Rioter Comments
VanaQuish (EUNE)
: Plenty of ways to beat him? Maybe. But he has counter to his counterplay. And stupidly high agency compared to other champs. His passive is made to prevent him from getting bursted. So you want to have it down to kill him. So you want to aa and then try to burst him down. However most mages have a range of 525-550. Yasuo's q and e have a range of 475. All it takes form him is to dash once and he can threaten you. His q having such a high range means that he can farm even in the most dangerous match ups. I would also love to add that the lifesteal interaction is pure bullshit. His first target counts as single target, only the rest as aoe. Also because of his range he can in a good degree bully some melee champs. His w for some reason spawns from his model as such if he reacts slow he can still block it. Even if he panics and messes the direction if he timed it correctly he will still block it from every direction. Said ability is extremely weird for a hypercarry to have. That shit is literally an upgraded braum's e. Omegalel. His e has such a low cooldown that it is difficult to punish him in lane. Which is again weird because hypercarries have (or should have) weak and abusable early. You also cant see the cd per target which is also bullshit. He has it but his enemies dont. His ulti will try to position him out of turret range which is basically the icing on the cake. This shit is literally a bug that riot just plainly avoids talking about. There is in no way in hell it should be an interaction. His ulti blinks to the targets location. Yet under the turrets range he might not blink to his location. Favouritism strikes again. And lastly, he doesnt have to opt for cdr. Other crit based champs take the short stick and buy extremely low cdr. Others (or rather trynd) have to opt to a weird item to cap cdr. This abomination of a champ doesnt have to opt because his q scales with atk speed, his e is 0.5-0.1 and his ulti scales down to 30 sec. Only his w benefits from cdr.
> [{quoted}](name=VanaQuish,realm=EUNE,application-id=3ErqAdtq,discussion-id=eQZjhqI4,comment-id=0000000000000000000000000000,timestamp=2019-05-18T07:06:17.093+0000) > > His w for some reason spawns from his model as such if he reacts slow he can still block it. Even if he panics and messes the direction if he timed it correctly he will still block it from every direction. Said ability is extremely weird for a hypercarry to have. That shit is literally an upgraded braum's e. Omegalel. > I think the sad thing is that Braum's E was actually made post Yasuo as a reaction to how strong Yasuo's wind wall turned out. 4+ years later and we still have not had a change to his wind wall which is quite honestly the most BS thing about him. And whenever I suggest a small rework to his wind wall people get their panties in a bunch and down vote the shit out of me. I got down voted into oblivion at least 5-6 times over the years for posting that I want his wind wall to spawn at max range that it normally has instead of spawning inside of him. It's all I have ever wanted to make him more fair, but no one wants to just own up to the fact that his current kit is broken and no amount tweaking of his numbers will fix it. I even state that would be an opening change and to see where he ends up after that before making more changes. Doesn't matter the boards hate common sense and hate seeing the words nerf, OP, and broken as if they are offended by it.
: > [{quoted}](name=Dobuzizaurus,realm=EUNE,application-id=3ErqAdtq,discussion-id=nrRPp2cQ,comment-id=000100040000,timestamp=2019-05-17T00:05:52.779+0000) > > This isn't *my* logic, as your comparison is illogical on its own, brother. Especially when you put words on my lips that I never have said. > Lets assume that "mobility" defines dashes, blinks and jumps. > Lee Sin has two sources of mobility - both with a fairly long range. One requires an enemy unit, the other requires a friendly unit (includes wards). > Katarina has one source of mobility - which requires her to utilize other resources to fully abuse. It's a no-utility, low damage, high base cooldown blink to a unit - a champion, a minion, a summon, a monster, - *not* to a ward, however. Katarina also requires vision in order to perform her blink. In other words - she is gated by both vision and unit proximity, whereas Lee Sin has a way out of both issues. Not to mention the utility and raw damage Lee Sin hides behind his mobility skills. > What is also worth mentioning is that while Kat E's cooldown drops by a lot if she picks up a dagger, it is also crystal clear that it requires her to play around all of her resources, which is highly abusable by a smart enemy and extremely unreliable as she can't simply place a dagger wherever she wants in the heat of battle, nor can she use a ward to allow herself to blink over. > > Lee Sin's mobility is a lot more reliable, applicative and simply much more damaging as it does not rely on as many external or internal resources to perform. Katarina’s Shunpo is litteraly Lee sin’s q and w put together and had the skillshot portion removed. Did you forget she can also dash to friendly units? Cause yeah. That’s a pretty big deal. And yes. She can use a ward to dash.
> [{quoted}](name=The thigh guy,realm=NA,application-id=3ErqAdtq,discussion-id=nrRPp2cQ,comment-id=0001000400000000,timestamp=2019-05-17T00:13:50.995+0000) > > She can use a ward to dash. You are like 3 years behind on this
: > Then there's her kit in general which literally looks like a stupidly overloaded kit A q where if it hits it's a slow A W where you latch onto an ally And E that heals and gives a speed buff And an ult that roots enemies if it hits you enough times How in any way is that overloaded lol.
