Evewynn (NA)
: this with the tentacle heal changes will make her completely unplayable against teams with half a brain. No team fight potential.
Meddler already said the heal changes would be reverted and that they are still looking at ways to improve her tenta"cool" playstyle. They are also standardizing her w cooldown at all ranks to be four seconds which is nice. the tentacool thing was my idea :) ...I'm sorry.
: You never know, maybe some people will figure out how to make vlad strong.
Literally everyone I saw on PBE said Vlad's damage was insane.
: There's a Storm approaching...
Meh the dash isn't all that far, cant clear terrain, but does do dmg. I predict galio will be popular cause everybody will be testing out new mages but will probably fade into obscurity soon enough. I like Annie's burst being reduced for tibbers having more damage and functionality. Fuck Zed BANHAMMER THAT SON OF A BITCH
: E hits harder. Meanwhile, Q weaker, W weaker, R weaker. Hell, even passive is weaker. He lost damage, face it. Its just all frontloaded into E now.
: tyler (i)^4 = tyler1 ............ ill see myself out.
Ah Math my old nemesis. You and your imaginary numbers can go fuck yourselves.
: Also bugsplat is far more common on toasters.
One bugsplat ever on my toaster tbh. Just as well I have a bigger issue with crashing during loading screen but its usually easy to deal with quickly unless I get food while I'm waiting or something.
: > [{quoted}](name=RefurbishedIce,realm=NA,application-id=3ErqAdtq,discussion-id=I6dqvkPt,comment-id=00020001,timestamp=2016-04-26T01:04:09.320+0000) > > Yeah, but it deal with the real and annoying "never connected to game" annoyance that happens. It also allows for people with no patience or faith in their team to immediately give up because someone connected 15 seconds late
They have to "never connect" and its only after a certain period of time, so if someone is dced for say 3 minutes then the enemy team gets a free win and everyone on your team except for the dc gets a loss prevented
: really, I wouldn't call consistent metrics *wonky* if u have = or more HP u can get stunned. IDK do u guys play with hp bars off or something?
It's annoying (coming from someone who used to main irelia) to the other person that if they come out ahead on a trade that they can be punished for having more health than her by getting stunned for a significant duration. It discourages trading and encourages all-inning. It's why people like trynd do well vs her if they can get out of the first 5 levels because they just run her down after her stun.
: I like how you guys are only yelling about the QSS and not {{champion:41}} who practically does the same thing with his W (oranges) while stunned, silenced, etx
The difference is the fact that it's an entire skill. He doesn't have a damaging ablility in its stead, he doesn't have a cc in its place, instead he has Remove Scurvy and the move heals him and cleanses cc(not debuffs like zed ult) and that's all it does.
: So QSS is allowed to counter Fizz, who isn't a meta champ atm, but it's not allowed to counter Zed? SEEMS LEGIT.
Zed ult is a key part of his kit. And where most of his damage comes from mid-late game. Fizz can kill you without ulting or ult-e and one hit you at most parts of the game as well as have a targeted gapcloser and builds into Hourglass which allows him to stall for abilities as well as his untargetability being on a much shorted cd than Zeds. Qss doesn't counter him at all, it's hardly a minor inconvenience.
xelaker (NA)
: > [{quoted}](name=Riot Axes,realm=NA,application-id=3ErqAdtq,discussion-id=Iw38mkWO,comment-id=000e,timestamp=2016-04-19T21:18:44.676+0000) > > We're looking to avoid teams being randomly favored/disfavored with the design of the buffs. > > Your Air Dragon example is actually a really good one for this. You haven't necessarily hit the lottery if Air Dragon spawns and your comp relies on movement speed initiation. You've hit the lottery if you have that comp and you successfully control Air Dragon - if you claim the buff. Out of combat movement speed is great for a team that relies on movement speed initiation, but it's also great for avoiding getting initiated on by that kind of team - if the Air Dragon spawns and the other team gets it, that could be a disaster for you. By picking a movement speed initiation team, you've increased the value of Air Dragon for both teams, not just your own team. > > The other example that we've tossed around a lot is Water Dragon being great for poke comps. That's true; it is, if you can get it. It's also great for fighting against poke comps because of the health regen. By picking a poke comp, you make Water Dragon more valuable to both teams, not just your own team. *riot raises deflector shields with bs comment about how snowballing teamcomp with certain dragons can't happen because everyone can snowball with them* ...{{sticker:zombie-brand-facepalm}}
Well imagine the enemy team is a poke comp and your team is hard engage. The Water Drag gives you increased health and mana regen. Now the "poke" comp has a harder time poking you down since you have that bonus regen giving you more opportunities to hard engage and beat them down. Conversely, imagine the poke comp team gets the air dragon. Well now it's harder for you to engage because of their movement speed boost outside of combat. and though they cant use the movespeed offensively as well as you can, they can be just as annoying defensively. The RNG already makes it hard enough to stack the same dragon with people only being able to get a maximum of 3 of one kind and that's considering you get every single dragon. I think it will make play around dragon a lot more impactful/meaningful instead of 1st drag...3rd drag.........OH GOD DONT LET THEM FINISH 5TH. The way dragons currently work is that if one team gets two dragons, even if the other team manages to start taking a few, its highly unlikely that any one team will reach the only dragon that really matters. Thus minimizing its effects and almost negating the need to start taking them in the first place. * Old dragon was a sprint to get the gold value of a kill on each member of your team and snowballed games hard. Next to no value late game. * Current dragon is a marathon that almost no one has the will(or time) to finish, and if you do then you auto win the next fight. Only Valuable late game and forces you to play it through til the end. * New dragon is more like a sprint medley where you have various strong points but still a desire to win each bout regardless.
