Rylalei (EUNE)
: Well, your title said you don't want wards and Oracle to disable boxes, and that's a huge buff to him, which no-one but Shaco mains want, and it's kinda already a fact that for the majority of Shaco mains, unless his winrate is above 60%, he's weak.
> [{quoted}](name=Rylalei,realm=EUNE,application-id=3ErqAdtq,discussion-id=ERzQRMEd,comment-id=000000000000,timestamp=2019-01-13T20:55:50.120+0000) > > Well, your title said you don't want wards and Oracle to disable boxes, and that's a huge buff to him, which no-one but Shaco mains want, and it's kinda already a fact that for the majority of Shaco mains, unless his winrate is above 60%, he's weak. Dang it's as if other traps in league arent coded to go back into their unseen position after you decide to not clear them or walk away from. Shaco's Boxes are coded as pets but used as traps, which is different than other traps in league, so maybe all im asking for is some consistency with the other traps in league I.E Teemo shrooms or Jhin W.
Rioter Comments
Rylalei (EUNE)
: Don't know about you, but I don't think Shaco needs any sort of buffs: https://www.leagueofgraphs.com/champions/stats/shaco/diamond And judging from your almost 80% wr on him, I think yea, he doesn't need a buff. Then again, "ad assassin main claiming his champ is weak" Also: https://youtu.be/5Afl4YJDu6E?t=493 Shows the damn clown as S tier for high elo and he's still A tier for lower elo. Maybe after Riot nerfs upfront damage along Ignite, then he might need a small buff, but for now, I need that nerf hammer, where's Poppy?
> [{quoted}](name=Rylalei,realm=EUNE,application-id=3ErqAdtq,discussion-id=ERzQRMEd,comment-id=0000,timestamp=2019-01-12T16:55:15.675+0000) > > Don't know about you, but I don't think Shaco needs any sort of buffs: > > https://www.leagueofgraphs.com/champions/stats/shaco/diamond > > And judging from your almost 80% wr on him, I think yea, he doesn't need a buff. > > Then again, "ad assassin main claiming his champ is weak" > > Also: https://youtu.be/5Afl4YJDu6E?t=493 > > Shows the damn clown as S tier for high elo and he's still A tier for lower elo. > > Maybe after Riot nerfs upfront damage along Ignite, then he might need a small buff, but for now, I need that nerf hammer, where's Poppy? I wasnt stating my champion was weak. I would be down for some compensation nerfs to be able to play AP Shaco like *many* of the Shaco mains would prefer to play
Rioter Comments
LTK KoRo (EUW)
: or they just need to realize that 95% of game is fine and most of boards are just an exaggerating crybabies who are too biased to realize how game should work
> [{quoted}](name=LTK KoRo,realm=EUW,application-id=3ErqAdtq,discussion-id=ii3H0M3s,comment-id=00010001,timestamp=2019-01-02T09:23:21.791+0000) > > or they just need to realize that 95% of game is fine and most of boards are just an exaggerating crybabies who are too biased to realize how game should work ..
: Who's the worst champ to get in ARAM?
One time i got {{champion:83}} . I never felt more useless than i did that game.
