Myrmiron (EUW)
: Since Riot is removing things that have no relevance to SR and a declining player base
Riot already tried to do that with Nexus Blitz. Double jungle, mid, and bot. 😂😂😂
Meddler (NA)
: A minimum of 1 item at least from PVE rounds beyond the first three should be in there in 9.14, though from memory one of the rounds is bugged and not always dropping an item as intended. I'll get some longer thoughts together (probably for next week) on how we're approaching the first three rounds and why we don't believe everyone getting an identical number of items is the right approach.
I know at the very least that the Krugs don't have guaranteed item drops. They usually drop 5 gold for me.
: 10% of 145 is 14.5. This value is exactly halfway between 14 and 15. Maybe Riot is using banker's rounding for this instead of rounding up.
The dev post that I linked explicitly says that they're rounding up.
Rioter Comments
: Laughing Fish’s Birthday Spectacular: Come and get your free skins!
PhRoXz0n (NA)
: > [{quoted}](name=boricCentaur1,realm=NA,application-id=A7LBtoKc,discussion-id=oA7EoIrf,comment-id=0002,timestamp=2018-12-21T23:57:19.433+0000) > > Why not just revert essence Reaver or add crit since the new one just seems worst on the champions that use it and a bit better on adc's but there is better items for them since they need crit so why not add crit or just revert it and make this one into a new item. Generally like the emerging builds it's created for fighters. Adding crit on an item is likely to remove these users. I think there's a world where we can support it for both user pools.
> [{quoted}](name=PhRoXz0n,realm=NA,application-id=A7LBtoKc,discussion-id=oA7EoIrf,comment-id=00020000,timestamp=2018-12-22T00:01:34.061+0000) > > Generally like the emerging builds it's created for fighters. Adding crit on an item is likely to remove these users. I think there's a world where we can support it for both user pools. From what I can see on op.gg, the only champions that Essence Reaver is core on are Jax and Lucian. No one is building ER for the mana. They want the essence flare buff and the cooldown reduction. If you want a mana item for fighters, just make a blue Black Cleaver. You can make as many items as you want so don't force one item to be accessible. Black Cleaver should be preferable to a mana item for fighters. If fighters are grabbing ER instead, it's because the passive is too strong. The old ER was used by more champions. ER was an alternative to Infinity Edge. Marskmen like Sivir and Ashe regularly picked it up. Without crit, ER won't be viable on champions that used to buy it. The current iteration of ER is too niche. It favors spellcasters who weave in basic attacks frequently. Very few champions attack quickly and spam abilities.
Rioter Comments
: instead theyre making turrets worth 3 to 4 times the gold. if im reading this correctly, an outer turret is going to be worth 800 gold.
> [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=RqN8hFkW,comment-id=0001,timestamp=2018-10-24T00:14:26.046+0000) > > instead theyre making turrets worth 3 to 4 times the gold. > > if im reading this correctly, an outer turret is going to be worth 800 gold. 800 is the bonus gold from the plating. The turrets themselves are still worth 300. Also, the first turret gold is reduced but it's still there. A turret could be worth 1250 gold during preseason.
: IG probably just ruined 80% of the pickems brackets
2 of the 647 people with a perfect group stage predicted that KT would lose to IG. If anything, this year's worlds has been unpredictable.
Hibeki (NA)
: I disagree to let champion classes revolve around an item. Because if some are weak, you dont resort to nerfing the rest you resort to buffing the few, since duskblade isn't good enough. It creates an unhealthy design standpoint when an entire class is REQUIRED to build a singular item first. There's no build diversity when everyone revolves around duplicate builds, why even play different champs if they might as well be carbon copies? Stormrazor is not a niche, Every assassin and every ADC uses it because it's broken as fuck for upfront burst damage.
> [{quoted}](name=Hibeki,realm=NA,application-id=ELUpwER8,discussion-id=LaK9zEnZ,comment-id=00080000,timestamp=2018-08-23T00:45:32.459+0000) > > I disagree to let champion classes revolve around an item. Because if some are weak, you dont resort to nerfing the rest you resort to buffing the few, since duskblade isn't good enough. It creates an unhealthy design standpoint when an entire class is REQUIRED to build a singular item first. There's no build diversity when everyone revolves around duplicate builds, why even play different champs if they might as well be carbon copies? > > Stormrazor is not a niche, Every assassin and every ADC uses it because it's broken as fuck for upfront burst damage. If some assassins are strong and some are weak then you buff the weak ones and nerf the strong ones. Duskblade is a lever for controlling an **entire** group's power. No one is required to build duskblade; you can build ghostblade or edge of night instead. Every class has an item that they're supposed to build though. ADCs build zeal. Mages build lost chapter. AD slayers build duskblade. It's clear you have a bias toward duskblade because you pretend it's a special case but it's not. Stormrazor is _supposed_ to be a niche. It's an optimal rush item for any basic attack oriented champion right now because Riot didn't allow for any alternatives. The zeal + IE combo is two items whereas Stormrazor is stronger at one item. Every adc would want to buy it. Assassins will stop building stormrazor once its passive is mutually exclusive with duskblade since duskblade is better at offering burst.
