AudioElf (NA)
: Sorry for the necro, but I was planning on posting this exact same thing, and the OP did it better. While the days of "always ban kassadin" are largely over (at the time, the most mobile character in the game, in a game with not many mobile characters), and new mechanics (namely, more champs with a relocation ability) have closed the hyper mobility gap, non-relocating characters still tend to fall behind champs that can't jump over a wall. An entire slew of characters have been rendered obsolete due to this discrepancy. However, flash still remains king, because relocation at a moments notice is the correct answer in 90% of situations, escape or engage. This item would close the gap. In fact, it's the one thing that could make flash more balanced, because a character that can dash through a wall is likely to catch fleeing champ that can't outrun a pursuer if the pursuer is not impeded by a wall. Singed, udyr, garen, darius, (relatively stationary champs) would take this and ghost/heal. There is really no reason that abilities other than flash shouldn't see more play, especially after it being a standard pick for the last... Oh I don't know, since the creation of league.
> [{quoted}](name=AudioElf,realm=NA,application-id=A8FQeEA8,discussion-id=UXOwkLb7,comment-id=0000,timestamp=2019-12-05T14:16:13.310+0000) > > Sorry for the necro, but I was planning on posting this exact same thing, and the OP did it better. > > While the days of "always ban kassadin" are largely over (at the time, the most mobile character in the game, in a game with not many mobile characters), and new mechanics (namely, more champs with a relocation ability) have closed the hyper mobility gap, non-relocating characters still tend to fall behind champs that can't jump over a wall. An entire slew of characters have been rendered obsolete due to this discrepancy. > > However, flash still remains king, because relocation at a moments notice is the correct answer in 90% of situations, escape or engage. > > This item would close the gap. In fact, it's the one thing that could make flash more balanced, because a character that can dash through a wall is likely to catch fleeing champ that can't outrun a pursuer if the pursuer is not impeded by a wall. Singed, udyr, garen, darius, (relatively stationary champs) would take this and ghost/heal. There is really no reason that abilities other than flash shouldn't see more play, especially after it being a standard pick for the last... > > Oh I don't know, since the creation of league. I was actually thinking of revisiting Ghostwalkers. I've been working on a support champion concept that uses the passive, and gives it to other champs (along with some slow resistance) whenever he uses his W, E or R on them. But now I'm starting to distance from that idea and give him just a self passive for more identity. But that's not why I want to revisit Ghostwalkers. So far his name is Alpheus, and his lore is based in Ironwater as a water mage. But his lore isn't interesting enough, but last night I thought of him as a speedster (phaserunner in LoL case) in Piltover (because his W and E are both speed boosts, not as much as other champs individually but great for upkeeping speed in general). His R gives him a passive that provides attack speed and on-hit damage for a few seconds after activating a paired active item or summoner spell, and I designed it specifically for the old {{item:2065}}. But now that it's not an AP item anymore, I thought maybe boots would be nice. Honestly, looking back at the item above, I would nerf the speed boost to 35% or 30%, and maybe increase the cost anywhere from 950 - 1100. I'm going to proofread it though, it's Ghosting, not Ghostly. **EDIT:** I nerfed it to 30% just to be safe.
: Every new champ released after S7 has been total failure.
I think that newer champions are too complicated, but they are unique to me, and I'm usually in a game with one of those champs. {{champion:350}} is pretty much in every game I play now, even after Senna.
Rioter Comments
Rioter Comments
xUnRavelx (OCE)
: More Item ideas
**Rigged Vest** It's okay. Like an AP {{item:3077}} item. Kinda basic though. **Light Wardens Coat** I like the idea of Light Wardens Coat, but it seems a bit too expensive for an item that a support will use. Especially since the AP gained isn't anything more than AP sup items currently provide. My suggestion: get rid of the {{item:3108}}.
Rioter Comments
Rioter Comments
: Soul Link - Item Bonding Gamemode
I think the game should show who is paired with who during champ select. If you are paired with another player, you want to prepare for what you expect them to build. And throughout the game you should be able to see who is paired with who. Kind of defeats the whole purpose of a new game mode imo if its main feature is blurred with a passive you have to investigate to find (pressing Tab will show who has what item anyway).
: New Meta??? Double Jungling??
Reksee (NA)
: Q scaling is way too low, at least increase it to 40% full damage and 28% reduced damage as this would keep it relatively low damage while also making it a greater threat.
> [{quoted}](name=Reksee,realm=NA,application-id=A8FQeEA8,discussion-id=hBjZIN7E,comment-id=0000,timestamp=2019-02-07T04:58:32.613+0000) > > Q scaling is way too low, at least increase it to 40% full damage and 28% reduced damage as this would keep it relatively low damage while also making it a greater threat. Yeah I noticed. It used to have a higher base damage up to 170, but when I added on-hit on his W, I took some of his Q damage away, and probably a little too much. Alpheus has good utility on his Q, so I may have been a bit too harsh on nerfing the damage. I will raise the base dmg to 150 at max rank and AP scaling to 30% (just to be safe), but I'm increasing the cooldown by .5 seconds at all ranks. EDIT: 0.25 at max rank, +0.45 at first rank. Keep in mind that he can burst his Q twice and follow through with a few autos, and a good paired summoner or item can trigger an extra 15 + 10% AP on both Qs when activated. Also his offense rating is 1/3 bars, and I want it to stay that way.
