League
Yeah, such a horrible chain of events and it becomes easy to forget to switch back to smite for your main pick.
Terozu (NA)
: What characters from other mobas would you like to see in LoL?
https://dawngate.gamepedia.com/Vex Dawngate was an amazing game, It was immensely disheartening for me to see it go. Had it gotten the support it needed, I think it could've easily rivaled the other top mobas. But that's the past, Vex was easily my favorite character in the game. Kind of a simple, ADC type thing. But my favorite thing about him was the way his ult worked. It's very similar to twitch's, but instead of autos that just straight pierce through enemies, they instead go to their target, then explode backwards in a cone like bard's auto's but bigger and deadlier. He also had a 3-hit %HP passive that could be temporarily steroided to every auto, a circular AoE slow, and a line shot that synergized with CC (including the aforementioned slow) by reducing the armor of impaired units.
: > [{quoted}](name=AskTheHarbinger,realm=NA,application-id=jxzFAe03,discussion-id=nZi6JtcX,comment-id=0005000000000000,timestamp=2018-04-18T02:46:12.379+0000) > > Whoo that's quite the reply! And very nicely done, too. Might not be able to match the length though! Her only saving grace _was_ that she had seen the sickening darkness of the soul. The quivering darkness that haunts all humans in their nightmares, their fears, their failures.. She had seen the ramification of obsession, and twisted desire played like a haunting melody on the strings of an old fiddle. The unrelenting weight of the oppressive sensation only amplifies her paranoia. It's confirmed by the shifts in the scenery. Changes, subtle as they may have seemed, became all the more recognized as more warped and adjusted to become something else. With the frozen sense of permeating _fear_ surrounding her, she could do nothing but try to _resist_, utilizing the years of brutality from her childhood up only only a couple years ago, to overcome it and react as fluidly as she had been taught to. Yet it was hard, she found. The suffocating embrace of the Warden had left its mark, and strengthened her will _considerably_ compared to the cruelty of her old Noxian Master, yet even here she felt it tearing at her emotions; dumbed down deep and buried to try to maintain control. Jezebel knew fear. She knew how debilitating it could be. How nuclear it could become if she let it run wild. Standing firm, the petite form at the base of the hill where now the scarecrow stood, doesn't move. Her form gets flexes of tension here and there, but she works _hard_ to relax her body so she can move on the instinctive maneuvers she was taught, and not those guided by the fear trying to creep into her. What the scarecrow would see would be a _living_ woman with a body perhaps a bit too small form her size, even though she was roughly 5'3, with lithe, athletic muscles; lean in build, and refined to reflect her constant use and training. Scars linger on exposed skin, some faint and hard to decipher, others more obvious from battle wounds or torture. Her clothing reflects the endless wandering she had done, frayed in some areas, and restitched in others likely having had them since she was a teenager. Dark in color, with only slight variations of a dark gray, and black accented by red edges, and the tan and black of pants. On her hip rests a metallic claw with razor sharped edges. It would be a crude, but capable weapon however there seems to be only a little blood on it suggesting she likely uses it for other purposes. The hood coming off her top would rest easily around her pale complexion with beads and colored twine woven around longer, loose locks of ebony hair. But most noticeably -- would be the animal skull resting atop her upper face. It's eyes, and nose cavity seem unaligned with her actual eyes, making it difficult, some would assume, to see. But she could easily see him, and the shifting landscape around them as it, like almost all of her weapons, were made from magic; her origami. To let fear show was _failure_ so she hides whatever inkling of discomfort she felt. Externally she was calm, her mind focused with only one thing keeping her strong -- her need to survive. Her goals. Her need to exact _revenge_ for the things done to her. There was no sign of mockery in her pose, simply... _observance_, trying to _learn_ what she could about this creature, and what it was about him, and this land that made it difficult to not succumb to the fear it creates. Fingers gently pull at an origami from within the folds of her clothing, drawing it easily to rest it in her hand. Hidden eyes cautiously take in the crows circling, watching and listening in her peripheral and forward vision while senses try to track their movement where she was otherwise blind. Even so, a second pair of eyes were also watching. A small, origami crane peeks its paper beak out slightly from within the edge of her hood, but quickly withdraws as if it fully understood the danger that Jez was now facing.