: There's a big difference between hiding behind minions and hiding in minions. You have to move a lot more to stay behind a minion than to be hidden inside one for one thing. For another, you can have difficulty escaping a gank if you're behind minions (they forced you to an odd angle). Removing ally collision also makes those melee bullies able to escape ganks more easily, there's no punishment for sitting in their minions denying your farm.
> [{quoted}](name=Votable Jester,realm=NA,application-id=ELUpwER8,discussion-id=ZEdJNvVe,comment-id=000100000000,timestamp=2018-08-22T15:40:05.709+0000) > > There's a big difference between hiding behind minions and hiding in minions. You have to move a lot more to stay behind a minion than to be hidden inside one for one thing. For another, you can have difficulty escaping a gank if you're behind minions (they forced you to an odd angle). > > Removing ally collision also makes those melee bullies able to escape ganks more easily, there's no punishment for sitting in their minions denying your farm. If you're behind your own minions, there's nothing in your way for escaping a gank. You don't run at the enemy tower to escape. There's zero difference in how much you have to move between staying behind minions and being on top of them. You're following them in both situations. You act like minions will stop moving if you stand on top of them.
: You're forgetting one key thing: What's stopping a Cho'gath or whatever from physically sitting on top of his cannon to stop you from killing it, if you can just stand on your minions?
> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=ELUpwER8,discussion-id=ZEdJNvVe,comment-id=000100010000,timestamp=2018-08-22T14:41:10.388+0000) > > You're forgetting one key thing: > > What's stopping a Cho'gath or whatever from physically sitting on top of his cannon to stop you from killing it, if you can just stand on your minions? the cannon minion will move with the wave, cho can't farm*, he's a sitting duck to your harass, and Riot can make a "target minions only" function *cannon minions are ranged and champs with large character models tend to be melee; even if cho uses his ranged spells, he's burning mana and cooldowns when he could be using basic attacks it's easy to think up a problem but you should try intentionally body blocking the targeting system before claiming that the problem exists
Hibeki (NA)
: Finding the Bucket Instead of Fixing the Leak; What Can We Do to Change This?
Stormrazor and Duskblade might have their numbers overtuned but I understand why the concept of the items is in the game. {{item:3147}} is there to allow Divers and AD Asssassins to access extra damage instead of adding that damage onto all of their kits. It creates a common denominator. If all assassins overperform, Riot can nerf duskblade. If all assassins seem weak, Riot can buff duskblade. Riot's mistake was buffing assassins at the same time they nerfed duskblade. Both duskblade and assassins were overperforming but Riot decided to let assassin maintain power. Duskblade can be helpful in letting Riot balance but they have to use it correctly. {{item:3095}} is supposed to fill in a niche. That niche might be a toxic niche since it's a crit-based periodic burst combo. Stormrazor is supposed to be used on champs that hit hard once and then have to wait. For example, {{champion:41}} uses Stormrazor on his barrels. Riot added Stormrazor to fill the shoes of the old infinity edge. IE no longer has a 25% chance to deal 250% damage. Instead, Stormrazor has a 100% chance to deal 160 to 200% damage. Theoretically, Stormrazor is healthier than the old IE since it takes out the RNG. After Riot makes Stormrazor and Duskblade mutually exclusive, they should be less of a problem. Of course, Stormrazor is still too cheap and Duskblade has too many abuse cases but Riot can fix those too. Neither item has to be deleted; they just need to be balanced better.