Rioter Comments
: I made a battle theme for Pulsefire Twisted Fate (and sort of animated him)
Riot please make this the login screen for the next few weeks.
: Out of curiosity, why would you make a shield that takes revenge on a champ who advocates for only assertive and necessary violence? That seems very contradictory.
> [{quoted}](name=Shabada64,realm=NA,application-id=A8FQeEA8,discussion-id=POabr5jl,comment-id=0000,timestamp=2018-12-23T07:02:54.229+0000) > > Out of curiosity, why would you make a shield that takes revenge on a champ who advocates for only assertive and necessary violence? That seems very contradictory. The shield comes first. If you attack someone who is trying to survive, it's your responsibility to accept the repercussions for attacking. Karma doesn't actively attack either, it's a retaliation. This shield is not acting revenge because Karma cannot commit to it (Karma can't expect to deal damage if the enemy doesn't attack), and the missiles only trigger when under attack. And it doesn't do full damage if the shielded person was only poked.
Rioter Comments
Rioter Comments
: Logan, the Water Ward (Reworked Everything)
**ATTENTION:** A considerable amount of updates were made since posting the thread. The progress was detailed in the lengthy changelog. I am confident that Logan's current state is a new plateau for his development. This champion concept may need some more feedback before I make any other changes, and would likely only be number changes, since this kit seems to be mechanically, gameplay, and strategically sound. The updates made were done to complete my goal to distance Logan from Ezreal, so much as that Logan is his own concept. I also changed his ult to something completely different, but deserving of Logan's concept. I wanted to keep the global part to his ult, but since he is a support, it had to be some sort of playmaking ability. That's when I started developing it into Downpour. What's left is a story and original art. This part I lack in skills, so it could be awhile before Logan's story and art are updated, if at all. But Logan is how I wish to play support, and I am soul searching for my new main, so I will look for more opportunities to bring Logan's concept to life, hopeful that some more people support it. :)
Zaghyr (NA)
: This is really cool. Me and my brother made a mega post a while back for an entire balance/functionality sweep for the current runes, and we are also working on those still and other aspects of the game like what you have hear, mostly items atm though. I like some of the ideas but I have questions. 1) Why do some of the runes belong to more than one tree? I do not see the purpose in this besides being able to take 3 and 3 and still have access to a keystone, but if this is the case then your system is too limiting and lacks creative freedom. 2) Your runes changes are basically a revert to the old masteries system, but the keystones are far weaker, but why? The idea of keystones is to encourage different playstyles for each champions, but your keystones don't do that, they are just slightly stronger than the other runes, not gameplay altering, and wouldn't be very satisfying to use. 3) Why keep the functionality of Frozen Mallet and Rylai's the same? I understand making them work the same way, but the way they currently work is not healthy for the game, Frozen Mallet especially. There are bigger problems that these items have, and to be honest your changes to Mallet would only make it more unhealthy. 4) You said that with Conqueror gone Black Cleaver would inherit its potential, where is it? All you changed was that it takes less stacks on melee and the same on ranged without any other number changes. Their is no potential inherited here if the Armor shred value is the same and having 2 less stacks to max it out is not enough to make up for the loss of Conqueror. If anything, the Armor shred needs to be back at 30% for melee for this to be a reasonable change. 5) Why did you increase the cooldown of Barrier?. This spell is already never used anymore because Heal is far more effective. My suggestions is to just combine Barrier and Cleanse (another spell that is never used) together to make an actually useful spell. Heal would have its 2 person healing and movement, while Cleanse+Barrier would have its much better single person defensive power and cc/debuff reduction/removal.
It is really nice to read that you worked on something with another person. I never really consulted anyone in making this thread, so I can only take the criticisms after it is posted and hope that everything is balanced out the gate. 1) I did this for three main reasons: - The older systems used Offense, Defense and Utility, or similar ones under the same name. When the older masteries were brought into the project, I was at odds of whether one would belong in domination, sorcery or precision. I definitely wanted to keep it Dom, Sor, Pre, Res, Ins, so in the end the runes overlapped with each other. - To make the amount of available runes uniform. - I didn't want to separate certain build paths. If AD comes from domination and AP from sorcery, I didn't want people to be divided on what they wanted. The rune that gives you the adaptive bonus counts for both. I also didn't want duplicate runes of the same bonus but just in different rune trees. 2) I like how the current keystones add a gameplay feature to play around, but it's basically another passive. Some are much stronger than some champion passives, and (at least in low elos) people play the game based on how well they can execute the rune page (e.g. Electrocute). I get it that our current keystones satisfy a different kind of meta than earlier seasons, but I didn't make this system for a meta. I brought in low power keystones, because the rune should accommodate your champion, not the other way around. I believe that players should play a champion because they like that champion kit, not because it is one of the top ten that can farm Dark Harvest the best. And I also believe that the champion's kit should be the gameplay focus, rather than the rune page. Some runes aren't that bad though, like Unsealed Spellbook and Grasp of the Undying, but some runes seem to take over your playstyle, like Arcane Comet and Electrocute. 3) In this thread's predecessor, I just increased the slow strength for the two items by 5% each, but then commenters suggested that it was too much, and that Frozen Mallet needs more functionality, not power. So I let abilities do the 20% slow, and to accommodate, Rylai's gets the auto attack slows. It helps more diverse champion pools which use a mixture of basic attacks and abilities, too. A shared passive is definitely something that Riot would have to test though, and I probably should have nerfed some stats a bit, or at least increased the cost. 4) I know my changes to Cleaver were tiny. It was the last thing I put into the project, because Idk how to put Conqueror into an actual item. Infinity Edge already handles some true damage, and an item that gives you a bunch almost constantly for melee champs would be beyond broken. I'm not sure about increasing the armor shred to 30%, because it would be a disservice to marksmen who would never be able to reach it. 5) I only thought that barrier's low cooldown existed because ignite's damage was so high. So it stood to reason that if ignite's damage is lowered, barrier's cooldown goes up. I didn't think about how it stands on its own, though. But that cleanse idea is really good.
