Elewd (NA)
: If one of these changes involves removing the R-Q-R combo interaction for really low ping players im all for this.
im pretty sure they already removed that
: Yes! Guinsoo's is also under consideration at the moment. Not for a rework level thing, but for tuning. Currently I have a change in testing where Phantom hit triggers every third attack (rather than every other attack) and its %pen is a flat 15% (rather than 6.5-15% based on level). We'll be keeping this in mind while evaluating Vayne and Master Yi.
Why do Rioters like Phantom Hits so much? It has been such a problematic mechanic for so long. I just don't understand how it has not been removed yet. You know how many champions that you have kneecapped because of Phantom Hits. Remember it starts from when it was on Sated Devourer. I would like to know why it is not considered for removal?
nelogis (EUW)
: AP Bruisers will always be a balance nightmare with the current set of items
The lack of AP Bruiser items and clarity on what identity they should encompass are huge issues that Riot will have to face up until they actually release items designed for them. Mainly the issue lays there, but also the way AP works is much different than how AD works making it hard to not make items for AP Bruisers that are not abused by other AP classes. Tanks, Mages, and AP Assassins may all attempt to abuse items designed for AP Bruisers. One way to stop mages from abusing them is by making these items Melee only, but then we still have to worry about Tanks and Assassins abusing them and that will be a hectic task.
Poske (EUNE)
: Flash combos which should be removed
What about Orianna Shockwave into flash? The ability follows her, is that ok or no?
: Is this a joke?
What is even more troll is the enemy Diana didn't do damage to towers and she is one of the fastest tower killers in the game.
Madsin25 (NA)
: Doesn't make what is said not true. If you can't climb you have only yourself to blame.
Not saying it is wrong I just want as much evidence as possible to get these bot voters fixed.
: Its your fault.
More voting bots what a surprise /s
Rioter Comments
: Sona could definitely waste wukong before he gets to be useful and if she doesnt build full ap she could withstand wukong's 'burst' you dont need to be the full ap mage thats what mid is for play like swain. and 12 seconds for level 1 on a mobility ability isnt long
Sona mobility is a tiny MS buff on a 12 second CD while Wukong dash is on an 8 second CD.
: Immobile with that e on no real cooldown. she cant shove all at one time but she can spam q and sove faster than a wukong because a wukong would have to back off from her q spam
I didn't know 12 seconds was considered less than a real cooldown? Also Wukong would actually just 1 shot sona every time she tried to walk up for an AA.
: Kleptomancy needs to be removed
I would go one step further and say that the Inspiration Tree needs to be removed.
Moody P (NA)
: Taric is a toxic champion and his rework is terrible
Surprised that someone would actually argue the rework was a failure, but still understand the original version was also not the best. I agree he needs to be changed and not reverted.
: You know if Sona wasn't a squishy she going to be another ranged top laner who abuse kelpto
Also abysmal at shoving and does pitiful damage early while also being immobile.
: I spy a bot upvoted thread.
It had 19 votes in 9 minutes not suspicious at all. /s
: Shyvana Needs A Rework
Riot knows she is on the Tier 1 in need if VGU list.
: Post MSI Gameplay Improvements
Honestly I think removing the Inspiration tree would be best imo. I think it just causes too many issues. Like if it isn't universally strong and abused then it is viewed as useless. It offers far too much sustain and it makes the game feel far to unrewarding for players to poke and harrass the lane opponent. Also Klepto is super abusive as well and really none of the Keystones have ever felt healthy.
Meserion (NA)
: Concerning the Triumph Rune, I think the healing should have a short delay to it that is extended every time the player takes damage, The reason for this is simple, this rune has effectively counteracted Champions that make use of periodic damage to kill other Champions. Champions screwed over by this rune: {{champion:17}} {{champion:30}} {{champion:69}} {{champion:63}} {{champion:122}} {{champion:105}} {{champion:90}} {{champion:82}} {{champion:68}} {{champion:91}} I'd remove Legend: Bloodline because its free lifesteal and lifesteal is a very important stat that affects how you build you're character. Making it in-built with runes is a problem. There is already a ton of in-built healing effects, and this rune is too much.
Idk it already has a delay and it would be pretty terrible if it didnt heal you until the end of a fight. Like imagine grouped as 5 and not having all 5 triumphs until after the final kill. The rune would be pretty pointless.
