: Malphite changes coming to PBE
I really don't like the duration nerf for his Q slow. With diminishing returns on MS boosts/slows and Malphite also receiving the MS boost, the 4 second duration was better, even with just a 26% slow/haste it was more than enough. His Q cooldown is long and doesn't scale down with rank. It's going to be even easier to just walk away after the Q slow wears off and at that point Malphite has nothing besides his ult to gapclose or chase or even disengage. Also this was a good opportunity to completely rework his E and it feels wasted. I honestly thought the W change was his current W and E being integrated and leading up to a new E, so I was surprised when it remained untouched. One of the worst feelings about Malphite has always been that his W and E just feel like him slamming down and doing the exact same thing (aoe damage). I really expected his E to be some form of shield or damage reduction or _something_ besides another aoe.
Rioter Comments
PhRoXz0n (NA)
: Crit Item Explorations
Honestly IE doubling crit is the ONLY change from the major crit changes last few years that I've liked. It's just the massive overall crit nerfs combined with 30% crit on zeal items that made it feel bad. Keep the 2x crit, drop full zeal items to 25% crit, and make crit a scaling investment that ends up being strong late again, unlike this stormrazor bullshit. Just compensate the 30% to 25% change somewhere, either making IE stronger or zeal items cheaper possibly. This way you have 25% crit, then 50% regardless (either another zeal, or an IE both bring you to 50%), then 100% with another zeal/ie.
Meddler (NA)
: Quick Gameplay Thoughts: December 12
If you're planning on buffing enchanters, can you please just buff their AP ratios? Enchanters got nerfed when enchanter items were OP, and now they're more reliant on them than ever while still feeling unsatisfying.
Meddler (NA)
: Quick Gameplay Thoughts: November 28
Can we please do something for enchanters? Shields and heals have been nerfed across the board, Janna is in this weird spot where she has to be aggressive to be effective but also straight up fucking explodes if she gets within 1000 range of an enemy. Enchanter items are weak but still pretty much mandatory. ***Enchanter supports have been nerfed like 5 times each since enchanter items were released. They're pretty much restricted to enchanter items but also feel like they all do the same thing, relying on item actives and just exploding. What I'd like to see more than anything else is some AP ratio buffs so that I can actually buy a banshee's veil or something without being useless. It just isn't fun when enchanters all do the same thing and are forced to buy the same items.
Meddler (NA)
: Yeah, we've just started taking a look at Sejuani. That's part of a look at tanks who've been challenges to balance for organized and regular play. Will get some more thoughts on that into Friday's post. Galio and Ornn are the other two we're also testing stuff for.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=hpAdqhBw,comment-id=00030000,timestamp=2018-11-07T15:10:03.210+0000) > > Yeah, we've just started taking a look at Sejuani. That's part of a look at tanks who've been challenges to balance for organized and regular play. Will get some more thoughts on that into Friday's post. Galio and Ornn are the other two we're also testing stuff for. Any chance of a revert for her? Her pre-rework form was pretty well-balanced for years. In her current state, she's way too reliable for pro play and hopelessly bad in standard play where she's weak and relies on perfect coordination from teammates. Slightly off-topic slightly related. The jungle is disgustingly devoid of tanks right now, especially in standard play. Maokai might be the only reliable blind-pick jungler if these buffs actually help him enough. Removing the bonus drain from talisman if you had bonus hp really hurt.
Meddler (NA)
: Quick Gameplay Thoughts: October 31
Honestly the only change the jungle role needs is how they get exp from lanes. I don't think it's healthy for a jungler to fail 5 ganks while oppressing the hell out of the enemy laner and not fall behind in experience. They get catch up experience as well as lane experience and match the level of a jungler that was farming jungle nonstop. Sitting in a bush for 2 minutes straight waiting for an enemy to get close enough shouldn't be a viable strategy. Junglers need to be punished for investing tons of time into failed ganks so that you can actually win the game and start outscaling enemies when Lee fails his gank for the 12th time.