Ameliea (EUW)
: What is the purpose of these patch notes? Are you proposing a kind of Legacy League of past seasons since half of the changes are simply reverts? Because if you are trying to make a more balanced game this is completly unsalvagable. Your only design philosophy seems to be to imitate the old patches, which is really not a wise idea. Making things how they used to be does not make them better by default, do not let yourself get blinded by nostalgia.
The purpose was to create a system that allows both the old rune and masteries to exist along with the newer ones. It wasn't as much nostalgia as much I wanted to open up the opportunity to gain certain upgrades which were lost after Runes Reforged. A middleground system.
Rioter Comments
: That seems a little bit too much like Abyssal Mask to me; MR item that gives increased damage to your team? Kinda gonna fit the same thing. This just seems like a cheaper, weaker alternative to something that, for 700 gold, gives way more stats, has its' damage amp. always on (and at 15%, mind you, although it's only magic damage), AND has the Eternity passive. The attack speed slow is also kinda similar in role to Frozen Heart, which, again, is ALWAYS ON. It's also kinda weird to me that something with MR and no Armor would have an attack speed slow to cripple AD Champions.
I get what you mean. I was thinking something like bot lane tanks, or {{champion:432}}. But I see this item as something more that benefits teamfights and ganks. In the toplane, your jungler benefits from that 5% even if they are AD, and the cripple is just for extra danger for the enemy in case they are an AA champ (and to make the sheen worth its gold).
duxteh2 (EUNE)
: ***
Yep, it's similar to Ceremonial Linkblade, I'm the same person.
Rioter Comments
Ahpe (NA)
: Before the changes Ceremonial Linkblade was just overloaded with stats. I mostly felt is was broken because how both {{champion:498}}{{champion:497}} get the effects of Xayah's W when she casts it. TBH I kind contradicted myself in the EDIT tho.
> [{quoted}](name=Ahpe,realm=NA,application-id=A8FQeEA8,discussion-id=pZwEI9cp,comment-id=000000010000,timestamp=2018-10-25T01:28:53.356+0000) Oh I see. Just checked it out on Lol Wiki. That's an easy fix. - {{champion:498}} Xayah's bonus attack speed boost gained from her Deadly Plumnage (W) has been changed from 30/35/40/45/50% to 25/30/35/40/45%. It's only 5% reduction, but {{champion:497}} should have some kind of incentive for purchasing Ceremonial Linkblade. I don't know if Rakan is even a sheen champ, but everyone's got their niche. I'll go put up the Xayah change in the OP.
Häxel (EUW)
: Oh boy, non adc meta back? With this cd refund i imagine some pretty interesting botlane combos :D {{champion:43}} {{champion:53}} {{champion:43}} {{champion:26}} {{champion:43}} {{champion:74}} {{champion:43}} {{champion:25}} {{champion:43}} {{champion:9}} {{champion:43}} {{champion:81}}
> [{quoted}](name=Häxel,realm=EUW,application-id=A7LBtoKc,discussion-id=TkiBEVYV,comment-id=0075,timestamp=2018-10-25T01:43:32.117+0000) > > {{champion:43}} {{champion:74}} This was already a good combo because movespeed shield on Heimer is nice. It's how I started maining Karma when the bot lane went wacky last pre-season. I noticed that because of mobility creep, mobility is one of the biggest factors for a botlaner to survive. And in a damage meta, it's mobility that the team really needs nurtured if it is lacking. But I'm Bronze 1 and I haven't played ranked since I placed, so I'm not an expert on things meta.
