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I would say if she gets stunned, or suppressed Yuumi falls off. Just a Snare or Slow shouldn't cause Yuumi to detach.
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You're just learning that now? J4 got his ult "buffed" too a few seasons ago and it's the worst "buff" I've ever experienced.
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AcSHuALlY !11!11
I think they know it's a nerf to the current playstyle and you're the one that's been fooled by them saying it's a buff.
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Good. That's the point.
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He got overbuffed for worlds and never got nerfed back. He can outduel Jarvan at level 3 when Jarvan has full HP and Lee has half.
It's no surprise he's so popular at this time.
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Jarvan has some specific issues that could easily be fixed.
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I've had much the same experience lately with posts directly related to gameplay. If they don't like it they are exercising their personal bias on the posts and trying to push them into the "Rant" board that less people read.
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I wouldn't associate it with Nazis though... a decent not directly Nazi related reference would be Fahrenheit 451.
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I've had a similar problem with moderators inaccurately knocking posts out of the gameplay board and trying to classify them as belonging to different boards when they are directly associated with Gameplay. Whoever has been chosen as the moderators for this board needs to be reviewed again.
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Yes. She's sleeper OP because if an item comes out that gives her a decent boost to dueling... say... SANGUINE BLADE possibly, then her overly strong dueling might be even more easily converted into the ability to split push, but not in a healthy way that actually involves skill.
I've stated multiple times now that I firmly believe she needed the buff to her split pushing identity, or basically that I firmly agreed with the buff to her turret damage. She absolutely needed that. But extra damage in her dueling was not the way to go to keep the champion healthy.
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This doesn't paint the whole picture. She has a very low play-rate because the wrong things were initially buffed.
She desperately needed more ability to split-push and extra damage against turrets: Fiora needed her identity to actually work in practice. But the buff to her damage was badly implemented and merely makes her complete cancer to play against in lane as nearly any other top laner.
Also because she has been in a bad spot for such a long time there was little interest to play her except right after the buffs. She's currently sleeper-OP and you shouldn't have to wait for the symptom of that to come out in the win-rate metrics before addressing the cancer.
In my opinion she was already in a good spot when dueling, but needed lower mana costs rather than more damage; this would have made her fightable, but also allowed her to continue split-pushing without being out of mana at crucial split-pushing phases.
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They gave up this season after positional ranking became the most abused system in league history.
I was placed against grandmasters, masters, and diamonds to start this season out and being a gold player at the time starting my season in Silver this destroyed my LP gain down to 10 LP per game.
Did we get a reset to force some balance? Nope.
It has thrown off this whole season and fixing my LP gain took a month. Now I'm beating my head against the plat wall I already would have made it through before midseason if an appropriate reset had happened.
Now the ranks displayed are fair, but the quality of players is still a potluck.
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Keyru
(NA)
:
Boards Moderation Discord Verification
285646460647899136
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Because she was supposed to be a close-range ADC, but when they made her longer range they didn't take away any other mechanic, like the unneeded shield on her ultimate.
It's literally that simple. She had a different play style starting out, but that wasn't flashy enough so here we are.
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It is relevant. It is directly related to the terrible state of Wukong during gameplay. It is also related to the boards and the irony that the quote is used on the gameplay boards.
Quit being pedantic.
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I hope they take a look at Jarvan IV and let him return to top lane again instead of fed or feed jungle cancer.
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I couldn't have said this better.
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Meddler
(NA)
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Quick Gameplay Thoughts: October 4
Mordekaiser is legitimately pleasing for me to play, but incredibly easy. He's a stat stick rather than the niche scary champion he started out as.
Mage itemization is a bit... odd/too good right now so I think Mordekaiser is actually a lot less strong that he seems and I hope his current state alludes to some very slight mage item nerfs.
The most satisfying thing about Mordekaiser is his autos and the sounds from his kit. Sion desperately needs the same TLC on his auto attacks that Mord has gotten.
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> Pray to god, they never touch J4 beside from small number changes. J4 is such a well rounded champ and holds up being relevant after all the years.
>
Except that they nerfed his shield to uselessness and his R damage no longer follows the target if they flash. It's actually tilting af as a J4 main.
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>
> A junglers play style is literally to help their teammates win lanes. A lack of understanding of how waves and priority is how successful good junglers make sure their teammates are there to contest an objective, and if you feel you wanna destroy your pc when you play league, League probably isn't for you, and you should probably find another interest than videogames
>
First part is true here, but the reverse is also true. The laners have to respond to the jungler's needs as well in this meta and this is the thing that seems to be not realized by a lot of the players. Laners need to quickly respond to invades when they have priority and be just as cohesive with their jungler as their jungler is with them.
