: If you want to complain and whine how the system is broken then you will NEVER become a a good ARAM player. I've played over 6000 games of ARAM. The champion that you play is nothing in measurement to your skill. OH! you win a game on your prefered champion? try building items to force your champion to be relevant to your team comp
there are high skillcap cap aram clubs since aram has no system of rating outside of mmr I own every champion in the game and have been top 17 na
: If you want to complain and whine how the system is broken then you will NEVER become a a good ARAM player. I've played over 6000 games of ARAM. The champion that you play is nothing in measurement to your skill. OH! you win a game on your prefered champion? try building items to force your champion to be relevant to your team comp
Lakrosin (NA)
: > [{quoted}](name=God Raijin,realm=NA,application-id=3ErqAdtq,discussion-id=l8bRbvIm,comment-id=0001,timestamp=2017-12-18T02:06:15.665+0000) > > So a few things, first being able (forced) to play a champion that you had could be highly abused. Basically you could just dodge games and at some point that champion might really fit into a certain team comp well. Also dodge timers are already like triple that of summoners rift. It's a 15 minute timer for your first dodge and then I think it's an hour after that. So you are saying 15 mins, 1 hour, and etc is actually worth waiting to find a good team comp? This is after dodging enough to get the champion you want? And losing rerolls while going into negative dice rolls? What? > > But probably the biggest thing is that a lot of dodges work in your favor. Like all the time when people dodge when you had a "shit" or unfun champion. You get the good with the bad. They do not work in my favor. I use whatever is given to me. I also build them differently because Aram is more team fight focused.
If you want to complain and whine how the system is broken then you will NEVER become a a good ARAM player. I've played over 6000 games of ARAM. The champion that you play is nothing in measurement to your skill. OH! you win a game on your prefered champion? try building items to force your champion to be relevant to your team comp
: well Idk, {{champion:33}} is a tank and all he has is a speed up. When you capture a spire {{champion:72}} has some big MS on top of the MS of his W. Maybe not as much as Rammus, but still in the same ball park. Even {{champion:31}} is considered a tank even though he has no mobility other than buying {{item:3800}}. Cho only has one hard CC on top of everything with no "real" reliable engage, yet he can fuck up a carry on a level better than even {{champion:86}} can. might I add, without even building any damage items either
Well to me the terms need to be better categorized. However battle mage is more of a dps tanky semi high damage mage. like an adc with perhaps more damage but spread out rather than single target. unless you count {{champion:50}} or {{champion:8}} I dont really think battle mages exist. {{champion:136}} is debateable
: Generally the thing that will push a champ more to 1 side or the other is how they apply that CC, damage, and whatnot. A tank generally has hard mobility, and hard CC. They tend to be good at CCing a crowd, and setting up Wombo Combos, or wrecking an enemy's attempt to wombo. They don't do a ton of damage, but said damage is almost never conditional, or delayed, either. A Juggernaut tend to have no more mobility than either a speedup (Skarner, Garen, Volibear) or a very very short, targeted dash (Illaoi), backloaded damage (They don't have full DPS/burst potential until several seconds into a fight, look at literally everything called a Juggernaut for an example of delayed damage somewhere in the kit), and little to no CC. They both tend to be fairly similar in durability, with an edge going to the tanks in upfront durability while Juggernauts tend to have massive healing or continuous ability to shield and block damage instead.
well Idk, {{champion:33}} is a tank and all he has is a speed up. When you capture a spire {{champion:72}} has some big MS on top of the MS of his W. Maybe not as much as Rammus, but still in the same ball park. Even {{champion:31}} is considered a tank even though he has no mobility other than buying {{item:3800}}. Cho only has one hard CC on top of everything with no "real" reliable engage, yet he can fuck up a carry on a level better than even {{champion:86}} can. might I add, without even building any damage items either
: poppy is a juggernaut if you did not know
idk i thought the rule was that juggernauts were basically immobile except for speed ups like garen Q. poppy has a gap closer on her E
Lakrosin (NA)
: Tired of Aram dodging problems.
