: Please help me to understand why you are nerfing {{champion:350}} ? In_** Diamond+ ELO she has a 44% winrate**_. {{champion:92}} immediately gets a buff when she drops to 48% WR... I'm sorry but I'm very confused.
: Being able to flex between roles is not a balance issue in and of itself - Lux and Morgana do it just fine. If that's their intention, then they are totally wrong to take this approach as they're gutting a core part of her identity. And whilst they're killing her off her AP build, her top lane Tank build will only become more popular since that's the only build that'll be left unscathed.
it is a balance issue in pro. it doesnt matter for lux and morgana because they're almost completely ignored mid lane, lux is sometimes used to counter zoe but thats it. aatrox, akali, sylas, karma and others have been highly valued in pro because they can wait til the end of the draft to decide what lane those champs are going to to get favorable matchups. pros were building her as an AP or supportive top lane, i'm pretty sure the intention is to actually push her to support, where scaling isn't as important
: Karma was intended to play as both a solo (mid) laner and duo laner, so they should be updating to better fit that profile - rather gutting her damage. She already has issues with target selection and late game scaling, this nerf is a reach.
i understand that was the intention at the time, but that doesnt mean they're wrong to pull power out of flex picking now, if its a strength thats much more valuable in pro play and creating big balance problems there
: I agree. This completly kills her AP solo lane. Nerfing her only dmg output by that much... It nerfs her waveclear too. And it's both a nerf to her base Q and RQ, since RQ is additional dmg to base Q. Even nerfing her RQ AP ratio by 20% would be better than this... They don't want her to exist.
correct. if you notice recent patches have come down really hard on flex picking, since its so powerful in pro. like the recent aatrox and sylas nerfs are pretty much the same idea, aatrox top lane only, sylas mid lane only now
: They are nerfing her Q damage ratio from 60% to 40% for some reason I wish I knew... Literally condemning her solo-lane to hell I-...
thats why. flex picking is insanely powerful in pro, especially this past year. so they've been systematically nerfing things like mid lane aatrox, top/jg sylas, etc in the past few patches
Jaibamon (NA)
: Hitting Karma's Q hurts her mid and top role really hard. I would prefer her previous buffs would be reverted before they nerf her Q. I mean, wtf Riot. Please, don't leave Karma into a forced support role.
no surprise, they're targeting flex picking for almost every champ. look at the recent aatrox and sylas nerfs for example
: It would free up all the clutter and reduce the bugs which make you default to them. Now let me flip thar question back on you. What good does having them in the game do?
> [{quoted}](name=Pierce The Veal,realm=NA,application-id=3ErqAdtq,discussion-id=RheyN9Jd,comment-id=00000000,timestamp=2019-07-27T18:15:28.067+0000) > > It would free up all the clutter and reduce the bugs which make you default to them. > > Now let me flip thar question back on you. What good does having them in the game do? its not bugs that make you default to them, its a failure to have a complete rune page. which is exactly why you should have them, so you can't go into a game with no runes or half a page. I also don't see how it frees up clutter when you can hide them.
: Seriously, allow us to delete Rune Preset pages and add a 'Minimal Spec Mode'
Exactly what good would deleting the preset pages do? You can hide them.
Anatera (NA)
: Riot's attitude towards feedback and criticism is pretty childish
The feedback on this board is virtually worthless. There is very little constructive criticism, or really criticism with any actual merit. You can definitely be critical of riot on reddit, but mods there do delete what are clearly worthless shitter posts. That's not the same as deleting anything critical of riot, as you constantly see legitimate complaints, and even some illegitimate ones imo, rising to the top there. The fact that you guys suck and your feedback sucks and riot sees no need to respond to awful posts like those... it's not a problem, its a good thing.
: > [{quoted}](name=AbiwonKenabi,realm=NA,application-id=6kFXY1kR,discussion-id=1J43KWot,comment-id=0006,timestamp=2019-07-08T15:53:48.217+0000) > > For some reason Riot doesn't like doing these. Its kind of frustrating that they are so unwilling to ever call a Voice Actor back for anything. They basically only do it for Legendary/Ultimate skins, which is why Lux got her VO; just a good opportunity since she was already there for Elementalist. (I've heard that they did the same for MF, but didn't go through due to poor reception). They randomly had Jinx and Ziggs' VAs back for Odyssey which was a nice surprise (Kayn's VA was already back for the Legendary skin, but that was nice, too). > > I'm just thinking about things like the way Blizzard will quite frequently add lines to Overwatch Heroes whenever a new event rolls around or they get new skins. I don't expect Riot to do things with THAT high of a frequency, but SOMETHING more would be nice. It has nothing to do with "not liking" this idea. We LOVE the idea of updating old champs. Usually, we book talent for 4 hour chunks of studio time (guild minimums). While this sounds like a lot of time with an actor in the booth, it actually goes by suuuper fast, with the first hour or so being time for the director (we have a rotating roster of wonderful VO directors), actor, and writer to hone in on the character and find the voice. Then it's three hours (with breaks) to get the right takes on lines. We end with efforts (non verbals) which typically blow out the actor's voice. WE can usually record a full 150 line script in 4 hours. So to bring an actor back for a skin, doesn't really afford us much time with said actor to record an additional set of lines for base champ VO. We're looking into ways to make this happen, but then we typically run into bandwidth issues internally for folks to select, process, edit, hook up, and test the new lines IN ADDITION to the skin VO. It's one of my personal passions to redo as many old champ VOs as possible, and we're making some head way. But I would hate to promise you fine folks something that may take a long time to deliver bc we're all stretched very thin. Writers have to write a lot of new content for league. VO designers have to iterate and implement new content. Anything old we're updating is additional work we're doing on top of our normal workload. Again, it's one of my personal missions to bring as many old champs up to modern quality bar as possible. It's also super hard to do when some of our talent no longer works in the industry meaning we have to recast. Recasting tends to upset mains and we wind up seeing diminishing returns on the effort. TLDR: It's complicated, but it's a dream we do share with you :)
