: Silver players do not know the fundamentals. They dont know how to CS, when to CS, trade, zone, roam, gank, path, ward, or even look at the map. You may say that you do, but if you did you'd be diamond.
Roughly 2.3% of the playerbase is in diamond. You can't honestly be saying that only 2.3% of the playerbase knows the basics of this game. You can say that they USE them better, but to say there the only ones that KNOW the fundamentals is ridiculous.
: Who do you think is the best designed champion and why ¿
{{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} {{champion:8}} Oh aesthetic design...uh {{champion:107}} perfect animations/sound/look
Rioter Comments
PhRoXz0n (NA)
: Crit Item Explorations Part 2
What if you just made crit increase basic attack DMG (not on hit effects) by 1% per 1% crit. Ovbiously the crit cap would need to be altered as well as how much crit each item gives. But the build paths would be much smoother and we could get rid of the rng.
: Nasus Partial Rework Concept
This post is getting a surprising amount of views, so I'll post edits I make in replies. Please suggest stuff! I'm happy to discuss any ideas. EDIT: I was looking at the passive again, and I realized that the lifesteal combined with the new Soul Eater passive would give him 25% lifesteal on basic attacks(against champions) at lvl 1 . This seemed a little too much, so I added the following condition: "While Soul Eater is active (can only affect champions), Nasus loses this lifesteal". This way he keeps some lane sustain without having absurdly high healing on basic attacks.
nasu010 (NA)
: As a former nasus main i actually like your proposal however the w still remains an issue I suggest shifting the armor reduction to the w instead there for making it more viable since it can now miss if used incorrectly and further making it a greater asset to his kit. With this {{item:3116}} {{item:3151}} make an even better combination to his core build pairing it with {{item:3074}} {{item:3742}} {{item:3025}} {{item:3080}} or {{item:3115}} and {{item:3078}}
Hello fellow Nasus player, thanks for the reply! I approached the partial rework from a juggernaut perspective, core items being {{item:3025}} or {{item:3078}} and then full tank. I focused on having Nasus scale around his stacks rather then AD, meaning he wouldn't be building items like{{item:3080}} {{item:3812}} {{item:3074}} . AP Nasus is something I'm not very familiar with. I'm totally for building {{item:3151}} {{item:3116}} , but doing so pushes him away from juggernaut and into mage territory. Maybe Nasus could be a hybrid juggernaut, core items {{item:3025}} then {{item:3151}} and then tank. His W would be enough of a slow for Liandrys I think. I like the idea of moving the armor shred to his W, but I felt like it made his W overloaded. It seems more appropriate for the armor shred to stay on his E, as it is an AOE ability for stationary targets (basically tanks/other juggernauts). I definitely understand the issue you have with the W; I struggled to find something to do with it. I felt like it should focus on being a slow/AS slow, so I added the slow immunity to help him chase down enemies that he hits with it. In a teamfight having slow immunity is essential in order to be effective. I feel like lategame Nasus should be a threat to enemy teams, and if he can't get around slows then they'll just kite him infinitely even if he's slowing them with his W.
: Prestige Skin for Olaf
This dude is from the elder scrolls online. He looks badass, and would be great as a Olaf skin.
: as a chesse top maining {{champion:17}} {{champion:23}} {{champion:80}} i love Nasus the way he is LMAO
xd. I'm hoping these changes would still let people abuse him early in tradeoff for lategame scaling.
Rioter Comments
: Can you Please Make Blood Moon Darius + Draven thank you Riot :D {{sticker:sg-shisa}}
BLOOD MOON VLAD PLZ RITO
EvLoFo (NA)
: Come up with the Best Enemy Team for Sylas to Counter
EvLoFo (NA)
: Come up with the Best Enemy Team for Sylas to Counter
To counter Sylas: {{champion:122}} top {{champion:76}} jg {{champion:126}} mid {{champion:145}} ADC {{champion:223}} sup
: Neeko's character isn't really to copy other's abilities, moreso just to look like them since she's a chameleon that blends in, would make sense for her to shape shift into whatever helps her survive, but to actually vel'koz ult, ryze realm warp, etc wouldn't make sense if she didn't have the magic in her to do that. Sylas was imprisioned because he was witnessed harassing another person's magic, so it makes sense that this chain guy can steal abilities since thats what his lore was built on.