So a few things, first being able (forced) to play a champion that you had could be highly abused. Basically you could just dodge games and at some point that champion might really fit into a certain team comp well. Also dodge timers are already like triple that of summoners rift. It's a 15 minute timer for your first dodge and then I think it's an hour after that. But probably the biggest thing is that a lot of dodges work in your favor. Like all the time when people dodge when you had a "shit" or unfun champion. You get the good with the bad. I think its basically just along the lines of confirmation bias that you really just notice when something bad happens from a dodge
: Nah, Juggernauts are a sub-class of fighter. While a juggernaut such as Garen may rival a tank in terms of raw defensive power, he lacks any hard CC, strong engage or zone control tools. His kit is designed for for aggressive combat and to fight. He just has a lot of tankiness as his fighting style is brutal and requires him to charge into the thick of battle.
I find it kinda funny how defensive people get about these sub class things. It's like {{champion:72}} is considered a "juggernaut" but he has a built in shield, a slow and two hard CC's. I think people build him full tank as well.....but apparently.....he's not a tank. {{sticker:sg-lux-2}}
: Are There Any Champ's That Require Teamwork To Stop?
Seen (NA)
: Strongest split pusher this season
aside from {{champion:75}} , {{item:3100}} {{item:3115}} {{champion:131}} can probably take towers the fastest out of any champions in the game. Taking towers quickly doesn't actually make them the "best", but Idk
: Some thoughts on 7.19 Changes
I notice you use the word "abusers" for champions that {{item:3504}} is "intended" for. It's like saying "OMG! those tanks abusing {{item:3143}}
: I would deal with bronze players ANY day, than to play with a diamond player
"Excuses for not being better/getting better at the game 101."
: > [{quoted}](name=God Raijin,realm=NA,application-id=3ErqAdtq,discussion-id=AjEbadBN,comment-id=0000,timestamp=2017-09-25T08:53:50.180+0000) > > My only issue with these boards in general, is that if anything is good, even just **slightly** good, it MUST be TOO-GOOD! And then they cry nerfs for the next 30 days in 10,000 threads until riot guts it. > > Its like this, players have complained for months that ezreal is trash, even a "troll-pick" bot lane, because hes not that good into tanks. he had one of the lowest winrates in the game, and that he "isn't a champion" until {{item:3004}} is stacked and {{item:3078}} is done. > > Like, the SECOND he becomes viable again: "OH NO! he can't be viable, or even slightly good for that matter, lets nerf him soon after he becomes playable for the first time in like a year. " They don't mind when an odd champ is played as ADC, but when an ADC is in another role… Also Ez isn't viable botlane
Right, I mean, when the opposing ADC has {{item:1038}} , you couldn't even buy {{item:3070}} + {{item:1037}}. I just meant when he's viable at all **anywhere** players seem to go bananas because he's "annoying" Also just a funny thing about ezreal is that he has been "trying" to be a jungler for years, Back when blue ezreal was invented, he took spirit of the lizard elder (jungle item) and Riot didn't like laners taking jungle items so they nerfed it, and then later on, {{champion:81}} started going ap mid with Runeglave (another jungle item) and riot didn't like it, so they nerfed/removed it. Well, now he's taking {{item:1412}} , will history repeat itself? or will riot think it's different enough because he's actually in the jungle?
: Is ezreal jungle gonna stay viable?
My only issue with these boards in general, is that if anything is good, even just **slightly** good, it MUST be TOO-GOOD! And then they cry nerfs for the next 30 days in 10,000 threads until riot guts it. Its like this, players have complained for months that ezreal is trash, even a "troll-pick" bot lane, because hes not that good into tanks. he had one of the lowest winrates in the game, and that he "isn't a champion" until {{item:3004}} is stacked and {{item:3078}} is done. Like, the SECOND he becomes viable again: "OH NO! he can't be viable, or even slightly good for that matter, lets nerf him soon after he becomes playable for the first time in like a year. "
: if theyre gonna nerf bramble, then how about making thornmail not complete and utter *shit*?
It's getting +5 armor and staying the same price according to surrender@20 atm. Not much, but i'll take it.
: If We Don't Get A Candy Kayne Skin For Christmas I Quit
: The enemy top laner must've been a monkey, if they just played safe they would have a constant exp advantage over the kayle especially and the yi.