: > First let me say, I really like the direction Riot is going in for the Runes and Honor system overall; I was actually in the process of writing a (VERY lengthy) post with suggestions on how to redesign the runes system, but scrapped the post due to being simply _too much_ and too time consuming for me to invest energy into. It's nice to see that Riot actually is going in the direction that I, and many other players, were hoping for with the new rune system. > > However, as an avid league player who thoroughly enjoys customizing the way I play each champion individually -- and often times making multiple niche rune pages for one champion -- I have many, many questions, concerns, and suggestions.   *** *** ***   #Runes Reforged --- SUGGESTIONS > **1. The New Rune Page Thematic and Look** I know it's a WiP, but from taking a look at the [new rune page screen](https://youtu.be/bY67yCaGdno?t=1m40s), it really seems underwhelming and lacking any visual impact. I would like to see something similar to our [current rune page "wheel"](http://i.imgur.com/RFHPxYX.png), with the Keystone rune in the center of the wheel and the primary/secondary runes spread around it. You could even go fancy and make it look sort of three-dimensional and whatnot. > *** > **2. Rune Naming Schema** I think you should move away from mythology based naming schemes altogether -- things like "runes", "marks", "glyphs" etc feel ancient (no pun intended) and really do not reflect the modernization of the new client and League overall. Not to mention it feels very ... unfocused, and can be confusing to new players as to what a "rune" is, et al > I suggest a new naming schema: **Tokens** (Runes) -- **Force** (Marks), **Fortify** (Seals), **Augment** (Glyphs), **Enhance** (Quints). Even if some or none of the original types of runes make it through the dev stage (i.e. quints becoming the "keystone"), you can still rename the new rune lines and what have you, for better clarity on what they accomplish. > *** > **3. New Rune Keystones and Rune Variations/Types** It's hard to tell what is going to be done with the existing rune types and how they translate over to the new system; it's clear though that there seems to be much less emphasis on "number stat adjustments" and more on "big bold individual rune modifiers". As someone who really enjoys tweaking rune pages precisely, I hope you will find a way to bring that same level of minute tweaking with the new system, while adding even more variations on rune abilities. > Something I was in the process of writing up on my draft post for a new rune system, was the importance of **increasing rune variety** while also narrowing the power focus each type of rune has. For example, currently we have 9x runes of marks, glyphs and seals and 3x quints; although this seems gives a certain amount of expression in a full rune page, there actually isn't much in the way of variety given how the system is currently setup with min/max runes, and a lot of wasteful rune (gold/s, flat mana, exp, etc) -- not to mention the slew of just straight up _inefficient_ runes like Scaling AD marks/seals. > It would behoove the rune development team to completely remove these extraneous, practically useless runes, and replace them with more varietal runes; I understand the new **Rune Keystone** acts as a focal point (and I assume replaces "quints" in a way), but you should still include more variety of basic rune types, while keeping their power delineated into individual runes instead of the 9x set we have now. > > **_Example List of New Runes By Type:_** > * ~~Marks (9 Slots)~~ **Force Tokens (3 Slots)** * 3x **Attack Speed** (~~+1.7%~~ *5.1% AS*) * **Scaling AS -- New!** (*14%/lvl18*) * 3x **Flat AD** (~~+0.95~~ *2.84 AD*) * 3x **Scaling AD -- Upgraded!