> [{quoted}](name=Tormentula,realm=NA,application-id=yrc23zHg,discussion-id=ENRAJJ4u,comment-id=0002,timestamp=2019-01-08T18:40:33.288+0000) > > Neeko's character isn't really to copy other's abilities, moreso just to look like them since she's a chameleon that blends in, would make sense for her to shape shift into whatever helps her survive, but to actually vel'koz ult, ryze realm warp, etc wouldn't make sense if she didn't have the magic in her to do that. > > Sylas was imprisioned because he was witnessed harassing another person's magic, so it makes sense that this chain guy can steal abilities since thats what his lore was built on. I don't see how it makes more sense for Neeko to be using an Ult combo of {{champion:20}} {{champion:32}} as opposed to copying abilities. If she doesn't have alot of magic power, then why is her ult so insane? She can copy their auto animations. Its too late now to change them, since Riot has already solidified their lore. But I think the champs ults could easily have been switched before they were released.
: > [{quoted}](name=FullMetalPeasant,realm=NA,application-id=yrc23zHg,discussion-id=ENRAJJ4u,comment-id=00000000,timestamp=2019-01-08T18:33:32.033+0000) > > Same thing with Sylas. If Sylas is supposed to be drawing power out of his enemies, why not give him ways to lifesteal/steal MR or AR/Steal AP/AD instead of making him copy an ult when there is already champion based around copying. {{champion:48}}
> [{quoted}](name=Lunaranul,realm=NA,application-id=yrc23zHg,discussion-id=ENRAJJ4u,comment-id=000000000000,timestamp=2019-01-08T18:39:04.338+0000) > > {{champion:48}} Yes there are champs that can do that (also {{champion:266}} {{champion:82}} {{champion:75}} {{champion:8}} . Kinda makes Sylas redundant, which is why riot switched their ults I bet.
Dr Dog (NA)
: morde is our last stand
: Neeko can only copy appearances, though, not their powers. She can wear someone else's skin, so to speak, but is still Neeko. Sylas explicitly has the ability to draw magic out of other people and use it himself.
> [{quoted}](name=Lunaranul,realm=NA,application-id=yrc23zHg,discussion-id=ENRAJJ4u,comment-id=0000,timestamp=2019-01-08T18:27:07.263+0000) > > Neeko can only copy appearances, though, not their powers. She can wear someone else's skin, so to speak, but is still Neeko. > > Sylas explicitly has the ability to draw magic out of other people and use it himself. Why shouldn't Neeko be able to copy powers? Riot could have easily changed her lore slightly to fit the ult in. Same thing with Sylas. If Sylas is supposed to be drawing power out of his enemies, why not give him ways to lifesteal/steal MR or AR/Steal AP/AD instead of making him copy an ult when there is already champion based around copying.
Rioter Comments
Cetri (NA)
: Other weird ults: {{champion:266}} {{champion:74}} {{champion:420}} {{champion:133}} {{champion:223}} {{champion:6}} {{champion:29}} {{champion:154}}
{{champion:122}} needs stacks to do anything.
: Sylas, the Unshackled
{{champion:122}} {{champion:420}} {{champion:161}} {{champion:67}} {{champion:39}} {{champion:74}} {{champion:145}} {{champion:50}} {{champion:83}} ults are pretty uselss by themselves. They need the rest of the abilites to do anything.
: Teemo - The Swift Scout [Rework Concept]
I get tilted whenever I see Teemo in game. It's not even because he's annoying anymore (except for his mushrooms) He made learning the game hell.
Mindzur (NA)
: There needs to be SOMETHING you can do to avoid Fiddle's bullshit crow
Rioter Comments
: i might get hate for this, but i think skirmishers and divers step way too much on juggernauts toes
Riot won't do this, but the easiest and arguably best change would be to just make juggernaut exclusive items. {{item:3005}} {{item:3748}} {{item:3053}} {{item:3025}} {{item:3022}} are juggernaut items, and should be locked off as such. Riot needs to embrace class subclasses, and make item changes accordingly.
Rioter Comments
Kaioko (NA)
: It's not like Conqueror converts ALL of his damage to true damage -- it's only 20% armor is still very useful for the other 80%. Now the ultimate part which is really a Yasuo only thing is obviously an issue if you went full armor. But honestly it doesn't become a problem until he has finished at least one full item since only his crits go through it. At that point your laning phase is already basically over and you have no business fighting him 1 vs 1 as a tank. If on the other hand you're a bruiser like Garen, Darius, Renekton etc... feel free to absolutely shit on him both early and mid game.
