Rioter Comments
: Whilst I agree with your sentiments almost completely, there are some issues with your arguments. The most notable of which being, Riot has done things like this in the past with so many of their recent champions, and as you said, it doesn't improve the character, gameplay or the experience. Did you make a post like this when you saw Ezreal flirting with Lux? Garen flirting with Katarina? Illaoi flirting with Braum? Taric flirting with Ashe? The last two examples I gave are specifically characters that have never met in the lore and as far as we know, never will. I think you and a lot of others need to stop reading so deep into the 'ulterior motives' as to why they made a character gay and believe that they're just trying to add more diversity into the game. Believe it or not, gay people exist in the real world and believe or not, most of them have struggled with their sexuality at one point in their lives and believe it or not, things as simple as seeing a gay character in the mainstream media really does help.
> [{quoted}](name=Toþykachu,realm=EUW,application-id=yrc23zHg,discussion-id=HkyvGeEg,comment-id=00200000,timestamp=2018-11-20T21:25:05.144+0000) > > Whilst I agree with your sentiments almost completely, there are some issues with your arguments. The most notable of which being, Riot has done things like this in the past with so many of their recent champions, and as you said, it doesn't improve the character, gameplay or the experience. Did you make a post like this when you saw Ezreal flirting with Lux? Garen flirting with Katarina? Illaoi flirting with Braum? Taric flirting with Ashe? The last two examples I gave are specifically characters that have never met in the lore and as far as we know, never will. > > I think you and a lot of others need to stop reading so deep into the 'ulterior motives' as to why they made a character gay and believe that they're just trying to add more diversity into the game. Believe it or not, gay people exist in the real world and believe or not, most of them have struggled with their sexuality at one point in their lives and believe it or not, things as simple as seeing a gay character in the mainstream media really does help. I am not reading into as much as against them announcing it. There can be subtlety to a character's preference. Thing is that I dont care if the character is gay. 99% of the gamer base probably doesn't care if the character is gay. Also, I dont care about others struggling to find themselves sexually, they can do that themselves. Regardless of what ANYONES views are... IT... DOES... NOT... BELONG... IN... THE... GAME... It becomes a parade. It adds nothing to the game and amounts to nothing more than self-celebration at Riot for how progressive they are. I remember the Varus stuff because I have played this game at least 5 years. I didn't like it, but if the character's bio supports it and its not just injected in then fine. Neeko being announced and nothing explicitly states she is gay, then Matt Dunn announces it was tactless. That is my problem. It is not even mentioned but the virtue signaling is there. No one would have called the character a Lesbian **UNTIL Riot did**. It would have gone unnoticed or not cared about.
: Neeko's Sexuality Is A Minor Part Of Her Character
{{sticker:slayer-jinx-unamused}} I dont care about her sexual orientation and Riot really shouldn't either. Letting your employees virtue signal about something so insignificant to the game is damaging and idiotic. I am referring to the Tweet that Matt Dunn released regarding Neeko, in which he confirms she is a lesbian. First of all and foremost, League is a game. Anyone on this board and who jumps into the rift can agree this is a game and one we enjoy enough to keep playing it. Champions are what give the game flavor. You can just play the game or you can go deeper into the lore. Second of all, relevancy. There is no relevant reason why Neeko's sexuality should be brought up. By all means, if it somehow influences her abilities, her voice acting, or character design, then fine, it must make sense. But saying she is a lesbian is about as relevant as political views are to league. **Does this improve the game? Does it improve the character? Does it improve the experience?** _No. No (not the way it was done). No._ Her sexual preferences mean nothing to the character's bio or background, upbringing, or design. It's so unimportant to making league a good game and that is my frustration with this. Showing how politically correct or accepting you are has no place in a company such as Riot. It doesn't make the "ACTUAL" players happy or the fans. The only ones who care about this are the small but vocal few who will tear down those who disagree with the inclusion of this and external people who dont even play the game but will vocally praise how progressive it is. If it doesn't matter to the players and it doesn't matter to the game, it SHOULDN'T BE MENTIONED IN THE GAME.