Seems like it would be the other way around to me, {{champion:11}} is jungle and just camps for {{champion:10}}, the enemy top lane should be dead every time kayle's ult come up. Tower diving is easy because yi can drop aggro at least once with alpha, he can sit and tank the tower with meditate or use it on the way out to not die to a final tower shot, AND you get a kayle ult somewhere in that mix. Being dead means missing waves witch should put them at a lower level than Kayle. If you are playing far up, obviously Yi can run your ass down and gets even further sped up by Kayle. Also Kayle often builds {{item:3504}} so the Yi can go hamburgers.
: I Don't Understand How Vi Works
Not really sure what the issue is. Build{{item:3078}} then build full tank with a {{item:3083}} for aram. Sometimes sitting on {{item:3057}} and getting your tank items sooner is better so that you don't get blown the fuck up as a temporary "melee adc". Go courage of colossus because there is constantly 5 enemies around giving you the full value of the keystone. Going full damage builds etc **can** one shot people, but you typically end up going one for one at best or you just fail and die for free so it's not usually worth imo. Building tank means you become a strong engage tool for your team, your W is good for helping out your adc kill their frontline with the armor shred. {{summoner:4}} {{summoner:32}} is standard. Trinity into tank still gives you enough damage to be a threat to their squishies while being able to still frontline for your team vi's mobility and cc can make her a good at peeling for your team as well .
: Today i was called a "Thresh god" by an ally
Playmaker vs backline, degenerate "no skill" (press button on allies and win) champions, could be the thing here. But Idk.
NoPaxt (NA)
: If you read your user agreement you traded your time on Earth to use their runes. You never owned them, your champs, or your skins. You "paid" for the right to use Riots stuff...
Fair enough. Plenty of players are going to feel cheated regardless. At the end of the day, all that can you can really ask is: Are players going to "trust" Riot after this? are they going to want to invest their time in this game/company when they decide to shaft their loyal customers? All I can do, is either literally quit the game, or never spend money on it. You know "put your money where your mouth is." if I have an issue with them.
NoPaxt (NA)
: Yet , nothing is being taken from you, as you didn't own the runes to begin with.
I "worked" many hours to get "paid" in IP to buy the runes I literally traded my time on earth for them. It's no different than going to a job **TRADING YOUR TIME FOR MONEY **and then getting your paycheck remanded at the end of the week. So, YES something is being "taken away." or rather obliterated into non existence. And as far as riot's terminology goes they told me "YOU **OWN** 9 OF THIS RUNE." in the shop
GigglesO (NA)
: Whats the point of being immobile in this meta?
Apparently being able to almost actually do something every 1 minute 30 seconds was decided to be good enough by riot. {{item:3800}}
NoPaxt (NA)
: You play with your FREE time, unless this IS your job.... so yeah, it's free!
Here's how time works: you are essentially given a limited amount of time (finite) when you are born, and it is spent (dwindles downward as you live your life) Here's how money works: People start with a varying amount of it depending on their family, but have the potential to earn a seemingly infinite amount of it (Millionaires, Billionaires) Money has no cap and is an unlimited resource it can be generated and printed, Time is limited and you can not make more of it assuming you are taking care of your health to begin with. In other words, Time is more valuable than money is. While you were given the "gift" of life when you were born for "free" it doesn't mean that you aren't giving your gift away by spending it on this game and getting a shit refund in return. It's like if you were born with $1,000,000 in your bank account, it still wouldn't suck any less to lose that million "just because you got it 'for free'."