Tiure (NA)
: Most of these options do not allow you to heal without fighting. If it gets to be a problem, Riot should probably remove the ability to lifesteal from minions and monsters.
Like I said in the post tons of champions now heal in the fight and they were never meant to heal causing them to be problematic.
: The new masteries just threw more wood on the fire. Some items have been problems for years because of their synergy with lifesteal. {{item:3153}} {{item:3812}} {{item:3124}} {{item:3031}} {{item:3074}} {{item:3085}} But yes I agree it's a big contributor to the problematic gameplay decision of; instantly-kill, or draintank, if not then you loose to someone doing one of these.
Currently I believe Runes are more at fault than items, but Riot is looking into items and hopefully they fix some problematic ones, but nothing will be fixed until Runes get fix edd d as well.
: this but unironically. AFKing goes completely unpunished, inting/trolling is punished extremely infrequently, and saying bad words is punished about as often as it should be.
The thing about being rude or whatever is that it should never result in a ban, it should be a chat restriction and even removing chat entirely from the account. Riot Blaustoise has the same stance. But punishment for legitament trolling is near nonexistent.
: Lissandra?
I mean Riots just too dumb to realize that certain things need to be nerfed for ranged champions. Aftershock, Phase Rush, AP Fighter items that Riot still hasn't made because mages will abuse them, but making them melee only fixes that, etc.
Aamano (NA)
: Hey, can we please lower Commencing Stopwatch's CD to 8min
Hey can we remove stopwatch since the reason it was introduced was because towers were abysmally weak and any two champs could dive lvl 3 and since then towers have been buffed and stopwatch is cancer because it is such a strong active that is supposed to be gated by time, gold, and an completed item spot.
Saianna (EUNE)
: As if report would do anything :P
If they said a bad word maybe, but if they inted, afked, etc. it would mean nothing like you said.
: that platinum elo ego tho
No, but your understanding of how achieving 50% is very fkawed.
: >**Just a reminder that old masteries only offered 2% life steal and spellvamp.** literally the first mastery choice in resolve (the mastery tree before we had runes reforged) was health regen (or you could pick x% bonus resist) so I don't know about you saying **only** lifesteal/spellvamp. There was also a feast mastery option in the ferocity tree where last hitting gave a burst of health. A long with dangerous game in the cunning tree which gave health and mana back on takedown. In fact the first 4 choices you made into any of the 3 mastery trees covered sustain in some regard. The mastery trees before we even had keystones increased potion duration (utility), flat spellvamp (utility), flat lifesteal (utility), health regen (defense), a free starting biscuit (utility), and the feast (offense) mastery which gave health for each minion unit killed instead of being locked to a big burst heal cooldown. Also indirectly, you could also start with extra starting gold (+40) to buy an extra health potion (health potions cost 35 gold back then). Maybe you have forgotten but there was a lot of sustain options back then. This was, by the way, a time when you could get 5 health per auto attack for buying a _doran's blade at level 1_. And this insane healing worked on any attack including minions.
This point was mainly a direct call out to Ravenous Hunter being beyond unhealthy
: yes because choice becomes irrelevant your inputs become irrelevant as they only serve to converge to the 50% win rate you then no longer play the game but just serve the system imagine going into a game knowing that you won your last game so you will lose this game or lets not make it strict 1 for 1 you are at 80% win rate in 100 games and then you go on a 30 games loss streak because riot said you can't have more than 50% and there are no non-viable champions every champion with enough games put on them exceeds 50% win rate thats why you see 1 tricks of every champion in diamond+ from d1+ your champion doesn't matter as much as your decisions
You may need a few more years of education before you can grasp what we are talking about.