> [{quoted}](name=FauxSchizzle,realm=NA,application-id=6kFXY1kR,discussion-id=1J43KWot,comment-id=00060000,timestamp=2019-07-08T22:17:41.011+0000) > > It has nothing to do with "not liking" this idea. We LOVE the idea of updating old champs. Usually, we book talent for 4 hour chunks of studio time (guild minimums). While this sounds like a lot of time with an actor in the booth, it actually goes by suuuper fast, with the first hour or so being time for the director (we have a rotating roster of wonderful VO directors), actor, and writer to hone in on the character and find the voice. Then it's three hours (with breaks) to get the right takes on lines. We end with efforts (non verbals) which typically blow out the actor's voice. > > WE can usually record a full 150 line script in 4 hours. So to bring an actor back for a skin, doesn't really afford us much time with said actor to record an additional set of lines for base champ VO. We're looking into ways to make this happen, but then we typically run into bandwidth issues internally for folks to select, process, edit, hook up, and test the new lines IN ADDITION to the skin VO. It's one of my personal passions to redo as many old champ VOs as possible, and we're making some head way. But I would hate to promise you fine folks something that may take a long time to deliver bc we're all stretched very thin. Writers have to write a lot of new content for league. VO designers have to iterate and implement new content. Anything old we're updating is additional work we're doing on top of our normal workload. > > Again, it's one of my personal missions to bring as many old champs up to modern quality bar as possible. It's also super hard to do when some of our talent no longer works in the industry meaning we have to recast. Recasting tends to upset mains and we wind up seeing diminishing returns on the effort. > > TLDR: It's complicated, but it's a dream we do share with you :) I'm sure theres characters who could or prob should get totally new actors anyway... varus comes to mind, and he'd be cool if you used sound mixing to make it sound like sometimes there's 3 different people saying the same lines etc.
: This hasn’t been explored in detail but the assumption was always they have a pantheon, with various islands favoring various gods. Obviously as a region of islands, the sea god (Nagakaborous) is pretty important universally. Bilge is a city, originally of refugees. Bilgewater-ians and outsiders aren't allowed on other islands and generally avoid the rest of the island. Though there are exceptions - esp as the islands had historic ties to Icathia, Ixtal and some other southern empires.
> [{quoted}](name=WAAARGHbobo,realm=NA,application-id=6kFXY1kR,discussion-id=Z1MHdAEd,comment-id=00030000000000000000,timestamp=2019-07-08T17:50:37.723+0000) > > This hasn’t been explored in detail but the assumption was always they have a pantheon, with various islands favoring various gods. Obviously as a region of islands, the sea god (Nagakaborous) is pretty important universally. > > Bilge is a city, originally of refugees. Bilgewater-ians and outsiders aren't allowed on other islands and generally avoid the rest of the island. Though there are exceptions - esp as the islands had historic ties to Icathia, Ixtal and some other southern empires. thats the other thing, I definitely want to know a lot more about ixtal. I take it, its not fully fleshed out yet though? besides being like, magic wakanda/el dorado
: So the island she lives on is a theocracy, but other islands have separate governments. Buhru is like Vatican city for the cult of Nagakaborous. There are even other gods. (And thus other fashions) “Buhru” is often used as a shorthand for any island where Nagakaborous is the primary religion. This is to say yes there is styles, but it varies a fair amount and relates in some ways more to ixtal fashions. Because unlike most valoran places- the buhru have cultural ties to that civilization.
> [{quoted}](name=WAAARGHbobo,realm=NA,application-id=6kFXY1kR,discussion-id=Z1MHdAEd,comment-id=000300000000,timestamp=2019-07-06T23:59:56.048+0000) > > So the island she lives on is a theocracy, but other islands have separate governments. Buhru is like Vatican city for the cult of Nagakaborous. There are even other gods. Though worth noting “Buhru” is often used as a shorthand for any island where Nagakaborous is the primary religion. Suddenly I wanna know a lot more. So do they have a pantheon of gods, or do different peoples on the island believe in different gods? Is bilgewater on it's own island or do they share space directly with some of the buhru etc people
: > [{quoted}](name=EROTIC RAID BOSS,realm=NA,application-id=6kFXY1kR,discussion-id=BZdX7bNA,comment-id=00010000,timestamp=2019-06-25T15:40:53.519+0000) > > hi writer guy :) > > who do i go to to annoy with questions about ixtal? I'd recommend the boards in general! Other players might know, or Scathlocke might pop up when you least expect it... right behind you.
> [{quoted}](name=Interlocutioner,realm=NA,application-id=6kFXY1kR,discussion-id=BZdX7bNA,comment-id=000100000000,timestamp=2019-06-25T16:52:18.932+0000) > > I'd recommend the boards in general! Other players might know, or Scathlocke might pop up when you least expect it... right behind you. na the stuff i want to know definitely hasnt been revealed yet so other players wouldnt know. honestly I wanted to know more about the culture and the people, beyond the fact that they're very good at magic and like to mix nature and magic into their architecture
: Please correct me if I'm wrong—like Yasuo corrected Riven—but I think she pronounced it "fare." And he's saying, it should be "fah ear," like the Spanish verb ir. The vowels don't combine, since there's a hidden break in the middle of the word. You could make an argument that maybe it's meant to be pronounced "fah ur," like the ir sound in irk. But I personally theorize it would've been spelled differently by Thermal Kitten (aka Ariel) in that case. It also doesn't sound quite as exotic and cool... it's basically just father with some letters removed! So tldr, Riven's Ionian is so _horrible_, it's not even fa-ir.