: I've been working on a champion concept [here](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/5kvfdLwq-logan-the-water-ward-reworked-everything) named https://i.imgur.com/bQBqtp7.png Logan, the Water Ward on the Concepts & Creations board (the character illustration isn't mine), and I ripped Karma's E for Logan's kit. To accommodate, I reworked Karma's E a bit. I'm going to plop the idea down here, because I know a lot of Karma players miss her shield bomb (Edit: although I'm inclined to support a middleground version at the bottom of this post). I built this version in such a way that makes her E give instant karma to anyone who attacks her shielded target. I'm not sure if Karma's lore involves actual karmic action, but I'm willing to bet that most casual players will assume that her name suggests karma. ## {{champion:43}} Karma's E: Inspire/Defiance >*Active:* Karma shields the target allied champion or herself for 2.5 seconds, granting the target 20% bonus movement speed while the shield holds, which rapidly decays after the first second. > https://i.imgur.com/1OGYmIH.png The target also gains **Backfire** for 5 seconds, which remains even after the shield disappears. If an enemy champion damages the target within those 5 seconds, the enemy immediately takes magic damage. Damage over time effects do not trigger the damage. > https://vignette.wikia.nocookie.net/leagueoflegends/images/4/40/Defiance.png/revision/latest?cb=20130929122917 https://i.imgur.com/kFlyHOW.png **Mantra - Defiance:** Inspire overflows with energy, increasing the target's shield, while Backfire's damage is increased. Backfire also damages nearby enemy champions near the enemy champion who triggers it [Edit: at a reduced rate?]. > Defiance scales with Mantra's rank. This backfire version doesn't have an AoE shield, but the shield bomb returns in a way that fits with any type of target. The old shield bomb seemed to benefit tanks when not used competitively, since marksmen would have to go out of their way to get a good spot. On my linked post, I have numbers laid out, but I'm omitting them from this post to keep it professional. It should be worth mentioning, though, that I raised the cooldown of this version of Karma's E, since it involves damage. I suggested 14/13/12/11/10 seconds. According to Lol Wiki, live E is 10/9.5/9/8.5/8 seconds. **EDIT:** You could get the best of both worlds by having this version of Inspire which applies **Backfire to only the attacking enemy**, and then have Mantra give the **AoE shield and movement speed**, with increased shield on the target, and split amount for allies nearby.
> [{quoted}](name=Freewalker,realm=NA,application-id=A7LBtoKc,discussion-id=TkiBEVYV,comment-id=006f,timestamp=2018-10-25T00:07:40.047+0000) > > I've been working on a champion concept [here](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/5kvfdLwq-logan-the-water-ward-reworked-everything) named https://i.imgur.com/bQBqtp7.png Logan, the Water Ward on the Concepts & Creations board (the character illustration isn't mine), and I ripped Karma's E for Logan's kit. To accommodate, I reworked Karma's E a bit. I'm going to plop the idea down here, because I know a lot of Karma players miss her shield bomb (Edit: although I'm inclined to support a middleground version at the bottom of this post). I built this version in such a way that makes her E give instant karma to anyone who attacks her shielded target. I'm not sure if Karma's lore involves actual karmic action, but I'm willing to bet that most casual players will assume that her name suggests karma. > > ## {{champion:43}} Karma's E: Inspire/Defiance > https://i.imgur.com/1OGYmIH.png The target also gains **Backfire** for 5 seconds, which remains even after the shield disappears. If an enemy champion damages the target within those 5 seconds, the enemy immediately takes magic damage. Damage over time effects do not trigger the damage. > https://vignette.wikia.nocookie.net/leagueoflegends/images/4/40/Defiance.png/revision/latest?cb=20130929122917 https://i.imgur.com/kFlyHOW.png **Mantra - Defiance:** Inspire overflows with energy, increasing the target's shield, while Backfire's damage is increased. Backfire also damages nearby enemy champions near the enemy champion who triggers it [Edit: at a reduced rate?]. > Defiance scales with Mantra's rank. > > This backfire version doesn't have an AoE shield, but the shield bomb returns in a way that fits with any type of target. The old shield bomb seemed to benefit tanks when not used competitively, since marksmen would have to go out of their way to get a good spot. > > On my linked post, I have numbers laid out, but I'm omitting them from this post to keep it professional. It should be worth mentioning, though, that I raised the cooldown of this version of Karma's E, since it involves damage. I suggested 14/13/12/11/10 seconds. According to Lol Wiki, live E is 10/9.5/9/8.5/8 seconds. > > **EDIT:** You could get the best of both worlds by having this version of Inspire which applies **Backfire to only the attacking enemy**, and then have Mantra give the **AoE shield and movement speed**, with increased shield on the target, and split amount for allies nearby. So here is an updated version which takes into account the design philosophy of Karma's Mantra abilities, which is to reflect a varied set of benefits depending on which ability is used. For example, RQ gives extra damage, but RW and RE should not add to damage capabilities. I also updated the version in my [Logan link](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/5kvfdLwq-logan-the-water-ward-reworked-everything), if anyone wants to check him out. ## {{champion:43}} https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c4/Inspire.png/revision/latest?cb=20130929122920 E: Inspire >*Active:* Karma shields the target allied champion or herself for 2.5 seconds, granting the target 20% bonus movement speed while the shield holds, which rapidly decays after the first second. > https://i.imgur.com/1OGYmIH.png The target also gains **Backfire** for 2.5 seconds, which remains even after the shield disappears. If an enemy champion damages the target within those 2.5 seconds, the enemy immediately takes magic damage. Damage over time effects do not trigger the damage. > https://vignette.wikia.nocookie.net/leagueoflegends/images/4/40/Defiance.png/revision/latest?cb=20130929122917 https://i.imgur.com/kFlyHOW.png **Mantra - Defiance:** Inspire overflows with energy, increasing the target's shield. Allied champions near the target are shielded for 60% of the target's shield and bonus movement speed, both for their same durations, but the shield amount is split between the allies. > Defiance scales with Mantra's rank. > **Target Range:** 800 **Cost:** 60 / 65 / 70 / 75 / 80 mana **Cooldown:** 11 / 10.5 / 10 / 9.5 / 9 seconds **Shield:** 70 / 95 / 120 / 145 / 170 (+50% AP) **Magic Damage (Backfire):** 30 / 50 / 70 / 90 / 110 (+40% AP) **Bonus Shield (Defiance):** 30 / 90 / 150 / 210 (+60% AP) **Effect Radius (Defiance):** 600 units I included numbers this time, in case anyone wants to discuss what's appropriate. Some things to consider: - Live E's cooldown is 10/9.5/9/8.5/8 seconds, while earlier I suggested 14/13/12/11/10 for a shield which provides damage. Now that the damage only applies to the base ability and not Mantra, only adding one second to 11/10.5/10/9.5/9 seconds makes it appropriate, especially since Karma's shield strength is the lowest of all the enchanters without her ult. - Live RE's shield on other allies currently gives a flat 30% amount for everyone. In this version, I suggested 60% which is shared and split. If there are three champs being shielded, the target gets 100%, while Karma and the other ally gets 30%. A four-man shield would be 100%/20%/20%/20%, while a five-man team would be 100%/15%/15%/15%/15%. - The upcoming rework plans on splitting the movement speed buff, but I find that is not reliable, since a five-man team wouldn't get much, especially considering the version in this post. So, I suggested a flat 60% of the current boost of 20%, which translates to 12% bonus movement speed for other allies. - This version reduces Backfire's duration to 2.5 seconds (same as shield), whereas my previous version made it 5 seconds (too much time to reflect damage).