: Patch 8.7 notes
Real Talk, Riot, AP items have really been gutted this season and I don't understand why. Specifically with items such as Rabadons, Banshee's Veil, Rylais, Liandries, Seraphs, Spellbinders, and Abyssal Mask are some of the worst offenders. The build path on many of these items are some of the most atrocious paths you can possibly take in the game. It feels incredibly bad and the effects feel underwhelming for the cost. KEY OFFENDER {{item:3089}} - Rabadon's boasts one of the most potent damage spikes for AP champs and almost every AP champ wants to get it. However, you are barred by extremely high costs to obtain each individual item. You are making 3 1000+GP purchases to get a CORE AP item. If we were to compare that to AD, say {{item:3031}} Infinity Edge or {{item:3078}} Trinity Force, there are plenty of rewarding combination costs that allow you to build up your items to get moderate damage boosts or stats in the meantime, and it doesn't take up inventory space, because it is early buys. IE has a combination cost of ~600GP and Trinity ~300GP. These are key items just like Rabadons for other classes of characters and yet, there are so many AP champions that hold off buying Rabadon to a 4th, 5th or 6th item. Meaning that AP power is incredibly reigned in. Not only is the power incredibly toned down, but the Needlessly Large Rods sit in your inventory for 10 minutes before they become something. You must risk a lot to get an item that is a standard key item for most midlaners, and because people buy it late game, often times you either have one Needlessly Large Rod and full inventory and must make a 2400+GP purchase to complete, or you have two that sit in your inventory and during the whole time, you cant buy wards because these expensive paperweights dont give the power that is worth the price or the time to get them. {{item:3102}} - Banshees is in the same catagory as Rabadons. If you want the defensive boost, you can purchase null mantel, but that is it. Getting fiendish codex and blasting wand give you ALL of the power and CD completing the item have to offer. But in order to get this "DEFENSIVE" AP item, you have to go through an awful build path. If you are wanting the additional magic resist, you must wait to amass 2550 more gold to get it and the easiest to pop passive in the game. Banshees defensive passive is useful but it doesn't feel like its worth it for 3000g. The item gives a good build path to AP for the item, but sitting on a null mantle for 2550 gold when you just want the magic resist aspect of the item feels really weak. Mages and AP dont have access to a lot of good defensive (non health based) options. There is Banshee's, Seraph's, and Zhonya's. Abyssal offers no AP and its aura is so small that most mages could play the entire game without using it. {{item:3116}} - Rylais is one of the few items that AP champs have as a good option and its a rough item for Riot to balance. Its passive has been constantly nerfed and it still is a good option, but it doesn't feel like its potent enough to stop tanks which is what I would argue one of its main functions. Its a tank buster. {{item:3151}} - Liandries is actually a good item, its fun and its burn effect is nice. But its job is to bust tanks. Its passive fully kicks in at 5 secs for 10% increase in damage, but when defensive options for mages are weak, chances are pretty good that the fight will already be decided before the item reaches its true potential in a 5v5 with most AP champs. I understand the focus was to help damage in a prolonged fight, for against things like tanks. But how does it help, when there is an enemy CHO'GATH, who builds nothing but tank and combos his abilities with one rotation and instantly drops a mage. Mages are not equipped to bust tanks even with items like Liandries. Liandries reduction in immediate damage from last season is big in comparison. {{item:3003}} - Archangels/Seraphs, is actually a good item in many respects and its active is great for many things. However, Riot nerfed it as a defensive option probably because its one of the more solid AP items out there. One reason its upsetting is that AP already has extremely limited options in comparison to dealing with AD or AP threats. This is just another nerf that hits one of the few good options left. {{item:3907}} - Spellbinders feels like a joke as an item. From what I can see it doesn't seem to be popular amongst midlaners as an option and for good reason. Its a worthless buy. The investment is so deep and so laborsome that it works in very specific and limited circumstances. Every cast counts as 1 charge. There are 100 charges, but every single one counts as one. It would take a champion like Ryze to charge it semi efficiently. And relying on friendly or enemy casts would not be an effective source at charging it well either. It feels like a bad option, because it requires spamming to charge, and in the laning phase that sounds fine, but most of the time, mana as a resource is not something that most champs can spam for at least a few items. After laning phase, fights are more likely to be decided quickly rather than a spell spamming standoff, which means even with fights, it would likely not be charged quickly. Riot shifted a lot of power onto this item that feels like a really bad item for most AP champs and while its build path is okay, it offers movement and power. It has a recipe that is better than Rabadons but the momentary burst of power is not worth the minutes of charging to get that one window of opportunity. {{item:3001}} - Abyssal Mask is a great tank item. It offers a lot of defensive options, but the problem is that its aura is really pathetic in what is a key function of its use. Sometimes, a midlaner needs an option like this where health and magic resist are available. Even with the aura in a slightly larger range where it was actually useful, it is so laughably small. It is an almost 3000gp item for a passive that you have to be melee in order to take advantage of. While its defensive functions are still intact, it almost has zero use, because anyone can easily flash out of its aura and take reduced damage. Bruiser mages need an option like this, because Banshees is weak for its passive, its cost, and defensively (its intent was more for damage dealers). ADCs and bruisers have multiple defensive options that protect against AP and even AD, and offer a variety of important effects that protect them from lots of damage. Mercurial Scimitar offers magic resist, a good active, and different stats you can pursue. Guardian Angel offers armor, and damage, and stopwatch users to transition the item into a late game item. Maw of the Malmorthius offers magic resist and damage at the entry level, a good passive at the mid level with hexdrinker and a potent defensive item at the completed level with a recipe that is very generous to build for champions that have little money on bad backs to base. ADC's get very generous build paths for their items, AP items feel very expensive and with tank items like Adaptive Helm, Spirit Visage, and Gargoyles stoneplate, they can make AP laughably easy to deal with. Rather than balance the items for AP out, Riot has chosen to buff lethality users and AD champs which are already in a good spot overall. AP really needs fine tuning, because carrying as a midlaner feels damn hard!