> [{quoted}](name=Origami Dream,realm=NA,application-id=jxzFAe03,discussion-id=nZi6JtcX,comment-id=00050000000000000000,timestamp=2018-04-18T04:21:16.512+0000) > > ((yeah, I don't usually post so often or so long, but I've just been feeling it today. I am thinking it has something to do with my depression. Like, the worse it gets the easier it is to be fiddle? Idk. Also, I wonder what other purposes that "claw" gets used for~. Also, [this](https://www.youtube.com/watch?v=XT9QG1tZkxk) is pretty good ambient music too, though it's a bit repetitive. [This](https://www.youtube.com/watch?v=-heSRbvCErU&t=7196s) is probably my fav so far. Also, I have a bad habit of switching tenses, like alot. Luckily it tends to help when I write fiddlesticks cuz, well. You'll see, I think, maybe.)) As Jezebel fought and struggled against the deep-seated fear that tugged and gripped her soul, as she used her well-exercised (and, unfortunately for her, very heavily tested) self-control to ready herself for a potential engagement, the frozen tension and anxiety that pervaded the scene would suddenly, and rapidly come to an extreme head as an overwhelmingly powerful aura of fear suddenly manifested around the scarecrow. Where before, the darkness and terror seemed to hang ambiently in the air, this was far more like a dark, dark pit. A whirling storm of terror that would easily break the paralyzing effect most forms of extreme fear has, surpassing it entirely and descending into pure, unadulterated madness. An infinite, neverending downwards spiral circling around the scarecrow in tandem with the mob of crows overhead. Luckily, Jezebel would only experience a fraction of it, as she managed to be right at it's edge, just outside its radius; or did the entity cruelly see fit to taunt her? To show only a small taste of what could have been or, perhaps far more terrifyingly... ...what is to come. However, even a fraction of this well of paranoia, madness, and insane terror would be extremely powerful. It would take everything from the strongest of men to resist succumbing to it, and even more to escape it. Did Jezebel's time in the twisted landscape of the shadow isles strengthen her will enough? Or does even that pale in comparison? As she fought to resist the maddening aura of fear, a single moment stretching on into infinity, it would, after only a few seconds, cease very suddenly. Disappearing, shrinking rapidly and "pouring" into the scarecrow. The sheer power of the aura visibly dragging the surrounding air and mana, creating a swirling vortex of sickly green mana that seemed to flow into it. Then, as suddenly as it had arrived, it was gone. Replaced by the previous tension, which would seem like an exceptionally light shadow by comparison. If Jezebel survived, she would find it somewhat easier to simply exist here. Now, however, she would notice yet another new detail. The Scarecrow was alive. Or, at least, it seemed "active". It's eyes were glowing with a green, ethereal fire that trailed behind it, and a pale green smoke lit by something within the scarecrow poured out of it's mouth, and swirled around it. The crows, too, had changed. They seemed far more sinister than before. Many were flying in the air, circling like buzzards as some sort of green, smoky substance trailed behind them. Their forms themselves seemed almost ethereal, stretching with black, as though the crows themselves were illusions with far more substance than an illusion should have. Others were perched on the surrounding trees, with a few on the scarecrow itself. Their eyes glowed a bright green, surrounding the deep black void that was their pupils. Swirling around them much like the storm of madness earlier swirled around the scarecrow. Regardless of its owner, every eye stared at Jezebel. Hundreds of gazes swarming over her, trying to claw at her very soul. All the while one gaze stood out, the scarecrow's. It's eyes were like mad jewels, trying to spread their insanity. She would be able to almost feel this entity's malice, its delight, it sheer, cruel insanity. Then it spoke. "[I feel your fear](https://vignette.wikia.nocookie.net/leagueoflegends/images/d/d4/Fiddlesticks.attack7.ogg/revision/latest?cb=20121127045231)..."