: > [{quoted}](name=God Raijin,realm=NA,application-id=3ErqAdtq,discussion-id=l5BQzBc4,comment-id=00040000,timestamp=2017-09-05T09:26:35.336+0000) > > So you're a new player? I have had every rune I've wanted to use and had to spend a copious amount of hours to obtain them while sacrificing other things in the game, like buying a champion i wanted to play (aka wasting time) Quints cost 515 to 2050 and im getting 300?marks etc cost 410 on average and im getting 100. K then Ive been playing since season 1. Ive played what 4000+ games? I own every champion and almost half the runes in game. You spend time to gain them and you got enjoyment by using them. You dont need most of the 2050 because theyre like energy, gold per 5, things like that. Yea 410 considering most people dont even use the most expensive runes. A standard AD/AP runepage only costs like 11k IP. edit: own instead of won
That's fine and dandy that a standard AD/AP page is fairly cheap, but it really has nothing to do with the fact that all my other runes are being removed. I'm an ARAM main with every champion, and I have MANY pages that I use to optimize playing each champion. Like a scaling AD page for {{champion:122}} a hybrid pen page with tank stats for {{champion:36}} , a lethality page, a full tank page, an adc page, a mage page, A 30 scaling cdr page for {{champion:30}} etc etc. I actually use more than just some 2 standard pages ----and they are all being wiped out. For players who just use some standard 2 pages it's not a huge deal. But for players like me, I'm losing out pretty huge in this update and basically not being compensated.
: So you used runes for 1+ years, they decide to give you a free upgrade which includes ALL the new runes, and a 20% refund (think i read thats the average considering alot of the standard runes at 100-400 IP?) and youre complaining that thats not enough.
So you're a new player? I have had every rune I've wanted to use and had to spend a copious amount of hours to obtain them while sacrificing other things in the game, like buying a champion i wanted to play (aka wasting time) Quints cost 515 to 2050 and im getting 300?marks etc cost 410 on average and im getting 100. K then
NoPaxt (NA)
: They're refunding a FREE currency and you complain....
Time isn't FREE my friend, unless you are too young to get a job.
: RIOT is trying to LOW-BALL us
Here's the original refund idea: http://i.imgur.com/rZj8X7s.png
Rioter Comments
: Is Sivir worth to learn and play?
As far as {{champion:15}} goes, there's not much to learn/ she's not going to really teach you anything you haven't already learned from playing any other right-click champion. Her kit is very simplistic/straight forward and she doesn't take much mechanical skill as far as ADC's go. But simplistic champions can be very good at becoming masterful at the fundamentals of the game. things like positioning in fights and auto attack spacing, kiting etc...Playing sivir can will definitely make you better at all of those because she is 95% auto attack reliant.
keenard (NA)
: help for SUSAN
I'll make it simple, take storm raider's surge. Warlords bloodlust: Nasus doesn't build crit or {{item:3094}} or AD outside of 25 for {{item:3078}} = inefficient Fervor of battle: Only gets one atk speed item ({{item:3078}} ), and is basically useless till he has it. builds no crit. Has no AD scaling on his abilities other than his Q technically. Deathfire Grasp: only AP nasus **could** take it. and AP nasus is basically a meme outside of featured game modes/aram. Surge/ T lord's ill cover in a sec. Windspeakers: Rly? he has nothing as a champion to support using it. UCwatIdidThere? Grasp of the undying: {{champion:75}} CAN use this, but again he's not a lane dominant champion who wants to "beat" his lane opponent by making good trades, (not that you shouldn't, if said opportunity arises) but it's not likely do to nasus's laning phase being so weak for the first 10+ minutes Courage of the colossus: No hard CC. can't use this, done and done. Stoneborn pack: it could be alright in theory, but nasus isn't a support, he's a splitpush/raidboss carry. He usually makes the most impact by pressuring the map and forcing opponents to choose to stop him from taking towers/ enemy base vs being at a teamfight. Their are older champions the you should play if you are planning to focus on supporting your team from a top lane role. Last and least: ThunderLords Decree: this mastery only makes sense on lane pressure Nasus. (winning lane by maxing E and poking/ shoving the minion wave into tower and being a tank for your team to rely on to win the mid game. / be able to roam after shoving the enemy top laner in. Storm Raiders Surge: Nasus does big damage, and he is prone to being stopped by crowd control. He wants to stay on top of his main target and this mastery lets him do that, I could write an entire post on this mastery, even so how the 45% CDR gives him more stacks. but this is more of a post on why everything else is not that great on him
: I was thinking that as well. But the fact is I cant win matches if I have more bot teammates then my enemies so I cant increase my MMR. My main issue is pre lvl 30 ARAM is just a Russian roulette of "Which team has less bots".
Its a numbers game at that point. basically, win the games that are even. Lose the games that aren't in your favor (too many bots on your team) and win the games that the enemy team has more bots. Over time you should win more games assuming you are a capable player. And hey, since you are making an aram account, winning games should be even easier.
