: I just notice jinx pick rate and winrate numbers, where is her nerf for real ?
You know, it makes sense, but scenarios on the boards like these always felt strange to me. A champion could go completely unnoticed for a few patches, other things having people's focus. But then slowly people begin to see their numbers, not even feeling oppressed by them in game, and call for nerfs. Not that it doesnt make sense, its just interesting.
9NexterCz9 (EUNE)
: Which story would you like to move forward after demacia ?
I'd like to see literally anything significant done with Bandle City.
: Galio is the Perfect Example of Modern League
Nah, I think Galio is a pretty good representation of League. He's one of the only viable tanks, and he's only viable because he does most things a Tank does PLUS does damage. Because everything should deal boat loads of damage.
: And he no longer has a situational revive.
"Im here to piss off legendary warriors and revive from death and... oh shit."
: In terms of lore; Who is the most physically powerful (Strong) champion?
{{champion:136}} He's as big as half a planet minimum
: Fiddlesticks Rework Concept Designs (Thank you @Kindlejack)
C is amazing I can do with both the hands and the long tongue appendage though. He needs a scythe though, or something maybe multiple of the hands can wield... or two at a time, which constantly shifts. I don't personally enjoy the current Fiddlesticks. He is ok, but I think he could be so much more. A scarecrow as the base is fine, but JUST a scarecrow with glowy eyes isn't enough for me. I want something that a kid would see in their nightmares as it wades through a forest or field to get them as a storm of crows fly over head. Whispers of death in the wind that become maddeningly louder as the figure draws nearer and nearer, its raspy breath, like a tortured spirit clinging to something to anchor it down, echoing in the air.
: Garen mini-rework? Thoughts?
Get ready for my {{item:3006}} {{item:3153}} {{item:1416}} {{item:3748}} {{item:3022}} {{item:3071}} Lethal Tempo Garen build! Full build, with Legend: Alacrity and the Attack Speed Shard taken while Lethal Tempo is proc'd, thats 31-32 (depending on if it rounds) ticks! With 50% damage, thats... 124%~ current health damage with {{item:3153}} 62%~ max health damage with {{item:1416}} and 77.5 plus 15.5% (557.6 if we don't get health bonuses from runes) of my max health as damage with {{item:3748}} All while shredding armor with the spin itself plus {{item:3071}} and slowing with {{item:3022}} ! And so then we add on the base damage of new spin, with 31 ticks, being 868 plus 1085% of my 298 AD, totaling out at 4100 physical damage... increased by 25% to 5125.2. So, grand total, we got: 5202.7 (+15.5% Max Health/557.6) plus 62% of the enemy's max health and 124% of the enemy's current health (current health damage going down per tick of damage, but thats too much math) over 3 seconds And then 4100 plus potentially the Titanic Hydra cleave damage to other enemies around me. Jank and probably unrealistic to get to, but those are SOME numbers.
: Do tenacity runes even work? Are they placebo runes?
I mean, unless they are, in fact, bugged, I think you aren't actually being stunned for 2 seconds. And if indeed they don't work, there is a "Report a Bug" section in the forums.
: So, we kind of have a problem with the aspect being *dead* dead. If it were totally dead, the concept of war would die with it. (Yes, they're mortal. But it takes cosmic warfare to kill a concept...) But war itself did not die, so my current thinking is that the aspect itself was effectively knocked out by taking Aatrox's blow for its host (Atreus of course) and keeping Atreus alive. Pantheon, once a hostile aspect that preferred near-total control over its hosts, is now being reshaped by Atreus, perhaps into a more symbiotic concept. Sharjo's theory is a similar possibility, though.
I dont think the Targonians are actual embodiments of concepts. Im pretty sure they are just a space dwelling race of extremely powerful entities. They are worshiped around the concept each has the most affinity with. Pantheon isn't the idea of war itself, but rather has an extremely high affinity for war to the point of being called a god of it. Also, war would be a complicated thing to get rid of, because war isnt something you feel or a natural occurrence. Its more a description of the highest escalation of a conflict. If war died, could people still fight? And if they could, could they simply not go past a certain point of aggression? And how does one define when something becomes a war? War is hard to define and therefore say if its dead or not. You dont FEEL war and its not something that grows naturally. It just happens once a feud gets big enough.
NY64 (NA)
: Can we get a Juggernaut Support?
