: It increases the chances the chances that your team can win. If you are doing well and your teammates are feeding like the situation you described, then whether or not you have a bounty on your head doesn't matter. If you die, your team loses regardless of whether or not you have a bounty. However, if the enemy team feeds, your team gets a larger infusion of gold than without bounties. Essentially, in the game that you would lose, you lose faster. In the games that your team legitimately has a shot at a comeback, the bounty helps push your team over the edge more often. The net result is an increase in your team's chance to win when behind compared to a similar situation without bounties.
So why are bounties acting in any way as a punishment (losing=losing faster)?
Rioter Comments
Rioter Comments
Jalesom (NA)
: Normals - Plat II account paired against Bronze I - how does this happen?
So how does that happen in ranked with Bronze I and Gold I?
Rioter Comments
Rioter Comments
Anl0rian (NA)
: How do you guys think Syndra is?
She's not in a good spot. Her ult is no rewarding when you land full combo 6-7 sphere ult on an adc and they don't die (so much lifesteal). If your teammates do poorly early and its not past 30-35 min in, your'e fodder. You either predict the enemies movement and catch them when they facecheck with the help of your jungler or you get destroyed. Better winrates with her as full movement speed roaming support from midlane than actual burst dmg. Likely going to get nerfed as well.
: Syndra fix idea
People complain to much about her ult nuke already. You can get this through runes, no changed needed.
Rioter Comments
: WTF is this ranked matchmaking
Rioter Comments
Rioter Comments
Rian (EUW)
: Prefered position indicator
Showing this when say 3 people all queued 1st pick mid would definitely help players understand when and how to swap. The understanding would likely decrease dodges. It would validate that pre queue message about queue times and fill protection. It would help problem solve on the fly. The clear problem It creates is that swapping may cause you to go against a much better player, etc. But that may happen with swapping anyways Another option like champion swap button would be a position swap button. This would help with tracking as well I think. Not sure how much it could be abused though. After lane placement you would have a chance to swap lane. After champion selection we can already swap champions. Would it be Difficult to code in if it already exists in some manner??
SSG Khan (EUW)
: Sylas is unbalanced
I believe Sylas is to be low range and vulnerable at range. If he gets in your face, you should be in trouble. I'm not saying he's balanced, but is there a better way to alter him while keeping his design points?
: The most well designed champion of each class.
I look forward to a new mage that has a higher skill cap and interactivity than Syndra. What I like about her so much is she is vulnerable with low mobility but incredibly powerful in the right hands. She has taught me just how important positioning is at all time throughout the game. Learning that positioning translates to any other backliners. The challenge of changing her build for the match up is also so important. Rune selection can differ every game depending on the match up.
Psyrix (NA)
: > [{quoted}](name=Jalesom,realm=NA,application-id=yrc23zHg,discussion-id=6VY8KOiY,comment-id=0001,timestamp=2019-03-21T21:58:51.329+0000) > > Syndra is in a state that is balanced...err. That said the rewards and counter play could be adjusted on her passive. Raising her skill cap by her passive changing ability interactivity (E width gets larger) would help stat changes not tip her over the top or make her nonexistent. > > One can imagine how incredibly challenging her kit is to code. We witnessed first hand the challenges of matching her coding to her graphics. As such it's either leave her in her current state and tackle bugs etc. over long periods of time OR rebuild her with a rework from the ground up. That rework may not mean changing her kit, but rather changing her code and her passive. Ultimately, she appears to serve as a benchmark for balancing other champions against. Resetting that benchmark leaves a lot of unknowns. > > Despite her being my main, I would love a passive rework on her and re-coding to fix the numerous bugs. Lol huh? @ur first paragraph xD... it may just be cuz I’m incredibly tired rn, but that went right over my head. In regards to the 2nd tho, yup they should do a recoding tbh... they’ve learnt a lot from how they did Sylas with his ult and fundamentally how coding affects gameplay etc... so I’m actually expecting they’re gonna do a general teen coding within the coming year.
