Rioter Comments
: > [{quoted}](name=WoollyWitch,realm=NA,application-id=3ErqAdtq,discussion-id=HPHNPtsi,comment-id=0007,timestamp=2019-12-03T12:02:51.544+0000) > > I've noticed people just hate yuumi just because and the ability they dislike about her (being attached and immune to damage) can literally be solved by simply adding in, if the person she's attached to gets cc'ed then she falls off. > {{sticker:zombie-brand-facepalm}} okay and has riot made this happen? no? so then arent we justified based on how things are with her?
I would say if she gets stunned, or suppressed Yuumi falls off. Just a Snare or Slow shouldn't cause Yuumi to detach.
: > [{quoted}](name=Gold Grenade,realm=NA,application-id=3ErqAdtq,discussion-id=HPHNPtsi,comment-id=000b00000000,timestamp=2019-12-04T00:24:17.400+0000) > > 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. Silly us for believing when a dev says they are going to buff something they really meant nerf instead, our bad i guess?
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.
Yets4240 (NA)
: Actually the point was specifically to buff her for Solo queue, as in make her *stronger*, not *weaker*, in fact, if you actually read or paid any attention whatsoever, you would instead realize that this is actually the exact *opposite* of the point.
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.
: These Yuumi changes make her weaker.
Rioter Comments
: Question......Why is Lee Sin in every game?
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.
Rioter Comments
: Same is true of every bruiser
Jarvan has some specific issues that could easily be fixed.
Rioter Comments
: > [{quoted}](name=Ðeviruchi,realm=EUW,application-id=3ErqAdtq,discussion-id=g53JK9pg,comment-id=0008000a,timestamp=2019-11-16T00:06:31.174+0000) > > Why don't you moderators move topics to their respective forums instead of completely removing them and asking the players to reopen it in the correct forum? Because the purpose is not to guide people, it's to censor them by making the effort of rewriting and reposting a thread in another forum a disincentive in itself to continue the conversation. My thread criticizing the horrible idea of giving Senna a shroud mechanic when they couldn't even balance Akali's (which affects a single player and not multiple) was removed and they told me I should repost it in rant or general discussion, which makes no damn sense considering a champion's gameplay is being discussed.
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.
TehNACHO (NA)
: It was a joke post so I hope you don't expect a serious answer. But like, straight up, 2 posts into this thread and we have a Moderator accused of Nazi book burning.
I wouldn't associate it with Nazis though... a decent not directly Nazi related reference would be Fahrenheit 451.
: Per your removal message: > This content has been removed as not being appropriate to the Gameplay sub-board. We expect posts here to be relevant to League of Legends and ##be generally constructive in nature. This would include builds, matchups, tactics and the like. ##Posts that are largely complaining should be directed to either RANT or General Discussion. Emphasis added to the relevant parts. While there may have been discussion happening in the comments, the main post itself did not meet those qualifications. You are welcome to either re-post your exact content in **General Discussion**, which does not have those requirements, or you can expand on your original post, and re-post to Gameplay.
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.
Keiaga (NA)
: So a champion who struggled to maintain a winrate of 50% across all elos and dipped as far as 47% in the last year, who only recently got a moderate spike in both popularity and winrate because of her recent buffs and now has a modest 50.8-51.2% winrate with a respectable 10% playrate is sleeper op to you?
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.
Keiaga (NA)
: Judging by her win and playrates across all elos she's pretty balanced
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.
Jansuo (EUNE)
: CAN YOU PLEASE FINALLY DO SOMETHING WITH MATCHMAKING ???!!!!!!!!!!!!!!
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.
Rioter Comments
Keyru (NA)
: Boards Moderation Discord Verification
: Can someone tell me why Kai'Sa is still the best adc in the game over a year later?
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.
Ulanopo (NA)
: > [{quoted}](name=Gold Grenade,realm=NA,application-id=6heBIhQc,discussion-id=szhhX8wJ,comment-id=,timestamp=2019-10-08T19:06:42.336+0000) > > My post about the irony of using a Wukong quote on the Gameplay boards when that character has been nerfed to shit got removed for "violating board rules" when it didn't violate any board rules. This content was removed as not being appropriate to the Gameplay sub-board. We expect posts there to be relevant to League of Legends and be generally constructive in nature. This would include requests for suggestions on builds, matchups, tactics and the like. Posts that are largely complaining should be directed to either RANT or General Discussion.
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.
: After worlds riot have no excuse to not look at melee top laners
I hope they take a look at Jarvan IV and let him return to top lane again instead of fed or feed jungle cancer.