I think the op is a mid laner not a top lane tank. In which case there is {{item:3157}} {{item:3047}} health items are also very effective {{item:3027}} {{item:3116}} and there is always {{item:3143}} worst case scenario
: The source of the problem is that people don't want to work to have to beat a specific champion. If that's the case, is it even a problem? Good champions will always be good champions. It is what it is. Akali still best character to me lol
This. Having a champion that introduces a completely new mechanic is a GOOD thing. And as much as people deny it, CertainlyT's champs have lots of counterplay built into their kits. You only need to take the time to understand the champion. I'm not going to argue that often his champs aren't released overtuned, but they have at least interactive counterplay as opposed to: {{champion:91}} {{champion:23}} {{champion:80}} {{champion:131}} {{champion:17}} {{champion:86}} and more
: any non meta top laners to play
{{champion:59}} {{champion:120}} {{champion:131}} {{champion:126}} {{champion:68}} {{champion:75}} {{champion:223}}
: What was league like, when it was in it's most "balanced" state?
Every season after the one you started playing is the worst season. Or at least that's what people on these boards think.
Jason X (EUW)
: Here I will post my thoughts about adcs in general and what i think about crit adcs: **CRIT marksmen in SOLOQ have several issues:** - farming for 20 minutes isn´t fun, and even doing that, it doesn't ensure you that you will have any chance to be useful, because while everybody is playing league of legends, marksmen are playing minecraft early game, and dark souls late game. Ignite itself does the 25% of your HP, 1 single ability late game can burst you down, too many free aoe damage, too many cdr. No HP in none of their marksmen items makes the role so hard to play. - ADC's will always be even more under-leveled in early-mid game if a sololaner gets a slight advantage, making the game unfairly difficult even if you do perfectly as a marksman. - The Builds for ADC's have too many spikes and are much more exponential comparing to a standard mage build. That's because many items are Based in 2 relevant stats {{item:3087}} {{item:3094}} {{item:3046}} out of 5, and **That's why crit users DO NOT have an item path they are excited about.** think about this: **Crit Marksmen have 5 stats to worry about when doing damage:** 1. AD 2. Crit chance 3. Attack Speed 4. Life Steal 5. Armor Pen The amount of combat stats makes their in-game feeling so clunky. Thats why {{item:3095}} was designed, to improve the damage curve of the Marksmen by making it more linear, but there's still some more work to be done with this. Crit users have an exponential curve, thats why {{champion:236}} {{champion:81}} are that strong, because this champs are more linear, and being more impactful early game makes this role more appetizing and funnier, leaving the meta aside. **Mages only have 3 stats to worry about when doing damage:** 1. AP 2. Magic Pen 3. Mana/Manareg OUTPUT COMPARISON: * Mages are more efficient, and more fun to play, because they find the stats they need earlier and more linearly, so they can fight earlier, they wont be as punished as a marksman if they go for the wrong fight early, and some ap items have incredible deffensive actives/passives {{item:3157}} {{item:3102}} {{item:3003}} * Crit marksmen are less efficient, less fun to play because they are designed to be relevant 10-15 minutes later, they can't fight early, and the abilities that AD items offer are way more situational. Sometimes {{item:3026}} is irrelevant, sometimes a {{item:3140}} doesn´t save you at all. Having more stats in your build to worry about makes the crit marksmen feel more out of tempo. MY SOLUTIONS FOR: -Clunky Marksmen Scaling: Create -Ranged champion only - items designed for Crit Marksmen. I was thinking about a {{item:3027}} with new stats according to them, an item that gives you ad+crit+as, that grows based on the game timer. (Adding 3 AD+3% Attack Speed+2%Crit Chance per minute for example). Like supports have their items {{item:3301}} {{item:3310}} {{item:3308}} , marksmen could have their own starting item depending of who are facing or what their interests will be in each game. **The objective of this idea is that the marksmen reach their potential more linearly**. -Peel: Rework the {{summoner:7}} and the {{summoner:21}} , making barrier an aoe spel like {{item:3105}} or a shield like {{champion:40}} E is rewarding for the support main aswell. This -Ranged champion- Items only that i've mentioned before, designed for marksmen, could supply deffensive actives / passives similar to the actives or passives that we can see in the mage items. **In conclusion, I think that options like: - Creating starting items that scale for marksmen (similar to support starting items) with the objective of making their damage curve more linear. - Creating -Ranged champion only- items designed for marksmen that supply new deffensive actives / passives. By doing this, melee champions wont be able to abuse crit items. - Lowering the impact of the XP. - Adding a small amount of HP to their items. - Reworking Barrier so this can work as a support spell. - Including more than 2 base stats in Marksmen items. Are interesting ideas to help the feeling of the players that main this role. ** Thanks for reading ^^
If the botlane were to get xp increases the game would revolve completely around who wins botlane. Solo laners need the increased xp to deal with a fed botlane. Since there's two people for each team botlane, the one that wins heavily influnces the game already, since not only are two people on the enemy team ahead, but two people on your team are very far behind. If split xp were to increase, you'd have to win AT LEAST top and mid to even have a chance of beating a fed botlane, and your jungler better not be far behind
PhRoXz0n (NA)
: Crit Item Explorations
How about you make essence reaver an active item. Then people would use it.