The jungler's role is massively more in-depth than the laners without this give and take and saying the jungler is only there to "help their laners win lanes" is a gross over-simplification.
The junger is there to help laners, prevent the enemy jungler from denying their laners, prevent the enemy jungler from farming when possible, track the enemy jungler and respond to map pressures, secure objectives to help the entire team, and be a laner very momentarily if necessary.
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Cloud drake has the highest win rate as the first drake and Infernal is second. Never ignore a cloud drake, movement speed is slightly more clutch in a game than damage.
Mountain drake actually has the least effect on overall win rate, while multiple ocean drakes have the least combined effect.
When players prioritize the blue-side macro advantage it does matter even if it's not "high elo." This game has been out on the same map for multiple seasons and the players that retain a rank season to season simultaneously go up in skill level as they have practiced more and more and know more about the game overall to retain that rank.
Someone who has been silver from season 1 through season 9 is a better player now in some regard than they were in season 1 just by playing the game so much more. They didn't increase in skill level fast enough to move up, but they aren't the same player they were as a silver season 1 player.
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It will always be one of the best roles for climbing because it forces you to understand the macro and take/deny objectives that provide bonuses for your team.
This doesn't change the fact that Riot's attempts to nerf the jungle because "too much ganking" just made this an even more cancer meta with even more ganks.
The jungle favors whichever team starts on the bottom side of the map as well since that player can level 2/3 gank bot lane with red buff setting up priority in bot lane and priority on dragons. Literally forcing the enemy jungler to respond to bot lane or hyper gank top and mid to try and get the herald.
If the enemy jungler responds to the snowballing bot lane and doesn't succeed that gank because your bot lane is too ahead then you get free rift and free next dragon and bot lane turret.
Then bot lane swaps with top and the game is over as you pick up baron off the top priority at 21 minutes deny the enemy jungler all farm they can no longer contest and then end.
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Meddler
(NA)
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Quick Gameplay Thoughts: October 4
When is Pyke getting 3 of his features removed from his kit?
Pyke currently has 8 and should only have a maximum of 5 to line up with other champions:
Hook/Damage Toggle (We'll call this One feature)
Dash with CC (One of the Longest in Game) (Two Features) [It's literally longer than Jarvan IV's E+Q]
Stealth with Healing (Two Features)
Shield Ignoring Execute With Reset and Bonus Gold (Three Features)
That's 8 bonus features in one kit. When is the gutting of this kit to balance it coming?
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I disagree about smurfs. They should be pushed into an appropriate rank asap so they don't impact gameplay for lower skill players. If someone appears to be smurfing in a current rank (~80% w/r) I'd rather see them be immediately pushed up one full sub-rank each game until they lose two games, which would then normalize their LP gain.
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It would make more sense as a one-buy consumable that costs 500G and that rune is bullshit.
Other than that I do agree with you about the damage/power creep.
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Switch to using "hibernate" instead of "sleep."
Sleep sucks and causes tons of issues in general. With network connections, with programs, with the OS. NEVER USE "SLEEP."
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I've been seeing this happen off of one death lately especially in top lane. These towers are still better than the paper turrets of three seasons ago but damn they aren't keeping up with the power creep.
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Honestly he's too strong right now. I've had 2 items on a Yi and then he runs out of jungle and just curb-stomps people because he reactively pressed q to avoid all CC then begin the brainless murder-fest.
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The Rune that shouldn't exist in the game MAKES it broken though, and Stopwatch shouldn't be a component of Zhonya's.
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> [{quoted}](name=Object,realm=NA,application-id=3ErqAdtq,discussion-id=RtfPg5yE,comment-id=0000,timestamp=2019-10-06T15:35:26.840+0000)
>
> Because it's riot's game and not yours.
What a tool.
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Because the jungle camps need to be updated with more xp on blue side, or changed to new creatures, or swapped positions so blue side has the same xp as red side.
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Lol. I'm not watching worlds until they balance some of their shit. It's not interesting when you know how busted certain stuff is.
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I died more to the micro stun on akali in early levels (which would then enable her to snowball) than I did to akali's passive or other abilities. (Playing J4 against her in mid without that micro stun on her is fantastic btw. It makes it an actual challenge for her to snowball and she has to choose a smart time to go in with her ultimate)
Honestly this is a really interesting take on it. I've been trying to avoid suggesting a stun on J4's ultimate because it would have to be very minor or it would be broken. But when I think about it, there's one rune that J4 never really takes because his E+Q is unreliable:
AFTERSHOCK
If J4 had a stun on his ultimate he could actually take aftershock, which is what the character should honestly be able to take in the jungle. The lack of it is one of his biggest deficits at this time.