D357R0Y3R (EUW)
: Possible fix for the problems of current botlane
Rush options are something Riot should definitely look at. It's dumb how Stormrazor is _the_ rush item. > Essence flare: cooldown reduction on hit removed, attack speed reduced from 50% to 30% now has also a base stats of 20% attack speed I thought you were going to suggest that Riot add crit back at first. This change seems good but it doesn't address how niche Essence Reaver is. With only this change, Essence Reaver would mostly be a stat stick. I think the biggest problem with Essence Reaver is that Essence Flare is too awkward to activate. Relatively few marksmen have ults that are optimal for an all in. Ashe ult is meant to be used from far away and Xayah ult is supposed to be used defensively. In addition to transferring some attack speed from the passive, the passive condition should be changed to something like 4 attacks toward one enemy champion. This synergizes with the attack speed and mana restore. 4 attacks is also better associated with an all in than using the ult. It shouldn't be 3 attacks because then it'd activate on accident when using press the attack or on small trades. Abilities can count toward activating the passive so slow attacking champs like Jhin can still use it.
Malza (NA)
: A simpler way to fix this problem would be to make it so ranged top laners weren't so punishing to melee top laners who are simply trying to sit under tower and farm. If I'm playing DotA, ranged laners can't simply hit me while I'm under tower while taking no tower damage.
> [{quoted}](name=Malza,realm=NA,application-id=ELUpwER8,discussion-id=jeWQ7NpF,comment-id=00010000,timestamp=2018-08-21T22:45:17.414+0000) > > A simpler way to fix this problem would be to make it so ranged top laners weren't so punishing to melee top laners who are simply trying to sit under tower and farm. > > If I'm playing DotA, ranged laners can't simply hit me while I'm under tower while taking no tower damage. Make ranged minions move closer to the tower before they attack so melee champs don't need to go as far past the tower. I want to suggest increasing tower range but players are already accustomed to the current range. Maybe allow towers to prioritize enemy champions if they drop aggro at least two times (punish the poke, leave, poke strat).
: Question you didn't address: What's stopping me from invalidating the existence of Morgana, Blitz, Nid,etc. by just standing inside my minions so no skillshot can ever hit me? Another question: What's stopping me from picking Darius, Hecarim, Singed, Yasuo standing on top of the melee minions, and you, a pure melee champion that can only last hit through melee range autos (jax, garen, riven, etc.) being forced to eat Q damage every time you walk up to CS?
> [{quoted}](name=flibitydoo,realm=NA,application-id=ELUpwER8,discussion-id=ZEdJNvVe,comment-id=0001,timestamp=2018-08-22T03:00:28.589+0000) > > Question you didn't address: What's stopping me from invalidating the existence of Morgana, Blitz, Nid,etc. by just standing inside my minions so no skillshot can ever hit me? > > Another question: What's stopping me from picking Darius, Hecarim, Singed, Yasuo standing on top of the melee minions, and you, a pure melee champion that can only last hit through melee range autos (jax, garen, riven, etc.) being forced to eat Q damage every time you walk up to CS? Both of those things are already a thing though. Minions are intended to body block those skill shots. You can claim that now you can occupy the same space as a minion but most if not all champions have a larger hit box than minions. Standing on top of a minion will cause you to still get hit. You'll still need to stand behind minions to avoid skill shots. As for zoning, the situation is the same. A Darius can already stand right in front of/behind his minions. If the change were implemented, the only difference is that champions who zone will be slightly closer. Another possible difference is, depending on how the minions line up, champions like Darius will be in a better position to punish because they'll no longer be walled off by their own minions. Minions aren't intended to wall off anybody so this can't be an excuse to keep minion block. The biggest problem with ignoring ally minion block is when you're chasing someone and then they run through their own minions. You'll have to go around the minions instead, thereby creating extra distance.
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
Snowball event is boring. It's the most awkward event because there's this sudden incentive to stop dealing damage so that there are targets for snowballs. The bardle royale ring has to not center near any turrets. It feels cheesy when the center happens to be on their indestructible turret. Allowing the experimental items on Nexus Blitz feels weird. The old items aren't balanced and are either underwhelming(lantern) or overpowered(force of nature). Some new items could be acceptable on Summoner's Rift but they're exclusive to Nexus Blitz. Atma's Reckoning is an item I looked forward to on juggernauts but it's not on Summoner's Rift. The game is faster paced and summoner spells have a reduced cooldown. However, warding totems feel like they lag behind the rest of the game. Nexus Blitz feels sufficiently different from other game modes. I can see it being a permanent addition with some more polish. Nexus Blitz is faster paced and more chaotic than any other game mode. The map is really small and the entire northern part of the map has no vision. The small bushes spread everywhere make for good hiding places. A caveat is that while Nexus Blitz is a faster game mode, something more appealing to Eastern audiences, it's also more silly. The game mode is too chaotic to be taken seriously and I can't envision a ranked environment where spontaneous events are central to the gameplay. Nexus Blitz appeals to players looking for a fast and lighthearted game. In this way, Nexus Blitz appeals to the same audience as ARURF. The developers have spent time trying to differentiate Nexus Blitz from other permanent game modes but there are similarities to the rotating game modes.