Meddler (NA)
: Quick Gameplay Thoughts: October 31
Every time any effort is made to bring off-meta junglers into viability, someone fucks up the jungle and pushes them away. Zyra and Morgana got the slightest change in just one patch note that nearly made them viable junglers, and Karma being able to W monsters was a step in the right direction, but now we're nerfing the jungle so that it will be even harder for non-meta junglers to keep up. Lee, Graves, and other oppressive junglers are the issue, yet by nerfing jg as a whole instead of these champions, they're only going to be even more dominant and necessary to use.
Meddler (NA)
: Quick Gameplay Thoughts: October 17
Just make the tear items exclusive like the hydra items or disable a passive like Athene's disables Mikael's. No other champion does double tear so if you want to keep double tear Ez from being strong just make it impossible or not optimal.
  Rioter Comments
: Hey guys, back here in the patch notes to call attention to Kayle's E not correctly functioning with Hunter's Talisman. This interaction has been bugged since Patch 7.9 in May of last year, and there have been many submissions reporting it. Missing out on 150+ health while clearing raptors makes a huge difference in your first few clears. It's been reported dozens of times, and I've personally mentioned it in the patch notes four other times. Can someone please take notice and take action? {{champion:10}} {{item:1039}} {{champion:10}} {{item:1039}} {{champion:10}} {{item:1039}} {{champion:10}} {{item:1039}} https://boards.na.leagueoflegends.com/en/c/bug-report/0BomOGm4-kayles-e-righteous-fury-does-not-apply-the-damage-over-time-effect-from-passive-tooth https://boards.na.leagueoflegends.com/en/c/bug-report/6T6nihKt-kayles-e-righteous-fury-no-longer-applies-hunters-talisman-passive https://boards.na.leagueoflegends.com/en/c/bug-report/t3i7zt9a-kayle-jungle-e-bug https://boards.na.leagueoflegends.com/en/c/bug-report/YKycmVbE-gameplay-kayle-e-does-not-apply-hunters-talisman-on-jungle-monsters https://boards.na.leagueoflegends.com/en/c/bug-report/uNBsUMEX-kayles-e-does-not-proc-the-sustain-passive-of-tailsman-in-the-jungle-off-the-aoe https://boards.na.leagueoflegends.com/de/c/bug-report/YKycmVbE-gameplay-kayle-e-does-not-apply-hunters-talisman-on-jungle-monsters https://boards.na.leagueoflegends.com/en/c/bug-report/wtfmpvFV-gameplay-kayle-e-splash-doesnt-proc-hunters-talisman-since-patch-79 https://boards.na.leagueoflegends.com/en/c/bug-report/LK9EwcK1-kayle-e-hunters-talisman-gameplay https://boards.na.leagueoflegends.com/en/c/bug-report/YKycmVbE-gameplay-kayle-e-does-not-apply-hunters-talisman-on-jungle-monsters
I made multiple threads on multiple accounts about this issue and finally got a reply on Reddit. Basically a mod told me that fixing her isn't worth the resources. That's a really shitty response, because Kayle would be pretty much perfectly balanced in the jungle if this glitch was fixed. She was strong in the sated devourer meta, but wasn't even top tier. She'd be a perfect fit for bloodrazor.
: {{item:3170}}
> [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=A6ztlXk0,comment-id=0001,timestamp=2018-07-30T13:34:32.067+0000) > > {{item:3170}} Definitely needs to be added to Summoner's Rift. I'd love that on Diana. It's my 2nd favorite item in the whole game aside from Wooglet's, which is obviously absurdly broken and doesn't belong on Summoner's Rift.
: But diversity is good... as long as we ignore the possible balance ramifications it has. Not there are champions that need to be balanced for three lanes instead of just two and the third one is inherently vastly different than the first two.
I can't really understand if you're agreeing or disagreeing. ADCs only had 1 role as a possibility, now they aren't even viable bot. The changes are bad for essentially every champion, because top/mid laners are being nerfed because they're too good in bot lane, and ADCs are just flat out not being played.