> [{quoted}](name=Interlocutioner,realm=NA,application-id=6kFXY1kR,discussion-id=BZdX7bNA,comment-id=0001,timestamp=2019-06-25T15:23:08.495+0000) > > Please correct me if I'm wrong—like Yasuo corrected Riven—but I think she pronounced it "fare." And he's saying, it should be "fah ear," like the Spanish vowel ir. The vowels don't combine, since there's a hidden break in the middle of the word. > > You could make an argument that maybe it's meant to be pronounced "fah ur," like the ir sound in irk. But I personally theorize it would've been spelled differently by Thermal Kitten (aka Ariel) in that case. It also doesn't sound quite as exotic and cool... it's basically just father with some letters removed! > > So tldr, Riven's Ionian is so _horrible_, it's not even fa-ir. hi writer guy :) who do i go to to annoy with questions about ixtal?
: Jayce/Skarner base splash update when?
afmghost (NA)
: NightBlue calls Nubrac delusional
nubrac was trolling and inting. whether nb3 had undue influence on him getting banned or not, he deserved to be banned.
: Hey! Morde's writer here. Appreciate you sharing your thoughts! A couple thoughts to share back. First, know that with any champion rework, we first seek to understand as deeply as possible what makes a champion great, what excites players about that champion, and what are the core essences that define who that champion is. From there, we set out to craft their place in wider Runeterra. Any change has the potential to be painful. Know that the folks on the team are all highly passionate players and story geeks to the Nth degree; no change was made lightly, and no expansion or shifted emphasis was done without heavy thought and robust discussion. One of the things I most appreciate about being at Riot is the space and time we give projects to do things as right as possible. Do we miss the mark sometimes? Well, to be human is to err. (Unless you're Mordekaiser. Then you just cease being human. :P) But I am grateful to have teams who are super passionate and knowledgeable all working to craft something to share that excites us and, we hope, the players that love this content. Onto some Morde specific thoughts: 1) Mordekaiser is an extremely accomplished necromancer - a soul of iron will and arcane power, and a warlord of deep intellect. Mordekaiser defied death by sheer force of will - a feat literally no other mortal on Runeterra had accomplished. The ghosts of the Shadow Isles are in the living realm because of a magical catastrophe; Mordekaiser _refused to accept the reality around him_. He gained necromantic powers in the death realm by listening to the maddening whispers of souls and *deciphering an unspoken language* over untold time, teaching himself Ochnun. (I barely learned some broken Spanish after 4 years of studying, so, uh, there's that.) Through those profane whispers, he also figured out how to speak across the veil of death and deceive mortals into thinking they could bring him back and bind him to their will - only to slaughter them all. Once returned, he didn't kill without a plan, despite what his enemies thought: > To his foes, it seemed he cared only for massacre and destruction. Entire generations perished under his relentless campaigns. > However, there was far more to Mordekaiser’s plan. He raised the Immortal Bastion at the center of his empire; while most assumed it was merely a seat of power, some came to know the secrets it held. Mordekaiser hungered for all the forbidden knowledge of spirits and death, and a true understanding of the realm… or realms… beyond. Mordekaiser sought out more arcane knowledge about the dead and about spirits, growing his necromantic powers while doing what he did best in his first life - conquering - all to serve his bigger purpose. He also built an impossible physical monument to his power that has secrets yet untold. And all of that empowered him to harvest souls, grow his necromantic power, and build an army of spirits bound to his will. It takes a necromancer of some power to exert such control. Also, Mordekaiser's rebuke of death was so thorough that he learned how to forge his own afterlife and realm. He is a necromancer not bound to physical totems or phylacteries, but has managed to reject the very cycle of life and death that seemed his destiny. 2) Mordekaiser is the warlord that inspired the entire Noxian empire. Take a look at his quote: "Destiny. Domination. Deceit." You might find it maps to the Noxian / Trifarix principles of strength: "Vision, Might, Guile." Consciously or not, Mordekaiser's legacy spawned an entire culture that emulated his conquests and his philosophies. Yet to him, Noxians are a watered down imitation of his previous glory. At the same time, to every day Noxians, his legacy as a conqueror is of mythic proportions - legends so big, they are hard to believe as history. (A real world comparison is the Romulus and Remus mythos around the founding of Rome.) 3) Mordekaiser is an unstoppable threat and a major force that looms over Runeterra. His first return, when his necromantic powers were new, resulted in a massive period of tyrannical rule that took both betrayal from within and united enemies from without to stop him. Now, he has amassed an army of souls, collected powerful arcane knowledge, and has plans and machinations in place... 4) There was a lot of discussion that led to Morde no longer being associated with the Shadow Isles. It was not a decision we made lightly. In fact, I originally argued against it, but came to agree with our narrative lead and lead editor on why it is the stronger story choice. Ultimately, we made the call due to a number of factors: **Death magic and necromancers exist beyond the Shadow Isles.