It would just be nice if Jarvan's ultimate could proc aftershock reliably. In general it's tilting when you win a duel or would win a team fight hands down and Ezreal can double teleport or Caitlyn dashes backward and the wall doesn't register that it's supposed to pull her back in. Or when the Irelia dashes to a minion faster than your E+Q or Ult can even hit.
Or even better when you're dueling and they can just flash your 120 second cooldown, take no damage, then kennen stun you, then hourglass your next E+Q, then kill you.
That's not an outplay, it's just lack of interaction where the Jarvan player has to have a lot of extra things in their favor to win after already a lot of work:
No enemy fast-dash
No enemy flash
No enemy teleport/invulnerability/revive (Ezreal/Fizz/Xayah/Jax/Zilean/Maokai <-Has to be activated as you start jump)
No enemy stopwatch
No enemy hourglass
No enemy wall stun/knockup (Vayne, Poppy, Qiyana, Azir <- this one can instant kill you against the wall in a glitch)
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Meddler
(NA)
:
Quick Gameplay Thoughts: September 20
Thank you for the work you do.
Here are some ideas about Jarvan IV and shield values I've been trying to present to someone at Riot:
https://boards.na.leagueoflegends.com/en/c/gameplay-balance/0vr6h4oo-jarvan-iv-suggestions-and-some-shield-value-comparisons
Agree or disagree it's all fine, just wanted to actually have the thoughts read by a rioter, and getting past the slew of ADC mains that hate the champ and people who have not played the champion for the last 8 years to get any upvotes hasn't been very fruitful on the forums.
If you have read this, thank you very much for your time.
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[I don't think you've played the champion long enough to try calling me out like that if this is your main.](https://www.dropbox.com/s/k35i6oa24tc0wjx/D%C3%BCff%20McWhalen_J4MasteryPoints.png?dl=0)
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[Lol. I AM THE J4 bruh.](https://www.dropbox.com/s/btgbw0ravk1mgl4/J4MasteryPoints.PNG?dl=0)
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You do realize Jarvan's ult wasn't flashable for the targeted champion before Season 7, right?
You can't flash Rengar ult and you can't flash Reksai ult and both of those champions have AOE abilities that can forcibly hit multiple champions by using the unflashable ult on their specific target then mashing the button for their AOE when the ult takes them to their target.
I'm not even suggesting that Jarvan's ult follow the target like it used to if they flash. They just either need to take the damage, or negate the damage with the flash and be pulled back into the ultimate if it has no refund.
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What you're suggesting is very similar to how Jarvan's Ultimate worked with a stun a looong time ago and how his E worked before season 5. Akali lost her micro stun on her ult for a reason and I don't think it would be healthy on Jarvan either.
I don't suggest either of these though it would be a wet dream because it actually turns Jarvan into an absolute monster. Go watch old vids to see it whew. Basically the ult shouldn't have a stun the damage should just go through on the original targeted champion like it used to before season 7.
I do actually agree with you about the bonus attack damage being nerfed a bit to counteract the suggested shield buffs. It feels like the bonus AD has pushed him harder and hard toward being an assassin while the effects of his kit push toward utility. It's this dichotomy that upsets me most.
Much of his utility was already removed though (basically what you're suggesting on his E). But Jarvan lost more in his ult by not being able to take out a priority target if they flash than he gained in AOE damage (which can also be flashed). Don't get me wrong, the AOE damage is a good change, but the target of the ult needs to take the damage, OR be forcibly pulled back in, OR the ult needs to refund 50% cooldown if no damage is dealt at all to anyone, or it needs to be able to target the ground directly.
One of these options would be good since it can be flashed at this time. Otherwise the entire purpose of the ult gets defeated in a team fight. Jarvan has to satisfy all of the conditions. While the opponent(s) just need(s) to flash.
I think if the shield is going to be such an abysmal ability (Sure it has the slow, but that's really its main feature at this point rather than it actually shielding) and he's going to be pushed harder and harder into jungle, why are we pretending that utility is still the most desired effect in Jarvan's kit?
And obviously Riven at current state is ridiculous, but it's really compounded because the champion has a very clear design and purpose reflected in her kit.
Many other champions still have their old scaling that doesn't fit with their purpose (because Riot didn't originally know what roles they were designing champions for), or reflect a subpar attempt to dual-purpose while being subpar at both.
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> [{quoted}](name=WoonStruck,realm=NA,application-id=3ErqAdtq,discussion-id=0vr6h4oo,comment-id=0000,timestamp=2019-10-02T17:51:18.745+0000)
>
> Uhh, J4's shield scales with EACH champion hit.