Rioter Comments
Leetri (EUW)
: You forgot new Warwick, which people applaud as one of the best reworks ever.
Warwick wasn't that hard to balance though, reworked Warwick is extremely similar to release Warwick, he was simply modernized. WW actually got damage reduction and a fear that he didn't have before, without losing much other than his passive being weaker and his AS boost being conditional. Don't get me wrong, new WW is one of the biggest rework success stories, but you can't use that one example to defend CertainlyT destroying game balance and making unbalanceable champions.
Meddler (NA)
: Quick Gameplay Thoughts: June 20
Can you please just tell us if Karma is currently being worked on? I know her kit probably requires more than a numbers change, so I don't expect her buffs to be out yet, but she's one of the worst champions in the game in every role she can fill and has been this way for so long. Her shield may as well be a haste, her waveclear is horrid because the Q radius is absurd, and she never quite got the monster changes so that she could jungle. When you do change her, it'd be great for her to get some sort of interaction with monsters so that she can actually jungle. The Morg and Zyra changes were really good and were just a hair away from making those champions viable junglers. We need more mages in the jungle. Not AP assassins, mages.
: If you had ever played ap kai´sa, you would know that you have no real way of applying your passive stacks besides your teammate´s cc. This nerf specifically targets hybrid kai´sa, without impacting ap kai´sa too much, which currently has a low playrate.
Huh? You've got that backwards. Her passive AP ratio was HALVED. 15% AP ratio on her W does jack shit. All this change does is discourage AP builds.
: Let's nerf Karma!
Look at her changelog. Patch after patch after patch it's just nerfs to her E. At this point her kit is just Q and W, her E is basically a haste now. Her R empowered Q is practically equal to a Zoe Q. She has no waveclear, she doesn't scale, and even having her ultimate at level 1 isn't enough to make her viable. I wish they'd just rework her into a mid laner with supportive capabilities like Orianna.
D357R0Y3R (EUW)
: the rework was good design wise (cancer but has counterplay unlike old irelia) the numbers are not CLEARLY not
Not sure I agree with that. I have issues with nearly her entire kit. You can't itemize against her defensively because she has nearly perfectly mixed damage. Only Sterak's + TF makes her damage get really physical heavy. Her Q makes her bizarrely mobile and gives her sustain so she counters every champion that relies on short trades. Her W allows her to invalidate any telegraphed ability, making it especially egregious against champs that rely on ultimates. Her E range makes no sense on a duelist. Why does she have long range engage/poke/waveclear? Same issue I had with Illaoi having the range and waveclear of a mage but at least Illaoi is super immobile and a bit of MS counters her. Her R is just a press to win button. Her kit was just destined to be oppressive. You can't keep her off of you, you can't poke her out of lane, and yet she's difficult to duel. If you don't outscale her, you're fucked. I don't have problems with her since I play Nasus top and I love being against an Irelia in laning phase, but that doesn't stop her from being 0/5 and getting a triple kill on your backline.
Kadexe (EUW)
: Sterak's Gage (core item on Irelia) is getting a change in 8.12 that will break its synergy with Sheen and Triforce. There's your Irelia nerf.
Except that nerfs every other champion that also relied on that strategy and struggled against Irelia, so she'll still be unbalanced.
: Why Riot Won't Bring Back URF
Being unable to trade or ban in this mode is what is really making it shitty. If I get a horrible champion like Tahm Kench, it wouldn't be so bad if I wasn't dealing with Zed and Jax. Just let us ban, then randomize the champions after ban phase. Really sucks to have all but 2 champions so I get too much shit to reroll consistently into a usable champion while enemies own like 10 champions and get Zed all the time.
Rioter Comments
: {{item:3174}} Gives **50 AP** because of the passive
Yeah but iirc there is no other item in the game that has lower stats than the components besides eye of the watchers which is also a glitch or oversight. For clarity and consistency sake, a 35 AP item should not build into an item that has 30 AP on the tooltip, even if the passive gives AP. They could easily add 5 AP, since it's not overpowered.
