Rioter Comments
: I thought the Spear was a worse version of the previous ER? Or did I miss something?
> [{quoted}](name=HommeGoujon,realm=NA,application-id=3ErqAdtq,discussion-id=EIMLiXsE,comment-id=0000,timestamp=2019-04-18T14:39:00.691+0000) > > I thought the Spear was a worse version of the previous ER? Or did I miss something? It’s better for the abusers because it still give AD but now also gives health and no mana which means there are no wasted stats in buying it like there used to be.
: Champ Select Freezes at 0
Very similar to that, I have the picture saved at home but I don’t even think it showed me bans, and I would have been first pick on red side but I never saw if it was me who didn’t pick or the first pick on blue.
: Champ Select Freezes at 0
My wife has had a ton of client issues, going back to an older version or, and this one happens a lot, someone not on our team will dodge a queue and she'll be stuck in the same champ select when we get our next accept notification. She can hear the noise and everything but the client never changes over.
Rioter Comments
Moody P (NA)
: Viktor Top does not create a diverse lane. AP Ranged tops never have.
So what can us midlanders say about Irelia, Aatrox, and urgot mid? It’s a pain to play against but we change our play style because one of the main aspects of league is never having the same matchup and adapting. Mages top will poke you and push...but they’ll also be infinitely squishier than you and it’s not a 1v1 champ that can go toe to toe with a bruiser late game while someone is trying to split push. I play viktor mid and it’s a different build but I can easily be beat by certain champs as long as they’re not just going aggro because they don’t know how to play against the champ.
Rioter Comments
Rioter Comments
Rioter Comments
: Stone Edge with STAB and the competitively viable ones generally are somewhat fast and have a secondary type to cover some weaknesses. Landorus-T and like Mega Tyranitaur are the only ones I can think of off the top of my head. Still in a better boat than Ice who I think only has Weevile because Ice has poor coverage and even more weaknesses that are common.
> [{quoted}](name=My Waifu Vanilla,realm=NA,application-id=yrc23zHg,discussion-id=JqYuZM18,comment-id=001e,timestamp=2018-06-09T13:13:42.375+0000) > > Stone Edge with STAB and the competitively viable ones generally are somewhat fast and have a secondary type to cover some weaknesses. Landorus-T and like Mega Tyranitaur are the only ones I can think of off the top of my head. > > Still in a better boat than Ice who I think only has Weevile because Ice has poor coverage and even more weaknesses that are common. Lando is ground/flying, but he abuses rock type more than anyone. Also, gigalith was huge last season with his trickroom/sand teams
Verxint (NA)
: STAB Stone Edge
> [{quoted}](name=Verxint,realm=NA,application-id=yrc23zHg,discussion-id=JqYuZM18,comment-id=0000,timestamp=2018-06-08T23:04:15.628+0000) > > STAB Stone Edge Or you could just continues the age old strategy of lando/garchomp scarf spamming rockslide....still the most annoying stray ever trying to force RNG, never worrying about stab
: "Driverless cars are unsafe!"
Can attest, just drove from Orlando back to my house in Tally, and 75 might have the worst drivers ever...I think this every time I drive on it.
: Rakan is op and need to be nerfed. His Ap ratio need to be tuned down too.
Eh, his AP definitely would not be where to hit him, he has really reliable engage and a safe self-disengage that would be where to target along with the passive shield base amount. I wouldn't call him OP right now, not as long as he can be bursted down, he got a lot weaker once you couldn't go relic on him as reliably.
: Rakan needs help from his jungler since he gets shoved in all day. It's near impossible to "lose" lane as AP Rakan mid, but he isn't going to win lane unless the enemy laner doesn't respect his damage and they get outplayed since AP Rakan hardly functions before Protobelt. It usually digresses into the enemy trying to poke you out of lane and it never working since your Q heals for an obscene amount and your passive shield also has a 0.9(?) ratio. All while you sit under tower and farm somewhat efficiently. I haven't played it since the patch, but I would assume the dring changes helped since he mainly last hits with autos in early laning anyway and had trouble with melees for a bit. Could be wrong.
You're definitely right, AP rakan is more of a never lose lane champ through his heal and passive shield, he gives up a decent amount of mid pressure for safety for himself and a huge amount of defense for the true carry of the match whether it be the ADC/yas top whatever you have.