Doge2020 (NA)
: Another option could be to increase the amount of sources for grevious wounds. I know that a 40% cut on healing is a lot so I think that at the same time Riot should also lower the cut to 25%. I have two more options on how to do this too, my ideas would be two different items that directly affect two “types” of healing and sustain. The first one would be the more drawn out healing that shows itself over the course of the fight, imagine full life steal Olaf auto attacking you or a WW below half hp with a life steal item. I think this item should start off at a low amount of the healing cut (like 10%) then after a few seconds, or more, the healing cut increases every second (I think 5% increase per second is a good spot) until it reaches a cap. The other item is kinda the reverse of the last item- it targets insane healing that happens from one source in an instant or from a large amount of sources in a very short time. An example of the former is Nunu Q, soraka W/R or the heal summoner spell. An example of the latter is a fed Akali (full build with a gunblade) using her full combo while soraka W, soraka R, runes like Triumph, taste of blood and Ravenous Hunter give Akali insane healing and can most likely instantly heal her to full health. This item would have the healing cut be high at first (like 75%-60%) and after a time period long enough to see that the main burst of healing was dealt/received, then the healing cut would lower at likely the same speed as the first item to the original 40%. DISCLAIMER: I know Akali was kind of a bad example to use because her fighting pattern is way more drawn out than other AP assassins/other Gunblade users. I didn’t really think through which gunblade user could deliver the most burst in a short time, I did think of Katarina at first but decided to go with Akali for some reason.
The thing is the amount of options for grevious wounds did go up as well. The issue is that much of that healing can't be reduced because they can sit under tower and hear form it.
: It hasn't really been discussed since ardent was changed even though it has been a major issue. Thornmail as we said when it was added and as you described it earlier today is simply a "bandaid" which never solved the underlying issue and IMO was just a lazy attempt by riot that ended up screwing the game over, bruisers where fucked by {{item:3076}} and several tanks began to dominate toplane then we got conqueror. Some things you are missing {{item:3174}} -it heals a lot on the right support, sona for instance. {{item:3107}} - even as a support main I find this item to be completely OP. old {{item:3504}} we all know how insanely broken this was even if it took the pros several patches to figure it out. and rework {{champion:16}} , used to be the case her W had an 18second CD if I remember correctly and to lower it you had to hit enemies with Q, she can now simply hide up the back of the lane and self sustain with pots/cookies and throw out the odd Q. One big change I would love to see is lifesteal being far less effective when gained from minions and small monsters say 10-30%.
I agree with what you mentioned I was just trying to condense the Rune specific issues first to not overwhelm the reader.
Rioter Comments
: > [{quoted}](name=Frosted Tips,realm=NA,application-id=3ErqAdtq,discussion-id=TXkaQjjU,comment-id=0000,timestamp=2019-04-11T19:29:11.083+0000) > > I personally hate these changes. Not because I think tanks shouldn't have access to grevious wounds or that I think Thornmail doesn't need a buff, but just that this is all a bandaid for a much bigger issue in the game. > > That issue you be the insane amount of healing and sustain that has been added to the game over the past few seasons and primarily due to runes. You used to only be able to heal from about 5% of damage done with abilities and have other small healing effects like Fleet, which I think is fine, but currently you can heal for more than 10% of your ability damage and also build two items that give omnihealing. Not only that, but Time Warp Tonic and Biscuits is taken on over half the champions in the game because of the insane amount of sustain. it offers during laning phase. > > Ok, but besides that rant I would like to say I think Thornmail and a grevious wounds item for tanks should be seperate items since it forces both effects to feel weak because they are both important and strong effects. Hopefully Riot realizes this. Right on. I do think Thornmail should have a higher % on it's passive since you're the one that needs to take damage to use it. It would force those sustain champs to go for other targets or gimp their healing. To me at least, this creates an interesting teamfight where a tank has to do their job and peel and disrupt.
Wait someone who is actually reasonable on the boards and didnt just stop reading after I said I disagree with them and took my reasoning to understand my perspective. What is this an actual place of discussion?
: Yeeesssss (9.8 gushing)
I personally hate these changes. Not because I think tanks shouldn't have access to grevious wounds or that I think Thornmail doesn't need a buff, but just that this is all a bandaid for a much bigger issue in the game. That issue you be the insane amount of healing and sustain that has been added to the game over the past few seasons and primarily due to runes. You used to only be able to heal from about 5% of damage done with abilities and have other small healing effects like Fleet, which I think is fine, but currently you can heal for more than 10% of your ability damage and also build two items that give omnihealing. Not only that, but Time Warp Tonic and Biscuits is taken on over half the champions in the game because of the insane amount of sustain. it offers during laning phase. Ok, but besides that rant I would like to say I think Thornmail and a grevious wounds item for tanks should be seperate items since it forces both effects to feel weak because they are both important and strong effects. Hopefully Riot realizes this.
: Fixing rageblade and Vayne in one swoop.