Rioter Comments
: I thought the point of picking {{champion:48}} {{champion:111}} {{champion:75}} {{champion:120}} was to highlight the monstrous aspect of those Aztec Gods. Adding a human to that lineup would be a bit odd.
> [{quoted}](name=FloRaider42,realm=EUW,application-id=A8FQeEA8,discussion-id=2AY8Adje,comment-id=0000,timestamp=2017-02-10T19:48:38.891+0000) > > I thought the point of picking {{champion:48}} {{champion:111}} {{champion:75}} {{champion:120}} was to highlight the monstrous aspect of those Aztec Gods. Adding a human to that lineup would be a bit odd. Maybe, but the idea is that she carries her god in her hands. Thematically I think it makes great sense. If you have seen Road to Eldorado, Tzekel-Kan is kinda what I would imagine Illaoi as being similar. A mortal who is zealotous for the old ways of sacrifice and not simple parlor tricks to show her god is real.
Rioter Comments
Meddler (NA)
: There are some champs, Azir and Kalista being the most prominent two right now, with whom we're really cautious when buffing. They are weak, but have been significant game health problems in the past. That means buffs that aren't accompanied by bigger game health changes are going to be small (at least in a single patch) and targeted at parts of their kits that haven't been the main sources of problems. In Azir's case for 6.24 we're looking at: * Decreased CD on W (12-8 -> 10 -> 6 is what we're testing right now) * Reduced gold from destroying the passive tower (100g -> 50g) * Increased AD scaling on the passive tower over time to match other towers (3 AD/min -> 4 AD/min) * Decreased construction time on the passive tower (5s -> 3.5s, this a change that might need some animation work though so might not make it into 6.24) Rationale for these changes is that we want to add power but want to avoid the burst, mobility and CC cases that have been challenging with Azir in the past. More sustained access to soldiers via W makes sense as a result, and is definitely the largest of the buffs. The passive's also, we think, a safer place to put power, hence doing so in ways that both make it a bit more useable and decrease the cost of doing so a bit.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=Gsfgqyig,comment-id=0005,timestamp=2016-11-28T20:58:05.246+0000) > > There are some champs, Azir and Kalista being the most prominent two right now, with whom we're really cautious when buffing. They are weak, but have been significant game health problems in the past. That means buffs that aren't accompanied by bigger game health changes are going to be small (at least in a single patch) and targeted at parts of their kits that haven't been the main sources of problems. > > In Azir's case for 6.24 we're looking at: > > * Decreased CD on W (12-8 -> 10 -> 6 is what we're testing right now) > * Reduced gold from destroying the passive tower (100g -> 50g) > * Increased AD scaling on the passive tower over time to match other towers (3 AD/min -> 4 AD/min) > * Decreased construction time on the passive tower (5s -> 3.5s, this a change that might need some animation work though so might not make it into 6.24) > > Rationale for these changes is that we want to add power but want to avoid the burst, mobility and CC cases that have been challenging with Azir in the past. More sustained access to soldiers via W makes sense as a result, and is definitely the largest of the buffs. The passive's also, we think, a safer place to put power, hence doing so in ways that both make it a bit more useable and decrease the cost of doing so a bit. I am going to refer to Azir and Illaoi in relation to each other as Illaoi is where I see Riot intending Azir to be in how he uses his abilities. {{champion:268}} {{champion:420}}{{champion:268}} {{champion:420}}{{champion:268}} {{champion:420}}{{champion:268}} {{champion:420}} One of the biggest things with Azir is that in order for him to be useful, he must practically build full damage and have very offensive runes and masteries. However, he still suffers from very big mana problems which is understandable to keep him from becoming a menace. However, why not give him treatment to match someone like Illaoi (somewhat). Illaoi has low mana costs that give her the damage to use her abilities often and repeatedly (which is what Azir is designed to do). Azir needs to be able to raise and reorder soldiers reliably to sustain dps. We all know Azir is basically an ADC that does AP damage instead of AD. One of his biggest failings is not his ability to not do damage early but the fact that his abilities cost so much to use early and once out must 9/10 go back to base. His damage can be reigned back but honestly if a player decides to try and construct an Azir build around mana/durability (one or the other or both), his damage is irreparably hurt and he doesn't recover even in late late game. Compare Azir with other dps casters (Ryze, Cass, etc.) If they run out of mana they become worse than useless and more often than not that's what happens to Azir and he is a glass cannon. But Ryze and Cass have been built around closer range and their damage reflects shorter range and their defense is much better. Azir is a glass cannon with high costs, no real defense stats, and gutted scaling that hurts his late game and kills his early game (you see what I am getting at here?). You have turned a fun champion into a champion that becomes a liability. I seriously think that you can hit his dps damage, his q damage, and his r duration and IF YOU GAVE HIM THE ABILITY TO KEEP CASTING SPELLS HE WOULD BE OKAY (not amazing but okay). You originally built Azir around spell costs to account for building items like Rod of Ages and Morellos. But experienced players can't build those items on Azir and expect better results than building Nashor's Tooth and Rylai's on him. I sincerely think that what Illaoi eventually became is what your goal for Azir should be. Illaoi is hella fun and she offers Zone Control, just like Azir. She has a small mana pool (just like Azir), but her abilities cost far less AND they scale from low levels up to give her mana pool time to grow/lvl. Her signature q starts at 40 mana then grows 5/lvl to 60 mana. Azir's q is a NECESSITY