: You gave up 15AP for MS Quints. Celerity gives you 3% unconditional movement speed AND some AD/AP from bonus movement speed (including itself). Other options are * 10%CDR at level 10 + some AP/AD when overcapping CDR. * 3-24AD /5-40AP based on level when above 70% health.
The old masteries alone offered about as much power as the current runes. You could take 3 MS quints and still have way more directly offensive stats in the old system.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: March 9
How do you justify it being okay for Syndra to be sub-50% winrate if the Q change was implemented to lower her skillcap? If she's a low skillcap champion shouldn't she be 50%+ because there is less variation in her effectiveness?
Meddler (NA)
: Quick Gameplay Thoughts: March 9
I think the current iteration of rageblade is by far the worst, even worse than the oldest versions of rageblade. The primary users like Kayle and Kog'maw build on-hit. They don't stack enough AP or AD for the %AP/AD to be useful. Kayle relies on rageblade being absurdly gold efficient to even function. Either make the rageblade an AD melee weapon like first iteration on the PBE and do a slight numbers rework to Kayle (preferably opening up AP builds), or leave rageblade the way it is. The current PBE iteration doesn't really appeal to anyone. If Jax isn't building it now when it's worth 6k gold fully stacked and he fully utilizes the stats, why would he build the PBE version when it's worth almost half that? The reduced stacks required is cancelled out by the lower gold efficiency, and the %Ap/AD makes it almost impossible to balance for any champion because no hybrids buy tons of both stat. **The champions that can utilize any version of rageblade are either AD or on-hit. There are no champions that use rageblade that stack AP or buy a significant amount of both AP and AD. **
: Syndra didn't need to be an easier champion, and good Syndras never found themselves in situations without needed spheres before her rework. The Q passive post-rework does barely anything other than lower her R skillfloor, something which has caused endless frustration for the people playing against Syndra, and caused a lot of irritation for Syndra players as we endure being told over and over again that we play a brainless 'press R' champion. Her old Q passive was nothing interesting and I don't care if it comes back, but her current one needs to go no matter what it's replaced with. I have never heard a Syndra main speak positively of it, actually.
Yeah and it's pathetic for them to say she needs to be below a 50% winrate. If she's so easy, why is being below a 50% winrate okay? It's not like Ryze where he can be 45% winrate in solo Q and oppressively strong in high levels of organize play. If they want to keep her at an average of sub-50% winrate they need to actually give her the opportunity to be above 50% in some level of play. She sucks at all levels right now.
Rioter Comments
: Yeah, i was thinking on that too. Like, Xin, Yasuo, maybe Aatrox are fine with that, but it definitively feels bad on Darius, Garen or Riven. I rather put it on a tree that doesn't has anything to do with the keystone than forcing people give up of that stat bonus.
Splitting the stats and granting half from each tree was a mistake. I can't take sorcery without getting unwanted AP/AD on tanks especially. Juggernauts with AA resets to proc press the attack don't want the precision AA. And now, it's going to be another keystone that forces bad stats on the intended users.
Meddler (NA)
: Think she needs some sharpening, don't think it needs to be as large as a mini update though. Reducing some of her safety in particular would help a bunch and that's one of the things we'll be looking at in 8.5. Possible we add a really late nerf to 8.4 as well as an earlier start too (higher ult CD at ranks 2 and 3, with additional changes to follow).
I think you should lower her E base damage at early ranks. If you're actually trading with Tristana, you're going to get those 4 stacks off. If you don't want to fight, you just jump away. I think part of her kit should rely on her jumping *into* a fight with rocket jump for some sort of buff or increased damage on her E. Her rocket jump reset on full explosive charges should be removed so she relies on actually killing someone to get the reset. It would allow her to continue her lategame hypercarry playstyle without having such absurd safety at early levels.