Montag (NA)
: What push-to-talk key do you use for voice chat?
I am one who utilizes the superior form of mouse with side and thumb buttons. I have multiple voip programs, so when in-game I utilize "Mouse 4", the rear-most thumb button for game chats, and "Mouse 5", the forward thumb button, for out of game chats.
Rioter Comments
: Laughing Fish's 200,000 lifetime upvote spectacular! (Come and get your free skins!)
https://media.giphy.com/media/As5ABgF8wbQWY/giphy.gif Laughing Fish trying to stay "hip" and "cool" with the kids during christmas. I see your game, old man. :p
: Yep totally. We're probably going to try experimenting a bit more with patch notes in general - but we currently think there's probably a better way than just a long list of every single change in the game. Could end up being a "turns out it wasn't broke, let's not fix it", but for now I do think there's a better way for us to experiment with ways that better outline where our changes are targeted. Totally could be wrong though! We'll be checking for feedback!
Maybe you could group them based on Severity and Nature, like a section for Major/Minor Buffs/Nerfs each?
: Mama always said life was like a box of chocolates
0/10 In a box of chocolates you never know what you're gonna get, besides chocolate of some variety. In League of legends, I *know* exactly what it is I'm gonna get. and its basically all of the above.
: Fiddly DIddly thats a fiddlesticks
: Champ in a nutshell guessing game!
Passive: http://2.media.collegehumor.cvcdn.com/17/94/7f92384ac487948b12bca6c2f383c9d9.gif Q: http://www.savethecat.com/wp-content/uploads/2017/08/right_dark_theshining.jpg W: https://media.giphy.com/media/3oxRmFPqVfTPMuLahi/giphy.gif E: https://78.media.tumblr.com/b3f206ab6b4f4fac938824b7e04196ee/tumblr_osqoyg5Zv71t5bu6io1_400.gif R: https://i.ytimg.com/vi/n9H-3mjdIdI/maxresdefault.jpg This one should be obvious :D
Rioter Comments
: Finally filled the first two rows of my Collection with M7s! Post your M7s!
"...absolutely despise tanks." _Is Mastery 7 Ornn_ Nani? EDIT: AND vi, too! Also, since when was Rhaast NOT a tank?
Rioter Comments
: nah i like that it can be dodged adds a level of counterplay instead of just oh he pressed r im dead. not a ton of champs can dodge it anyway.
There's a huge difference between "Counterplay" and "Useless at all levels of play"
: oh look, another champ that can negate a Karthus ult :(
They need to change Karthus's ultimate to be true damage that pierces invulnerability like the fountain, but in exchange lower the damage and scaling relatively significantly. That way it is what it was always meant to be, a global execution ability.
: Evelynn Splash Adjustments
Hmmm. It looks good, I definitely agree with the thinning of the fingers a bit. However I like the darker, more sinister looking aspect of the original. Dark purple has always been Eve's signature color (occasionally ranging to black or a weird burgundy type thing). While the pink does look nice, it doesn't feel like evelynn. Not to mention it came at the expense of brightening the entire scene and adding a slight pinkish hue to everything, which does hurt it a bit. Otherwise though, a good try!
DWT12345 (NA)
: When you're playing as Trundle and you see a full health tank
This also applies to WW when you see a low health enemy champion anywhere on the map.
: > [{quoted}](name=zeskgames,realm=NA,application-id=Ir7ZrJjF,discussion-id=1hrM6sUP,comment-id=0000,timestamp=2017-09-23T21:39:35.885+0000) > > How could he be generating so much shitposting POWER!?!? It's UNREAL!
NO [Cyber Heroxl]! IF YOU DO THAT! YOU'll USE UP ALL THE TIME YOU HAVE LEFT ON [The M&G Forums]! And I say, you need all your time as it is!
Rude Name (OCE)
: I endorse this meme
Amumu, Lulu, and Nunu as, on and in a Choo Choo?
Show more

Dicerson

Level 69 (NA)
Lifetime Upvotes
Create a Discussion