for his style of play and costs 70 mana AT LEVEL 1 and remains at 70 mana at level 5. Illaoi has a mana pool of 300 at level 1 ( she can q 7.5 times with 0 mana regen). Azir has a pool of 351 at level 1 ( he can q 5 times with 0 mana regen BUT he must ALWAYS CAST W before doing any spells so in reality his q costs 110 mana to use and he can only use it 3.19 times level 1 [I know that he has to be level 2 to use wq but its to show how high his mana costs are]). Consider a more lenient mana system for Azir so that either his pool is naturally larger than it is or that his W-Arise, does not cost any mana to cast. Because the problem with Azir is he is starved for multiple stats that and he CANT have all of them. You can gut Azir's damage (even more than you have), but if you made it so that he can cast abilities without losing a third of his mana pool he would be sooooooooooooo much better. On top of that, IF YOU MADE HIS W FREE, he would not be worthless when out of mana. His soldiers couldn't be dragged around, but as a champion, his damage is tied to his soldiers, and denying him his soldiers means you deny him any damage when he is in trouble. **TOO LONG DIDN'T READ:** Consider treating Azir like Illaoi, allow him the use of his abilities at a lower cost. **Calculate his Q and his E costs as W+Q and W+E because in reality that's what those abilities ACTUALLY COST. Consider moving W's cost to Q and/or E so that he can access his soldiers (HIS ACTUAL DAMAGE) in a pinch but with the very BALANCED negative that he can't move them when OOM and they can be sidestepped. Basically make W free or extremely low cost. As of right now, his W+Q cost 110 mana (31% of his mana pool at level 1, and 10% at level 18, I know mana regen is a serious factor here, but this is just to show how much it costs him to have extended fights as a DPS. Illaoi reliability to keep casting represents Azir's desired state to be a DPS.) ** Also DPS is how he does damage, I am not suggesting a buff to his damage numbers. But his mana costs were scaled ORIGINALLY for a very powerful Azir and have since not significantly been altered. Consider one or all of the following: upping his mana pool/increase regen/lower his mana costs on abilities because if he has been gutted for damage, at least allow him to use abilities at a MUCH more reliable rate so that he can at least still be fun. Never said it but feel free to give him a longer cooldown on his e if you even consider making his other abilities more accessible/lower cost. His e is in reality only used for escaping or for his Shurima Shuffle. If you want to make him a target for ganks but allow for reliability of E->Q->R make it so that he has to use it and then wait for a long cooldown. Also his cooldown on E is 15 seconds at level 5 BUT that is incorrect. His **ACTUAL cooldown is 9 seconds** because that is what his E is like on **40%** cooldown. Balance him according to what his abilities cost/use are like on 40% cooldown, because an experienced Azir player (pro or not) will have on him to make use of his passive. Azir is a caster champ and WANTS to cast abilities. So LET HIM. As a side note, I really feel azir should go 18/12 because he is a DPS champ and in reality should be making significant use of Deathfire's Touch. He should be the kind of champ that should be knocking tanks down rather than bursting squishies with Thunderlords. But he can't keep up the repeated hits over the long term with small mana resources to make use hammering on tanks. {{sticker:zombie-nunu-bummed}}
Hellpyre (NA)
: AFAIK, it's intended to only produce invuln from champions that are alive when the ult finally drops, but it is for sure supposed to go off for the linked player it they outlive Taric.
> [{quoted}](name=Hellpyre,realm=NA,application-id=LqLKtMpN,discussion-id=ZgmA4rRq,comment-id=0000,timestamp=2016-06-13T15:52:09.735+0000) > > AFAIK, it's intended to only produce invuln from champions that are alive when the ult finally drops, but it is for sure supposed to go off for the linked player it they outlive Taric. Yes, it does produce the invuln for champs alive only. The big reason I brought this up was because of counterplay of quick focusing either the target or taric. To not be able to mitigate Taric's ult by killing him before its activation seems off when there are other champions that you can focus when they activate abilities and it cancels their effects on death {{champion:34}} {{champion:3}} {{champion:40}} {{champion:30}} {{champion:85}} {{champion:90}} {{champion:57}} {{champion:25}} {{champion:33}} ... There are some where its the opposite {{champion:1}} {{champion:268}} {{champion:41}} {{champion:105}} {{champion:59}} {{champion:203}} {{champion:82}} ... There are many more cases of both types where they persist or they dissipate on death. But usually, high value abilities with strong effects can be canceled or ended with focus on the original caster of the ability. But for an AOE invulnerability where you can literally make your entire team unkillable should have some counterplay in stopping the ability. It does have a warm up time (which is some counterplay) but it is technically not a channel ability so cannot be interrupted or stopped by CC and you can try to burst the target before invincible but you can't necessarily focus two targets within 2.5s who are about to receive invulnerability. The reason that I find it odd that his ult still goes off on his bastioned target is that ON DEATH, bastion's effect of duplicating spells (and bonus armor transferred) disappears meaning that TECHNICALLY his ult should not be able to still complete on a target without bastion still on it (or at least how I see it) when Taric dies. But Cosmic Radiance is not a normal spell and so doesn't act like other spells. The major guiding theme is that when a champ uses an ult that is a game changer, focusing them to mitigate or disable the effect usually tends to be the trend. When Janna ults, killing her prevents her allies from healing, when Taric ults, killing him **should **prevent his allies from receiving the buff. I only brought this up, because I dont know if this is an intended effect from Riot or its a quark in how they coded Taric.