> [{quoted}](name=Psyrix,realm=NA,application-id=yrc23zHg,discussion-id=6VY8KOiY,comment-id=00010001,timestamp=2019-03-24T03:35:32.890+0000) > > Lol huh? @ur first paragraph xD... it may just be cuz I’m incredibly tired rn, but that went right over my head. They keep trying to balance her with buffs and nerfs to hard stats. The passive keeps changing as stat based changes. I like how E is not a stat change but a change to how she interacts with spheres by increasing its spell width. It makes max level for E feel different and more powerful. Adding new sphere interactions will raise her skill cap and would allow more counterplay. Increasing R range is same idea in a way but it doesn't feel powerful by any means. It can't be something that makes her management easier though like picking up three spheres. That was the right direction but wrong implementation. Once the passive moves to interaction based, then they can simply adjust damage values on the abilities themselves to balance. I also think adding an indicator like Annie's stun but for Syndra spheres would help counterplay. Then the opponent would know when her ult is at min to max damage. I long welcome a fix to her coding!
: The worst thing you can do to a champ is to break them on account of pro play
Pro play has a major influence on player behavior, builds, etc. When a champ dominates the arena of pro play, I understand the reasoning to adjusting the champ. Pro play by nature influences our decision making and thus it too must be kept in check to keep the whole community balanced. Pro players are selecting champs based on statistics and what is dominant. Pro Play selections therefore are indications of champs that may be overly powerful. I'm not saying that I like it, but it is necessary fact of math. Do you have an idea on how to counter act the influence of Pro players?
sobi999 (EUW)
: Can we look at syndra now?
Syndra is a really fun and challenging champ and it is good to hear people still want to pick her up. That beings said, positioning is more important than her entire kit. Once you learn that, she is a breeze and will help you with positioning on every other champ you play. I only want to play Syndra in SR. For the last year though, I've played only ARAM's because of her bugs and the fact she can now only 1v1. With all the mobility champs and tanks, she can no longer carry a game by herself. I got frustrated of dominating my lane and every other lane feeding and then forcing surrender. Also, she is buggy even in the most basic of ways. For instance her W first cast, gold throw range ring, and W second cast all have slightly different ranges when they should all be the same. W does not work properly when trying to pick up spheres outside of range. She gets stuck on minions and terrain. The stutter bug still happens from time to time. And the list goes on. In the end though I suggest you pick her up and give her a try. Fun champ!
: Proposed Syndra R Change From a Syndra Main
I suggest for starters that they add an indicator like Annie's to Syndra to show how many spheres she has out. This would help with counterplay. Imagine getting 6-7 spheres in the ground while walking back to lane, immediately stunning the opponent, and ulting for the kill. The enemy had no way of knowing she was at full power so there was no counterplay. It's a simple fix that solves most complaints against her over the years. Second, the mana problems although frustrating are an important part of her counterplay. Deny her blue or if your own jungler denies you blue, she is easier to play against. Her kit is about managing her spheres and mana. Cast frivolously and you've lost the game on your own. Her positioning both to her spheres, to the enemy, and to the environment also must be thought out. Put simply her play style is highly Calculated like the high skill cap Lee Sin (but in different ways) and that is why I play her. 6 and 7 sphere ultimates do happen - a lot! Just in the right players hands. Most people make the mistake of ulting too soon and then getting blown up with their abilities down. She is all about setting up her R which I agree you are teasing out in your post. There is definitely a skill cap to learn. This type of interaction for her R may work for laning phase but not for late game. She has to stay in the back and unlikely to hit her spells against their backline squishy before ulting, especially with how long it takes to get spheres on the ground. Instead, your suggestion would almost force her to hit the frontline target and E for whole team stun making her more supporty than primarily bursty. I would be heart broken if she ended up in bot lane instead of mid. You do hit on an important point regarding interactivity and skill cap. If we raise her skill cap through her interactivity instead of just flat buff's, she would be easier to balance and have more powerful moments and importantly have more counterplay. Keep working on refining your idea and coming up with new ones for her! This is an interesting and thoughtful read.
Jalesom (NA)
: Syndra is in a state that is balanced...err. That said the rewards and counter play could be adjusted on her passive. Raising her skill cap by her passive changing ability interactivity (E width gets larger) would help stat changes not tip her over the top or make her nonexistent. One can imagine how incredibly challenging her kit is to code. We witnessed first hand the challenges of matching her coding to her graphics. As such it's either leave her in her current state and tackle bugs etc. over long periods of time OR rebuild her with a rework from the ground up. That rework may not mean changing her kit, but rather changing her code and her passive. Ultimately, she appears to serve as a benchmark for balancing other champions against. Resetting that benchmark leaves a lot of unknowns. Despite her being my main, I would love a passive rework on her and re-coding to fix the numerous bugs.