: I am sick of bots in ARAM
Just a heads up that you may get downvoted for mentioning that you are making an aram only account. But basically, your only solution is to win more games. When you win games your MMR will increase and bots wont be matched with you anymore (because they lose too many games) So, not to be that guy, but "Get Gud" is your only option.
: Yeah, no problem. I don't want CC to be fucking bonkers and for everyone to be stunlocked for hours. I just want tenacity to mean something and for displacement not to completely overshadow normal CC. :D
Gotchu fam, thanks for the input in this thread :)
Rioter Comments
: Creep block gets worse every patch
I'm not even joking, even an overfed PORO in ARAM can creep block you. NOT fucking kidding
: Winding back the clock, most CCs used to be 2-3 seconds long. Some being point and click. However, Tenacity was also pretty good at this time. So what ends up happening is that tenacity was your choice for countering hard CC. And more than that, not every hard CC affected you equally. Silence vs. Blind, for example. And I'm not exactly saying EVERY SINGLE HARD CC needs a boost. Why not (shocker) give melee better hard CC than ranged? Maybe Morgana has a 2 second root but Maokai has a 2.5 or something. Just as a rough example. Give melee something because they're in a weaker position. I'm also not opposed to giving more tenacity. It should be done in a smart way however. Say you can get boots, which is 35% tenacity. However, melee can get items that give them 40+ tenacity. Ranged can still get QSS but melee is now far stronger. You're only seeing the worst-case-scenario where everyone gets buffed and ranged dominance continues. I'm proposing that it's buffed but in an intelligent manner where we use it to further address the ranged/mobility vs. immobile and easily CC'd characters. Of course, this is just a fancy situation.
Alright now that you put it that way, I think I can see more eye-to-eye with you.
: This Is Literally An Unbearable.
Just based in the picture, it looks like a classic "lose bot lane lose game" scenario. But seriously, maybe consider playing a fighting game, or something 1 v 1. League is fun and all, but if you honestly want to have full control of your wins and losses in a game, then play a 1 v 1 game with no luck/ RNG aspects. Winning is 100% your skill, losing is 100% your skill. "Final destination, no items, Fox only"
: The thing is that if you earnestly believe that hard CC is too powerful, you should cut into the hardest portion and the most painful part of CC, that being knock-ups and knock-backs. If you talk about CC score, it's not a cut-and-dry 55/45 like you think it is. These days, CC is more like 75 (Displacement) and 25 (All other CC). Most champions have a slow and a knock-up whereas older champions had a cavalcade of CC. Some had snares, blinds, roots, etc. Empowering tenacity will not solve much, nor will nerfing "hard cc" that's not displacements. All it will do is make that 25/75 split turn into 5/95. IMO, the plan needs to be: * Empower hard CC. * Greatly improve tenacity to counter it. * Weaken displacement. Now there's actual strategy in picking CC rather than who has the most. Do you go with someone like Zilean who has strong slows/stuns but can easily be beaten by tenacity or do you pick Alistar who has overall less CC but can't be countered by tenacity? Do you pick a heavy CC team but risk the enemy building more tenacity or do you go for a displacement team but have overall less CC? It can even help older champions shine while also improving newer champs. (Cough cough Ornn and brittle) Flat out nerfing CC won't solve the problem, at least in my mind. It'll just push the cycle further to the point of tenacity being a dead stat, hard CC being a joke and displacement remaining king. Riot should reevaluate CC as a whole and make all forms of CC equal in their own way.
So I can agree with weakening displacement, but why do you think "hard CC being a joke?" How is it weak conceptually what-so-ever? A large portion of hard CC in the game is low-risk, high-reward. As in, you throw out a ranged spell from a safe distance and fuck someone. {{champion:103}} {{champion:50}} {{champion:34}} {{champion:22}} {{champion:1}} {{champion:63}} {{champion:51}} {{champion:60}} {{champion:74}} {{champion:427}} {{champion:202}} {{champion:99}} {{champion:25}} {{champion:267}} {{champion:37}} {{champion:134}} {{champion:110}} {{champion:45}} {{champion:112}} {{champion:101}} {{champion:26}} {{champion:143}} Just to name a few fall into this category. At best you get a kill, at worst you spent some mana and they Qss'd it or something. "Empowering" hard CC would just buff a ton of champions because not everyone wants to have to buy {{item:3111}} , unless you're suggesting that every class be given items outside of their normal boots that also have tenacity slapped on .