{{champion:106}} and {{champion:48}} used to be viable Supports.
: Pantheon's Opinion on Bard?
Pantheon probably has no idea what Bard is.
: What the fuck happened to Swain?
What Swain are you playing?
: Pantheon's New Kit
If Pantheon is indeed completely invulnerable to enemies in the selected direction during his E AND can move during it AND also does damage in that direction during it, I have no idea how you are going to trade with him in lane outside of just trying to hit him when his abilities are down, which a good Pantheon can make sure never happens at less than ideal times. I wonder how it interacts with stuff like Zed ultimate. Does Pantheon just need to point his E towards wherever Zed is when the ult pops to block out the damage?
: Calling Out The Aspects
Atreus: I've come to make an announcement. Pantheon, the Aspect of War is a b$%&# a%& m$#%#&$#%&$#!
Rioter Comments
Εlin (EUW)
: You're only allowed to play one champion for the rest of your life.
Probably {{champion:80}} although I dont play him much. I can't think of a meta where he isn't somewhat viable except maybe Tank Meta? Even then his W is decent utility.
: {{champion:20}} {{champion:33}} {{champion:98}} I would consider these guys durable, too.
Yeah, forgot about them. They three also have the above, Nunu with his combined Q and R heal/shield, Rammus with his W doubling armor, and Shen with his passive and W. Although I will say Rammus and Shen both do become much squishier against magic damage heavy teams.
: Uh yes it does, that’s what -20% damage means...
You don't read the abilities I see. His basic attacks deal 80% AD. That doesn't affect his W. Edit: Go into Practice Tool and hit a dummy both on and off mount, then calculate the difference in damage just his normal AAs are doing and the bonus damage his W is doing. The W damage isnt reduced. Or just look at the Wiki.
cw1988 (NA)
: Yuumi shoudl take aoe Damage
Yuumi would just instantly die in every fight then. And her ultimate doesn't stun and the root on it isn't even guaranteed.
: Revert the Kled q buff and address his real issues
Why would we want to lessen his weaknesses and his strengths?
: Holy shit he has a 20% damage debuf off his mount!? I've played him for years and didn't know this!
For autos vs champions yes, although this doesn't affect the bonus damage of his W.
: What kinda meth were you smoking before posting this?
Rioter Comments
: Why'd You Bench the Kench Rito
Getting Riot to buff Tahm Kench's utility and durability while also making sure he doesn't deal a ton of damage is like that episode of Spongebob where Patrick cant get his hand on the god damn lid. Edit: Just read the hotfix. Case and point.
JuiceBoxP (EUNE)
: The reason i think tanks are bad right now.
The only durable Tanks are the Tanks that can keep themselves alive in fights innately with either CONSTANT shielding or CONSTANT healing or INSANE damage reduction. {{champion:12}} {{champion:201}} {{champion:3}} {{champion:57}} {{champion:223}} {{champion:44}} {{champion:154}} Every other Tank only feels durable when they are ahead. Edit: Oh wait no. Not {{champion:223}} . They nerfed him to death.
: Yuumi is still disgusting riot
What shield/heal has counterplay?
: When an "assassin" support is safer than the quintessential backline "safe" supports
Pyke is tankier and has mobility. Of course he'd die less.
Terozu (NA)
: How in the 9 hells is the new death recap MORE BROKEN THAN THE PREVIOUS ONE.
: It feels like an huge number high skill floor champions right now are way overtuned...
Riven, Zed, Vayne, and Katarina are NOT high skill floor champions. High skill floor champions are champions like Aurelion Sol, Azir, Kalista, and Shaco (kinda). Riven, Zed, Vayne, and Katarina are all very forgiving champions when they make mistakes, having an arsenal of self peel, mobility, and lots of raw damage to get them out of situations. Actual high skill floor champions require their player to play extremely optimally or be dead weight. If an Aurelion Sol can't roam well with map awareness and make use of his star mechanic very optimally, he is very bad. If an Azir can't "Shurima Shuffle" well as well as position their soldiers properly, they are very bad. If a Kalista can't properly make use of her passive to its fullest and ultimate well, she is extremely bad. People for some reason seem to think champions like Riven and Zed are very high skill floor champions when its simply not true. They are high skill CEILING champions. What you can POTENTIALLY do with them is very incredible and a sight to behold. However, they have a low skill floor as they have a lot of safety nets built into their play style. Riven has a ton of dashes and a respectable shield to get her out of poor situations. Zed has one of the best mobility tools in the game with his W and his R comes with a built in get out of jail button for him to press if he R's into a bad situation and doesn't instantly die. These innate mechanics that allow the champions to pull off insane plays but ALSO function as safety nets make the champions easy to play but hard to master.