: > [{quoted}](name=DoubleTongue,realm=NA,application-id=3ErqAdtq,discussion-id=Iw38mkWO,comment-id=000000010000,timestamp=2016-04-19T21:43:31.217+0000) > > Nah, the thing is that this kind of thing would only influence competitive play at best. Even with dynamic queue it can be hard to coordinate positioning. and to force that kind of positioning on a team could have severely negative consequences on subsequent fights over that objective. For example if having one person toplane spawned a fire dragon, then the toplaner with teleport just got double value on his summoner without having to do anything with it. Just having it has aided his team by pressuring to teamfight and controlling an objective and he doesn't even have to use it yet. > > Just as well maybe you are a champion that wants to teamfight or who has little splitpush or waveclear potential, or your lane is already pushed out to the enemy tier two. > 1. You have no reason to be toplane except to influence dragon > 2. If you don't have teleport you are essentially leaving your team to fight at a numbers disadvantage for no reason other than influencing dragon. > 3. The reason riot sets the dragons to appear at random is to curb stacking dueling power/poking power/sieging power/movement speed. because too much of one would make certain comps unbeatable by any standards. Because if you are capable of stacking dragons at that capacity it probably means you're winning pretty hard anyway. Or we could simply have it so that the champions that determine it have to be in the vicinity of the dragon, say, within 2000 range?
Once again, the ability to actively control what dragon spawns is a terrible idea. The concept of tying it to the amount of champions in the general vicinity makes it worse because once again it hard to coordinate and even being a short distance away from the dragon pit could insta-lose your team a fight if you get engaged on. It's too confusing, and stacking dragons that specifically work in your teams favor is exactly why riot made the spawns random. Not to mention it's honestly impossible to control, since just because you have 3 team members in range has nothing to do with the 4 on the enemy team that are in range. Having different dragons for both teams based solely on the number of players nearby negates the need to contest any specific dragon. For example, if their team will get a Fire dragon and us an Earth dragon we might not even bother contesting it because we don't need/want the earth dragon and we don't want to risk losing a fight to get nothing worthwhile out of it. Say we would only be getting an earth dragon if we had less people than their team making the very fight unfair by nature. How many people dictates which dragon also? would 2=water, 3=earth, 4=air, and 5=fire? if so water dragons would very likely be the most dangerous to take given the lack on manpower nearby, just as well I don't want to have to commit every member of my team to be within 2000 range of dragon just to get a fire dragon while we lose a top and midlane turret. I'd rather send two champs to hold lanes and just do dragon. If your concept of stacking dragons also would work the way you want it to, the exact same amount of champions would have to be near dragon every time it was about to spawn which sounds like a nightmare post-20 minutes. "Oh we want our 4th water dragon?" better pray only one member of the enemy team shows up to fight us or we're screwed. Not to mention dying opens up the rest of the map/objectives for us having to lock out 3 other members of our team to do dragon. I am sorry but this kind of system would be reaaaaaaaaaaaaly difficult to make work if it was at all possible in the first place.
: > [{quoted}](name=Meserion,realm=NA,application-id=3ErqAdtq,discussion-id=Iw38mkWO,comment-id=0000,timestamp=2016-04-19T19:43:49.942+0000) > > It may be intended, but I can understand your concerns. I think it should be random but also you should be able to influence which dragon appears. I wouldn't want it to be completely mathed out, but It should be somewhat controllable. I think it would be interesting to see it spawn based on which direction the majority of the players are relative to the dragon at the death of the first dragon. So you could manipulate the next dragon if you really wanted to. Thereby even enabling you to get 5 of one type of dragon.