: Janna has now 42% Banrate in Diamond+
This is what's on the PBE Eye of the Storm (E) Mana cost increased from 70/80/90/100/110 to 90/100/110/120/130 Cooldown increased from 10 seconds to 13 seconds. And obviously the ardent sensor nerfs too. Idk why players make threads about something that is already in the process of being fixed.
: ...Yeah but that's not the CC you're talking about. From watching Maokai and Nunu die; * He takes Gragas's Bodyslam-> Ult combo (Knockback, unreduced by tenacity) * Headbutt/Pulvurize combo from Alistar (Again, unreduced by tenacity) * Galio taunt to finish him off (Taunt, reduced by tenacity) * Nunu channels his ult, which leads to a Galio ult...which again, is not reduced. Out of all the CC in that video that leads to "chain CC" is CC that can't be reduced by tenacity. It's uncounterable CC. It's the point I was making above. Nerfing hard CC won't stop that from happening, it'll just make that happen more often because stuns are even worse than knock-abilities. In addition to that, displacement doesn't let you do anything. A snare on Maokai could have let him drop ult or do something. A blind on Nunu won't stop his ult. etc. Displacement is the true villain here but you seem intent on gunning down snares, stuns, taunts, etc. as opposed to the actual culprit.
Alright think of it this way, if the arbitrary number 100 is the total "CC score" -[how much CC is measured in time, averaged across games] and say 50 of that score is comprised of knock ups, and 50 is comprised of stuns/roots etc.....Lets say by buffing mercs hypothetically and arbitrarily, you could lower the 50 from roots/stuns etc, down to 40. This would have no affect on the 50 points for knockups, but it would none-the-less lower the total score from 100 down to 90. Which, I think is a good thing. Obviously, this could end up shifting the meta toward mostly playing champions that have knockups etc, so basically it would make the most sense to either nerf knock-ups across the board, or...just make knock ups affected by tenacity.....like they should be at this point in league's stage of development, because there is so many of them. At the end of the day, Knock up or not, I'm personally in the boat that ALL hard CC is too powerful. These days it's like, misposition at all and you are 100% dead from a couple seconds of CC. (at least in any 5 v 5 fight) Why is it this way? because damage is too high Just to edit: If knockups were affected by tenacity, I'm not saying they would have to be affected at the same ratio. Maybe knockups would be affected by half your tenacity etc
: That doesn't actually solve the problem though. Knock-up/back should be nerfed and normal CC (stun/snare/etc) should be buffed. In this way, tenacity is a stronger counter but you always have your weaker-but-uncounterable fallback. Increasing tenacity just makes normal CCs even worse while leaving displacement unchanged and this more powerful. 40% of 1.5 seconds just means it's a piddly stun.
If anything, hard CC in general is overpowered. "Nerfing it" by buffing mercs is 100% fine in my opinion. If you look at most team comps in pro play it becomes very obvious how prioritized CC is. Hell, I just watched C9 VS Dig today. https://www.youtube.com/watch?v=3g0LcJCjNdM Check out 47:50. What happens? The full tank {{champion:57}} and the Full tank {{champion:20}} get caught out by CC and **literally** get chain CC'd to death. What's funny is that all 5 members of Dig were there at the fight right behind maokai and nunu.
: BC or Trinity on Fiora?
{{item:3078}} = Squishy-ass motha-fuckas {{item:3071}} = Tanky-ass motha-fuckas
: The coding for that would be really difficult as u have to include the duration of each character model in the air and other stuff when affected by certain amounts of tenacity that would probs end up really buggy
If they fixed {{champion:268}}'s bugs, I'm sure they can program knockups to vary in duration.