: 7% pickrate 1% pick rate and with high win rate. Doesn’t that just proves that mainly katarina mains play and pick her. If they’re a kat main then that means they know the ins and outs of that champion thus leading them to have higher win rates maybe if the pickrates were higher it would be a different story. The pick rates are too low to even consider nerfing katarina. Maybe if more people chose her and learned her weaknesses which goes far beyond just throwing cc on her although throwing cc on her is very effective. Basically Katarina doesn’t deserve a nerf. Since her rework she’s been nerfed a couple times and now I think she’s even receiving a minor buff to her ultimate
7% Pick Rate should be slightly above average or average actually since there are 145 champions in this game, even if we remove the “never really played” champions.
: people call katarina a "low elo stomper"
Katarina has qualities that make her good in both high and low ELO. In low ELO, people don’t have anywhere near as good reflexes, and therefore can’t make use of her rather absurd mobility to the full extent, nor can they execute on kills as reliably, often throwing in tiny mistakes that can lose them a few kills or get them killed. HOWEVER, Katarina has some rather absurd damage when she isn’t interrupted due to her ultimate, so the other players in low ELO also not having as good reflexes causes her to pretty easily score some kills solely through her raw damage. Furthermore, people in low ELO aren’t very good at drafting good teams nor do they do such things as counterpick very often. You’ll often in low ELOs find teams against Katarina that have absolutely no easy ways to quickly interrupt Katarina to stop her ultimate or even catch her out. In high ELO, people have much better reflexes, and so can pull off some rather insane looking multi-kills with Katarina with all the dashes and resets she gets. The amount of skill expression Katarina provides her user lets top rank players make up for her weakness to being interrupted.
GreenLore (EUW)
: Overall I'm not a big fan of the whole abomination-thing. I mean it fits his new lore, but turning him into a minionmancer feels like a really awkward change. And I also think that his ult needs to be more impressive, I mean a bunch of empowered auto attacks don't feel that impressive. His E feels much more impressive and unique from a pure flavor-perspective, so I'd actually say that it would make more sense for an ult.
Rioter Comments
Manxxom (NA)
: There is one kind of champion with a concept I most undoubtly want to be in the game.
I think the things Volibear creates could function as LoL's Wendigo. A horrific fusion of a bear and a human that are drawn to fight. Edit: Like... https://universe-meeps.leagueoflegends.com/v1/assets/images/udyr_ritual_story.jpg Thats pretty Wendigo without getting extremely disgusting.
: Unpopular opinion: yes healing is too good right now, but so is access to practically unlimited mana
Champions have always basically been able to have unlimited mana essentially late game. They actually made it happen much later recently. I remember when you just built {{item:3174}} (yes, this was a Mage item) and basically had unlimited mana and 20% CDR, something basically any Mage wanted. Or you just built {{item:3070}} and still had a decent bit of mana, although Grail was where it was at. However, if we are going to structure mana champions to having a limited resource, then we are really going to need to go and have another large scale Mage Item Rework again, because everything is currently balanced right now with their current mana situation in mind. If every Mage now actually has limited resources to work with late game, then they're going to need to get a slight boost elsewhere, because actually going OOM is a gigantic weakness of Mages early game and, if that weakness transfers into late game too, they will need compensation at least somewhat.
Falrein (EUW)
: He's listed pretty much everywhere. Keep in mind that this list shows the champions who interact with the highlighted champs, not who the highlighted champs interacts with!
Falrein (EUW)
: Which champions get interacted with the most in-game? (Spoilers, it's not Lux) - A List
I thought TK had a lot more. Doesn't he interact with a ton more? Im pretty sure he has at least some with Garen and Katarina.
Velasan (NA)
: Would be awesome to have a sphinx champion. Cool concept.