Nah, the thing is that this kind of thing would only influence competitive play at best. Even with dynamic queue it can be hard to coordinate positioning. and to force that kind of positioning on a team could have severely negative consequences on subsequent fights over that objective. For example if having one person toplane spawned a fire dragon, then the toplaner with teleport just got double value on his summoner without having to do anything with it. Just having it has aided his team by pressuring to teamfight and controlling an objective and he doesn't even have to use it yet. Just as well maybe you are a champion that wants to teamfight or who has little splitpush or waveclear potential, or your lane is already pushed out to the enemy tier two. 1. You have no reason to be toplane except to influence dragon 2. If you don't have teleport you are essentially leaving your team to fight at a numbers disadvantage for no reason other than influencing dragon. 3. The reason riot sets the dragons to appear at random is to curb stacking dueling power/poking power/sieging power/movement speed. because too much of one would make certain comps unbeatable by any standards. Because if you are capable of stacking dragons at that capacity it probably means you're winning pretty hard anyway.
: I don't understand when League took a total 360 in design philosophy and said 'it should be really hard to assassinate a carry'. Even during S1 or whatever when bruisers/Assassins were super strong and the only ADC was like Ashe, people still understood that late-game ADC with the right amount of peel would be an absolute monster. Nowadays if you catch out an ADC as a bruiser it's like a 50/50 chance of being able to duel the ADC depending on who you're playing, which is pretty backwards IMO.
Yeah! God forbid any champions stand a chance against the glorious ADC master race. God forbid ADC's be punished for getting "caught out" by champions designed to do decent damage while being decently tanky. ADCs should win every fight regardless of circumstance.
: I can't wait to play a mana hungry mage and get nothing but earth and air dragons. That's gonna be fun. Are you sure that RNG is the best way to do this?
You should also check the mage item changes going through at the same time...
DropFill (NA)
: > [{quoted}](name=Darkslayer85,realm=NA,application-id=3ErqAdtq,discussion-id=wlmkMPrz,comment-id=0004,timestamp=2016-04-17T01:00:46.639+0000) > > Because his GHOSTS ARE SO FUCKING HARD TO CLICK!!!!!!!!!! Easier than dodging zed WEQ
DropFill (NA)
: How is yorick considered more anti fun than zed?
You've clearly never laned against a yorick. Otherwise you wouldn't ask foolish questions like that.
: {{champion:28}} {{champion:84}} {{champion:105}} {{champion:107}} {{champion:7}} {{champion:76}} {{champion:91}} should be their big updates. none of them offer healthy gameplay and have proven to be balance nightmares for more reasons than one. {{champion:38}} {{champion:92}} {{champion:245}} {{champion:55}} {{champion:121}} {{champion:56}} small scope projects. most of them are redeemable but need more changes. Zed is overtuned with the inclusion of Thunderlord's adding to his burst and {{item:3147}} to compliment his rotation (mainly soloQ), but his kit is healthy. Shaco's only problem is that Riot shat on pink ward vision. I personally think he's a good assassin design.
If Riven and Nocturne were to be changed they would fall into the class of Diving fighters. Along with people like Pantheon and Irelia. Nidalee isn't that bad in comparison to the rest, she has plenty of counterplay, takes decent skill, and has glaring weaknesses.
: Why Is going untargetable a thing?
Because point and click cc like TF stun card and Annie Q need to have some level of unreliability. It gives both sides something to think about. Imagine how dominant TF would sit over fizz if he couldn't troll pole the gold card and kill him with a shark. Everybody has to have some form of hard counter and the inability to blow certain spells keeps the lane fresh with both sides weighing their options. TF can still use his stun card on Zed post-6 but now there are consequences for using it poorly.
VadyaSan (EUW)
: And when comes Akali update? I mean with that mage rework there will be even more mages in the midlane. Todays Akali cant survive early game against them. And after removing Gunblade she will become a dead champion. Because without that item she is not good at all.
Akali is an assassin and will probably get reworked when they do the class as a whole.
: First of all, Akali's passive does give her some spell vamp. Also the new revolver passive isn't terrible as Akali needs to weave in autos anyway for her q to proc. I don't know how good or bad Akali will be with the changes. But i'm pretty sure she's not going to be hit hard enough for a rework to be needed.
She needs a small scale rework anyway.

DoubleTongue

Level 76 (NA)
Lifetime Upvotes
Create a Discussion