: Karma Gameplay Change Preview
I've been working on a champion concept [here](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/5kvfdLwq-logan-the-water-ward-reworked-everything) named https://i.imgur.com/bQBqtp7.png Logan, the Water Ward on the Concepts & Creations board (the character illustration isn't mine), and I ripped Karma's E for Logan's kit. To accommodate, I reworked Karma's E a bit. I'm going to plop the idea down here, because I know a lot of Karma players miss her shield bomb (Edit: although I'm inclined to support a middleground version at the bottom of this post). I built this version in such a way that makes her E give instant karma to anyone who attacks her shielded target. I'm not sure if Karma's lore involves actual karmic action, but I'm willing to bet that most casual players will assume that her name suggests karma. ## {{champion:43}} Karma's E: Inspire/Defiance >*Active:* Karma shields the target allied champion or herself for 2.5 seconds, granting the target 20% bonus movement speed while the shield holds, which rapidly decays after the first second. > https://i.imgur.com/1OGYmIH.png The target also gains **Backfire** for 5 seconds, which remains even after the shield disappears. If an enemy champion damages the target within those 5 seconds, the enemy immediately takes magic damage. Damage over time effects do not trigger the damage. > https://vignette.wikia.nocookie.net/leagueoflegends/images/4/40/Defiance.png/revision/latest?cb=20130929122917 https://i.imgur.com/kFlyHOW.png **Mantra - Defiance:** Inspire overflows with energy, increasing the target's shield, while Backfire's damage is increased. Backfire also damages nearby enemy champions near the enemy champion who triggers it [Edit: at a reduced rate?]. > Defiance scales with Mantra's rank. This backfire version doesn't have an AoE shield, but the shield bomb returns in a way that fits with any type of target. The old shield bomb seemed to benefit tanks when not used competitively, since marksmen would have to go out of their way to get a good spot. On my linked post, I have numbers laid out, but I'm omitting them from this post to keep it professional. It should be worth mentioning, though, that I raised the cooldown of this version of Karma's E, since it involves damage. I suggested 14/13/12/11/10 seconds. According to Lol Wiki, live E is 10/9.5/9/8.5/8 seconds. **EDIT:** You could get the best of both worlds by having this version of Inspire which applies **Backfire to only the attacking enemy**, and then have Mantra give the **AoE shield and movement speed**, with increased shield on the target, and split amount for allies nearby.
Ahpe (NA)
: Already sounds broken on {{champion:498}}{{champion:497}}. EDIT: Sheen items are really only useful if you already have an empowered AA in your kit i.e. Viktor Q, Darius W, Ekko E
> [{quoted}](name=Ahpe,realm=NA,application-id=A8FQeEA8,discussion-id=pZwEI9cp,comment-id=0000,timestamp=2018-10-24T20:08:37.103+0000) > > Already sounds broken on {{champion:498}}{{champion:497}}. Could you explain? I'm having a really hard time trying to figure out how this item idea breaks the champions. Also, I changed a bit of the stats a bit, there's a short changelog.
ƒrostγ (EUNE)
: This is waay to overloaded in this form
> [{quoted}](name=ƒrostγ,realm=EUNE,application-id=A8FQeEA8,discussion-id=pZwEI9cp,comment-id=0001,timestamp=2018-10-24T20:27:16.582+0000) > > This is waay to overloaded in this form I just checked the gold efficiency, and it turned out to be 103.35%, so you do make a point. Also, I changed the base attack scaling to 100% and the base mana regen to 50%. EDIT: now the base attack scaling will be 75%. Although, I could remove the movement speed buff and the gold efficiency would drop all the way to 88.15%, which sounds more cozy with TF and lower than IBG. If that's still not good enough, there is a list of more expensive options and their gold efficiencies, compared to TF, LB and IBG.
Rioter Comments
: Good idea, my only issue is that with a slow on her W and E now, while still maintaining the movement speed boost on her E, it will essentially be impossible to escape her root on her W unless you waste your flash, or your support lands a root/stun. Karma's biggest issue, and why Riot refrains from buffing her is because she can already easily gain lane dominance by simply poking the enemy with empowered Q, which at level one, can half health somebody. I feel that this would only increase her lane dominance, making it even more unfair to fight her in lane. Otherwise, good work.