Thank you very much! Sphinxes are a cool concept, and Im surprised Riot hasnt explored them yet.
vyoda (NA)
: This champ actually looks really fun :D, thanks for posting. Hopefully Rito will consider this
Slade25 (NA)
: Why Toplane is currently the worst role in League
Yeah, this basically nails most of the best points. Its really why, whenever I really wanna focus and win a game, I always pick a champion like {{champion:6}} or {{champion:50}} . They don't have many counterpicks, they don't suffer from most issues melee solo laners have, and they are still decent champions when ahead OR behind (yes, Swain can be decent when behind). Really what you're forced to play in Top Lane is either the flavor of the month OR a tankier ranged champion, like Urgot or Swain. Its a brutal lane.
: Renekton's shield-breaking W is basically a giant "fuck you"
I think the idea behind these new "Shield break" mechanics for a few champions is to provide "safety valves" for shield champions.
: Make Morde Passive Reset When Hit by Hard CC?
I think he just needs number tuning. Probably just remove the movement speed from his passive. He already builds Rylai's and has a pull. He doesn't need the movement speed as a Juggernaut. Making it so his passive resets when he's hit with hard CC just makes it so he has hard counters and then wrecks everyone else.
: Mordekaiser is an absolute abomination.
I really havent had much issue with him.
: > [{quoted}](name=Eggbread,realm=NA,application-id=3ErqAdtq,discussion-id=KMEBQgVE,comment-id=000f0000,timestamp=2019-07-02T03:07:24.731+0000) > > To me this changes Tahm from a "Im going to kill you" Lane Bully into a "You cannot kill me" Lane Bully. His damage got nerfed, but the fact he innately heals for 50% of all damage you deal to him early game is really absurd You do realize healing for 50% of 20% is 10% He gets 20% grey health for the damage he takes and 50% of that grey health is converted into healing when the ability has 1 point in it. He would need to get 3 points in his e in order to heal for half of his damage and if he is doing that first he will be nothing more than a walking healthbar due to the fact that so much of his damage and cc comes from tongue lash, enemies would be able to just walk up to him and kill him if he maxes e. Also tahm has less max health damage than ever before, now its more about spamming your q and w in order to deal damage and less about relying on constantly stimulating your 3 stacks on the enemy. Tahm kench used to deal damage for 8+% of his bonus health regardless of how many stacks he has, now its based on max health but only at 2.5%.....meaning most of your damage is just gonna come from your base health.
> You do realize healing for 50% of 20% is 10% > He gets 20% grey health for the damage he takes and 50% of that grey health is converted into healing when the ability has 1 point in it. Thats not at all what the changes are. Re-read the changes. He stores 50-60% of the damage he takes as grey health. He now restores 100% of that grey health instead of 20-40%. > Tahm kench used to deal damage for 8+% of his bonus health regardless of how many stacks he has, now its based on max health but only at 2.5%.....meaning most of your damage is just gonna come from your base health. Tahm used to deal 1.5-4.5% Max Health from his passive. What is this 8+%?
iiGazeii (NA)
: > [{quoted}](name=Eggbread,realm=NA,application-id=3ErqAdtq,discussion-id=MhZzJw05,comment-id=0000,timestamp=2019-07-02T02:58:26.376+0000) > > 5 Health per soul, doubled during ultimate. I wonder how much thats going to equal. Thats 5 Health per kill that Swain is near plus an additional soul for every W hit and Passive proc. My belief is this is going to push Swain more towards Bottom Lane as a DPS or maybe even Mage Support (kill lane) role, since thats where he will get the most frequent passive procs and the ability to potentially get 2 souls per W. The extra health will allow him to survive down there too. His R change also makes him better in Bottom Lane, since he wants to be near more enemies in order to drain up to the damage cap for his ultimate (plus the increased healing). > > TL;DR I think this pushes Swain towards Bottom Lane, and makes him even scarier than he was previously in a team fight. I don't think so. His passive has a cooldown, and his W is hard enough to land on one person, let alone two. I think these changes seat him more heavily into midlane. Mid sees the most action, gets ganked the most often, and gives you more opportunities to roam and take part in jungle skirmishes. If you're farming for health stacking, the freedom to go halfway up the river either direction, drop a W in a side lane, and come back will be a lot more consistent than trying to dunk both botlaners at the same time. He'll be similar to Ryze or Aurelion Sol - a short-range midlane battlemage that is good at setting up ganks and scales into a teamfighting monster.