Rioter Comments
Rioter Comments
: State of the Season: Coming up on mid-season
Riot, I think you need to take a good long look at roles rather than making lane based champs. You got tanks (they soak damage and kill mages), you got adc (they deal damage and kill tanks), you have mages (they burst, kill supports and adcs), you have supports (assisting in keeping friendlies alive or empowering team for kills), Jungle (stays in jungle but fulfills a role above) This was a FANTASTIC formula, and one that was balanced because it relied on a balanced rock paper scissors formula where ...adcs>tanks>mages>adcs... But the advent of NEW roles such as assassins (a valid and dynamic role even though I despise them), bruisers and juggernauts (where your formula fell apart). The big issues for the game health at the moment is that you have created characters that are overbalanced and are weak at nothing, great at everything, and then other champs that only fit within one niche as a role and are weaker than these monsters that are jack of all trades. YOU BLURRED LINES BETWEEN ROLES AND CREATED CHAMPIONS WITHOUT WEAKNESS. Also your so called REBALANCING of item power this season has thrown the game into chaos. You have hammered mid lane items across the board so much that they cant deal out enough damage to assassinate ADC's (cause), leading to ADC's going midlane and flat out out performing dedicated mid lane champs. The absolute love that AD based champs have gotten this season is insane (maw of the malmorthius spam), the overall cost to buy AP increased drastically, the one AND ONLY ITEM FOR AD Defense SKYROCKETED in price, and the increase in number of tank efficient items low in cost and high in defense. I understand that Riot wants champs to flip flop roles but there are some things that you flat out shouldnt do or mess with. Namely the bot lane duo or just the meta in general. THE META is how the PLAYERS HAVE CHOSEN TO APPROACH THE GAME TOWARDS WINNING. Riot has been interfering repeatedly since season 3 on changing the games strengths to balance out the game. You took the claws away from niche champs to the point where its a HIGH RISK FOR A LOW REWARD, there are simply better performers because they are not OVER BALANCED and can profit from building tank items which has lead to stuff happening like TANK EKKO from HELL. Literally he is the definition of a low champion risk selection and near unkillable but still yields moderate reward. You have increased BASE DAMAGE STATS ACROSS THE BOARD BECAUSE YOU NERFED THE HELL OUT OF AP ITEMS AND THAT HAS CREATED THESE BEASTS THAT JUST OUT SURVIVE THE COMPETITION. The big problem here is that you have done two things that you should never do, allow damage dealers building tank out perform same role champs building damage and tanks to have the base offense stats they have (AKA the Juggernaut phase that marred the beginning of this season and created the ailments you face). Champions that blur the lines between roles CAN be healthy when they are in short supply, but in your attempts to "balance" the game you have destroyed the DISTINCTION between what the characters do. THERE SHOULD NEVER BE CHAMPS THAT DO IT ALL. Which has been apparently the exact opposite of where you have been going this season. RIOT has created monsters that have become so overly effective from mistakes because of your efforts to "balance" the outliers in power. Fiora-you made her for top lane and as soon as you added % health true damage, she could hold her own against tanks, but chew through adc's and mages and build a safe bruiser with low risk but become nearly unstoppable late game. The dragon objective-Riot created dragon as a tool to set up coordinated team fights with a gold on kill reward system. Then dragon became a tier system reward which honestly turned out pretty good, but then RIOT WANTED GAMES TO GO FASTER (for some reason games had to go quicker and everything you added/changed sped games up). The big thing that annoys me is that Riot made these changes and THEN BEGAN WONDERING WHY NO ONE FOUGHT FOR DRAGON? Dragon is a late game investment and when RIOT speeds the pace of the game up, a late game objective is meaningless to fight over. Riot had NO FORESIGHT as to what their changes would actually do to the widespread health of the game. Creation of Juggernauts- in your attempts to liven things in top lane, you decided to add higher base damage stats to tanks to make them more threatening, but you added plenty of sustain to these champs, since the adcs items have been perfected a little more and the nerfs to mages have slightly recovered, Juggernauts have fallen off somewhat, but the changes made to them created the current season motto of buff the ADC and nerf the mages that caused this mess to the META in the first place. The meta is in shambles and it has lead to these champs breaking clearly defined roles that made the game much more