: They haven't nerfed AP Rakan because it's about as viable as full tank Veigar. Please don't look at clickbait videos where it's Plat+ smurfs against Bronze 5 (or even bots) to show "***MASSIVE DAMAGE 100% NOT CLICKBAIT MUST WATCH NOW NEW META CONFIRMED!????????!?!?!?!!?***"
The first video that came out about AP Rakan was perkz playing on his main account VS a newly reworked LB...he’s not OP by any means, but he’s definitely a viable pick in certain counter matchups where you need to survive and have enough damage on an alternate source
: https://lol.gamepedia.com/LPL/2018_Season/Spring_Season/Statistics/Players If you don't feel safe clicking the site that I placed then it's Leaguepedia// Just type 2018 LPL spring split Not sure on why the LPL doesn't show stats, my theory is that the LPL side of League feels like stats isn't important and can get such players thinking that they're better than what they are/played if stats are involved. It's a reasonable and clearly great technique but overall, kinda pointless on the LOL page when all I have to do is just find a different site to find such stats, and the players can to.
Yeah I use leaguepedia a lot, it's just kind of odd that I can't find the stats on the official site, and when I went looking it doesn't look like the LMS provides it's VODs lol. The official site should really provide at least links just for people, especially the ones a bit less dedicated than myself, to easily see basic info about their teams. Thanks for the reply!
Rioter Comments
: Yep, sometimes the lobby cannot be created, and when it goes through it wont let me select position **EDIT Ok, want to report that after insisting the game went through, the message poped up 3 times for the lobby to open, and the another 3 or 4 times for it to let me select roles, there was no issue during ban and selection, also no issue editing runes**
Just tried again after taking a break for a while and everything went through fine, just a bit of lab on my creating party
: same, can't get in a match i was in a game where the entire other team decided to remake, and prior to this, no problems. after getting out of that lobby, that's where my bugs started popping out
Ooh, haven't had that happen yet, that sounds terrible. I haven't had a remake in a while so not sure about that.
: Same trying to get into a lobby. Seems to be intermittent.
Yep, it hasn't interrupted my first role, but every time i try to lock in JG as my secondary it takes me 4-5 times of choosing it to actually lock it in.
Rioter Comments
Rioter Comments
: > [{quoted}](name=Ginjavitis,realm=NA,application-id=3ErqAdtq,discussion-id=AfV2gxpy,comment-id=000d0000000000000000000000000000,timestamp=2018-03-21T20:20:51.846+0000) > > 1) I have to walk up to a way for a spell, with RFC ADCs really don’t haven to get much closer than me. Why are you pretending those ranges are even comparable? > 2) That proves my point that they should not have the ability to do that No one said they should. > 3) I said it’s bad for the game, but if it’s taken away from one role because it’s bad for the game it shouldn’t be given to another role. That just shows a bias towards a particular role. And that is a garbage argument. One thing being bad for X class, doesn't mean it is bad for every class, because not every class does things the same. Ofc there are exceptions, but the general argument you are using is incredibly childish.
Man at this point you're debating to debate and not even reading, otherwise you would see i'm agreeing with most of what you're saying lol.
: > [{quoted}](name=Ginjavitis,realm=NA,application-id=3ErqAdtq,discussion-id=AfV2gxpy,comment-id=000d00000000000000000000,timestamp=2018-03-18T18:24:36.234+0000) > > See, everyone keeps saying that, but with a Shiv another role gets to do that for free...so apparently perma pushing/waveclear is ok, as long as it's not one of their express strengths. > > It may be bad for the game, but that doesn't mean you give it to another role for no reason while taking it away from another. 1) ADCs actually have to walk up to the wave to proc Shiv. 2) regardless, it is getting nerfed precisely because it is overpowered currently, particularly against minion damage. 3) pointing out how one role is BS doesnt justify allowing BS in others.
1) I have to walk up to a way for a spell, with RFC ADCs really don’t haven to get much closer than me. 2) That proves my point that they should not have the ability to do that 3) I said it’s bad for the game, but if it’s taken away from one role because it’s bad for the game it shouldn’t be given to another role. That just shows a bias towards a particular role.
: > [{quoted}](name=Ginjavitis,realm=NA,application-id=3ErqAdtq,discussion-id=AfV2gxpy,comment-id=000d000000000000,timestamp=2018-03-06T00:27:26.183+0000) > > Why are you pretending that mana regen being given out a max of 18 times in a game to a role that is solely reliant on mana is a bad thing? Because late game perma + AOE shove, poke + wave clear is bad for the game. Riot has already gone on record for this. Also, the role isn't strictly dependent on it. All mana based champs are.