** (~~2.43 AD/level18~~ *14.58 AD/level18*) * 3x **Flat AP -- Changed!** (Converted *+3.6 AP*) * 3x **Scaling AP -- Changed!** (Converted *+9.18AP/level18*) * **~~Magic Resist~~** (*Removed*) * **~~Scaling MR~~** (*Removed*) * **~~Flat Health~~** (*Removed*) * **~~Scaling Health~~** (*Removed*) * **~~Armor~~** (*Removed*) * 3x **Precision** (~~+1.13 Leth / +0.62 M.Pen~~ *+3.4 Leth / +1.86 M.Pen*) * 3x **Lethality** (~~+1.60 Lethality~~ *+4.8 Lethality*) * 3x **Magic Pen** (~~+0.87 M.Pen~~ *2.6 M.Pen*) * 3x **Crit Chance** (~~+0.93%~~ *2.8% Chance*) * 3x **Crit Damage** (~~+2.23%~~ *6.69% Damage*) * **~~CDR~~** (*Removed*) * **~~Mana~~** (*Removed*) * **~~Mana/level~~** (*Removed*) * **~~Mana Regen~~** (*Removed*) > > * ~~Seals (9 Slots)~~ **Fortify Tokens (3 Slots)** * 3x **Flat Health** (~~+8HP~~ *+24HP*) * 3x **Scaling Health** (~~+24HP/lvl18~~ *+72HP/lvl18*) * 3x **Percent Health** (~~+0.5%HP~~ *+1.5%HP*) * 3x **Health Regen/5sec** (~~+0.56/5s~~ *+1.68HP/5s*) * 3x **Scaling Health Regen/5sec** (~~+1.98/5s~~ *+5.94HP/5s*) * 3x **Flat Armor** (~~+1AR~~ *+3AR*) * 3x **Scaling Armor** (~~+3AR/lvl18~~ *+9AR/lvl18*) * **~~Attack Speed~~** (*Removed*) * **~~Flat AD~~** (*Removed*) * **~~Scaling AD~~** (*Removed*) * **~~Flat AP~~** (*Removed*) * **~~Scaling AP~~** (*Removed*) * 3x **Magic Resist -- Changed!** (*+4.02MR*) * 3x **Scaling MR -- Changed!** (*+9MR/level18*) * **~~Crit Chance~~** (*Removed*) * **~~Crit Damage~~** (*Removed*) * **~~CDR~~** (*Removed*) * **~~Mana~~** (*Removed*) * **~~Mana/level~~** (*Removed*) * **~~Mana Regen~~** (*Removed*) * **~~Scaling Mana Regen~~** (*Removed*) * **~~Energy Regen~~** (*MOVED*) * **~~Scaling Energy Regen~~** (*MOVED*) * **~~Gold / 10sec~~** (*Removed*) > > * ~~Glyphs (9 Slots)~~ **Augment Tokens (3 Slots)** * **~~Attack Speed~~** (*Removed*) * **~~Flat AD~~** (*Removed*) * **~~Scaling AD~~** (*Removed*) * **~~Flat AP~~** (*Moved*) * **~~Scaling AP~~** (*Moved*) * **~~Magic Resist~~** (*Moved*) * **~~Scaling MR~~** (*Moved*) * **~~Flat Health~~** (*Removed*) * **~~Scaling Health~~** (*Removed*) * **~~Health Regen/5sec~~** (*Removed*) * **~~Armor~~** (*Removed*) * **~~Magic Pen~~* (*Removed*) * **~~Crit Chance~~** (*Removed*) * **~~Crit Damage~~** (*Removed*) * 3x **Flat CDR** (~~-0.83%CD~~ *-2.5%CD*) * 3x **Scaling CDR** (~~-1.67%CD/level18~~ *-5.01%CD/level18*) * 3x **Mana -- Upgraded!** (~~11.25 Mana~~ *+101 Mana*) * 3x **Scaling Mana -- Upgraded!** (~~+25.56 Mana/level18~~ *+213 Mana/level18*) * 3x **Mana Regen -- Upgraded!** (~~+0.33 Mana Regen/5s~~ *+3 Mana Regen/5sec*) * 3x **Scaling Mana Regen -- Upgraded!** (~~+1.2 Mana Regen/5s level18~~ *+4 Mana Regen/5s level18*) * 3x **Energy -- Upgraded!** (~~+2.2 Energy~~ *+40 Energy*) * 3x **Scaling Energy** (~~+2.89 Energy/level18~~ *+80 Energy/level18*) * 3x **Energy Regen -- Ugraded!** (~~+0.63 Energy Regen/5sec~~ *+2.1 Energy Regen/5sec*) * 3x **Scaling Energy Regen -- Upgraded!** (*~~+1.15 Energy Regen/5sec level18~~ *+4.2 Energy Regen/5sec level18**) > > * ~~Quints (3 Slots)~~ **Enhance Tokens (2 Slots)** * 2x **Life Steal** (*+3% LS*) * 2x **Spell Vamp** (*+4.2% SV*) * 2x **Move Speed** (*+3% MS*) * 2x **Immolate -- New!** (*DoT Burn Effect/5sec*) * 2x **Shred - New!** (*DoT 1.5AD/1sec*) * 2x **Boost Armor -- New!** (*Increased Armor [Flat or Scaling]*) * 2x **Boost Health -- New!** (*Increased Health [Flat, Scaling, %, or Regen]*) * 2x **Boost MR -- New!** (*Increased MR [Flat or Scaling]*) * 2x **Boost Attack -- New!** (*Increased AD [Flat or Scaling]*) * 2x **Boost Ability -- New!** (*Increased AP [Flat or Scaling]*) * 2x **Boost Lethality -- New!** (*Increased Lethality [Flat]*) * 2x **Boost Precision -- New!** (*Increased Precision [Flat or Scaling]*) * 2x **Boost Magic Pen -- New!** (*Increased M.Pen [Flat]*) * 2x **Boost CDR -- New!