> [{quoted}](name=Jalesom,realm=NA,application-id=yrc23zHg,discussion-id=6VY8KOiY,comment-id=0001,timestamp=2019-03-21T21:58:51.329+0000) > > Syndra is in a state that is balanced...err. That said the rewards and counter play could be adjusted on her passive. Raising her skill cap by her passive changing ability interactivity (E width gets larger) would help stat changes not tip her over the top or make her nonexistent. > > One can imagine how incredibly challenging her kit is to code. We witnessed first hand the challenges of matching her coding to her graphics. As such it's either leave her in her current state and tackle bugs etc. over long periods of time OR rebuild her with a rework from the ground up. That rework may not mean changing her kit, but rather changing her code and her passive. Ultimately, she appears to serve as a benchmark for balancing other champions against. Resetting that benchmark leaves a lot of unknowns. > > Despite her being my main, I would love a passive rework on her and re-coding to fix the numerous bugs. So I went into the practice tool and did an objective analysis for bugs on her abilities. . . it's atrocious! The simplest of bugs when stacked up really hurt how she feels in a players hands. . . I hope they fix her. . .
Jalesom (NA)
: Syndra
How do players feel about Syndra these days? Are they invested or rather play other champs and why? Is there burnout? Are other champions more rewarding? How did Ivern change her play? What happen to those big Syndra mains? Who are the mains now?
Rioter Comments
Psyrix (NA)
: Syndra and her bugs
Syndra is in a state that is balanced...err. That said the rewards and counter play could be adjusted on her passive. Raising her skill cap by her passive changing ability interactivity (E width gets larger) would help stat changes not tip her over the top or make her nonexistent. One can imagine how incredibly challenging her kit is to code. We witnessed first hand the challenges of matching her coding to her graphics. As such it's either leave her in her current state and tackle bugs etc. over long periods of time OR rebuild her with a rework from the ground up. That rework may not mean changing her kit, but rather changing her code and her passive. Ultimately, she appears to serve as a benchmark for balancing other champions against. Resetting that benchmark leaves a lot of unknowns. Despite her being my main, I would love a passive rework on her and re-coding to fix the numerous bugs.
: A Question, in regard to Syndra Stun and Combos.
A Syndra main here - Yes, she has some unique interactions with here spheres that allow for some tricky plays. If you are between her and her sphere - the knockback first contacts you and pushes you back. If it pushes you back onto her sphere it will then move the sphere through you technically causing the stun. If the sphere is far enough out it should only knock you back. I plan on testing this at some point but something you can do in practice if you own her. Because the knockback travels away from her with time, she can cast the knockback, then a sphere and still push the sphere just as she can push you and then stun. As any jungle you have multiple ways to gank her. Some have to be adapted based on your champion. First and foremost she is mana hungry so deny her blue and gank her when she's oom. In general wait till she engages your laner and have them try to bait the stun, then follow up. She is easiest to gank when farthest from her tower. Specifically if you can cross the river and approach her from her own side. Just be careful she doesn't stun and or push you into her tower lol. Another option is to walk straight at her and flash over her stun. Her voice animation is the give away. Graves is squishy for a jungle and she won't hesitate to ult you for an easy kill. Get right on top of her as if you were an assassin and it will help panic her to make a mistake. Your dash can be critical to dodge the stun. Best of luck to you!
stoyo8 (NA)
: My past 8 ranked, 7 of them I have had the losing botlane.
Botlane now rewards safer play imo. But with bounties, game can feel do or die and then tilt and feeding. Also, I see poor positioning between ADC's and Supports even in duo queues. If a lane is consistently losing across my games, I switch to playing that lane. Then if it keeps losing I know its my fault. If I start winning, then the bot lane dynamic has changed and people are still adjusting. What better way to control the losing lane! Best of luck to you!
: Impossible to jungle if your team cant follow up?