See, everyone keeps saying that, but with a Shiv another role gets to do that for free...so apparently perma pushing/waveclear is ok, as long as it's not one of their express strengths. It may be bad for the game, but that doesn't mean you give it to another role for no reason while taking it away from another.
: And yet people have the power to rise above it. There are players who have risen up to Challenger since the mage update was introduced. You have the free will to do it, there are just more hurdles than before.
Oh i definitely agree that people are always going to overcome it, and i also agree that there are hurdles added to prove someone deserves it. But i still think trying to KEEP the players bad is a negative thing.
Terozu (NA)
: Im sorry but no, if you rush Essence Reaver it only has 20% crit and is very unreliable. It scales into late game as you get more crit chance. The exact same as RoA. They both get stronger late game, and cdr is more prevalent on ap items.
I have seen someone with 30% crit chance crit 3 times in a row, it's hardly as unreliable as you're saying, and late game it's a guaranteed thing. RoA is strongest mid game, late game if i get damaged chances are i'm going to die 7/10 times. The passive on RoA gets more dangerous the longer the games go on because it's not just poke in lane, there's gonna be follow up if it's a team fight. it's strongest when i'm roaming and i'm going to be able to afford getting damaged in a 2v1 situation going top or helping my jg.
: > [{quoted}](name=Ginjavitis,realm=NA,application-id=3ErqAdtq,discussion-id=AfV2gxpy,comment-id=000f0000,timestamp=2018-03-07T02:42:00.485+0000) > > Oh i've played a bit of udyr jg and i hate his early game...I can't ever seem to have an impact when i need to or have the mana to do such, especially after giving out the second blue depending on my mid. bro udyr JG gets blue and has a jungle item for mana regen. try udyr top then you can talk about mana
Lol i was agreeing with you, mana is so much easier in the jg and i still don't seem to have enough. I like my mundo top :P
: Play {{champion:77}} top then we can talk about mana sustain
Oh i've played a bit of udyr jg and i hate his early game...I can't ever seem to have an impact when i need to or have the mana to do such, especially after giving out the second blue depending on my mid.
: > [{quoted}](name=Ginjavitis,realm=NA,application-id=3ErqAdtq,discussion-id=AfV2gxpy,comment-id=000d0000,timestamp=2018-03-05T23:20:18.180+0000) > > It's a passive that's only good while i'm still levelling up, once i hit level 18 it becomes useless. For an early game item that just became 300 gold more difficult to rush and one that provides very, very little combat bonuses it sure seems odd that it should only exist in the early game....the part that just becomes shorter and shorter as this game keep developing. Why are you pretending the game always ends when people are level 18?
Why are you pretending that mana regen being given out a max of 18 times in a game to a role that is solely reliant on mana is a bad thing? better yet, i usually don't get my first back until level 5ish to get lost chapter so that i can finally come online and use my spells for map impact, why is it bad to have mana regen at a max of 13 times in a game?
: Mages have longer ranges than auto attacks, the difference is huge A lot of mages have CC, even hard CC, while auto attacks have none, the difference is huge. See how observing things in a vaccum skews perception? The difference is huge.
Kalista, Ashe, Vayne, Varus. All have hard CC, 2 of them have AoE hard CC, one has point-click hard cc. Not all mages have AoE hard cc, very few have point-click hard cc (even in ultimates). You can go both way with that arguement.
: Generally champions that have long range/poke have inflated damage done to champions. Not always true but they rack up more damage before fights while the frontline has to soak and sustain it all up.
Yep, that's why a zyra support will a lot of times have more overall damage done than an ADC Trist. they didn't have near the impact of that ADC they just hit more people with less meaningful damage for a long time while they were farming for late game.
: With the only difference being that mages unlike adcs use most of their brain capacity to do what they do since most of the time they have skillshots to land and not just right click their way to victory
As much as i would love to bash ADCs, i have never been able to play them....i've been playing this game since the preseason of 2, and ADC is the one role i have never been able to main.
Terozu (NA)
: But if your complaint is sustaining mana, and adc/support mana sustain is late game, why shouldn't yours be?
Adc sustain isn't late game though, Essence reaver can be a first rush and after that can all but eliminate mana problems. Their first rush can sustain mana, give them crit/AD/30% CDR....My first rush should be that strong if i'm supposed to be stronger early than them, right? I'm not here saying they shouldn't have sustain, but i do think i should have sustain to do my job in the same way they have theirs.