** Runeterra is a big place, with a long history. The Shadow Isles was just one (albeit enormous) cataclysmic event that caused a specific area of Runeterra to become frozen in time, and to have a very specific form of undeath permeate the land. Ultimately, Mordekaiser's old connection to Shadow Isles felt primarily driven by a feeling that we had to shoehorn him into our "ghost faction". In our current storytelling efforts, we're interested in expanding our factions out beyond some of those wide (and as a result flat) characterizations that were made in years past. Another great example of this is how Demacia is more than just "the good guys" faction, as seen in how they deal with their relationship to magic, brought to the forefront with Sylas and Lux's story (shameless comic plug here - go read it!). **Questions of geography / narrative complexity** In terms of our geography, Shadow Isles is far flung from where the Immortal Bastion is. (Yay, Runeterra Map!) While I loved the idea that it took taking Morde's remains across the world to prevent him from returning, ultimately it felt honoring Morde's connections to the Immortal Bastion yielded more rich storytelling space. It also simplified a narrative beat in his backstory, allowing me to zero in on his arc and agency, rather than a moment of denied choice where outside forces moved him, and then an outside cataclysm happened to bring him back. **I wanted Mordekaiser to shed all mortal weakness.** A big guiding star for me was the question, "what makes Morde metal and terrifying and unique?" How do we take "necromantic warlord" and push him to an 11? One answer that excited us - rather than having a physical weakness of his mortal remains, what if he shed just about everything that made him remotely human? To me, his title, "The Iron Revenant," served a lot of inspiration in this regard, and further cemented the pivot away from his remains being a major weakness or vulnerability. 5) For a character like Mordekaiser, who spans massive swaths of Runeterra's timeline and history, his story has large impacts on larger reaching histories and stories we are setting up to tell. Clarifying and focusing Mordekaiser's story in allows us to help make greater sense of many other characters and champs. Some stories are just subtle hints right now, breadcrumbs that I can't wait to explore more fully in other outlets than just Mordekaiser's bio. This leads to some more general thoughts in regards to writing for Riot and League: 6) A huge challenge of being a narrative writer on League of Legends is the space in which we get to tell the story of a champion. In game, the main narrative outlet is a champ's voiceover script - a very specific set of lines, with very tight gameplay constraints on length. It definitely has its strengths and weaknesses as a storytelling expression. Out of game, we have a champ's biography and color story. A bio is, by its nature, more summary than story, more exposition told as evocatively as possible than scene-driven in depth storytelling. Our color stories are also a very specific length, and are crafted to give a very specific snapshot of the champion in action. With a champ that's larger than life like Mordekaiser, this means that there's much that remains untold in full, many details that must be summarized, and TONS of story space that is ripe for deeper exploration in future storytelling endeavors. And honestly, that's part of the joy as well - leaving tantalizing questions for players to ask, to explore, to theorize, and to discover. For now, I have to leave Mordekaiser with his Bio, VO, and color story. But if players are excited to learn more about his history, I hope we'll have more opportunities to expand and explore as we continue to strive as a narrative team to help move Runeterra's events forward in time. Whew, this got quite long - apologies! I hope these thoughts were interesting, and helped to answer a bit of the question "why did his lore have to change?" as well as address some of your feelings that he isn't the epic, metal champ he was! Thanks for reading and caring about Mordekaiser, this game, and our world and story as much as you do, and sharing that with us. :)
personally I think its a bigger loss for the shadow isles than it is for morde, as currently it feels like they have no real story anymore, other than this languishing place that threatens bilgewater. I do agree though that for mordekaiser his story is about noxus. still I'd kind of hoped you guys would instead go in the direction of making mordekaiser take agency by essentially causing the shadow isles disaster, maybe by tempting the ruined king from the grave or whatever. even if that does sort of add unnecessary layers to morde's story, if he's the leader on the shadow isles and the cause of its destruction, that gives the entire shadow isles a narrative purpose as a potential threat to noxus one day.
Moody P (NA)
: "Fans" because if you're not cool with Riot replacing your champion choice then I guess you just weren't a real fan
Reav3 (NA)
: We want to make sure the blog gets room and attention in the Client, which will be hard during MSI with all the MSI content going into the client during this time. We also have to get the data back from all the regions, see who won, write a blog about it, do feedback and iteration on the blog and then localize it for all regions. I'm hoping we can also maybe get a little more detail into our goals for the winning Champion and maybe even a little early concept art if possible, though it might be tight
id understand if you dont want to share this, but i'd be curious to see how the votes change per region, or if you wanna get real fancy, how many of the champs players want the rework for their own champ
: Well my real name is Odin. So I kinda feel like I've been hyper-aware of all the shitty version of norse myths and that sort of germanic gothic fantasy my whole life... and largely disappointed by how it was approached by media. (Thor: Ragnarok being the first I've liked) But also as an American, I was interested in finding a way to make those myths more universal-- so even prior to working on it I was always looking for (and finding) parallels to-and-with Native American cultures, northern asian cultures, and norse cultures. **But probably a much, much more important factor was when I started at riot no cared about the Freljord. ** A lot of the chief mucky-mucks thought it was kinda a dumpster fire-- and didn't care about it. So unlike Noxus or Demacia, I knew if I did some work in the freljord I wouldn't have to go thru ninety layers of approvals and feedback. So I might actually get to do something cool and unique. Actually, a lot if not most, of the work I've done in riot were in the places our IP that our leadership didn't like, places that didn't previously exist, or characters leadership didn't have strong opinions on how everything should be. ( Illaoi from buhru in bilgewater, Freljord, the vastaya, mythical creatures of legend, a ninja's dead dad etc...)