I simply disagree with Phantom Hits as an entire concept because it means that all other on-hit effects have to be reduced because if they have phantom hits then the on-hit effect is 1.5x stronger in 2 attack increments.
Moody P (NA)
: 50% winrate will never happen across the entire ladder and winrate by itself is not an accurate indication of character strength to begin with I know boards likes to harp about this but it really is such a stupid metric to go by.
The point was that the original comment was even worse logic than what I said. Obviously 50% win rate doesn't actually mean the game is in a good spot, but their arguement was that it would make it boring and that is absurd.
: you don't want a balanced game balance is boring imagine every champion had 50% win rate then it doesn't matter what you play and having 150 champions is pointless for the game to be interesting champions have to come and go from the meta but i agree when riot just decides to delete a champion from the game with nerfs it's beyond frustrating
So if every champion is at a 50% winrate then wouldn't that mean all champions have equal chance to win the game so every champion is viable? That is a bad thing and boring? 150 playable champions instead of 30 playable champions is boring?
Jack Raiden (EUNE)
: every time riot reworks an AA based champion ,they mess up rly,rly badly Kayle Aatrox Irelia Warwick if they rework trynd he will be either 1) completely broken shit ,which will be nerfed 10 thousand times after (aatrox,irelia,kayle) 2) completely useless shit, without his former late game scaling and dueling ,that will be forced to build tank (warwick)
I disagree. I think all those reworks are fine. Hopefully aatrox stabilizes after this next change.
: shyvana need a bit of buffs specially on her fury thing.
She is on the Tier 1 VGU lists since her kit is dated, so you just gotta wait for her turn.
: > [{quoted}](name=Frosted Tips,realm=NA,application-id=3ErqAdtq,discussion-id=gPYJkngH,comment-id=0000000000000000000000000000,timestamp=2019-04-10T23:17:03.466+0000) > > He isn't > > He is played in 3 lanes with relative frequency and he does not out scale all champions in all lanes. > > Ok and he is balanced around that, and they both have cooldowns just very spamable, and now the sustain is due to runes offering way too much sustain. This is not a Yasuo problem, but a rune problem. He has no inherit sustain. Except he's not balanced. My changes to his Q and E were an attempt at gaining that balance. Please explain how being able to jump straight down a minion line and catch literally any champion fleeing to their turret without fail, how being able to launch between five champions in 3 seconds and make himself impossible to hit during that streak, how being able to stab out AD + 120 damage that procs and crits every 1.33 seconds, how being able to charge for knockup in the span of 4 seconds after _just_ missing said knockup, all without resources, is "balancing around" not having a resource. Katarina is balanced around not having a resource. She needs to be proactive and make her ability uses and positioning count if she wants shorter cooldowns. If she makes a mistake, she gets one good chance to escape or she's toast, and she has to wait a reasonable amount of time for cooldowns. Riven, Shyvana, and others have a measurable cooldown between their abilities that opponents can mentally track and exploit to break their rhythm and find openings. Yasuo has none of these things (W aside), and puts out obscene amounts of damage besides. I'm sorry, brother, but that is not what balance looks like.
He has abysmal base stats and is forced to build full glass cannon early. Also he can't chase people into river, so instead of running to your turret directly try running away from minions. Also his dash is a set distance so you know exactly where he is forced to go so he is semi predictable. Katarina has a blink instead of a dash which is also longer range and can be used on allies. Shyvana is a garbage champion that is on the tier 1 list for a VGU so using her as an example is pointless. Did you know that Riven has a stronger shield then Yasuo that is also on a lower cooldown than his and it is a dash that does not require minions. Yasuo is balanced, but annoying and people will complain about him even if he is gutted.
: > [{quoted}](name=Frosted Tips,realm=NA,application-id=3ErqAdtq,discussion-id=gPYJkngH,comment-id=00000000000000000000,timestamp=2019-04-10T22:39:55.752+0000) > > So in short; > > Q nerf Q rebalance. If you're good with it (rewarding player skill; again, that's the point of these ideas), there's literally no change at all. Even if you're not, 9 seconds isn't so horrible. > W power shift, but overall nerf Explain to me how being able to turn Caitlyn's ult back on her is a nerf again...? > E nerf This one is arguably a nerf, because it extends the time between casts. I'll give you this one. > Ultimate identical Correct.