I'm a Syndra mid main so I value my jungler through Blue, ganks, defending tower, etc. I think what you are running into is that there are a lot of champions that can carry without a jungler or that do not synergize with the tank type of jungler. The bounties have really changed farming vs. getting kills and therefore champion selection. Pairing up with a mid main will help you progress. I found that showing skill in ARAM and then adding people really can boost available teammates to queue up with. Also try out some of the other roles and replay how you interact with your jungler. It may be revealing as to what is going on. Best of luck to you!
Katness (NA)
: Kayle is not good.
I felt like this after 3 of my 4 mains were reworked - Urgot, Galio, and Evelyn while Syndra needs all sorts of fixes. Relearning a champ is hard and challenging! I learned its better to play some other mains and come back to a rework like its a new champion I just unlocked. It wasn't the changes that were challenging but my perception of them. Now I really enjoy the three reworks. I still struggle with Evelyn but am learning. Best of luck to you!
Rioter Comments
Jalesom (NA)
: > [{quoted}](name=the Anarchit3cht,realm=NA,application-id=LqLKtMpN,discussion-id=T9w75kbi,comment-id=0000,timestamp=2015-03-12T17:06:07.543+0000) > > unlock screen. problem solved. Yes this is an obvious reply I was expecting . . . However, it simply creates another problem. What good is your fix when it creates a bigger problem that more drastically affects my gameplay. Syndra's spell ranges are much more difficult to predict with the screen unlocked when you are in different parts of the screen. And having it unlocked for a mage is distracting and takes away from gameplay. Syndra isn't like ADC's that have cross screen ults or abilities. That is why they made the offset for screen lock, because it is common to have it locked, and because you shouldn't have to unlock your screen to see what is immediately around you. This is not a suitable fix. . .
> [{quoted}](name=Jalesom,realm=NA,application-id=LqLKtMpN,discussion-id=T9w75kbi,comment-id=00000000,timestamp=2015-03-12T19:01:48.084+0000) > > Yes this is an obvious reply I was expecting . . . However, it simply creates another problem. What good is your fix when it creates a bigger problem that more drastically affects my gameplay. Syndra's spell ranges are much more difficult to predict with the screen unlocked when you are in different parts of the screen. And having it unlocked for a mage is distracting and takes away from gameplay. Syndra isn't like ADC's that have cross screen ults or abilities. That is why they made the offset for screen lock, because it is common to have it locked, and because you shouldn't have to unlock your screen to see what is immediately around you. This is not a suitable fix. . . Edit: It still happens with the screen unlocked so either way it needs to be fixed please.
: unlock screen. problem solved.
> [{quoted}](name=the Anarchit3cht,realm=NA,application-id=LqLKtMpN,discussion-id=T9w75kbi,comment-id=0000,timestamp=2015-03-12T17:06:07.543+0000) > > unlock screen. problem solved. Yes this is an obvious reply I was expecting . . . However, it simply creates another problem. What good is your fix when it creates a bigger problem that more drastically affects my gameplay. Syndra's spell ranges are much more difficult to predict with the screen unlocked when you are in different parts of the screen. And having it unlocked for a mage is distracting and takes away from gameplay. Syndra isn't like ADC's that have cross screen ults or abilities. That is why they made the offset for screen lock, because it is common to have it locked, and because you shouldn't have to unlock your screen to see what is immediately around you. This is not a suitable fix. . .
Rioter Comments
Rioter Comments
Rioter Comments
Aerothal (NA)
: Dear Riot! I live in the Midwest! What's up with that East-Coast ping?
Unfortunately I have the same issue! Had a great 70-80 ping and now its anywhere from 110-130. The difference is unreal. I cant get accurate combos with my Syndra main anymore. I've contacted ISP and riot and the only thing that has happened is fixing some packet loss. Would love to have more clarification on whether this is temporary or not with the new server roadmap.
: FPs issue with gtx 550ti
After doing all of those optimization steps and with the setting in the above post here is my fps. When the game starts my fps is a stable 150. When I cast abilities before minions spawn its 140. After minions spawn it drops to 135. Once the laning phase begins I stabilize out at 70-80 fps. As such I cap it to 60 fps.