Meddler (NA)
: Jungle Naut - Yes, want to make sure he's at least an ok jungle pick again. Talked about him and a few other champs who've historically been able to jungle but are struggling to at present yesterday. Probably won't make it onto the docket for 8.4, expect he'll be soonish afterwards though.
He needs bonus damage to monsters, probably on his E, it's as simple as that. Every time he becomes viable in top lane he's nerfed until he has one of the slowest clears in the game.
Meddler (NA)
: It's too strong a choice at this point primarily just for the CDR on your existing Summoners, rather than because swapping's offering enough. We've been working on an updated version of it, it's not ready yet though. Taking power out of it as a short term measure as a result, rather than leaving it too dominant until the new version's out.
It's not too strong, other keystones are too weak. I honestly think Nasus is doing better not because he utilizes the current keystones, but because he's always had almost 0 synergy with keystones before now, and only really took stormraider's because he needed that 5% cdr mastery. Spellbook is popular because other keystones are weak, and it works on 100% of champions in the game, being especially favorable on those without better keystones. This is the exact same problem with fighters taking kleptomancy. 10% is a joke, especially when a few spells are blatantly more powerful than others. You will never exchange flash for anything. Exchanging exhaust out will backfire when your ADC is is one-shot by an assassin. Champions that want TP want it the whole game. They need it for laning phase and they also need it to get directly into a fight. I just don't get how you're going to make it viable while nerfing the spell cooldown reduction to negligible amounts. The versatility can't compete with other keystones with such low spell CDR.
Rioter Comments
: #Give Swain a Haircut
My first thoughts too. He's already way too similar to Vlad in this iteration, in form, function, and appearance... His hair needs to be shorter, I like his faux hawk kind of hairstyle he has right now. He also needs Beatrice back, there was 0 reason to remove or change her. It would have been so easy to simply add to the lore that she was his pet raven that underwent some sort of demonic transformation when he gained the demon arm.
Meddler (NA)
: Quick Gameplay Thoughts: January 19
Magical footwear nerf, huh? Can I get some context on that? Runes feel extremely limited for utility/survivability as is. There's basically nothing in domination or precision other than ghost poro/zombie ward that supports, tanks, or other utility-focused champions want. It's especially bad right now considering resolve lost half of it's HP. The other options next to magical footwear are horrid, and should be buffed instead of magical footwear being nerfed. At least consider shifting stuff around if you're really going to nerf magical footwear. Celestial body seems pretty weak, but I'd rather have it instead of minion dematerializer or future's market.
Meddler (NA)
: Still going to try a Demolish effect on Ohmwrecker sometime, though would need a bunch of testing before we talked about whether to ship it or not of course.
I really think you should go in the opposite direction. Towers are already such a joke right now, having an item buff/shield/heal them would be more interesting and healthier for the game. Also, dps champions like ADCs already melt towers. There would be no reason to buy a supportive item that damages turrets, that item slot would be better spent on something that buffs or protects the carries.
Zed genius (EUNE)
: more like he protecc he attacc But most importantly He succ
more like he prote- oh wait he just encountered 400 glitches and is now walking around with 0 health.
Meddler (NA)
: Quick Gameplay Thoughts: January 5
Now is not the time to be giving Nunu micro-buffs, now is the time to be giving him additional effects on his abilities. Lowest winrate in every role, hates all the new keystones, just generally does nothing. Until he gets a full rework, he needs to be pushed towards supportive jungler like Ivern. His W needs a buff or special interaction and I think his ultimate should be entirely changed because it doesn't fit on a supportive tank jungler. His passive could also be moved into his base stats or Q passive. I think his Q and E are okay but not great, but they could stay until he gets a full VGU. I have ideas for W: *Casting blood boil within range of a target already affected by blood boil refreshes the duration. This would allow Nunu to very slowly buff multiple team members, and would be a perfect start to reworking him because he can't do anything on his own, he relies on carries so starting by adding more interactions to his W seems like the right move.