Q - If you miss once you garauntee lose your stacks which is a huge gut. Also reduced knock up duration which is a direct nerf. W - Yes knocking back 1-2 abilities is good, but negating all projectiles for 3.75 seconds is so much stronger. E - Huge nerf when used on a champion.
: > because his kit was deemed unhealthy Literally had an almost permanently sub-50% winrate for all of his existence until mere weeks before his rework when he graduated to a near perfect 50%. If this is deemed unhealthy, then about 100 champions of the whole roster or more should be erased from the game in a similar manner if any of this makes sense
Win rate has very little correlation to game health.
asud (EUNE)
: Q skill required increase not a nerf in damage but in ways of how easy it is W again better in short fights if necessary cant deflect 3 enemy champions for 5 seconds which isnt normal to begin with E maybe overdone R just fine Now why are all these good Well because Yasuo is overpowered champion. I play him so i should know. If he doesnt get camped by the jungler he will auto win lane which is kinda unfair considering he also outscales every other champion played in that lane. He has no resource, no cooldowns on 2 basic spells, way too good sustain in lane and way too good waveclear. Many of these things need attending to. One way would be giving him energy. Better way would be removing one of his 2 passives and im guessing you know which one is the issue for mid lane i dont know how but he should be forced out of the mid lane into the top where he belongs.
> Well because Yasuo is overpowered champion. He isn't > If he doesnt get camped by the jungler he will auto win lane which is kinda unfair considering he also outscales every other champion played in that lane. He is played in 3 lanes with relative frequency and he does not out scale all champions in all lanes. > He has no resource, no cooldowns on 2 basic spells, way too good sustain in lane and way too good waveclear. Ok and he is balanced around that, and they both have cooldowns just very spamable, and now the sustain is due to runes offering way too much sustain. This is not a Yasuo problem, but a rune problem. He has no inherit sustain. > i dont know how but he should be forced out of the mid lane into the top where he belongs. He was traditionally designed as a midlaner so idk if I agree with forcing him top.
: > [{quoted}](name=Frosted Tips,realm=NA,application-id=3ErqAdtq,discussion-id=gPYJkngH,comment-id=000000000000,timestamp=2019-04-10T22:27:08.681+0000) > > You nerfed every spell excluding his ultimate and didn't compensate him or atleast say "look into his base stats because of all the nerfs I did to him." What you suggest is a gut. The stats are the same as ever. I tweaked how they're used. His Q is exactly the same ability, except that if he doesn't hit anything (including minions or monsters) with it, his stride his broken and he has to wait for a longer cooldown. The knockup is shorter, again, the force him to commit to his decisions. The duration is still plenty long to ult in on it. His W is now stronger than before, but requires precise timing to get the most out of it. Rather than just dancing through every enemy champion and dominating 5v1 because he can't be hit before he obliterates everyone, he has to carefully wind up his E and choose which enemy champion to apply the big bonus to before committing to the fight. Further, he has to COMMIT to the fight when he goes in, he can't just dash back out scot-free. His ult, as you say, is unchanged. I can only presume you're a Yasuo main (or at least a frequent player), and if you have a problem with having to time your abilities and pick your windows with a champion whose greatest strengths are his burst and mobility, that might speak volumes to my point.
So in short; Q nerf W power shift, but overall nerf E nerf Ultimate identical
: > [{quoted}](name=Frosted Tips,realm=NA,application-id=3ErqAdtq,discussion-id=kfRBgP5j,comment-id=0000,timestamp=2019-04-10T20:47:41.167+0000) > > Aatrox was reworked because his kit was deemed unhealthy which I completely agree with. Drain tanks are not a healthy design and being a right click drain tank is even worse. drain tanks exist atm due to conqueror so lol
Ok? Do you hear all the complaints about it and how even the players the use the champions that benefit most from Conqueror also hate it.
: > [{quoted}](name=Frosted Tips,realm=NA,application-id=3ErqAdtq,discussion-id=gPYJkngH,comment-id=0000,timestamp=2019-04-10T22:19:28.650+0000) > > Reading Yasuo ideas and see that you purely gutted him with no compensation buffs is hilarious. He would have a 30% win rate if that happened to him if that. I didn't gut him, I made him more of the "ronin" he's meant to be. Like actual kenjutsu, Yasuo now rewards stride, timing and precision. He's more or less the same as he's always been, he simply needs to find a rhythm and not miss his Q now. Also, deflecting Jinx's ult at the enemy is a fairly sizable buff, I'd say.