: making an apology to riot (if itll even be seen by them)
Try meditating for stress. Sometimes sitting still and doing nothing can really help refocus/reset the brain.
: > [{quoted}](name=FullMetalPeasant,realm=NA,application-id=3ErqAdtq,discussion-id=WAeXPU9o,comment-id=,timestamp=2018-12-20T22:39:12.861+0000) > > I love playing Nasus, the juggernaut playstyle is just what I enjoy the most. However, the buff currently on the pbe is probably too much. > It's a pretty simple buff, but I think it messes with Nasus' scaling too much. He's supposed to be the quintessential late game fighter/juggernaut, but this buff makes him scale muuuuuch faster then he probably should. > > Instead of just increasing the number of stacks from large minions/monsters, what if he buff was this instead: > > New Ult Passive: For every 100 Q stacks Nasus' total stacks are increased by 5/7.5/10% (based on Ult rank). > > This way his early/midgame don't benefit too much, and his late game gets the power buff it needs > > Thoughts? Am I completely insane? I feel Riot has decided to focus on his midgame because he'll always be terrible late game as folks start grouping and taking advantage of his low mobility. I feel the notion of Nasus being an unstoppable force come late game hasn't been true for a very long time. It's a relic of a simpler time back in season 2 or so when nobody really knew what they were doing or how to properly take advantage of his weaknesses. Back then farming up 2000 stacks and 1 shotting was enough, but now...not so much.
Riot could alternatively give Nasus scaling tenacity or slow resistance, though doing so could easily break the champion completely. I think Riot should focus on his strengths (damage and tankiness) rather then targeting his weaknesses.
: > [{quoted}](name=FullMetalPeasant,realm=NA,application-id=3ErqAdtq,discussion-id=WAeXPU9o,comment-id=,timestamp=2018-12-20T22:39:12.861+0000) > > I love playing Nasus, the juggernaut playstyle is just what I enjoy the most. However, the buff currently on the pbe is probably too much. > It's a pretty simple buff, but I think it messes with Nasus' scaling too much. He's supposed to be the quintessential late game fighter/juggernaut, but this buff makes him scale muuuuuch faster then he probably should. > > Instead of just increasing the number of stacks from large minions/monsters, what if he buff was this instead: > > New Ult Passive: For every 100 Q stacks Nasus' total stacks are increased by 5/7.5/10% (based on Ult rank). > > This way his early/midgame don't benefit too much, and his late game gets the power buff it needs > > Thoughts? Am I completely insane? I feel Riot has decided to focus on his midgame because he'll always be terrible late game as folks start grouping and taking advantage of his low mobility. I feel the notion of Nasus being an unstoppable force come late game hasn't been true for a very long time. It's a relic of a simpler time back in season 2 or so when nobody really knew what they were doing or how to properly take advantage of his weaknesses. Back then farming up 2000 stacks and 1 shotting was enough, but now...not so much.
I agree, coordinated CC can make Nasus useless. I would argue that after a certain point Nasus becomes so tanky that focusing him becomes a lose-lose situation. Your entire team needs to focus him or he will start killing everyone easily. But when you focus him, unless you have a Vayne, it takes so long to kill him it his team can engage and clean up. He's not going to solo an enemy team, but he will absorb the entire focus of the enemy team. This only matters if Nasus' team doesn't get caught and destroyed and is actually able to take advantage.