: You can't compare the government's actions to a corporation. A government should never try to control its citizens. The government's role is to protect its citizens. A corporation has every incentive to control its customers. Keeping us non-competitive, casual and bad makes us happier. Competing at higher elos is stressful, agitating and ultimately pointless since 90% of high elo can't monetize their success. Look at the KR server. In South Korea, where the government subsidizes gaming, players are cutthroat and even Bronze is a total nightmare of skill. So what happens? They cheat. They all fucking cheat. https://www.reddit.com/r/leagueoflegends/comments/50fc6p/riot_korea_implements_anticheat_system_into_lol/ https://boards.na.leagueoflegends.com/en/c/gameplay-balance/QtGZd34E-scripting-is-getting-way-too-out-of-hand-in-korea http://forums.na.leagueoflegends.com/board/showthread.php?t=4618944 https://www.riftherald.com/2016/8/31/12728208/scripting-ban-lol-korea Having a bunch of good players is bad for the game and the community.
Trying to keep players from becoming more skilled in order to control the happiness of a game is kind of a silly concept, personally if i don't improve i get more agitated. I don't like to feel better compared to much worse opponents, i much prefer to fail in comparison to better opponents to get better, it doesn't feel amazing but my competitive spirit is much more satisfied after. I'm not trying to debate the logic to what your saying, i'm more saying that being encouraged, i dare say forced, to do something instead of having the free will to do it is inherently worse.
: Because it has 30 ap Low gold effenceny and over all is a waste of a slot I also dislike that they all but removed mana regen from the game but Mages are far from the only or even most important people who lost Mages at least get to have their 3000+ mana pool other tanks hardly break 1500 same with fighters and the mana refund from {{item:3070}} can easily make up for what you would have regained with {{item:3802}}.
Most fighters and tanks i know don't have 100-130 mana costing basic abilities that they need to do anything. if i have double the costs, the i should have more mana especially if i'm forced to build for it in most of my items.
: While I agree. Mages arent the same thing as adcs either and dont have the same job as adcs despite what many people think. Mages are more akin to assassins for burst mages and supports for other mages than they are adcs. Assassins dont have all that sustain either Supports only have {{item:3504}} for sustain without gimping their build and mages wont let a 60 ap item fly if they had to chose that for sustain they would continue to say that they dont have an item because they refuse to use anything that isnt top tier and just like adcs mains and will complain that anything that isnt a 100 ap item with 300 hp or ap and other stats isnt viable.
I'm not complaining about the new items, i'm complaining at the fact that the items that i'm building turn into items that i don't want. Lost chapter is an item that provides small amounts of mana and AP and a very good passive of sustaining my own mana. The upgrades provide niche items most of the champions i play don't want, and none of them give me the option of sustaining my own mana. Sure i can build a big pool of mana, but at the same time i can build 6k hp, but without a way to keep it up it becomes much less meaningful in an extended siege or anything where i can;t back in between getting poked be mages, ADCs, or even lost damage from supports. I know that mages aren;t the same thing as an ADC, but me and the ADC both need the tools to do our jobs, to do any of the jobs that mages might need to do i need mana regen, otherwise i become a non-factor in my own jobs.
: HP regen, and Spirit Visage and Adaptive Helm both give 100% as opposed to the 150% from Spectre's Cowl passive. Also, old Righteous Glory built out of Catalyst the Protector and didn't keep the health / mana restore on level up. Serrated Dirk's Headhunter passive is removed when it is upgraded to any of the Lethality items. I'm sure I'm also forgetting more examples.
It provides 100% regen for 100% of the time in stead of 150% situational regen, it still provides the same stat, in arguably a better way. Righteous glory not getting the passive mana/health back despite being built out of catalyst was stupid in my opinion, i'm not saying those items were ok to lose the passive, i'm just looking at the items we have now and lost chapter is losing the only passive that gives mages a reason to build it. As far as dirk, it's upgrades still provide combat stats needed to win a fight, so i would say it still provides the same stat just in a different way.
: O-o Cinderhulk FIddle >:O
Haha i haven't tried it yet but i just discovered in practice tool that his fear can trigger aftershock, i'm pretty excited to try a much tankier fiddle than i have before.
Hópe (NA)
: > [{quoted}](name=Ginjavitis,realm=NA,application-id=3ErqAdtq,discussion-id=AfV2gxpy,comment-id=00090000,timestamp=2018-03-05T01:51:59.216+0000) > > As far as dirk goes every upgrade still provide more damage, not necessarily in the same way but it still provides very useful and usable combat stats Oh okay so Both an AP and AD item lose a passive Only the AP version counts because you play AP champs Right!