Her E doesn't have a slow, but I get your point. I gave her W a slow so it would be more satisfying to use. Getting tethered means danger incoming, and the increasing slow is a mechanical representation of that danger. I thought if I give the W a slow then remove it from Q, but I didn't know what else to make of her Q, so I just reduced its slow. You bring up a good point of getting slowed before a root. Like you can escape the current version if you walk away, but if you don't have any slow resistance or movement speed buffs, you're going to have to flash away.
Rioter Comments
Rioter Comments
: Mastery 8, I even designed it for you!
Mastery 8+ shouldn't be another grind, it should be a challenge. - Mastery 8 Challenge: Win 3 consecutive games (you can play other games in between) as X with an S or S+. This way, you're not going out of your way to place a bunch of wards, when the goal is to prove how good you are with the champion/role.
: Oh boy, here we go again. This idea comes up every few months, .. and that is just the ones that I see personally. There are many champions that have abilities that simply don't function without the existence of their other abilities. For example, .. Azir. Q allows you to preposition your soldiers. E allows you to dash toward your soldiers. .. How are you going to use either of these abilities without W, which summons soldiers. Too obvious? Okay What about mixing champions with melee and ranged weapon abilities. You have Varus's Q, so you get a bow and arrow, .. but you also have Tryndamere's E, .. so now what, do you get a sword too? This might be a comical idea, .. but it would just be chaos for the sake of chaos. And if Riot really wanted to do something like this, they probably would have done it already.
The Q and E would be useless without the W. Just know your skills before taking them. As mentioned above, you would briefly have the bow magically appear for Varus's Q until it is finished, and the same for Tryndamere's sword with his E.
Rioter Comments
: I like the idea. A duelist who has the capability to be an assassin. However some things i feel need to change and some things need to be clarified. Lets start with the Passive (Which I like a lot): 12% Reduced damage is very strong in the early game. Its a free Ninja Tabi for all damage when you think about it. Maybe tone it down to 7% - 25% (+1% per level). AOE, i feel, should do full damage. Also i think there should be a delay as she turns toward he opponent (Maybe 1 second, gets shorter with bonus movement speed). This will allow for champions with dashes to be able to play around he passive rather than just deal with it (ex: Fiora dashes over Nora and instead of Nora just immediately whipping around as the dash happens to block a portion of the damage, she gets hit). Obviously when Nora attacks or uses an ability she will orientate to face her target again. Now her Q: The changes i think that need to happen here is a quality of life change. Base Damage needs to increase to something like 60 / 75 / 90 / 105 / 120, and scaling could probably increase to somewhere in the 80% - 100% bonus AD. Mana Cost should be a flat 60. Stun removed (will make some sense later on) Still applies on hit and can Crit Looking at Nora's kit i noticed one thing, her wave clear is bad. Not sure if you intended this. (ignore these changes to her Q below if you intended her to have bad clear) Cooldown 10 / 9 / 8 / 7 / 6 seconds Does 150% damage to minions Killing a minion with Literal Smack will refund half the cd and 20 / 25 / 30 / 35 / 40 mana Now her W: (This ability is strong and needs some big changes) Lets start with a small change that will help Nora a bit Clarifying the description a bit. When Nora hits an enemy champion with an attack or ability, she gains a movement speed boost that decays over 1.5 seconds. Movement Speed buff 15 / 16.25 / 17.5 / 18.75 / 20% Decaying over 1.5 seconds (When Nora critically strikes the Movement Speed buff is multiplied by 1.5x and decays over 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds) Now to the vision changes: No longer places a Stealth Ward. Now places a Sensing Stone (Sensing Stones are invisible, have the same health, and have the same vision range as a Stealth Ward, but don't give vision. They instead detect movement similar to Rek'sai when she is burrowed.). If Nora steps on the Sensing Stone she picks it up refunding 15 seconds from the ability's cooldown. If an enemy champion steps on the Sensing Stone they break it and are revealed for 2 / 3 / 4 / 5 seconds (levels 1 / 6 / 11 / 16) Placing a new Sensing stone gets rid of the old one Range: 600 (same as Warding Totem. 1000 is to much in my opinion having the vision is safe enough having the massive range to place it is to much) Cooldown: 90 / 80 / 70 / 60 / 50 Duration: 120 seconds Cost: No Cost Now her E: Active: Dashes forward stunning and dealing physical damage to enemies hit along its path. The dash stops if Nora hitsan enemy champion Dash Range: 400 Cooldown: 15 / 13.5 / 12 / 10.5 / 9 seconds (if the enemy champion you are in combat with dies, this ability's cooldown resets) Physical Damage: 80 / 100 / 120 / 140 / 160 (+60% AD) Mana Cost: 60 / 65 / 70 / 75 / 80 Stun duration: .5 / .625 / .75 / .875 / 1 second(s) Now her R: This can be very unreliable in a lane against healthy tanks, and will do very little in the laning phase, against mages they can AA to break it, the only real victim would be an adc. I have an iteration that might fit better Active: For the next 4 seconds, any damage Nora takes she stores a portion of it. After the 4 seconds are up her next AA (or Q since it applies on hit) deals additional magic damage. Nora can recast this ability after 2 seconds to ready the damage early. Mana Cost: 100 Cooldown: 100 / 85 / 70 Damage stored: 20% / 27.5% / 35% Magic Damage: 100 / 200 / 300 (+100% total AD) (+100% of stored damage) Synopsis for each change Passive: The amount of Damage Reduction is to strong early on, needed some counterplay Q: Overall seems weak, especially level 1 costing 52 mana to deal 40 base damage. W: The MS buff seems a little lacking so is buffed it slightly, but made it only obtainable when hitting champions. Vision can be very strong, thats why when you look at these abilities they have a long cooldown and give the vision briefly. So I reduced its range so its less safe and also by changing the Vision to movement detection, you won't know who it is unless they step on it. E: made it more of a rewarding and set up tool. Also increased the range to help close distance when it comes to jumping on ranged. R: This ability on paper looks nice but when you sit down and think about it. When you ready it in a teamfight and a the enemy mage auto's you you reflected 40% of an auto that did like no damage to you in the first place and now the ability is on cooldown for 80 seconds (44 seconds if you have 40% cdr). So I overhauled it and gave it a fit for a Juggernaut who wants to absorb some damage then lash it out all at once, or a nice damage buff for a slayer who wants to nuke a carry. What do you think? do you agree with some points? Do you disagree with others?