Have you gotten to be involved a lot in the new region coming with the next champ? The freljord is pretty great, I wouldn't have described it as a dumpster fire before, but like a lot of league's lore, it needed some straightening out to make a wholistic mythology and story out of all the disparate characters, and you did that really well. I hope you get to be involved if they rework volibear soon, like if he wins the vote.
: I read manga as a kid and teen, (I'm old, so it was kinda the first wave-- i.e. when Akira, Appleseed, Ranma 1/2 etc first landed) , but didn't really get into American comics till art school. My college roommate (Chris Walton a concept artist-- his stuff is good check it out) was horrified that I hadn't read Dark Knight, Sin City, Xmen, etc.. He literally put a pile of Hellboy books on my bed and told me he couldn't live with me if I didn't read them. I did. Then bought my own copies (and later some BPRDS) After that, I kept up with comics, buying mostly Dark Horse and Image ..in addition to manga purchases. I was never an every Wednesday guy, but I went to the comic shop once a month and bought stuff. However, I think my buying reached it's peak when i was working on_ The Walking Dead_ TV show and the first version of Bendis's _Powers_ (The FX version never aired. The Sony one you can download-- i didn't have anything to do with). Because I ended up talking to Kirkman and Bendis about comics writing during those shows-- I never thought I was gonna work in comics-- but I was trying to understand where they were coming from and how to better work with them. Their viewpoints really helped me understand of the medium's artistic language and made me appreciate American comics more. (I think my taste in terms of pacing and storytelling still leans towards manga though) So I was probably going to comic store every Saturday during that period of my life. But my wife then having a baby cut it completely out for a couple years... I was too busy being tired. And my wife (who also reads them) was too tired to read them, let alone have fun convos about them. Fast forward 5 years and I started going to the shops again (a little before I started writing Ashe) because my daughter was older.... and she loves, loves, loves the Avatar and My Little Pony books. So now I'm going almost every other week. I usually buy a floppy or two for me plus a trade or graphic novel and then a graphic novel and couple floppies for her. sorry. -long answer
Ah so you know it pretty well and here I was like, he probably knows who bendis is but who knows? lol Kirkman and Bendis are pretty great. What you guys do with the lore reminds me maybe most of all of DC and Marvel though, because you've put a lot of time into taking old ideas and trying to bring out what's cool in them in the modern lore, or reinvent them a bit in a cool new way. Ultimate spider-man was the initial comic that got me into comics for a while before I fell out of it again myself. I was really into rick remender, grant morrison, matt fraction, greg rucka etc for a while there
: I think this is a systemic issue with the way the game is played. How do u balance those items to support strictly the bruiser gameplay pattern, well u really cant because the stats they would give to support that pattern is health, ap, and some sort of unique passive that only melee bruisers want. ISSUE is what stops mages from building them, especially Ryze? Make them melee exclusive, alright then how do u balance them items so champs like Ekko, Katarina and Kassadin dont build them...well u don't. This is how stuff like Tank Fizz and Ekko come back. Imagine a 4k health Kassadin with 500 ap because now all his items give him health and ap? If u leave the items too weak no one buys them not even the champs they are designed for. Not to mention most AP bruisers have massive mana issues so stack mana on those items and boom now every melee ap builds them because of how over stated they are. I think if Riot could support the ap bruiser style they would have already released items supporting it. Then again we are supposed to get a reshuffle of items in the store this preseason so who knowns maybe it will happen then.
I think one item that would help would be effectively a black cleaver for AP, with ramping damage in combat. that would be less likely to get abused by assassins, compared to burstier items. it would be important for auto attacks to be part of what helps you ramp though, or else it'll get abused by azir/cass etc
: Thank you so much. I was a super weird transition from TV scripts. I def have things I would have done differently --mostly regarding pacing. (but also more pages for Yriel) . I learn some stuff on this book which will hopefully make me a better comix writer on the next.
the pacing was good! its hard to tell stories in the limited space comics allow but I thought you did a really impressive job with it anyway. even very experienced comic writers struggle with this all the time. I mean, bendis is terrible at it lol. just remind yourself you did a way better job with a limited series than he's ever done, and hes the guy that made avengers relevant and created miles morales. I thought you effectively covered a lot of ground while keeping the story centered pretty firmly on ashe becoming a leader, and it never felt like you were being too wordy or expositional either. Out of curiosity do you read american comics? or did you in the past?
: Thanks for reminding everyone Ice! If I can make a request. For you (and everyone reading who bought the book from Amazon) please consider giving it a review. (Metrics are a thing!) . Please Please do the reviews, 'cause I really want to make make book 2!! There's not really a sticker for me begging... maybe this is closest? {{sticker:sg-soraka}} Thanx!
I just left a review on amazon (and bought it), not sure how long it takes to show up. I used to read a lot of comics from a few years back, I was pretty impressed with this one and how well you adjusted to the comic format immediately. a lot of comics are either too decompressed or, worse, feel super rushed and crammed with unnatural writing, but you got the balance right in the first go imo
: Thanks for reminding everyone Ice! If I can make a request. For you (and everyone reading who bought the book from Amazon) please consider giving it a review. (Metrics are a thing!) . Please Please do the reviews, 'cause I really want to make make book 2!! There's not really a sticker for me begging... maybe this is closest? {{sticker:sg-soraka}} Thanx!
it would suck if you guys dont get to make more comics after these first couple :(
: It doesn't make sense to change a champion to go towards a path people have avoided playing for years just because that was the original idea. Blitz was supposed to be a top lane and all his reworks have done is make him a better support. Tank diana wouldn't work because of her good ap ratios.
to be a healthy assassin she would need much bigger changes to her playstyle.