: FPs issue with gtx 550ti
Here are my Settings for Nvidia and settings in-game with the "(+)" meaning I could set it higher or differently without effect. "(-)" means that changing it will hurt my fps in game. For in-game settings I listed only the one's I found significant NVIDIA CONTROL PANEL: League of Legends (league of legends.exe) Anisotropic filtering: Application-controlled (+) Antialiasing- FXAA: Application-controlled (+) Antialiasing - Gamma correction: ON (+) Antialiasing Mode: Application-controlled (+) **Antialiasing - Transparency: Multisample (-)** Maximum pre-rendered frames: 1 (+) (higher #'s can cause mouse/keyboard delays) Power management mode: Prefer maximum performance (+) (may depend on your power supply) **Shader Cache: ON (-)** Texture filtering - Anisotropic: ON (set to off if you see object shimmering) Texture filtering - Negative LOD bias: Allow (+) Texture filtering - Quality: Performance (-) (The quality settings drop my fps) Texture filtering - Trilinear optimization: ON (+) Threaded optimization: ON (+) Triple buffering: OFF (adjust to on if vsync is on) Vertical sync: Use the 3D application setting (+) Virtual Reality pre-rendered frames: 1 (+) League of Legends in-game settings (hit esc in a custom game): HOTKEYS **Display Range Indicators when using Quick Cast: Unchecked (-) (Range indicators caused instant 30-40 fps drop when they come up and for a second or two after so uncheck) ** VIDEO Resolution: 1680x1050 Windowed Mode: Fullscreen Character Quality: Very High (+) Environment Quality Very High (+) **Effects Quality: Very Low (-) (Higher settings lower stable fps rate and/or cause significant fps drop during ability casts)** **Shadows: Very Low (-) (Higher settings decrease stable fps rate)** Character Inking: ON (+) (didn't notice a fps difference) Anti-Aliasing: unchecked (no noticeable fps difference but I visually don't see any difference with it on) Wait for Vertical Sync: unchecked Frame rate cap: 60 fps INTERFACE **Enable HUD animations: unchecked (-)** Ability and Attack Display: unchecked all three (did not notice a difference though either way) Combat Text: All unchecked (adjust to your liking and test yourself if they cause fps problems) GAME Use movement prediction: Checked (set how you like it)
: FPs issue with gtx 550ti
I have a 550 ti very similar to yours and had a similar drop in performance from a patch shortly before the new rift map. I dropped from the game starting at 110 fps and stabilizing at 70 to starting at 60 fps and stabilizing at <45. I had to do some major investigation to figure this out. First of all you should start by visiting [riots support page ](https://support.riotgames.com/hc/en-us/articles/201752684) on fps issues and doing everything you can. Most likely this won't have a dramatic effect but will eliminate problems from other sources. Next you need to highly consider your computers power settings. If you computer is set to save the most energy as possible it can and will prevent your GPU from doing even close to what it is capable of. Set the power plan to High Performance (google it if you don't know how or where to change this) Next perform an internet speed test. Google dsl speed test. Ookla (might have misspelled it) has a good speed test. Keep in mind unless you ping California servers, you ping won't resemble your in-game ping. Infact in-game ping is usually 10-20 ms higher than the California ping. Make sure you are getting speeds that match what your are paying for from your internet service provider. Next Power down your computer and unplug your router and modem for 30 seconds. Plug in your router and let it fully boot. Then start your computer and fully boot. Then plug in your modem. You may have to click your internet icon in the taskbar by the clock and troubleshoot the connection (right click the icon, then troubleshoot) to restore your internet connection. Then go in a custom game and hit control F to see your ping. Make sure you have good in-game ping. Now I have an amd Athlon 64x processor which is by no means high end either. What I found out is that my CPU is bottlenecking by GPU. Ironically the only way to alleviate this is by requiring more of you GPU (which does require more of the CPU in some ways but alleviates others). Increase your in-game settings to highest and uncap your frame rate. Next I recommend downloading MSI Afterburner which is a simple GPU monitoring program that can identify other issues with your GPU such as its temp, fan speed or memory. I don't recommend overclocking your GPU with MSIA unless you have experience with that. Then go to the Nvidia control panel. Set everything to require the most of your GPU in terms of Image quality while overriding application controlled but leave verticle sync off (because with these settings you won't have your fps the same or higher than your refresh rate yet. This will require the absolute most of your GPU and will actually hurt your FPS the most. From there adjust all the settings one by one towards more performance rather than image quality. This will allow you to find which setting is limiting your fps the most. You can change these setting while in a custom game but keep in mind that after changing and applying something in the