>
> Its not better in 1v1 scenarios, but its base value and scaling are almost ALWAYS better than other basic shields vs 2+ champions.
>
> Why would they change the %HP to %AD when that would just push more people to go glass cannon (something they tend to discourage via nerfs)? Why not just buff the %HP if its too low?
>
> ____________
>
> You're also suggesting buffs to champions that don't need it. If you give every AD champion an AD scaling shield, the base value would either have to be nerfed significantly or the AD scaling would be so low that it would hardly be relevant...and they'd still probably need nerfs.
Yes, it scales very poorly and in early game you're not going to be taking your shield until level 3, and even when you do take it you're not going to be using it against 2 or more champions except for a bot lane gank, and it will still only get 11 more hp value.
Are you telling me that being engaged against one more enemy champion is only worth 11 hp and that's supposed to equal it out?
As it stands throughout the game this means Jarvan has to be a subpar utility tank or a subpar assassin when compared to the other champs which are already getting buffs. It also currently prevents him from being good in top lane.
Take Lee Sin, Khazix, Evelynn, and Rengar for instance for JG buffs that weren't needed.
On top lane we can look at Riven, Fiora, Kled and Renekton as main ones that didn't need buffed.
Darius, for the last two seasons, and now Sion. (At least Sion needed it)
J4 is a JG primarily but also a top laner and the current scaling has removed him from this top lane meta and also really stunts the tank/utility build which at current scaling would still do better to scale off bonus AD instead. (Titanic Hydra, Black Cleaver, Steraks)
If anything the current setup encourages glass cannoning because of the bonus AD setup on the rest of Jarvan's kit and since the W scaling is not good you might as well not build around it. Sure, it scales more with each champion, but not enough for it to be WORTH being near that many champions as the engage.
The champions I have mentioned for a "buff" as you call it do need THIS SPECIFIC SLIGHT BUFF and then need to have other aspects of their kit nerfed to tune.
And you had already decided to down-vote with the assumption that I just wanted champions buffed with no other balancing. Fantastic.
Let's apply the same logic in reverse to Riven. What if her E scaled off %Max Health or Ability Power? WOULD THAT MAKE SENSE?
These scalings are leftover ideas from when Riot didn't know what they were doing with champions and Jarvan's is a decent attempt with terrible scaling that would (since he is in the jg almost exclusively now) make more sense to scale via %bonus attack damage.
In my opinion it should either scale off %bonus attack damage, or the culmination of these changes was definitely a mistake:
V9.9
Stats
Base health reduced to 570 from 571.2.
Base mana reduced to 300 from 302.2.
Base mana regeneration reduced to 6.5 from 6.756.
Golden Aegis Golden Aegis
Bonus shield per champion reduced to 1.5% of his Jarvan IV's maximum health at all ranks from 2 / 2.25 / 2.5 / 2.75 / 3%.
V7.18
Golden Aegis Golden Aegis
Base shield strength reduced to 60 / 85 / 110 / 135 / 160 from 65 / 90 / 115 / 140 / 165.
Maximum health bonus shield per champion hit reduced to 2 / 2.25 / 2.5 / 2.75 / 3% from 2 / 2.5 / 3 / 3.5 / 4%.
V7.7
Golden Aegis Golden Aegis
Base shield changed to 65 / 90 / 115 / 140 / 165 from 50 / 80 / 110 / 140 / 170.
Bonus shield per enemy hit changed to 2 / 2.5 / 3 / 3.5 / 4% of Jarvan IV's maximum health from 20 / 40 / 60 / 80 / 100.
V6.13
Golden Aegis Golden Aegis
Base shield strength reduced to 50 / 80 / 110 / 140 / 170 from 50 / 90 / 130 / 170 / 210.
Bonus shield strength increased to 20 / 40 / 60 / 80 / 100 per champion from 20 / 30 / 40 / 50 / 60.
Radius increased to 600 from 500.
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Honestly he's just finally in a good spot and should have no nerf in the suggested areas. Counter him or respect him and wait for his base stats to receive slight nerfs.
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I miss them greatly and voted yes, but here's the thing:
The new runes are SUPPOSED to allow the champions to get balanced by having a funneled, static design.
Since the result has not been used to actually balance the champions with a static power budget the new runes haven't done much for the game.
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The main issue to me is that it has a lower cooldown than flash and gets that cooldown reduced more by a rune that shouldn't exist. They should start with removing the rune "perfect timing" that never should have been included in the game and also remove stopwatch from the game.
The introduction of stopwatch is literally the point in which league of legends began its descent into a dumpster fire and the addition of "perfect timing" is where the dumpster exploded and covered everyone with refuse.
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Gold Grenade

Level 253 (NA)
Lifetime Upvotes