playable. The nerfing of AP items widespread-not only did it kill the effectiveness of mid lane mages which lead to your mid season update of weak performers, it lead to the rise of Ryze since he was not harmed by the AP cost increase since he scales on mana, the destruction of AP top laners (such as Rumble one of my long time favorites), the RAISING OF BASE STATS ON MULTIPLE CHAMPIONS TO COMPENSATE FOR MORE EXPENSIVE ITEMS leading to the terror of the tank assassins, the boosting of ADC's (mixed with the weakening of AP's) has led to ADC's showing up regularly in the midlane and outperforming dedicated mid lane champions. Jack of all trades champs (one of the worst being Quinn and Valor), Riot cannot SURELY THINK THAT EMPOWERING JACK OF ALL TRADES CHAMPS IS BENEFICIAL TO THE STATE OF THE GAME. As the example, Quinn and Valor, the changes made in Quinn's update allowed amazing mobility to cover the map incredibly easy post-6. It created an ADC who could function EFFECTIVELY in Top, Mid, Jung, and even ADC. Allowing a champ to function in multiple roles isnt bad but 4 roles and even 3 roles is saying that champ IS TOO GOOD AT TOO MANY THINGS AND IS A REAL PROBLEM. Damage based roles are not as terrifying as they used to be in the past (both ADC's and mid lane mages) and these champs with more "balanced kits" dont make ENOUGH tradeoffs that they are technically weaker than specialized champs. What makes any given champ special is that there is a time and a place to use them. League has always suffered from a tier system in champ strength with high mid and low tier picks and that is almost unavoidable, however, the system was at least balanced where each role had picks that could powerfully affect the game in a high tier, now their are single champs fulfilling high tier picks for multiple different roles meaning that they just do everything good and so the weaknesses they have are just not exploitable. Jungler ganks have been so much more lethal this season because early game for mids is gone and camping/bullying has skyrocketed since repeated farming of champs carries no penalties to rewards. It used to be in seasons of olde that a mid laner could 40% of the time 2v1 a jungler/mid laner given the proper positioning and focus, but now, maybe 15% of the time can you meet with success. It clear there has been huge hits to the ability of mages to be threats, and so junglers just camping a lane has become more effective than ever. I understand that some champs have been needing some love since season 3, but season 3 (while horribly inbalanced) was one of the best examples of balance through overpowered champs. If everyone is powerful, then the game is balanced (however, your tanks will be a bit weaker), but if everyone is weaker, the game is balanced (however, your tanks will be stronger). Rather than focus on the formula based on power, Riot wanted stronger tanks since tanks havent had their hayday for a while, which lead to the rise of ADCs to balance the tanks and the nerfing of burst mid laners to strengthen the ADCs. Basically, on your current path, you are coming full circle back to the Season 3 formula where your ADCs will kill your tanks and then your mages will kill your ADC's (and youre going to buff one class until it counters the current problem but then it becomes one). Honestly the best season to date was 3. Everyone enjoys a bit of overpowered feel from a champ now and then, but YOU KNOW WHAT IS REALLY FUN, RIOT? Being slowly beaten to death by an Ekko that has 1 offensive item and 4 defensive items and killed over the process of 15 seconds, that is EXCITING! I appreciate all you do RIOT, but you have a lot of stuff that you seemed to forget or just throw out the door this season, all for the sake of powerful buzzwords such as: diversity, game health, distinction, pacing, etc. But despite your words, your changes have only lead to a worse state for league of legends overall this season. I hope you have taken detailed notes over the past few seasons, because the changes you make every patch feel like blindly throwing darts at the dartboard and saying youre aiming for the bullseye.
: State of the Season: Coming up on mid-season
The real problem that Riot is having is that you are trying to make champions have their "niche" in the game, and then you say that you WANT champions that can work in different roles, but in order for those champs to be able to do that, their stats and kits are unbalanced against those who are almost LOCKED into one role. It is fresh to take Rammus into top or Graves into Jungle. But Riot should NOT be adopting a theme of trying to make this a common thing. There should be clear advantages to picking champs in certain situations, but putting an ADC in the jungle means you get unbalanced kits for certain roles that when you try to balance throw off the ENTIRE state of the game, which DONT LIE, was THE ENTIRE BEGINNING OF THIS SEASON.