nvidia control panel, it may take 30 seconds for your in-game fps to stabilize to the new setting. Also, opening the in-game item store at base and the in-game settings menu will drop your fps significantly so avoid opening those while monitoring your fps. If changing a setting increases your FPS then use the new setting. The setting that make the biggest difference for me is the Highest Quality to Highest Performance setting (default Quality). I actually lose fps when on Highest Performance making the Performance option better than the Highest Performance option. Weird I know. The other setting that I noticed was pre-rendered frames. In order to require more of your GPU you need to ask more of you CPU by having more pre-rendered frames. The thing to keep in mind with this setting is that you don't want your mouse and keyboard input response to lag. In other words too many pre-rendered frames (e.g 4) can cause serious mouse and keyboard delays. Test it out and if you don't notice problems with ability casting and autoattacking in a teamfight then leave it at 4. Otherwise decrease it by -1 until you no longer have mouse and keyboard delays. Once you have maximized your Nvidia Setting (with in-games settings on highest) you can then work on optimizing your in-game settings. The in-game settings I would start with are first Shadows and second Environment. Shadows has one of the biggest effects on FPS and does not contribute much to gameplay with shadows on high. The Low setting above Off should be more than sufficient if you think shadows are an absolute must. Next is the Environment. Once again the environment has little effect on your gameplay but a big effect on FPS. Lower this till your Fps doesn't change. And subsequently go through the other settings changing them from high to low until you get your desired FPS. Once you have your desired FPS (preferably above your monitor's refresh rate) you can then mess with vertical sync. Do not use the in-game Vertical Sync but the Vertical Sync setting in the Nvidia control panel. Vertical Sync can actually require a lot of your GPU and may cause problems (drop below desired fps). I suggest Adaptive Vertical Sync if you put it on. If you can keep it on without affecting your gameplay then Good. If not forget about it and just cap your in-game frame-rate to 60 fps. If you still cannot reach a stable 60 fps but are above 30 fps try Adaptive Half Refresh Rate in the Nvidia control panel. Good luck!!
Rioter Comments
: Scaling Mana Regen Glyph Inaccuracy [Gameplay]
Although from the displayed numbers the tooltip appears wrong, it is indeed correct. What you don't see is all the significant figures!! The regen at ".06" actually has more decimal places allowing it to reach 1.2 MP5 at lvl 18, but the third decimal point is so small that it makes little difference unless you are stacking more than one of the rune. I believe it is actually 0.066 and they rounded down on the description because if they put 0.07 everyone would complain that they are not getting the mana regen they purchased. Build calculators tend to have the exact number for the rune. Think of it this way, you get bonus regen from what the description says!! Cheers
Rioter Comments
Rioter Comments
Rioter Comments
: Just buy {{item:3279}} ? with 10% from runes, 5% from masteries, the boots and later on {{item:3508}} you´re easily cdr-capped without loosing out on anything important. You really don´t need AS-boots on Sivir, as you stated ST-Dps ist not the reason to pick her. You get her for her Initiation potential with the Ultimate and for her AoE-dmg. She works incredible well with Dive-comps. The game is not forcing her to build standard-adc, that´s the fault of players that don´t understand her niche and play accordingly. If you want to emphasize her Niche and Unique-Gameplay you should leave her alone instead of trying to make a Carry out of her that works with every 08/15-SoloQ-comp.
I understand your point to leave her alone to maintain her niche. However, if her kit doesn't lend itself to learning her niche, it is very difficult to randomly pick it up. The idea is to buff and subsequently balance her kit to help bring out her niche's strengths in order to help players adopt that kind of play style. After all the word "niche" means "a specialized but profitable corner of the market." The idea is to help people learn that specialty without making it too profitable that everyone first bans her. Think of it as more of a nudge on the shoulder to move a certain direction rather than the command "Go Right THERE!!"
: I think ER currently is without purpose. Mana is only hard to sustain in the first 10 mins or so (unless it is a heavy mana consuming champion such as kass or karthus) OR for heavy pokers that require high AD (which is very few champions). At around 15 minutes, ER is purchased. That means that the mana sustain component becomes effectively useless, for nearly every champion. Players buying it are sacrificing TF, IE, or BORK damage for 10% CDR only ... I really don't see the point of the item in its current state. It has an awkward build path along with an awkward mixture of stats. Personally I think it needs an active component for it to be worthwhile. What that is, I don't know.