I dont he is like Ryze or Aurelion Sol. Both those champions are great gankers because they themselves can suddenly appear in a lane either by flying over a wall with a giant stun or suddenly appearing via teleportation. I believe he is better in Bottom Lane because even if his passive has a cool down, you wont land every E, but thats different if you ally with a champion with one or more easy crowd control, like Leona, Nautilus, Draven, or Caitlyn. And even if you don't land every W on both enemies, its easier to land a W when there is multiple targets instead of just one. And the point still stands that his ultimate is innately more powerful in Bottom Lane for building up damage for its new reactivation damage scaling than in other lanes. Not to mention that Swain's E is far more punishing towards the enemy laner if he is in Bottom Lane since getting rooted, then pulled towards you is far more painful when you also have an ally who can smack on them. Its no coincidence that 90% of Mages that goes Bottom Lane almost always has a projectile root/stun/knock-up.
: Excellent stuff. The Renekton change makes absolutely no sense and I expect confusion... Mostly though happy of the Tahm and Lux nerfs, nice Poppy buff, good adjustments on Akali and Pyke.
Tahm changes slightly buff more passive, closer to Support Tahm, but nerf the well known now Top Lane "Run you down and kill you" Tahm. Top Lane Tahm is probably still possible, its just a different beast now. I think picking a Melee champion into him is still asking for a bad day.
: They increased tahm`s stun duration by a third while also increasing the cooldown by a third which is actually helpful given that tahm will need more time to stack back up. (Maybe building attack speed items like wits end will help overcome the stack removal on both abilities) I still think they should just put his passive damage back onto his ultimate and make him back into a scaling champ. This patch also takes away one of the few things I love about tahm kench, hes bad in short fights but his damage slowly ramps up as he stacks up and gets a taste of his enemies, now he just gets it instantly. But one good thing this patch did do was make me want to actually eat my opponents now, I don't lose damage for eating them by losing stacks, and now my only goal is to get as many devours off as possible.
To me this changes Tahm from a "Im going to kill you" Lane Bully into a "You cannot kill me" Lane Bully. His damage got nerfed, but the fact he innately heals for 50% of all damage you deal to him early game is really absurd. The bigger change here is the decrease to his Q's slow, which is gonna mean he's going to have a harder time closing the gap and charging down people, even if its duration was increased. What I think this shifts Tahm into just building pure durability instead of the psueod-bruiser Tank items he wanted previously like Sunfire Cape and Titanic Hydra. Instead of Titanic Hydra, I probably will build Spirit Visage. Wit's End seems iffy. It doesn't give you more health, and Tahm always wants to be getting more health.
GankLord (NA)
: If Swain changes in 7.14 are true
5 Health per soul, doubled during ultimate. I wonder how much thats going to equal. Thats 5 Health per kill that Swain is near plus an additional soul for every W hit and Passive proc. My belief is this is going to push Swain more towards Bottom Lane as a DPS or maybe even Mage Support (kill lane) role, since thats where he will get the most frequent passive procs and the ability to potentially get 2 souls per W. The extra health will allow him to survive down there too. His R change also makes him better in Bottom Lane, since he wants to be near more enemies in order to drain up to the damage cap for his ultimate (plus the increased healing). TL;DR I think this pushes Swain towards Bottom Lane, and makes him even scarier than he was previously in a team fight.
Moody P (NA)
: tanks are obsolete because all they offer is CC
Tanks have one role: make the enemy team easy to approach (initiating/Vanguards) or protecting your team's DPS (disengage/Wardens). Both of these are and will always be done via crowd control. If they do it via damage, we get what you describe, where they are essentially just bruisers. Crowd control is WHAT Tanks are supposed to do. Two things Tanks want: - Durability - Crowd Control Thats all they need and want. If a Tank isnt supposed to be locking down a target hard and disrupting fights, they arent a Tank.
: i dont get even why people play marksman in bot lane. it doesnt help you win lane bot and then u just get nuked by an assn later in the game. gg marksman i remember when zed could ulti someone and hit them with all his abilities and they wouldnt die, a marksman at that. AND HE WAS STILL META rip season 3 and shit
> i remember when zed could ulti someone and hit them with all his abilities and they wouldnt die, a marksman at that. I dont recall this ever, considering people have complained about Zed since his release
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Eggbread

Level 124 (NA)
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