: If you buff merc treads you fix nothing about the cc chaining that happens in this game, you just shift the meta from stuns to knockups even more than it already is. Meaning the end result will most likely be less {{champion:4}} {{champion:34}} {{champion:103}} {{champion:1}} {{champion:22}} {{champion:136}} {{champion:63}} {{champion:245}} {{champion:9}} {{champion:150}} {{champion:127}} {{champion:89}} {{champion:117}} {{champion:99}} {{champion:25}} {{champion:267}} more{{champion:12}} {{champion:53}} {{champion:3}} {{champion:79}} {{champion:429}} {{champion:111}} {{champion:421}} {{champion:412}} {{champion:254}} {{champion:161}} {{champion:62}} {{champion:154}}
Or they could just change merc to affect knockups
: > [{quoted}](name=God Raijin,realm=NA,application-id=3ErqAdtq,discussion-id=Uv04AwtQ,comment-id=000100000001000000000000,timestamp=2017-08-19T22:06:43.827+0000) > > So, if they did theoretically buff merc treads, it would just mean that they need to make an adjustment to a few champions that depend heavily on their CC for success. Maybe like: If a champion is stunned by Event horizon, dark matter's "fall time" is lowered by .3 seconds etc. that also effects champs that don't buy merc trends.
It would be a meaningful price to pay (buffing veigar slightly) to make {{item:3111}} in a better spot.
: > [{quoted}](name=God Raijin,realm=NA,application-id=3ErqAdtq,discussion-id=Uv04AwtQ,comment-id=0001000000010000,timestamp=2017-08-19T21:44:05.135+0000) > > Well if you strictly mean [STUNS] then yes that's true. But the issue is that many champions have Multiple CC's in one kit, so while a single CC might not be THAT overpowered, remember that the same champion can CC you again. Now throw in their teammate's CC and you are all kinds of fucked as a defender. {{champion:111}} {{champion:32}} {{champion:53}} {{champion:201}} {{champion:3}} {{champion:150}} {{champion:127}} {{champion:117}} {{champion:25}} {{champion:267}} {{champion:78}} {{champion:92}} {{champion:72}} {{champion:223}} {{champion:412}} {{champion:143}} Here's just a few (not all) with multiple hard CC's in their kit I can definitely see a big difference when playing {{champion:45}}
So, if they did theoretically buff merc treads, it would just mean that they need to make an adjustment to a few champions that depend heavily on their CC for success. Maybe like: If a champion is stunned by Event horizon, dark matter's "fall time" is lowered by .3 seconds etc.
Arakadia (NA)
: Most people don't have 2 second stuns.
Well if you strictly mean [STUNS] then yes that's true. But the issue is that many champions have Multiple CC's in one kit, so while a single CC might not be THAT overpowered, remember that the same champion can CC you again. Now throw in their teammate's CC and you are all kinds of fucked as a defender. {{champion:111}} {{champion:32}} {{champion:53}} {{champion:201}} {{champion:3}} {{champion:150}} {{champion:127}} {{champion:117}} {{champion:25}} {{champion:267}} {{champion:78}} {{champion:92}} {{champion:72}} {{champion:223}} {{champion:412}} {{champion:143}} Here's just a few (not all) with multiple hard CC's in their kit
: Daily reminder that Ardent Censer is an overloaded bullshit item
and its getting nerfed next patch. Soooo yeah.....
kile147 (NA)
: Really what we need is stacking tenacity. Have Merc treads or another item give "You gain 20% tenacity every second you are crowd controlled, up to a total of 60% tenacity. Not being hit by any crowd control for 2 seconds resets this to zero". This would mean that it would be increasingly hard to CC chain the target, but one off CC would still work fine. The effect could obviously be tuned (maybe slows only give 5-10%?) but it would be a way to add tenacity that would really just prevent tanks from being permanently locked down while still allowing them to be peeled off since they wouldn't immediately get the full effect. No risk of abuse by squishies either since they wouldn't survive long enough to get the full benefit from it, they'd be better of building EoN or QSS.
Idk if i would become a balance issue or not -probably would (but hey! that's what the pbe is for right?) They can test things and if it fucks stuff up, they have the option to NOT ship it to live.
: If mercs were 40% it would be 1.2 second snare from 2 seconds. 2 x 0.6 (the inverse of 40% tenacity) is 1.2.
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God Raijin

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