Rioter Comments
: Yeah if J4 could take aftershock, he would be more interesting too but you can't take aftershock with him because you have to spend 2 spells to proc it (and you have to hit your spells too) and it's not reliable. Leona press Q or E, she gains aftershock. Sejuani press Q or R : aftershock... J4 is S tier because he is in jungle. He is probably one of the worst top laner right now. He is squishy, he lacks of dmg vs others top laners... There are better champs for teamfight... But when he is on jungle, he can gank easy, he can have a lot of assist and have gold. But technically, i feel like J4 is a "snowball" champ. Or you get feed by ganking, or you are useless. I never have seen a J4 in this meta who was useful when he wasn't feed. In lategame, he falls hard because his dmg is not enough but can't tank too and his ultimate isn't the best ultimate even if it's good (malphite, amumu in comparison). He rely on snowballing which make him hard to balance correctly because his kit isn't that "spectacular" or "strong" but he can gank and it's enough to make him S tier. But ofc, if you aren't feed, you are useless with him. It's almost same thing for others junglers : Or they get feed in early and carry mid game by being 20/0 or they are useless. Before you can balance J4 kit, we need to balance jungle to make it less a "feeding fiesta" so we can focus on adding strenghts and weaknesses to champions.
Meddler (NA)
: 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.
Kerosu (EUW)
: I kinda agree, imo it feels like the dev´s have a internal competition on "who can create the most unique aka most gamebreaking champion". Vel´koz, (old) Aatrox, Jinx, Brad etc. was some of my fav realeses, kinda simple and yet pretty unique without breaking the game. 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. I just hope to get old Aatrox back in some form and since they work on Shaco there might be a reason for me to came back. Change is good - Kha´zix, but not breaking the game is better. Releas the Wukong changes!!!
> 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.
: (PLEASE READ MY ENTIRE COMMENT BEFORE UP/DOWNVOTING) I honestly think jungle has been the most balanced it has ever been. Jungle just has way too much influence on lanes. Out of the last 40 games, I've played, I've lost 16 games, and of those 16 games, 13 of the games have had a huge deal to do with one of these 3 things that the jungler does. 1. Being unable to carry, despite being super fed and taking kills from laners. 2. Being unwilling to gank and permaflaming. 3. Flat out getting outjungled and proceeds to soft int. It would be extremely ignorant to say that I could do nothing in all of those games because I absolutely could, it's just a general pattern that I am noticing in my games, that whenever my jungler is losing, I lose a lot more games. In seasons 6 and 7, Jungle was absolutely bonkers, and only getting toned down slightly in season 8 with slight xp nerfs. Also, I should probably post this from my alt since its probably going to get a ton of downvotes > - If you carry as a jungle (having more gold than laners), then you lose, because laners have no gold to be self-sustainable and you can't be everywhere. With proper pathing, all of this is easily avoided. In the games that i do win, even if the jungler has a low % kill participation (i.e ganks, skirmishes and teamfights) is still on par if not higher level that the adc. Even with just doing proper objective control (which i have a hard time believing you do, since you end some of your games with blue and warding trinket, and the most control wards ive seen you buy is 3, with some games as low as none > - If you fall behind as a jungle (having less gold than laners), then you lose because of inefficient ganking potential (under leveled/ less items) Duh. If you path improperly, then you are obviously going to fall behind, and thats what is supposed to happen, so that you cant just walk into your jungle and farm back up to become as strong as laners, despite being a few kills behind. > - If you have less objectives then the enemy jungle, then you lose by default because buffed enemies (w/ right team comp) steamroll into sustainable lead - If you DO manage to grab objectives, then RIOT's broken-ass balancing system nulifies that if the enemy has OP champs that can snipe while under-leveled, having no health or items (aka. JAX, MUNDO, DARIUS, SYLAS, AKALI, YAS, Quianna...blah blah blah broken-ass champs (x130 and counting!!!) Again, building a lead is part of punishing you for improper pathing and objective control, if you do all of that properly, you can win with any champ and any team comp. And in terms of balance being a problem. You can play literally anything, and if you do it well enough, you can climb to at least plat with it, ask pretty much any coach and they will give you the same answer. > - If you camp a lane, then you lose because you're putting yourself behind in XP (as well as your teammates), especially if yall can't even get tower If you cant build a lead while camping a lane, youre doing it wrong in terms of pathing, because camping a lane as a jungler does not mean giving up xp, if anything it should give you more xp because you also get xp off of killing minions, and should give you even more gold if you get platings. In terms of putting behind your teammates, not so much, because if your ganks are successful, the enemy needs to reset and back off the next 2 or even 3 waves, making the xp you "steal" not matter very much. > ALSO, roaming is killer for any position if done too much, and that's what jg does 100% of the time is roam, roam, roam, maybe get a few camps along the way, roam, roam , roam, some cs from lanes that you gank for, but nothing really substantial to make a difference. Roaming without losing XP is 100% doable. If you, again, path properly in your jungle then you should have no problem staying on par with your bot lane in terms of total XP. For example, if a support roams, most of the time they make sure all enemy minions are dead so that the window that they do leave lane, they lose no XP > THE POINT of this is that jungle has recently become increasingly irrelevent as a position. If your teammates do NOT have the upper hand in their lane and lack basic comprehension of how to play LEAGUE OF LEGENDS, then it's GG (usually from the start; especially in solo-que; Low Elo; gaming w/ full-tilts). Jungle is becoming more and more balanced, but that doesn't mean theres no room for good pathing and ganking, because thats what makes the difference between a good and a bad jungler. And people tilt in all elos, from challenger to iron, nobody is 100% tilt proof. > You literally have to "spoon feed" your laners (by yourself), take objectives (by yourself,) drop wards (by yourself), coach team and have them NOT listen to your pings, baron calls, or MIAs while ... all the while, you fight an intense urge to snap your PC in half and throw its remains out the nearest window. 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 Edit 1: Edited for easier understanding in first statement
> > 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.