You nerfed every spell excluding his ultimate and didn't compensate him or atleast say "look into his base stats because of all the nerfs I did to him." What you suggest is a gut.
: The Big Five (And why they're proof the game is poorly balanced.)
Reading Yasuo ideas and see that you purely gutted him with no compensation buffs is hilarious. He would have a 30% win rate if that happened to him if that.
: It's not limited to splitpushing, and honestly, it was indeed meant to be built on tanks with demolish to help them splitpush like the bruisers do. >.> Either way, a tanky LichBane item means that you can deactivate the tower, dive in and LichBane proc the champion trying to defend it (for free, tower is off), or you can use it to splitpush like an AD Bruiser. It actually gives *more* viability to your original idea, without completely nullifying the investment needed to actually dive someone by giving the buyer gapclose through the movespeed (and therefore saving their mobility for harder chase or a faster retreat from tower range) These are your items, and I'm not looking to come off as toxic. I've given my opinion. This is all the more I'm gonna give.
My main problem is that this active should be niche and force you to build an abnormal build while I think the AP Fighter Sheen item they make should be a much more common item and not have a bunch of power in an active that is so niche.
: If someone AFK's in a game, no matter when they afk we shouldn't lose lp
Ok so you would just make boosting so much easier. If you and your duo are about to lose the game then one of you leave and the other loses nothing. It is far to easy to abuse and people would just bully one another to leave so the rest don't lose LP.
: You say melee only...but it doesn't really quell my point. {{champion:105}} {{champion:38}} {{champion:131}} {{champion:517}} are all really potent with your first option, and all have pretty strong gapclose potential without Point Runner. Literally any AD Bruiser/Fighter who takes your secnd option + Zzrot can pretty much solo end the game through split pressure, so I just don't like option 2 straight out. I think giving the tankier Lich Bane option is a decent fit for AP fighters because it accents their tankiness without completely destroying their ability to deal damage, or giving them any more gapclosing potential that isn't already in their kit. But like I said, I honestly think we need a new mechanic for AP fighters in general, and that we can tie Ohmwrecker to AP fighters with that mechanic for some flashier dive plays.
I don't see how it is a problem on those champions. Also Ohmwrecker has an iconic active and keeping the general vibe of the active is my number one goal. An AP Fighter Sheen item should be a completely different item. Ohmwrecker was and is not designed as a tower pushing item. It deactivates the tower and that is what it is known for. So making it a Sheen item does it injustice.
: Point Runner on mages would mean a lot of Pain-in-the-Ass mobile mages blowing you up with 0 chance of escape. And splitpushers are annoying enough already without an AD option. If you're looking to make this more of a niche AP fighter item, I think we may need a new mechanic...since I'm too lazy to make that mechanic right now, let's try this instead: **Ohmwrecker** {{item:3057}} + {{item:1052}} + {{item:1011}} +500g (total: 2985g) + 400 HP + 25 AP + 250 mana + 10% CDR UNIQUE Active - Summons a drone at the target location for 2 seconds (600 range). The drone disables all enemy turrets within an 600-unit radius. (120 second cooldown). UNIQUE Passive - *Spellblade*: After using a spell, your next basic attack deals (75% base AD) (+50%AP) damage on hit. This setup allows mages and AP fighters to disable towers and get a solid chunk off of them from the LB proc...but gives FAR less AP than LB, trading it in for defensive stats that heavily favor AP bruisers/fighters over burst mages.
> Point Runner on mages would mean a lot of Pain-in-the-Ass mobile mages blowing you up with 0 chance of escape. And splitpushers are annoying enough already without an AD option. One, I said that these items could be made to be melee only so mages and marksmen could not abuse them, and the point is not to make a split pushing item, but to keep the current active in a much healthier way that also opens up country replay for melees verse per abusers like Zyra and Heimerdinger.
Chronabis (EUNE)
: @ Riot about Aatrox
Aatrox was reworked because his kit was deemed unhealthy which I completely agree with. Drain tanks are not a healthy design and being a right click drain tank is even worse.
: Tryndamere's in a poor spot
Tryndamere needs a rework and then he can be balanced into a healthy design.
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Frosted Tips

Level 179 (NA)
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