I do like a lot of it, and I agree with all of your reasoning. My only problem with your changes to the W and R is that they were originally designed to cover Nora's controls when choosing who to use her passive on. The W was meant to act as a free lock on ability, so if you need to suddenly switch the passive to a new target, say to absorb some damage from an incoming gank or skillshot. That's why the range was 1000, the stealth ward was just a component to use when you're not using it on enemies. I really like the sensing stone a lot more than the ward, though. The R acted similarly, but turns your passive into a threat. Your 4 second idea is much better, though. But do you think the damage stored should be based on her passive? Except it works against all incoming damage for those 4 seconds, of course. The damage applied to the next AA might be a lot. Her Q does already apply on hit and crit. Within those 4 seconds she can just run around, build up her Dead Mans Plate, Stattik Shiv and Spellblade passives. Nora is already absorbing 25% (or up to 35% using your math) for 4 seconds. Your version might as well be an execute after the 4 seconds are up, unless it's malphite. Maybe remove the AD scaling or severely reduce it. I wouldn't remove the base damage scaling, because we need something to rank up. Also, I put the stun on her Q because a smack on your head should disorient you for a bit. Not enough to lock you in place, but definitely long enough to interrupt what you're doing.
Rioter Comments
Zeus xD (EUNE)
: Name this skin
Black Court Shaco
Rioter Comments
Rioter Comments
: Runes vs Runes Reforged: Improving gathering storm
I would prefer that much of the stat increase comes from the time, instead of leveling up. I calculated a version that gives the bonus based on seconds, instead of every 10 minutes. Since I wanted to keep the math simple, I included the leveling bonus as well to keep the bonus on par with the current version of Gathering Storm. Gathering Storm at 60 minutes = 168 AP / 101 AD. This version at 60 minutes and level 18 = 162 AP / 99 AD. **Gathering Storm** You gain an adaptive bonus of +0.04 AP or 0.025 AD per second until 60 minutes (144 AP / 90 AD), as well as an adaptive bonus of +1-18 AP or 0.5-9 AD (based on level, +1 AP / 0.5 AD per level). This version keeps the bonus in real time, so even in a tight situation, your Gathering Storm is always up-to-date. You also still get the leveling bonus to attain to.
Tr0n0s (EUW)
: Suggestion: Legends of Royale - GameMode Map Basic Concept
I'd prefer a 4v4v4 map. Blue, Red/Purple, and Green (or Yellow?). Hexakill exists, so a 12 man map is okay for the game's standards. A four team game might be taxing for people playing on their laptops.