CLG ear (NA)
: we watched bjergsen destroy golden guardians with Zoe lets not ban her or first pick her
TSM could've turned on Echo Fox since they had the numbers advantage. After they win the team fight, they could recall and 5 man on Huni or they could just beat him in a base race. Instead, they let Damonte be aggressive and get caught. Half of TSM was trying to recall while Syndra was right next to them. Syndra could cancel their recalls anyway so running away was a bad call.
Rioter Comments
: First of all, I said was (Syndra WAS a mage that... She would be back to that...), as in in the past. Did you play Syndra in season 4? She was an early game lane bully with a great mid game. You are underestimating the buff. That Q nerf in the first patch of season 5 (paired with a partially reverted E sphere collision nerf) changed her from very strong to not played a lot. People pretty much forgot about her as season 5 went on. Also, yes, Syndra ''always had problems'' late game. She doesn't have the AoE of a late game mage, doesn't have the range of a late game mage and can have a hard time getting on her primary targets against certain comps because of her 0 mobility. Also, never said the PBE buff would make her god tier, but you can't have that kind of early game buff with a significant late game buff as well. Also, Syndra has never fit her theme like you said. That's why people want to buff her late game, to fill her fantasy that has always been contradictory.
> [{quoted}](name=Sir Rouge,realm=NA,application-id=A7LBtoKc,discussion-id=4d6kQETy,comment-id=001700000000000000000000,timestamp=2018-07-25T19:37:06.322+0000) > > First of all, I said was (Syndra WAS a mage that... She would be back to that...), as in in the past. Did you play Syndra in season 4? She was an early game lane bully with a great mid game. > > You are underestimating the buff. That Q nerf in the first patch of season 5 (paired with a partially reverted E sphere collision nerf) changed her from very strong to not played a lot. People pretty much forgot about her as season 5 went on. > > Also, yes, Syndra ''always had problems'' late game. She doesn't have the AoE of a late game mage, doesn't have the range of a late game mage and can have a hard time getting on her primary targets against certain comps because of her 0 mobility. > > Also, never said the PBE buff would make her god tier, but you can't have that kind of early game buff with a significant late game buff as well. > > Also, Syndra has never fit her theme like you said. That's why people want to buff her late game, to fill her fantasy that has always been contradictory. Don't act condescending when your reading comprehension is questionable. Assuming you've played longer doesn't mean anything. You keep reading what I've written incorrectly. Syndra's range and AOE has stayed basically the same but it's only now that her win rate is so far under the 50% mark. Short range and small aoe are typical of a burst mage so Syndra's not a special case. I wasn't denying whether she had late game problems. I was saying that a 43% win rate is not something that's explainable by _being a burst mage_. You act like Syndra got relegated after season 5 but she was still being played until last year. Syndra is at her weakest right now ever since Runes Reforged. Even if Syndra was reverted to exactly how she was before season 5, she's wouldn't be as dominant as she used to be because the mid is different from 4 years ago. To claim that Syndra would crowd out other options would mean being oblivious to factor such as the strength of other mid laners and what's expected of a mid laner to do.
: Syndra always had problems late game compared to other mages, it was never meant to be her strong point. With the Q change, she'll basically be back to her season 4 state. Maybe she could use a late game mana cost reduction to her W. Syndra was a mage that needed to be proactive in the early game, to then shine in the mid game. She would be back to that with the Q change. If the Q change pushes her too high in competitive, it's very easy to revert and buff something else (though this balance team rarely likes to do that).