** (*Increased CDR [Flat or Scaling]*) * 2x **Boost Crit Chance -- New!** (*Increased Crit Chance [%]*) * 2x **Boost Crit Damage -- New!** (*Increased Crit Damage [%]*) > *** > ##Keystone Rune Ideas > * **Keystone Tokens (1 slot)** * **Overdrive** (Significantly boost Movespeed % for X amount of time when X happens [WiP]) * **Goliath** (Summons the Spirit of a Shogun and causes enemies in X radius to Flee for X seconds [WiP]) * **Liquid Defense** (When taking X amount of burst damage, triggers a protective, fluidic sphere that negates X% of incoming damage [WiP]) * **Sonic Shock** (Every X seconds, passively emits a shockwave around champion, slowing enemies for X seconds by X%, and silencing their abilities for 0.5seconds [WiP]) * **God's Armament** (Passively provides extreme levels of Armor, MR and Health when X [WiP]) * **Susanoo** (For every X attack over X amount of damage done, summons an ethereal sword that strikes the enemy 3 times in rapid succession, or parries 3 AAs from any source, so long as incoming damage is X amount [WiP]) * **Shadow Walk** (Passive -- So long as no damage is done to enemies, allows the user to temporarily increase movespeed by X%, and provides a stealth shroud by bending light in the surrounding environment for X seconds. High Cooldown, disabled by taking damage from any source [WiP]) * **Commandment** (Increases durability and damage output of nearby allied turrets within X radius [WiP]) * **Refractive Shielding** (Passive -- Creates a prismatic barrier which blocks a portion of incoming projectile damage from one direction. Barrier can only mitigate X amount of damage before failing. User must not take damage for X seconds in order for the barrier to reinitialize itself [WiP]) * **Transfusion** (Passive -- Every X number of spells or attacks, converts X% of champion's HP into AP(or AD) damage. Health regen is temporarily increased by X amount for X time [WiP]) * **I Will Survive** (Passive -- When user is taunted, stunned, snared, rooted, or otherwise immobilized, provides 3 short bursts of HP, based on X% Bonus HP amount [WiP]) >
wtf {{sticker:slayer-pantheon-thumbs}}
: If you're planning on trying to climb further; good luck. For you have reached the 2nd circle of low-elo hell. The 1st circle was defined by consistently bad players on both teams. This one, however, is the circle of inconsistency. One game, you will have a very well-performing team that doesn't display toxic behavior and will try their best to win the game, the next game, you can expect to have a team that is the complete opposite of what I just described. Getting out of this circle will most likely prove much harder than getting out of the first. I wish you the best of travels in your journey out of low-elo hell, and into high-elo heaven.
this is like the most analytical look at how fucked silver is.
: The small enchantments Azir ult lasting 4 seconds longer Kat being ez to play Yasuo not being banned every game Good orderly and professional threads that really build into something of value and AND get noticed by riot and become true in game :3 it's the little things. They grow on me
Looks like this turned into another "i fucking hate yasuo" thread lol
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: Pantheon blocks Diana R
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: One that actually happened. {{champion:75}} Messed up decimal point on ult scaling causing it to deal 1 instead of 0.1 AP each second. Meaning that after 1 item he could easily deal 100% max HP each second.
: Incorrect. It gets effected by a logarithmic curve that eventually pulls the gains infinitely closer to zero REALLY fast. You might gain a few more points of AP and HP, but that's it.

GIGASMURF SHACO

Level 124 (NA)
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