: Honestly if this item was like the way it used to be before playing adc wouldn't have been so bad. ADC needs attack speed, damage, cooldown & Crit. Sure buying lethality items will give us tons of damage but they will be only effective with champs like lucian, jhin or mf since they don't rely that much on attack speed but other champs like kindred, varus, twitch, etc, they don't have that many cooldown options. I used to love this item since it gave me crit and 40% cooldown if i was 100% crit and tons of Damage and mana, now it just sucks. Either league need to come up with more adc cooldown items or make this one the way it used to be. btw sorry for my bad english i'm drunk xdxdxd
> [{quoted}](name=abelfer123,realm=NA,application-id=A8FQeEA8,discussion-id=rvYEVxVR,comment-id=0003,timestamp=2018-09-08T00:12:51.663+0000) > btw sorry for my bad english i'm drunk xdxdxd This post is over two months old. It seems to me that part of the problem is that {{item:3095}} and {{item:3147}} are dominating the meta. I haven't been keeping up with it, but I believe that stormrazor gives you upfront 100% crit chance upon engaging in combat, even at first item purchase, whereas no other item has provided that benefit, ever. This is a problem to me, because it makes it a must have for any crit-based champ, regardless of your build path. It's like if you didn't build it as your first item, you lose the lane. Duskblade (and I think razor too?) has had its damage lowered a bit, but that won't change how useful they are for bringing upfront damage at the instant you can get a shot at your enemy when they pop in sight. Building something else as your first item shouldn't seem like a wrong choice, so buying an essence reaver shouldn't hinder your progress because it's mana-based. Here's another take at essence reaver, feel free to comment your thoughts: First, pretend that the Crystal Scythe up there instead cost 1100 gold by combining a {{item:1051}} (400) with a {{item:1027}} (350), and give: +250 Mana +15% Critical Strike Chance **UNIQUE Passive:** +10% Cooldown Reduction > ### {{item:3508}} **Essence Reaver** {{item:1038}} (1300) + {{item:1053}} (900) + Crystal Scythe (1100) + 400 Gold Total 3700 Gold > +60 Attack Damage +30% Critical Strike Chance +15% Life Steal +300 Mana +10% Cooldown Reduction > **UNIQUE Passive:** You gain Cooldown Reduction based on your Critical Strike Chance (1% cdr per 2% crit). The critical strike chance gained from this item does not count towards this passive. > **UNIQUE Passive:** Your critical strikes refund 1% of your maximum mana and apply life steal. This version does two nice things. You mentioned cdr scaling with crit and I agree with you, so it's there. Two zeal items should get you to 40%. i'd like it to be one item, but that would be op. One item giving 15% cdr should be fine if you build one more item with cdr. The other thing is the life steal on crit, which I think would be a nice way for adcs (or any crit-based champ) to take advantage of that, and try to build a bloodthirster, death's dance and mercurial scimitar for maximum lifesteal efficiency. If you are a crit champ that doesn't rely on basic attacks, this item could open up a new build path for your playstyle. And even better, since essence reaver is built for caster/ability-based adcs (or mana heavy champs to be specific), your lifestealing abilities can be used over a longer period of time. That's a lane winner in my book, if you can use the item right. The first version of essence reaver built from scepter, so I thought that bringing it back would give both items some justice, since they're both the scythe items but are not a part of the same build path anymore. Also, this would be the only item with both AD and crit as base stats.
Rioter Comments
: I think that's much better than the current iteration in terms of the passive. Having the extra damage is precisely what led to it being the clear favorite among lethality items. I think adding some competition back into that set of items would be good.
> [{quoted}](name=KnightsKemplar,realm=NA,application-id=3ErqAdtq,discussion-id=GKtzp7Yv,comment-id=0001,timestamp=2018-08-19T19:36:05.044+0000) > > I think that's much better than the current iteration in terms of the passive. Having the extra damage is precisely what led to it being the clear favorite among lethality items. I think adding some competition back into that set of items would be good. Yeah, I figured that since the other two items don't give extra daage, then in a damage-heavy meta (or game entirely), it's important to make Duskblade's counterparts just as viable, or more depending on the playstyle.
: Why would anyone buy this? Even ohmwrecker has more purpose than this.
> [{quoted}](name=GladiatorOrphans,realm=NA,application-id=3ErqAdtq,discussion-id=GKtzp7Yv,comment-id=0000,timestamp=2018-08-19T19:30:01.797+0000) > > Why would anyone buy this? Even ohmwrecker has more purpose than this. Of the three lethality items, this one would be the cheapest. Also, anyone who can use the item well would most likely buy it. If you're good with a sweeping lens, this item is a nice upgrade to that type of gameplay.
Rioter Comments
Jobriq (NA)
: Ezreal Q cast
Ezreal's Q has two components: the core ability, being the skill shot, and the functional benefits, being the on-hit effects and cdr on hit. I like to view any ability that has more than two functional benefits as being overloaded. I would say two or more, but to me in that regard it's more like two or more paragraphs in the description. As a player who has most of my mastery points in {{champion:81}}, I like that he's getting a rework for his W, and I agree that bringing an AS scaling for his Q can help his kit better complement his passive and on-hit builds. However, I do believe that if Mystic Shot were to get a new benefit, something else in his Q would likely have to get nerfed a bit. The channel reduction is a very small benefit, so I would assume that the nerf would be small, as well. But, the damage on his Q was already nerfed to the gutter during the klepto nerfs, so Idk what to expect in this scenario. > [{quoted}](name=REAV3) > That said, we also know that Ezreal players aren’t in love with his current W, Essence Flux, so we will be updating that ability to be more in-line with his theme of an ace spellslinger—**lining up shots then knocking ’em down**. It seems like Riot wants to focus on reducing his AA potential in favor of poke and burst. I really hope he doesn't end up as the next Zoe.
SEKAI (OCE)
: You can just press 2 buttons for the dance hotkey (one of which between ctrl+1 to ctrl+4. I think it's ctrl+3?). It's as "automatic" as it gets.
> [{quoted}](name=SEKAI,realm=OCE,application-id=3ErqAdtq,discussion-id=xQ0eiZbL,comment-id=0001,timestamp=2018-07-29T17:31:57.748+0000) > > You can just press 2 buttons for the dance hotkey (one of which between ctrl+1 to ctrl+4. I think it's ctrl+3?). It's as "automatic" as it gets. It's Ctrl + 3, but sometimes it doesn't proc when you're AAing the enemy nexus. You need to be precise about stopping to attack (risky) and then dance just before the cutscene. I just believe that this should be able to be set in settings so you don't have to do this extra work, which could cost you if the nexus doesn't actually get destroyed.
Show more

Freewalker

Level 62 (NA)
Lifetime Upvotes
Create a Discussion