Hi im 12 (EUNE)
: I mean you're supposed to ignore dragons (except for infernals) up to dia and plenty of farm junglers are viable right now so it isn't really the "play xin or lee" meta anymore. it is true that blue side favors the jungler, as well as everyone else except a few immobile adcs but the difference is so minuscule it will never matter anywhere besides highelo.
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.
Hi im 12 (EUNE)
: jungle is still the best role to climb with so that just wouldn't make any sense, acting like draven, ashe, jinx aren't dominating bot lane seems very odd though.
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.
Meddler (NA)
: 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?
Xis (OCE)
: HELPFUL SUGGESTIONS FOR CHANGE - LEAGUE OF LEGENDS
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.
: > [{quoted}](name=Gold Grenade,realm=NA,application-id=3ErqAdtq,discussion-id=ndA3RFrG,comment-id=0017,timestamp=2019-10-07T15:58:36.977+0000) > > The Rune that shouldn't exist in the game MAKES it broken though, and Stopwatch shouldn't be a component of Zhonya's. I mean. It’s the only thing holding back all these champions that just all in at level 2 and 100-0 their enemies under turret. So maybe once the early damage problem is dealt with stopwatch can be dealt with. Buts it the literal only floodgate left on snowballs. Of course. Riot wants this snowbally ass meta, so they might just remove it for them “LC$ B1G Pl@Y$“
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.
: ok so if i let my pc time out or put in sleep mode while the client is open. the next time i open /start my pc i can not get the client to open. i have to restart the pc. this has happen for about a month now. i have windows 10 and a newer pc. also when i do exit the client and close it i get a bug splat error.
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."
: So, are towers useless enough yet?
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.
Talh (NA)
: Why are we this far into League of Legends and Master Yi still has no viable counter or way to lose?
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.
: Zhonya’s isn’t broken.
The Rune that shouldn't exist in the game MAKES it broken though, and Stopwatch shouldn't be a component of Zhonya's.
Object (NA)
: Because it's riot's game and not yours.
> [{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.
Dolfro (EUNE)
: Red camp site gives more exp than Blue site (why?)
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.
: Disconnection?
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.
Rioter Comments
Rioter Comments
: Ok then you can make the dmg follow the target but i'm saying if you do that, maybe consider some nerfs on the dmg then. Also i think Rengar and Rek'sai ultimate should be nerfed because yes, these abilities are targeted, no possible to dogde and they deal big dmg. I don't think a 0,5s stun on an ultimate would be a problem. J4 ulti isn't a big zone too... And it's not instant like Akali one. Akali ulti is instant, Jarvan has a little time when he jump. The problem on akali wasn't her micro stun btw, it's was her dmg and her mobity, wich is always the case. Her 2nd part of her ultimate allow her to kill you even if you are mid life. Not even close to death but mid life and it's can deal high dmg. And Akali is an assassin, i mean assassins don't need CC, that why this 0,5s stun was stupid on her because she didn't needed it but it's wasn't the problem. J4 is a diver, it's would suit him more and help him to get more utility. Or maybe add this : "J4 can ulti on his flag, if he does it, the ulti will have more range (the arena), will stun for 0,75s the enemies who are inside and will refresh J4 W" So you add an interaction beetween his flag and his ultimate. In his current gameplay, his flag is only useful to place his Q and to get free assist because of the AS given to teammates. But if his flag could interact more, maybe he would be more interesting to play. And like i said, making his W work with E by considering flags like enemy champs, would help him to have a bigger shield. J4 spells lack of interactions, i mean you could do more with this flag than just Q it. And this flag could do something more interesting and less brainless than give AS in a big zone. But that my point of view. I don't play J4 so much so i think you have a better knowledge of what to do with him.
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)
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.