> [{quoted}](name=Sir Rouge,realm=NA,application-id=A7LBtoKc,discussion-id=4d6kQETy,comment-id=0017000000000000,timestamp=2018-07-25T17:08:02.715+0000) > > Syndra always had problems late game compared to other mages, it was never meant to be her strong point. With the Q change, she'll basically be back to her season 4 state. Maybe she could use a late game mana cost reduction to her W. > > Syndra was a mage that needed to be proactive in the early game, to then shine in the mid game. She would be back to that with the Q change. > > If the Q change pushes her too high in competitive, it's very easy to revert and buff something else (though this balance team rarely likes to do that). You have a warped perception of Syndra's strength. Syndra's early game is the 9th worst in mid and the 3rd worst late game in mid. No one said anything about a strong point. If Syndra's win rate dipped from 51% in mid game to 49% late game no one would care. Syndra actually dips from 50% mid game to 43% late game. 43% is _not_ "always had problems". I wasn't suggesting that the Q changes were going to make Syndra dominant in pro play. I was suggesting the opposite. Syndra has the slimmest chance of being _B_ tier. 20 extra base damage with 5 less at every rank is not going to make her god tier. 20 extra at _all ranks_ could have a significant impact. But Syndra's strength as she is is overestimated. If anything, Syndra's win rate should be lowest in early game and highest late game. Her passive's name is transcendent. Transcendent doesn't do anything until level 9. Level 18 is when Syndra's passive is fully activated. Syndra's power fantasy is backwards.
Meddler (NA)
: I'll get some thoughts on tanks in the second post this week. Will include touching on at least Amumu specifically, agree he's a good candidate to discuss.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=4d6kQETy,comment-id=00030000,timestamp=2018-07-25T14:54:42.317+0000) > > I'll get some thoughts on tanks in the second post this week. Will include touching on at least Amumu specifically, agree he's a good candidate to discuss. Is the balance team considering buffing Resolve? At the very least, the amount of health given at level 1 is low. Chrysalis has some popularity because it gives more than double the amount of health that Resolve itself gives.
: The Syndra buff on the PBE is actually big; it's a complete revert from her season 5 lane nerf. I'll be surprised if they ship it since Meddler said they want to avoid giving her early game power (unless they changed their minds).
> [{quoted}](name=Sir Rouge,realm=NA,application-id=A7LBtoKc,discussion-id=4d6kQETy,comment-id=00170000,timestamp=2018-07-25T15:21:47.328+0000) > > The Syndra buff on the PBE is actually big; it's a complete revert from her season 5 lane nerf. I'll be surprised if they ship it since Meddler said they want to avoid giving her early game power (unless they changed their minds). Syndra's win rates are lowest _late game_ though. Syndra needs help in both the early game _and_ the late game. Even if this buff is big, Syndra is sitting in F tier. Best case scenario is Syndra shoots up to B tier but pros would be playing her again if she were actually buffed to a great enough extent.
Meddler (NA)
: Quick Gameplay Thoughts: July 25
Thoughts on Talon? The W nerfs seem to have done nothing for Talons that build tiamat. They still shove the wave and then roam. If anything, the W nerfs further incentivize Talons to build tiamat. Talon is also ranked as the best mid laner on OP.GG despite the nerfs. Another best pick is Quinn for the top lane. She's got a sizable pick rate and a large win rate. It makes sense that Quinn has an advantage against melees given the nature of her kit. However, do you think she could require some toning down? Quinn also sees some play in mid and bot now. It's probable that her strength comes from the addition of Stormrazor, which Quinn buys during the mid game. What about Syndra? On PBE, Syndra has an early game buff for her Q. The buff is nice for a skill that's her bread and butter but I have doubts that it'll be sufficient to bring her into relevancy. I know Syndra has a reputation in pro play but she's considered a bottom tier mid in solo queue.
: it's the eastern part of the Southern Continent which also includes Piltover and Zaun but _might_ be jungle
> [{quoted}](name=KestrelGirl,realm=NA,application-id=6kFXY1kR,discussion-id=Zt7E5u3n,comment-id=0000,timestamp=2018-07-24T16:48:40.957+0000) > > it's the eastern part of the Southern Continent which also includes Piltover and Zaun but _might_ be jungle Zaun/Piltover is only on the isthmus. The eastern piece is too large to be just the cities.
Rioter Comments
: why do people care about this memotion shit?
> [{quoted}](name=ééééééééééó,realm=EUW,application-id=yrc23zHg,discussion-id=WKJ9hzww,comment-id=0000,timestamp=2018-07-24T10:04:58.339+0000) > > why do people care about this memotion shit? Why did you even bother looking at the thread when memotions is in the title and you don't care about it?
: Just don't vote then? Nobody is forcing you to sift through the stuff.
I stopped voting. But consider that if the voting process is such a chore then there's a problem to address
Rioter Comments
: When someone declines,there is no reason to wait for the stupid animation to end.
The wait is there for all 20 people in the queue to be accounted for. If 1 person declines and the other 19 haven't clicked a button yet, it'd be confusing for them to be suddenly sent back into queue. The waiting period allows for afks and declines to be kicked out of queue while accepts are put into queue again.