: And I think this is the major issue. Her Kit rn reads like a bruiser because she has no escape the issue is her kit rn has 2 abilities that feel out of place. Her w for a bruiser feels extremely weird because when building like a bruiser u dont get any tankiness from it and your E makes no sense for a bruiser unless u are trying to setup something. Most of the time a good Diana player densest even use the E to trade in lane because they prep passive on a minion. A r auto get out cause early her sustained damage is pretty low. I think Diana would be a better champion if she was made into an assassin, not a bruiser. Mainly because AP bruisers struggle massively because they find themselves viable, Like Gragas and Sylas only when they are Overtuned. I think Sylas is a perfect example because as a midlaner he was initially a bruiser, but with all the nerfs to his tankiness, heal and e cd he finds himself being an assassin now.
AP bruiser items or whatever could be solved systemically, and should, for the sake of champs like morde, elise, rumble etc as well. she'd need basically a true rework to be an assassin, and then she'd be very different. I'm not sure what diana players would actually prefer
: I think its extremely unhealthy without any counter play, however diana offers too much counterplay and that's why generally she stuggles. Counterplay being 1. Her laning phase is completly abysmal, if u get perma froze and ur jungler doesnt come to break it u lose lane and probably the game. 2. She offers minimal utility, e pull is nice but it's not exactly shield or heal levels of utility 3. She has no escape, her escape is 1 shotting into zhonyas and praying that and w keeps her alive long enough for her team to save her 4. Her ultimate getting canceled removes her 1 shot potential entierly as u dont get the reset because u have to hit the target with ult. (This is how the reset mechanic used to work last season, plz no flame if I'm wrong) Needless to say I could go on and on. The counterplay to diana is u never let her get strong enough to 1 shot and I think that if she does get ahead she should be able too one shot because getting fed on diana against players with a brain is super hard to do, not impossible, but good players are gonna auto harass u out of lane and ruin any chance u get of getting snowballing.
I mean yeah. her kit was originally meant to be very bruiser/diver, not assassin. assassins have a way in and out real fast, diana's kit reads more like she should play more similar to vi, camille, elise etc. personally think changes to her kit should push her further that way, not trying to make her a real assassin.
: Lower E cooldown is not gonna matter much because you max it last and it still has a huge mana cost. Ranged mid laners are not gonna let you walk up and trade with them either. As I said, Diana's potential for oneshots is one of the very few reasons why anyone would play her, the other being her pushing potential. These changes hurt both of those things. You play a champion that's literally a caster minion early in exchange for the potential of blowing people up (provided they don't itemize too defensively) if you play it well, and this is simply gonna make it even more pointless to play her.
dont you think thats pretty unhealthy? to me making her stickier and less one shotty sounds like a better direction even if the changes aren't right yet.
: Hi everyone! Appreciate the continued discussion around Malphite; clearly he holds a special place in a lot of people's hearts as one of the first Champions they ever played. I have a small update with where we're at: 1. We're effectively mechanics-locked as of the latest iteration, and have entered the tuning/number tweaking phase 2. To that end, yesterday I did some bug fixes and am currently testing a minor Base Stat clean-up. Those should be on the PBE today 3. Riot Beardilocks did an amazing job on updating Malphite's VFX across all his skins- check them out if you haven't had the chance! 4. Since this is an opportunistic change list, we still don't have a specific release patch in mind. Stay tuned! While not exhaustive, here's a breakdown of some of the major revisions I've made since posting the original change list. Still seeing a lot of people talking about outdated values and mechanics, so I'd like to dispel some of that now. **Passive- Granite Shield** * Size scaling has been refactored to account for the massive Armor values Malphite can get through his W. His growth spurt now caps out at ~700 Armor **Q- Seismic Shard** * AP ratio reverted to LIVE value * Cast time reverted to LIVE value * Q now checks if "stealing" move speed would result in a faster Malphite, and uses that value in the rare cases when it does **W- Thunderclap** * The much beloved 3x Armor multiplier has been retained * Mana cost increased to 30 from 25 * W's sustained damage and dueling potential was listed as a major red flag during internal testing, so it's seen a number of nerfs over the last two weeks **E- Ground Slam** * Mana cost decreased by 10 at all ranks **Base Stats** Here's the Base Stat clean-up I'm trying; definitely no promises that these will all make it through, as they're almost all buffs and we're worried this update is already pushing Malphite pretty far. Goal was to further solidify Malphite as the definitive anti-AD tank while indirectly nerfing his late-game AA damage potential, which was getting pretty nuts when building Triforce + Wit's End. * Attack Speed growth reduced to 3 from 3.4 * Base Armor increased to 40 from 37 * Armor growth increased to 4 from 3.75 * HP rounded up to 575 from 574.2 {{champion:54}} -Lutz
Hey man, just wondering, why the size growth at all? Kind of feels like it overlaps a lot with Chogath and makes it less special for Cho. They're already both older tank champs etc etc. Personally I would've just made him bigger straight up, like one size all game but a bigger size.
Meddler (NA)
: Might shift some power around to get some scaling on the Q damage, or if he proves weak just add power there. Wanted to try a version without as a test for a much lower AD scaling kit though, especially given the Q passive adds a significant amount of power at some points in the game even if it's not direct damage. Magic damage is an exploration into the kit being less focused on getting Armor Pen (whether Lethality or Black Cleaver) while also giving a tiny bit more power against Armor stacking enemies than would otherwise be the case.