HibHib (NA)
: I like how people never look at His jg winrate which is at 48.76%(source Lolanalytics) and just quote his overall which has mid, top, and support mixed in which are attrocious
Except I didn't use his overall at all. I used his Platinum winrate in jungle before his tiny-ass buff. The recent patch just went live so there still isn't enough data on him. If a loyal Nunu main somehow manages a 70% winrate on him for 10 games, that affects winrate a ton because nobody is playing him.
Durzaka (NA)
: He does not have sub-40 win rate. He has 48% win rate in plat+ right now. Not great, but by no means shit. Meanwhile, Graves, Fiddle, and Gragas are chilling at 44% win rate.
There's not enough data for the new patch yet, he only has a few hundred games on log. He was around a 40% winrate before the 50 extra hp, and his playrate is still so low that data is skewed.
: It is legit a nerf because of his near legendary meme status to int. Having high HP to int will cost more time. ...Just rework him for hells sake. I do not know why he is not in top priority. It ignites atomic levels of toxicity when he is picked. Because we do not know if said player is trolling or not. And this is just the stuff that happens in pick screen_. The game has not even started._
I agree he should be top priority for a rework. Not only is his kit more outdated, clunky, and uninteractive than champions above him on the rework list, there is also a massive need for support junglers, since Ivern is the only support jungler in the game. I think until they rework him, they should give him a small-scale rework next patch to make him viable until he is given a full VGU. It's pathetic that Riot has a list of champions that they're okay with being unusable. They would never abandon a new champion like this.
Rioter Comments
: >All of Swain's kit aside from his ultimate can be changed without really ruining Swain's identity or gameplay I disagree. His W is his most iconic ability and is perfectly fine/balanced. I feel it has to and undoubtedlywill remain.
I like his W personally, but I think it would be fine to change it. It's an aoe root with no real effect. As long as Swain maintains some form of hard CC his kit will be fine without W.
: > [{quoted}](name=Mr Poopybunghole,realm=NA,application-id=3ErqAdtq,discussion-id=2eELUbYL,comment-id=00000000,timestamp=2017-12-08T17:18:53.707+0000) > > It's really no different from lifesteal except Swain isn't dealing 700 damage per AA to his targets... Instead he is dealing 300 to 5 people by standing still while healing for each person hit.
His base ult damage is 50-90 (+20%AP) so you'd have to build 1000 AP and penetrate 100% of their MR to deal that much. It's also on a 20 second cooldown and costs a metric fuckton of mana to sustain it, so if you move the fight or delay the fight, he has 12-20 seconds of downtime depending on CDR.
Infernape (EUW)
: Drain tanking is unhealthy for the game (in Riot's paraphrased words). It's why Warwick's passive heal is conditional and why Vlad's massive sustain is gated behind a fully charged Q and his ultimate. I have a feeling that if he's going to keep some form of sustain, it won't be as straightforward or as frequent as his current ultimate.
It's really no different from lifesteal except Swain isn't dealing 700 damage per AA to his targets...
Rioter Comments
: I wish I could forget about her, but Anivia at least takes some skill and has to wait until level 6 to get her easy waveclear spell. Malzahar has access to his at level 1 :(
Lmao you're funny. His waveclear takes E + W and even then your voidlings will expire before clearing the whole wave. It takes several more levels to have 2 button waveclear, and there is huge counterplay in simply AAing the voidlings once...
: Rylais feels like a wasted slot
It needs to either be more gold efficient or more expensive with better stats and an additional passive. The "rework" was a massive failure. It's still a near-permanent slow on DoT users that were the problem in the first place, but now it's weak as fuck and the slow is abysmal on 90% of the mage roster. If it's going to be one of the very few AP + HP options it needs to offer more bulk or have another passive.
: Welcome to AP Vs AD lanes. Also add in Nullifying orb rune to make it worse..
Yeah why the fuck is there a magic damage shield and not a physical shield?
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Gosh Darn

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