Statikk (NA)
: Mid-Year Mage Update
On this topic, I would say that I am most concerned with keeping the spirit of Brand similar to as it is. His abilities may change but I cannot stress how much I enjoy playing him as middle, not cause he is strong, but because he plays off of different combos based on situations. {{champion:63}} I cannot stress it enough as a mid lane main: I love champs with diversity and rewards for picking different leveling paths and combos off of them. Lee Sin is a good example where you max Q for single target damage and follow up, or you max E for waveclear/jungclear, or W for some sustain, that is meaningful in choice. Brand will practically always level up his W first, then he can choose between Q or E. But his combos are VERY UNIQUE among midlaners, and offer more creative ways of setting things up. I will Q a minion in a crowd and E them to spread his passive and hit a champion or two, then Ult off of the Q and E, then hit a target after with a W for high damage and AoE. Many Brands rely too heavily on his W for damage and dont use his other skills to maximum effect. But the idea is CHOICES! I want a choice in how I set my combo, for a Q - > E (while having rylai's) for an AoE slow where I impact the fight in unseen ways. It is fun unique and rewarding (perhaps too much). But the heart of his kit is that he can dish out large aoe damage in an uncontrollable wildfire kind of way, and the fact that his passive does %health damage, means in a meta of broken health and defensive stats he still stays relevant, and his high damage and burst means he can kill squishy targets. The thing I admit is he is good at a bunch of different stuff with little drawbacks. He is an immobile mage and that is one of his weaknesses, but a "reworked" Brand should have high damage, large AoE potential, maybe a little less cc utility off of his Q, the ability to burn targets (the %health burn means he always synergizes with Liandry's and that alone makes him unique), his nasty tendancy to do combo based effects or bonuses that boost damage or add something that makes his abilities more Brand-like. The worst thing Riot could do to Brand is to turn him into Talon or Talon-like. Talon is high reward, same ability maxing path, same basic combo, with little counterplay. Brand has counterplay, either you outrange and kill him or you get close to him and best him in his face. Those fights are exciting because you have to land all the abilities against usually a mobile champ that can dance around you so a missed Q or W means death, and he is usually built with some health, but low amounts of MR or Armor, besides one item, and then is always at risk of burst. He offers choice in his playstyle with abilities offering different benefits in situations and that alone makes him fun to play, when all of his skills have a very PRACTICAL time for use, and one that is not super niche specific ability kit. Practical abilities that allows a skilled hand to get the most out of the champ give the champ a very fun experience. Brand should be the very opposite of a champion like Azir. I used to love playing Azir last season, but with the nerfs to AP items this season in general, Azir feels more like a pidgeon than ever. Azir has a lackluster ability selection path, it is always R - > Q -> E -> W. His Q is always the first choice (no matter what) for damage, and his E is his other basic ability for damage with barely any useful utility. Azir is a very squishy lightly built carry, getting a shield for 100-200 strength off of his E for a few seconds doesnt cover him for anything that a carry with practically 0 defense will take in retaliation, and the fact his knockup from his E was removed made the ability only good for either escaping or setting up his ult. Because Riot tried to balance his playmaking ability and damage, they nerfed his early game and defense, meaning he is a risk to play with less reward, and shortened games mean he wont hit his peak to be effective. His abilities (while somewhat rewarding) offer no real interesting choice in selection. He still is cool when it comes to playmaking, but just doesnt have the stats or reward to justify the risk. I dont want that to become Brand's MO. If I had to pick apart Brand and what I find annoying about him, I would say the big thing is that his Q offers such a long stun. When using him, his Q is very rewarding to land, but when against him, a Q stun basically means death for a squishy champ. Brand needs some cc in his current kit, but maybe his rework could carry (just a little) less cc when it comes to potency. I dont mind the W's range or damage, because it offers enough warning and size that it can be mostly dodged if you're paying attention and you have boots one. **Brand has high cooldowns with high mana cost. It means that his abilities must count when casted, but they carry WEIGHT when casted (I ABSOLUTELY LOVE THIS ABOUT HIM)**. He has the potential to fizzle or deal massive damage, but a skilled player can reduce the chances of him fizzling. (Pardon the page talking about Brand, I like him but I have stuff to say about the other champs) {{champion:90}} MALZAHAR- The thing that Malzahar would be without is his voidlings. They are unique and useful for both AD and AP. The thing I would say is the most bothering about him is his ability to both clear entire waves and (off of the wave) technically get free harass, while easily sustaining his mana. It offers little in counter play (with taking towers especially) unless you have a long range wave clearer. I would say his W feels like it has to be used WITH his Ult, which I dont like, its damage is minimal most of the time, and is not rewarding to use often against champions or minions. But voidlings would be that which he should have if nothing else. {{champion:161}} VEL'KOZ- Honestly I think he is alright. The only thing that would need to be changed is the fact that his W balances his kit out too much. A champion with highly spammable spells on low mana costs shouldnt be able to cast long range harass for high true damage with waveclear for free farming. Vel'Koz doesn't need to auto after about 15 minutes except sparingly, and then he doesnt auto at all after 30 minutes. Waveclear should be something he needs his autos for or once he gets going can use his other abilities. Having a long waveclear ability with two charges and an easy stack for his passive is too much free kit bonuses. {{champion:8}} VLADIMIR- I like and dont like this champ. He either gets stomped or stomps. Once he gets going he is near impossible to duel and demands at least a few teammates to kill when splitpushing. His pool of untargetability