In other words aiming for a Trinity force skirmisher ala irelia? Def sounds right thematically
: So essentially what you are doing here is you force her to be an assassin as she doesn't have any form of DPS (due to the removal of the AS on cast) but then you are also making her a weaker assassin. This is a nerf. She loses damage on her passive which is not only an assassination tool but also used for waveclear and most importantly dealing damage to turrets. The movespeed is decent, but it's only really useful if you stack your passive before going in to quickly get out after an assassination. Now with the extra delay on the R you might not even have enough damage and the movespeed is completely irrelevant because you die to get out your second R. Reducing the E cooldown does nothing because it is essentially a waste of mana even more so becausenow you don't get mana back with your passive. Talking about mana, I feel like you can barely get three rotaions out without going oom late game. You also can't split without blue now. The only useful thing you did is giving her early attack speed which makes csing a little easier. You are nerfing an already weak champ and call that an "improvement". Godspeed. Diana with these changes sounds like something {{champion:36}} would play.
Why is she considered weak? Her winrate from mid is pretty high
: For reference, I am a Diamond 3 Diana onetrick with over 1,1 million mastery on her. These changes are absolutely terrible and honestly just a straight up nerf to an already terrible champion. Her oneshot potential is the only reason why you would play her, because there is no reason to play her as a "bruiser" as long as Jax, Riven, Hecarim, Rek'Sai, Irelia etc. etc. exist. Increasing her mana growth isn't gonna help when you remove the mana on passive. Why would you even do that considering how weak she is? Increasing her attack speed is nice for cs'ing, but removing the E bonus hurts her overall damage and 1v1 potential and makes E a non-ability that's not worth taking until level 8 once again. The R change will also do nothing else than make her feel more clunky. If you want to reduce her oneshot potential, please do it in some other way (and do the same to champs that can also oneshot, like Rengar).
Of course that's what vi one tricks thought too when she had a similar changelist. And being ap does make her stand out some from the rest of the bruiser crowd. Main thing I noticed was more potential to trade in lane with the move speed and lower e cd, before you get your ult Assuming that the whole point is to make her less one shotty and give her other strengths, what would improve this changelist? Cus you know I think they're looking for more feedback than this sux let me 1 shot
Meddler (NA)
: Probably hitting PBE next week as well. Context post tomorrow or early next week.
what's goin on these days with teemo? i know the changes on the pbe made a lot of mains apprehensive, but they looked cool to me
Meddler (NA)
: Update here - going to try and get a rough, but representative set of changes onto PBE pretty soon (hopefully next week or week after). To manage expectations, that doesn't necessarily mean we're near ship (could be months still depending on other demands on artists time for example and what reception's like). Should help a lot with discussion of direction, feedback etc. Also, there'll be some bugs for the PBE test. Nothing crippling, but some known issues that shouldn't impede testing but will be a bit annoying that would be fixed before anything went live at some point.
btw especially as an aatrox enthusiast I've been really enjoying all the sort of mini updates you've been doing to champs lately. I hope the teemo and wukong ones are as successful as these others have been so far :) somewhat on topic but how do you guys feel about akali rn? she lost her special invis under turrets but she still seems to be indexing more strongly in pro than in solo q
: Malphite changes coming to PBE
It's cool you guys are updating him but I gotta say the place he needs an upgrade the most is his model, and of course that's pretty far out of scope
Kazekiba (NA)
: How? 3 AOE slashes, last being a slam with knockup CC A small forward dash with durability on cast Transformation ~~jutsu~~ Ult. The only difference is the passive, though both empower autos after hitting Q, Aatrox has a long CD. He has a LOT more common with Riven than ... himself.
i mean, have you ever played either of them, because they feel nothing alike. its akin to saying Lucian and ezreal are the same, or Camille and warwick
: Where is this information?
approximate btw. but reav3 commented previously that they'd decided to put this roadmap out earlier, before the new champ instead of after, so that it wouldn't come out during MSI. only way that would be possible is if the new champ is on the next pbe.
Reav3 (NA)
: There will be 5 Champions on the poll with information about whats our goals for each VGU will be. The one with the highest amount of votes will be guaranteed for 2020, but that doesn't mean that others on the list won't happen as well
How large a shift will the move from VGUs be? Also, will those resources go into more new champs? Or are visual updates more on the table, like you did with ezreal and morgana? Honestly I think there's even a few champs that would benefit a lot from just updated base skins without changing the model itself. IE modernizing caitlyns outfit.
: To be honest, i know it wouldn't be a popular change. This post is maybe to get people thinking about things that would actually work. And the one thing that would work. Not banning players. But restricting them so severly they dont want to play anymore.
: Can We Discuss What Is Ruining Game Experience
this would not be a popular change. it would be pretty horrible to have to wait every time you log in. it also doesn't get to the heart of what I think is the game's biggest issues with toxicity, particularly the new player experience. riot's banning of players for toxicity actually negatively impacts our new players because those people just make smurf accounts and flame newbies. personally think they should mainly use chat restrictions and increasingly negative impacts but not outright bans, and 2 factor authentication to keep people from making smurf accounts
: So what happened to the Ult change you guys experimented with on {{champion:266}} briefly on the PBR? Why wasn't it implemented and why does it seem that it's just been completely dropped as a possibility? The idea of rampaging around with your Q during your ult duration really made him feel like a "World Ender". Right now {{champion:266}} 's ult feels very clunky and doesn't really offer a lot of benefits outside of the revive, which is a mechanic that seems like it's getting nerfed. I like the idea that you have to "work" for the revive like you did with old {{champion:266}} , rather than just clicking a button and getting it automatically, but I feel like his ult is just gonna feel even less useful without some extra something to it. Any thoughts on maybe making it usable during his other abilities so it fits more reliably into his combos?