Rioter Comments
Amorith (NA)
: Riot, I get I'm in my promos, but what the fuck is this?
That matchmaking though. You get 4 silvers but enemy team gets 2 golds and a _diamond_ ??? Seems rigged.
: Irelia Champ Select Splash Not Centered
This still hasn't been fixed.
: Season 5 Worlds PTSD Intensifies
I tried to find the "boom, no more orianna" meme but can't.
Rioter Comments
Rioter Comments
: no, damage mitigation is 100/(100+armour) you did the formula backwards http://leagueoflegends.wikia.com/wiki/Armor
Mitigation is what armor takes off of damage. The formula I posted is for mitigation. Your formula is for post-armor damage. It got derived after the last time I used the wiki. Your math is right I just got confused by the 100 being the numerator because I use the formula to calculate armor strength, not damage received.
: 100/162.5 = 0.615 5 attacks, 4 crits for old, 5 crits for new 1100 = 676.92 850 = 523.08 + 150 = 673.08
armor mitigation is {1-[armor/(armor+100)]} You did the formula backwards
: Before you shitpost about 8.10 PBE Marksman Update
The ADC changes aren't on Patch 8.10. They're on Patch 8.11. > What on PBE is for 8.10 versus 8.11 >Been seeing some uncertainty as to which changes currently on PBE are potentially in 8.10 versus which are aiming for 8.11. Quick rundown below as a result for anyone interested: >8.10: >* Champion changes with the exception of marksmen base stat changes * Scuttle change, Runic Echo change, Talisman change * Bounty change * Plus likely some more champion adjustments that will come later in the cycle >**8.11:** >* **AD item changes** * **Marksmen base stat changes** * Hail of Blades (new Domination keystone) * Plus some other stuff that won't hit PBE until the 8.11 PBE cycle -Meddler's QGTs 5/4/18 Rito has another set of PBE iterations for their changes. Hopefully, they improve on their changes and fix the flaws that have been pointed out.
: ADC Burst vs Squishies WAS NOT nerfed on the PBE and I have the math to prove it
Actually, if you factor in non-crits, the double crit chance passive on IE is a _buff_. On live, ADCs with those 3 crit items have an 80% chance to deal 250% total AD. So .8 x 2.5 = 2. On PBE, ADCs with the same 3 crit items have over 100% chance to deal between 213% and 220% total AD damage to squishies, depending on armor. (Borrowing OP's math) Even at low armor levels, that's an increase in damage compared to live. 1.00 x 2.13 = 2.13. --- **PBE 2.13 > 2 Live**
koshkyra (NA)
: >patch 4.20 . >well that led to weedwick take my upvote and get out
No the thing is, 4.20 actually led to weedwick. Warwick abused red smite and his winrate was _high_.
Sasogwa (EUW)
: When randomly reading some old patch notes I found a crazy sentence
> I want that sentence back That was posted two days ago. That's the current plan. I looked at patch 4.20 and did control f and that quote didn't come up.
Rioter Comments
Eedat (NA)
: > [{quoted}](name=Bael the Riser,realm=NA,application-id=yrc23zHg,discussion-id=7eoWmN9A,comment-id=0003,timestamp=2018-04-04T19:20:00.697+0000) > > {{champion:1}} {{summoner:14}} > > Then there's: > > https://imgur.com/yda3nbp.jpg[/img] How exactly is a girl that looks 10 years old hot?
> [{quoted}](name=Eedat,realm=NA,application-id=yrc23zHg,discussion-id=7eoWmN9A,comment-id=00030000,timestamp=2018-04-04T21:29:08.128+0000) > > How exactly is a girl that looks 10 years old hot? She uses fire {{sticker:zombie-brand-facepalm}}
Rioter Comments
: or more, since mana should have gold value
Seraph's used to sell for the same as archangel's before Riot changed the item to give cooldown reduction. The current sell price (0) is an oversight. I get your argument but there's already a precedent against it.
: Why would you want to sell it?
When you change your mind from going AP Garen and want to build Lethality instead {{sticker:garen-swing}}
Rioter Comments
: Are you forgetting the original spaghetti monster, vel'koz?
Sukishoo (NA)
: Still not confirmed to be a REVERT.
> LeBlanc - Changes will be on PBE during the 8.6 cycle from day 1, probably ship in a later patch though. Changes revert the majority of the previous update. -Meddler's Quick Gameplay Thoughts: March 3
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DragonIgnis

Level 148 (NA)
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