One thing to keep in mind about the essence reaver is that if efficient enough, it would be very conceivable to build Muramana {{item:3042}}. This would allow interplay between the two items and fit well with caster AD with the mana regeneration. Basically you'd use a ton of mana for Muramana attacks and then "refill" your mana (muramana toggled off) with basic attacks from essence reaver. Basically, don't write off a new item just because it isn't what people thought it would be when it came out. I am very excited to see how they tweak it and if they can keep it specific to AD casters to prevent the already top tier ADC's from abusing its power. Also, keep in mind that essence reaver could synergize with other items as well, and muramana is just a cool example. With this in mind, giving essence reaver +mana may help encourage this theoretical build, but once again it has to be balanced across the champion pool. That is why I pointed out weaknesses of items that would help Sivir but focused on changing Sivir and not the items. Changing one item just a little can tip the scale for tons of other champions. Working solely with Sivir's kit, you avoid that and allow tailoring of characters to the current items available. I also like the mini-version idea of essence reaver, but I'll leave that up to the developers :)
  Rioter Comments
: Ever Wonder why it takes so long to get a Support????
Playing support is very rewarding for the right players and rather enjoyable. It is a role that helps others vastly improve their potential and make them more than what they originally are. League of Legends is about teamwork and teamplay. The Support is the role that allows your entire team to make the big plays that they make. There is nothing more exciting as a support even if you die before everyone else, as when you make that big play that saves your entire team and gives someone a triple or maybe even a penta if you/they are lucky along with a severe advantage for your team. Without a support, and adc wouldn't be able to be at a severe disadvantage, and dangerously low health and end up surviving with a double kill. That simply doesn't happen with a support. Yes, ADC's can appear to be know it all's, but honestly that is their job! Knowing exactly how to get kills and towers and objectives for your team. An ADC would have a terrible time and be a nuisance to the game without a support. The support is the backbone of the team. Honestly, I think there is no greater reward than support. Also, keep in mind how hard it is to main support. Although you are the backbone of the team, if your team is inexperienced, or making bad decisions, it is incredibly hard to fix their mistakes as a support. You are the only helpless one on the whole team! You get caught out and you are insta dead. Therefore it is possibly one of the most difficult roles to play!! If your support is no good it can cost the team the entire game, whereas if anyother role can be compensated by the other laners. Therefore it is the most rewarding to play because it may very well be the most difficult role to play.
Rioter Comments
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: There are plenty of abilities that will cast at the farthest point possible without moving if you cast out of its range. Not a bug.
> There are plenty of abilities that will cast at the farthest point possible without moving if you cast out of its range. Not a bug. That was my first instinct. However, I play Syndra a lot and when casting a Dark Sphere sphere or throwing one (Force of Will), it spawns and throws where I click, and if I click out of range it moves my champion to place it where I clicked. I consider Arise's summoning a sand soldier to be no different than "summoning" a Dark Sphere. The ability is about placing a soldier, not casting a soldier that projects out from your champion. Sivir's boomerang blade projects out and then comes back and it casts like Azir's Arise. Instead it should cast like Syndra's Dark Sphere. One can then move soldiers with other abilities just like Syndra can move spheres with other abilities. The way Arise mechanically places soldiers makes absolutely no sense for his kit or gameplay. His abilities casting mechanics should match that of Syndra not Sivir. Even though he is a secondary marksman, he is a primary mage. He uses his cast soldiers to basic attack. When you basic attack, you click on an enemy and it will move you to attack that enemy. When you cast Arise it should move to cast it where you clicked considering the ground where you clicked to be like an enemy so to speak. Those are two different ways to look at the same problem. That is why I consider it a bug. Because it does not work "as intended", like Syndra's Dark Sphere. So yes, I realize that Riot may have programmed it to be exactly how it is "as they intended". But honestly, it is a faulty mechanic for Azir because it drastically hurts his gameplay primarily as a mage secondarily as a marksman. When sand soldier positioning is so important, why should it be so difficult in placing soldiers where you want??
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Jalesom

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