is frustrating to deal with especially when Zhonya's or guardian angel is in the mix. If he had anything that made him special, it is the unique effect and resonating damage of his ult. The cost of Hp for abilities is not entirely unique but makes a lot of sense for his champion and is an interesting cost of ability use. Maybe more % based health costs or something? His passive is interesting but should be done away with since balance would be hard and often times is too weak or too strong. {{champion:69}} CASSIOPEIA- I like her, I wish that she was not as inaccessible to play. I think she is unnecessarily complex to play with way too much micro managing, on a fairly immobile champ. Id think of her damage as that of an adc on steroids, but the difference being that once she cc'd her dps can fizzle with her poison on her target gone. Quality of life if she is to have a poison/E interaction, she needs to be able to see a better visual indication of a target that is poisoned and WHEN IT IS GOING TO END. If she casts E against a champ after poison ends, its like an AP carry with no mana, their damage is gone, regardless whether or not she has mana. There are so many things going on with her, that she needs a little help in balancing. Once she gets going she can be oppressive in a losing matchup. On what makes her special, it is definitely her ult. Turning her opponants to stone is a defining characteristic of her inspiration: Medusa. Maybe her ulting turns them into invulnerable stone so a teamfight can be set up, or maybe it turns them into higher defense (Armor, MR) statues that can take damage, but are completely immobile and cannot be cleansed/use abilities for a time, but as her ult is leveled, the statues receive less defensive bonuses. If your rework was to incorporate a snake theme more than a medusa them, focus less on dps on E vs the idea that when a snake BITES you, it poisons you. I am not a fan of her passive or her miasma. {{champion:143}} ZYRA- Annoying! I hate how her plants durability is set up. Three autos? That means a champ with range and Attack Speed, clear them much faster, than say Anivia (one of my favorites) takes twice/thrice as long to clear them. I would prefer something targetable and hittable like a heimer turret or a malzahar voidling. Its clear that she needs to be focused around her plants but most of the time her abilities are just used for harass. Also her death passive is really stupid and cumbersome to use. Her plants and zone control is what should make her special. I THINK that the idea that she is connected to the ground and her plants/skillshots, could move underground before surfacing to hit her opponant could be interesting. Also, the idea that one ability is literally just to plant a seed is lackluster, and low on impact. I think her focus should be more on zone control than storing her seeds for an INSTANT and immediate burst of damage with a little dps following it. In the list of things that annoy me about her, her plants' range rivals that of most champions, just trying to attack them usually means that you take damage.
: I completely agree with you. Juggernauts are slow moving champions that will punish you if you allow them close, that is the point of them. The EASY, emphasis on easy, way to counter them is kiting. The problem that a lot of people are complaining about when a Juggernaut does a ton of damage to someone usually it is because the player isn't playing smart. For example, if you are a squishy champion, I'll use {{champion:51}} in this example, you should not be the one face checking bushes (bushes are {{champion:86}} 's favorite hiding place). Also, if this {{champion:51}} is not staying behind her frontline and doing damage from the back, like she should, she should be punished for bad placement. There are counters to every champion and ways to outplay every champion.
Here is the skinny on why I, and many others, would consider you wrong. These champs may lack cc or meaningful gap closers, but when RIOT grants so much cost effective defensive itemization mostly in health stat, they demand as much attention and focus in fights as a season 3 assassin, otherwise your team's dps goes down. Also RIOT decided that it was a good idea to give these juggernauts kits that were A) almost all mechanically simple (so anyone could use them/not promoting a strong skill->reward system) but also decided to give them B) HEALING that most of the time is easily accessible and sustainable. The problem I see with Juggernauts are despite a 4v1 in a game where kills are evenly distributed and the game is even, many times the group of 4 will have to burn ultimates, summoners to have a chance at killing these champs, but they are so beefy and the ITEMIZATION is SO RIDICULOUSLY IN THEIR FAVOR that they can withstand a 4v1 either by just killing their dps, or the group peels for their carries and the juggernaut just runs away. Juggernauts were a disaster to implement, because it blurs the lines that different roles played and creates a new role that does things better than dedicated UNIQUE ROLES. Tanks are designed not to do damage but to run proper interference for the team all the while soaking damage or disrupting a fight strategically. You have burst mages who dish out a lot of damage quickly. You have dps and so on. SO WHY WOULD RIOT MAKE TANKS, THAT CAN QWER BURST LIKE AP MAGES, HEAL LIKE SUPPORTS, AND MAKE THEM AD (SO WHEN THEIR LOW/NO MANA COSTS DEPLETED THEIR MANA POOL) THEY CAN STILL DO TONS OF PHYSICAL DAMAGE. I hear so many people say that "Oh they have weakness(ES, plural!) they can be kited." Yeah that is true. But the way that these squishies have to manuever around a Juggernaut requires a good deal more skill to handle than the skill it takes to play the Juggernaut itself.
Rioter Comments
: NA Server Downtime: Scheduled Maintenance 11/19
I know you guys are trying really hard, and I know that you all are rushing to fix the problem. But this problem has been massively frustrating. I live in Central Time, which is two hours ahead of you (currently 8:54). That means your repairs started at 2:01 my time...THANK THE LORD THE BUTTON TURNED ORANGE! To finish my now moot point: I only get two days off a week, and today has almost entirely been spent waiting for the repairs on your servers. I bet it was necessary to get it done, and thank you for hurrying.
Lyte (NA)
: Rewards for positive play
I usually try to be positive, but Rito, be gentle... I would be happy to share my chat logs. Preferably my logs from October; my chat log for teamwork was legend...waitforit...dairy.

Goosbee

Level 119 (NA)
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