I play many champions, AP and AD. It loses a stat that is more damage. Once you upgrade said item what do you come out with? More damage. It provides the exact same stat, in a different form. Lost chapter being upgraded to another item completely removes it's mana regen stat in every way, there is a big different here, prove me wrong it i'm wrong. It loses it's passive, but not the functionality of that passive.
KazKaz (OCE)
: The reason why the passive disappears is because Riot wants mages to put some thought into how much mana they're expending.
We do think and know how much mana we're expending, but in extended siege situations, stalled out baron fights, and trying to clear a wave fast enough to roam we have no way to get mana back even while being forced into some situations beyond our control.
: Its funny how literally before ppl where complaining about how strong the old Morello was saying it was so good that mages didnt get any other build paths, and the main offender was the fact that it removed all of mages problems. Now you dont have enough mana, old morello + mana flow bane + Xerath meant infinite mana, now there is variety and you guys complain.
I think Morello was extremely overpowered. I had to rush it nearly every game because it gave mana/regen/damage/CDR and everything else. Now we have all of those stats divided into different items, which is a good thing, other than regen. I don't want one overpowered item, i want a diverse number of items that i can build, i want to make trade offs, my own trade offs. I don't want one of my core stats removed because they don't like it. If people can have bulk HP and HP regen, then it makes absolutely no sense for the same do do with Mana. As far as your example i have been on both ends of many xerath matchups and even as a champion with a mana regen passive he still has to build to keep his mana up. Even a champion with a regen passive can still have problems, because unlike people who don't have to expend mana as their primary source of everything we have to choose between damaging champions, damaging minions, and zoning. A choice no one else has to make near as often as a mage.
: Because the passive is meant for lane. It would be broken if you kept it. Its ridiculously strong as is.
It's a passive that's only good while i'm still levelling up, once i hit level 18 it becomes useless. For an early game item that just became 300 gold more difficult to rush and one that provides very, very little combat bonuses it sure seems odd that it should only exist in the early game....the part that just becomes shorter and shorter as this game keep developing.
: I dont like it either but Fighters and Tanks who have Less overall damage, range, base defenses, base hp, base mana, mana regen. Even or more Base damage. More cooldown on spells and less scaling damage than mages have to put up with it. While new mage items pop out with near same hp while having damage on it as tanks have hp on items with gimped defenses because there is hp. {{item:3152}} {{item:3151}} {{item:3165}} {{item:3001}} {{item:3194}} (55 magic resist) tanks and fighters have to use {{item:3193}} with the condition that 3 champions are around them in easy attack range to get the most magic resist on one item in the game other wise the item with the most magic resist per item is {{item:3102}} with a lot of ap on it only 10 off regular ap items and 30 of the op ap items which is only 217 gold effeicency of the former and 657 gold efficiency ap wise off of top ap items. other Hp magic resist items fighters and tanks have to use barely have 1 ruby crystal worth more health {{item:3065}} and for armor {{item:3742}} {{item:3068}} and {{item:3075}} (which is the reverse of the former 2 with more into armor than health like the other 2.) Mages get very decent Buys into a stat that isnt supposed to be their core stat on their core items while being near the same as for tanks and fighters when its a core stat for tanks and fighters. The same goes for tanks and fighters if they get hit by something riot doesnt give them excapes so they either have to fight or keep taking the damage because everything else is faster than them {{item:3113}} {{item:3086}} and they cant take more than 2 rounds of any mages combo or adcs for more than 3 seconds because if they do the various mage and adc communities complain 'i spend so much gold into damage why cant I 1 shot the tanks who also spend so much gold into defense they are far to tanky its unfun nerf them'
I agree about fighters they don;t really have many strengths right now because they're all at the mercy of their kit having some kind of ability to damage, avoid, or get to an ADC and survive all the way. Tanks do have mana options, and after one MR item and more HP items they now are very difficult to deal with on most mages. Plus with the introduction of boneplating and adaptive mages just got an item added that is stronger against them than randuins into an ADC, which is huge considering that we already have problems dealing with a lot of people. Fighters are still very strong against most mages that don't have good kiting mechanics because in a fight where you get to us, we can't kill you faster than you can kill us, which is what's supposed to happen when a fighter jumps onto a mage lol. Mages do get nice items to increase a bit of survivability, but it doesn't at all mean we're tanky we don't have the luxury to build MR, Armor, HP and still do amazing damage, it definitely still affects us.