: Hey OP. I know you got bodied by a J4 and all, but don't touch my champion. He's in a perfect spot.
[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)
: Hey OP. I know you got bodied by a J4 and all, but don't touch my champion. He's in a perfect spot.
[Lol. I AM THE J4 bruh.](https://www.dropbox.com/s/btgbw0ravk1mgl4/J4MasteryPoints.PNG?dl=0)
: No way dude, you are dreaming... These R changes on J4 are cancer. J4, like every jungler who is good at ganking is "cancer" in this meta because they dive pretty easy, they can perma gank, deal big dmg... And J4 has a nice teamfight utility. If we can't flash his ultimate, then it's stupid. Jarvan has too much mobility, that why players must be able to dogde this ulti with perfect flash. Or otherwise, you nerf the dmg. For example : Cataclysm will only deal 100/200/300 + 50% AD and you can add a little stun of 1s on the primary target and 0,5s on other ennemy champs close to the primary target, so even if the dmg is not possible to dogde, it's not that much and it's add him more utility to teamfight with the little stun. I agree his shield could be better, but i don't like your buff. It's promoting J4 assassin, which is cancer. You should buff the %hp ratio or the number of HP gained from the number of enemies champs. You could improve his "diver gameplay" without making him an assassin. If you buff his AD ratio, then you are making him an assassin or something like Riven. I would also change his E who is making his gameplay way too much casual, i mean getting assist only for placing a flag is something that bug me and also this spell feels like boring. I would do this : Flag dmg : Reduced to 40/60/80/100/120 + 30% of total AD physical dmg. I keep the AS passive. When Jarvan will use his W near a flag, his W will be more powerful. The shield will be bigger, the flag will count as a champion. So his flag will have an interaction with his W. The flag will create a small zone around him (200ua) for 8s who reduces the dmg taken for your teammates and you. It's would be 20/22,5/25/27,5/30% and J4 would have the double of this bonus, so 40/45/50/55/60%. It's would allow J4 to towerdive more often, since he is a diver but also, he would have to take risks and if he wants assists, he will have to move "his ass". It's would make him more powerful if he can fight inside of the flag zone because he would reduce a lot of dmg, also making his clear easier because he would lose less hp. These changes would actually make him more tanky making top lane viable again but with less dmg but with more skillcap. And by the way, J4 gameplay is everything about utility. Q reduce armor which is good for your physical dmg teammates, W slow ennemies which is good for your teammates, E give AS buff and his ulti is a "zone CC" if we can describe it like this.
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.
: No way dude, you are dreaming... These R changes on J4 are cancer. J4, like every jungler who is good at ganking is "cancer" in this meta because they dive pretty easy, they can perma gank, deal big dmg... And J4 has a nice teamfight utility. If we can't flash his ultimate, then it's stupid. Jarvan has too much mobility, that why players must be able to dogde this ulti with perfect flash. Or otherwise, you nerf the dmg. For example : Cataclysm will only deal 100/200/300 + 50% AD and you can add a little stun of 1s on the primary target and 0,5s on other ennemy champs close to the primary target, so even if the dmg is not possible to dogde, it's not that much and it's add him more utility to teamfight with the little stun. I agree his shield could be better, but i don't like your buff. It's promoting J4 assassin, which is cancer. You should buff the %hp ratio or the number of HP gained from the number of enemies champs. You could improve his "diver gameplay" without making him an assassin. If you buff his AD ratio, then you are making him an assassin or something like Riven. I would also change his E who is making his gameplay way too much casual, i mean getting assist only for placing a flag is something that bug me and also this spell feels like boring. I would do this : Flag dmg : Reduced to 40/60/80/100/120 + 30% of total AD physical dmg. I keep the AS passive. When Jarvan will use his W near a flag, his W will be more powerful. The shield will be bigger, the flag will count as a champion. So his flag will have an interaction with his W. The flag will create a small zone around him (200ua) for 8s who reduces the dmg taken for your teammates and you. It's would be 20/22,5/25/27,5/30% and J4 would have the double of this bonus, so 40/45/50/55/60%. It's would allow J4 to towerdive more often, since he is a diver but also, he would have to take risks and if he wants assists, he will have to move "his ass". It's would make him more powerful if he can fight inside of the flag zone because he would reduce a lot of dmg, also making his clear easier because he would lose less hp. These changes would actually make him more tanky making top lane viable again but with less dmg but with more skillcap. And by the way, J4 gameplay is everything about utility. Q reduce armor which is good for your physical dmg teammates, W slow ennemies which is good for your teammates, E give AS buff and his ulti is a "zone CC" if we can describe it like this.
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.
: 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.
> [{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.
: Nerf Nautilus, he's freelo atm and it's sickening.
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.
: Old runes & masteries.
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.
DSkizzle (NA)
: Zhonyas?
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

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