: No, it would increase his total stacks by 100%. So at 1k stacks the passive would give an additional 1k stacks=2k stacks. The Ult passive wouldn't count the stacks gained from itself, only the stacks gained from Q At 1100 stacks, he would get 110% bonus stacks, and so and so forth. This is only a suggestion though, it might better for balance purposes to decrease the number to something lower like 1/2.5./5%
I may have worded it confusingly, so here is what it would look like (With rank 3 ult passive) 100 Q stacks = 110 Total stacks 200 Q stacks = 240 Total stacks 600 Q stacks = 960 Total stacks 1000 Q stacks = 2000 Total stacks
Eggbread (NA)
: This would rarely happen, but wouldn't this give him infinite stacks once he has 1000 stacks and has it Rank 3?
No, it would increase his total stacks by 100%. So at 1k stacks the passive would give an additional 1k stacks=2k stacks. The Ult passive wouldn't count the stacks gained from itself, only the stacks gained from Q At 1100 stacks, he would get 110% bonus stacks, and so and so forth. This is only a suggestion though, it might better for balance purposes to decrease the number to something lower like 1/2.5./5%
Rioter Comments
: {{champion:37}} is now permanently silenced, we want to keep her play style in tune with her lore
> [{quoted}](name=Nasus of midlane,realm=NA,application-id=yrc23zHg,discussion-id=wRjQAuHF,comment-id=0010,timestamp=2018-12-18T19:53:38.463+0000) > > {{champion:37}} is now permanently silenced, we want to keep her play style in tune with her lore "Tune" lol
Elohaven (NA)
: @Riot Vayne's Buff from a Vayne Main
As someone who primarily plays juggernauts, ({{champion:82}} {{champion:122}} {{champion:75}} {{champion:8}} I despise Vayne. If I could, I would ban her every game but I have to ban my lane counters. I have no problem with Vaynes mobility, invisibility, or her knock back. But the % hp TRUE DMG pisses me off. Unless I am fed enough to one/two shot her, or the player doesn't know how to play her, it feels like I can't do anything. I get she is a tank buster, but she counters my picks so hard it feels pointless even playing. Unlike {{champion:114}}, there isn't any way I can position to avoid her dmg. if she gets close enough to auto me, I die. I have to pray my assassin (if I even have one) can burst her down before she bursts me down. Until riot changes this I will rejoice everytime I see her banned.
: {{champion:82}} im pretty sure you need to ask Reav3 about Morde news
Is he in charge of the VGU for {{champion:82}} ?
Meddler (NA)
: Quick Gameplay Thoughts: November 28
Would you say {{champion:75}} is in a good spot? Not trying to say he isn't, just want your thoughts. {{champion:131}} news?
Meddler (NA)
: Quick Gameplay Thoughts: November 28
Thoughts on {{champion:8}} ? Any news for {{champion:82}} ?
: I hardly play anymore. Problem is, pretty much everything out right now sucks because companies have realized they don't have to make good games to make good money.
> [{quoted}](name=Trollmanship,realm=NA,application-id=yrc23zHg,discussion-id=jihANEJ8,comment-id=0001,timestamp=2018-11-26T16:35:51.331+0000) > > I hardly play anymore. > > Problem is, pretty much everything out right now sucks because companies have realized they don't have to make good games to make good money. I don't necessarily disagree, but the players have control over that. If the game isn't good, then players shouldn't play it. Companies will lose money and then be forced to make higher quality games if they want to make money.
Rioter Comments
: I don't understand the thought process that lead to these changes.
Look up "sunk cost fallacy". If you're not having fun, quit and stop investing time and money. (I'm not an economics guy but this term really applies.)
: Game would be so much healthier if champs like yasuo would be deleted.
Because{{champion:23}} {{champion:80}} {{champion:17}} {{champion:126}} {{champion:24}} {{champion:107}} {{champion:58}} {{champion:27}} {{champion:68}} are so much more fun to play against. You're one of those people that just want to brainlessly win lane becuase your champ wins the matchup aren't you?
Rioter Comments
: AP Bruisers: Champions that Need Your Attention
{{champion:131}} probably falls under the Ap brusier class tbh
: Unlucky matchmaking..but if I ever see that fiddlesticks.. {{sticker:sg-shisa}}
Meddler (NA)
: Quick Gameplay Thoughts: October 26
Meddler (NA)
: Quick Gameplay Thoughts: October 3
{{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} {{champion:82}} ?
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FullMetalPeasant

Level 189 (NA)
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