They went with a different direction but the changes they were thinking about, shared on Twitter, keep some of that feeling. They were thinking about having his q and e reset on kills during the ult, as well as extending the ult duration and giving him a revive
: Post MSI Gameplay Improvements
what about the teemo changes?
Meddler (NA)
: Quick Gameplay Thoughts: March 27
I wondered how that Aatrox ult experimenting was going, what your thoughts were on the version that got some testing on the pbe recently I tried it a few times, and it was definitely fun, though I wasn't sure there was a lot of response to it for the other players. Also, just some feedback, but whatever version of Aatrox's ult you guys go with, can you find a way to keep the voice lines from when he resurrects? For example, if they go with the PBE version where he heals at taking lethal damage, obviously that would be a good time speaking of, the version tested on the PBE, one bit of feedback I'd have was that the bloodwell heal on the ult didn't seem to be super clear when it happened in the heat of the moment
Dr Dog (NA)
: in norms yes but how exactly is it more accurate than just matching you with your peers in ranked?
for example if someone is smurfing in low elo but their main is high elo, their rank might say they should be in gold or something, but really they belong in diamond. should that person be matched in diamond/plat games or gold games? MMR picks up on how good someone is much faster than what ranked reflects. as others have pointed out, including a rioter, your game was actually pretty balanced in skill levels, and a lot of those players from that game have had their ranks reflect that later.
Dr Dog (NA)
: my main issue is mmr being the only real matching factor, ignoring rank lead to uneven matches still, the higher ranked players are still objectively gonna usually do better and mmr being even shouldnt be the only thing dictating whos paired with who, a silver player on a lucky streak getting into a gold game can just ruin it for both ends because they simply dont belong same going for a plat player who might have had 4 or 5 unlucky losses and this goes for promo games moreso than any others, promos are supposed to determine if you belong in the next rank up not to determine if you can carry a few lucky silvers against objectively better players that can likely end up shitting on them hard and thats by far the most frustrating part of the game. i doubt ill ever understand why matching isnt purely rank based like i believe it should be
MMR is the most accurate way to match people. ranks catch up to mmr slowly
: > [{quoted}](name=Keyru,realm=NA,application-id=3ErqAdtq,discussion-id=bcQt4yeV,comment-id=0012,timestamp=2019-03-26T18:03:06.887+0000) > > It sounds like you had some rough games there. Looking at the match too, you did super well to help carry your team to victory and definitely deserved the win. > > Many players have already said this in comments but what I do want to mention here is that many players use third-party sites to psych themselves out before a game even begins. Visual rankings are *NOT* 1 to 1 to MMR, which is what matchmaking looks at when creating a team. The system is never actually against you. It works to try to match you with and against players so that you have as close as a 50/50 chance of winning every game, including promos. > > Looking at the stats for the game (might be a little off since some have played games since then), the match was fair and even on both sides. The system actually matched that game with your team having a higher % to win. > > I want to share this because matchmaking is always a frequent inquiry we get in support where players feel it is unfair but the system works as it is intended to. Well that's not entire accurate is it? Players are not matched equally Vs enemy laners just overall MMR. And certain champs in certain roles have completely different carry potential. Let me explain. Top ally S1 Vs top enemy G2 in MMR. Both have little impact in the game. Rarely die. Mid ally G2 Vs S1. Ally zed enemy whatever. Other lanes all equal. All MMR is balanced. 50% win rates likely.....on paper statistics. Who do you think is going to weight the game snowballing, roaming bot, getting doubles, dragons and soon being able to 1 shot ultimate the G2 top (because resistances are so poor?). And who's ally ADC gets ahead then? At least do me the honour of a human being and answer this. You can say matches are 50% WR weighted but you know certain roles have faaaaaaar more influence than others numbers be damned. At least give me the courtesy of denying this.....
the difference in carry potential between different roles isn't that huge. you can definitely win the game through top lane. in your made up scenario, the top laners don't do anything even though there's in theory just as big a skill discrepancy between them as mid. seems pretty unlikely to me to play out that way.
: Generally riot has _managers_ (Product Owners) make all strategic choices. It doesn't have _craft experts _(people like me) make those calls. _Sometimes_ we (craft experts) are asked to pitch ideas. (i.e. Who should a comic star? How does magic work etc...) Sometimes not. But we don't make the call. Or even the call of what we should be working on or pitching too. With casting a book, Larger choices by Product Owners are generally discussed with _Leaders_ (managers of managers). And casting a book (like Ashe or Lux) would fall into those discussions-- after a pitch was created. I would like to be more involved directing the overall story strategy. But I'm not a manager and I'm not a fan of office politics, which seems to be the largest requirement. So maybe it wouldn't be worth it for me. (Ah behind the scenes in the the _glamorous_ world of writing for a living!) For this comic, I was given the task of working on an Ashe origin story. I didn't choose her. But, when I decided that I wanted to show her with Sejuani-- I pitched that. That direction was okay'd. And that then later allowed me to explore Sejuani and Grena as having some sort of relationship both in the real world and within Ashe's heart.
Grena was a really cool character, I was a little sad she only lasted basically 1 issue. Really liked the comic overall and the way you made the relationships between Ashe Sej and their mothers so interesting
Meddler (NA)
: Some changes being tested internally that are still very work in progress so not on the PBE. Ongoing issues with his solo queue performance being weak while his pro performance remains too strong. Expectation is additional changes besides number adjustments are needed as a result.
What're you looking at specifically? I hope his issues can be solved because he's super fun. I don't want him to end up like ryze.
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