: Heals and shields somehow don't affect ADC, assassin, or any other damage now? Lol what? Think about what you're saying real quick. I would also pick a different example other than Brand who deals bonkers amounts of damage the entire game
Brand deals good damage in combos, his ratios are actually pretty bad unless you get the combos in. His best ratio without combo is 60%, so making it to where he can combo more (more flat mana) is actually worse than letting him toss out an E every once in a while (mana regen). I'm not going to cherry pick a champ to try to make my point, i'm going to use champions that i actually play otherwise it's a misleading and unsubstantiated argument. And no, i really don't think shields affect ADCs near as much as anyone else, there is not a shield in the game that is going to absorb more than one AA from an ADC and that makes it much less effective against them, and it is an assassins job to try to pick a priority target to kill, yes shields can destroy them (shields are too crazy right now) but they are usually flanking from the side waiting on CDs, not poking from right behind the front line trying to get enough damage out to initiate a fight or deter them from an objective.
: And why would Riot WANT players to improve? They've already had to create a bunch of new ranked tiers for the swelling skill of players. They've already had to face this new issue of turret diving becoming easier as players have become more skilled at juggling aggro. They've already had to deal with vision and how it shuts off assassins, and the constant abuse of Locket which is a skill-based active item. Encouraging players to remain bad at the game makes the game much easier to balance.
You can say the same thing in the opposite direction, if players continue to improve, then you can balance more and more around better players which is inherently a better idea. To say Riot SHOULD force players to do things to keep them bad to make it easier to balance is just a terrible thing to think about lol, that's like keeping half the population in prison so that they're easier to control, it just makes no sense and should not be a thing.
: Mana items have never Destroyed Mages damage output. And with the new mage items they made sure that just about every one of your core mage items have easy access to tons of mana or tons of hp
The whole point of this is about mana items, i have access to mana yes, but the mana item i want to build (and need on most champs) is lost chapter. Once i build that into something else i lose the main passive i wanted it for, there is nothing to do with my sustain after than, yes it still has mana, but the sustain is what i wanted. Less mana means i can still toss out a spell here and there but can't full combo all the time i think that is a fair trade, i can toss out an ahri q or use my brand e but i can;t eternally combo from 100-0 for free without going too low. I loved the chalice passive that gave me more regen the lower i was because that gave me the weakness i'm talking about, but also a way to get it back if i played safe enough or avoided using my spells for a bit, which would be a clear weakness to play around.
: Hmmmm that's weird how AoE isn't a strength because it would make your argument sound silly. You're actually trying to present AoE as a weakness xD Top kek my friend
AoE recently has it's power in lessened because of shields and heals. It does have inherently lower numbers and higher CDs, plus now that other lanes can all optimize for AoE (tiamat items, runaans, shiv) it's novelty had been taken away. Mage AoE is definitely stronger than most, but late game my brand E actually hurts less and is up less often than an ADC's IE empowered shiv. Plus, going back to my point i have to pay for my AoE whereas no one else has to pay for their AoE coming from items.
Terozu (NA)
: {{item:3027}} ? Gives us more health, more mana, causes us to heal off of mana spent and to regen mana based on damage taken.
Its a strong item, but in this meta there's a reason not every mid can rush this, it's a weak rush if you're an early game champion because now you're on a 10 minute timer before your first item spikes. Along with that very, very few mages actually want to take damage, i am not going to freely take harass from my opponent or anyone else because that means that chances are i'm going die if it's post-6. Along with that as someone else already said there's a cap on how much you actually benefit and it's hardly a good trade 100 HP for 15 mana
Häxel (EUW)
: "UNIQUE – DISSONANCE: Gain +5 ability power for every additional 25% base mana regeneration. Disables HARMONY on your other items." Harmony is the passive of Chalice/Mikaels and that is intended. If you say you can't deal with adcs: adcs are 1: a diffrent role with diffrent strengths. 2: just cause this role has probably some broken concept doesn't mean mages should get it also. Like bruisers have no unlimited mana/waveclear (cause they are melee mostly) either. So isntead of suggestign giving mages more mana (or more cdr, is the same) to keep up with adc push, you could also suggest that adc should have a weaker push, higher costs on item or more mana/hp waste too. Instead of making more things broken make more things less broken.
Oh and as far as that passive goes i do think it's ridiculous, supports were the one role they said they wanted to have mana sustain, chalice is such an underused item for a reason because they screwed you over for wanting to combine them.
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Ginjavitis

Level 146 (NA)
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