> [{quoted}](name=G Master Hung,realm=NA,application-id=3ErqAdtq,discussion-id=zt6MVwvq,comment-id=0003,timestamp=2019-05-16T15:59:45.117+0000) > > A q where if it hits it's a slow > A W where you latch onto an ally > And E that heals and gives a speed buff > And an ult that roots enemies if it hits you enough times > > How in any way is that overloaded lol. Saying her Q/W/E/R is only _ is oversimplifying her kit. There's a reason her win rate is stupidly low right now and its because she is a complex champion. Look at fucking {{champion:157}}. Riot caved and buffed him and look at the terror he has been for years. You are forgetting the interactions and the innate synergy in her kit. She can dash and heal while channeling ult while being immune and it has a pretty big AoE and fast enough speed that any champ without mobility is probably going to get rooted if Yuumi doesn't play it poorly. She can store 2 charges of heal which also gets stronger the lower hp you are. She can break CC and dodge most damage spells by hopping onto a champion on 0s cd with no counter play. She can be completely immune and act as super buff with abilities for the champion she is attached to potentially negating the weakness of the champion. There is no downside to being attached to someone other than no control over your own movement while on them. She gets a free ability at level 1 and is given an extra level in Q to make sure she gets a skill every level compared to {{champion:268}} who is forced to take W at level 1.
uNhoLeee (OCE)
: was thinking about getting a zed skin and ig lb on my smurf... then i played against a yorick making random cat noises.. yerr no im not supporting this garbage.
> [{quoted}](name=uNhoLeee,realm=OCE,application-id=yrc23zHg,discussion-id=NZAXVeJd,comment-id=0000,timestamp=2019-05-16T16:00:39.119+0000) > > was thinking about getting a zed skin and ig lb on my smurf... then i played against a yorick making random cat noises.. yerr no im not supporting this garbage. My problem is not the skin quality it is the way the game is being handled and how predatory the prices are getting. Adding new features as a nice value was a good thing, but it turning into a monetization feature and feels very much like an EA stunt. Give you something for qualifying for it, but later down the line remove the ability to qualify for it and then just offer it for extra cash. The skin themselves I feel are for the most part priced fairly, but the extras feel super predatory especially when you used to get some of the extras for free in the past. I also want to note that chroma's were supposed to be able to purchased with blue essence eventually and the only time you can buy them with blue essence is when end of season shop hits.
: ...How the hell are you supposed to counter a Blitzcrank pick with this champion.
> [{quoted}](name=Craft Zeppelin,realm=NA,application-id=3ErqAdtq,discussion-id=zt6MVwvq,comment-id=0002,timestamp=2019-05-16T05:46:11.893+0000) > > ...How the hell are you supposed to counter a Blitzcrank pick with this champion. I mean the counter is you get 2 squishies with one pull. But if you hop onto your carry as the pull lands it will fail to pull you. Basically at high skill levels you can basically completely invalidate most pull champions post 11 due to 0 CD W. You soak up the pull and some damage then become immune and let your team free engage on them with one of their biggest CCs on CD.
Rioter Comments
: She has a 30% win rate and basically is a Free Win for the team she is NOT on.
> [{quoted}](name=XXXMurderPenguin,realm=NA,application-id=3ErqAdtq,discussion-id=zt6MVwvq,comment-id=0001,timestamp=2019-05-16T04:18:44.473+0000) > > She has a 30% win rate and basically is a Free Win for the team she is NOT on. The point stands that it doesn't matter how strong she is her kit is impossible to balance. A champion that can sit on another champion and be immune and have 0 downtime late game as a healer and naturally synergizes with anyone who wants to dive or be peeled is always going to be a problem when you have no way to focus them. The way she is right now she is weak but god forbid she ever hits a point where she is viable she will be the most cancerous support in the game.
Rioter Comments
: Veig's ult should be a skillshot
As a Veigar main its already damn hard enough having to basically spam Q to farm and have to land E to reliably hit W. If I have to hit ult with skill shot too with basically guaranteed low mana might as well not even play him anymore already hard enough to land most of my kit on mobile champions with the E grounding effect. Might as well delete Veigar from the game at that point. It's one of his only guaranteed damage sources and is only really scary if you are low or let him farm too much.
Rioter Comments
: > [{quoted}](name=Irelia Bot,realm=NA,application-id=3ErqAdtq,discussion-id=6c64inWz,comment-id=0000,timestamp=2018-09-01T15:27:12.225+0000) > > Reworked leblanc sucked to play though... But that was what I liked about her! She had a bit more difficulty and more decision making in her combo. Now she feels braindead (to me) and point clicking her Q with an easy to land W instantly is broken and unfair as well.
> [{quoted}](name=Ellamayne,realm=NA,application-id=3ErqAdtq,discussion-id=6c64inWz,comment-id=00000000,timestamp=2018-09-01T15:29:10.946+0000) > > But that was what I liked about her! She had a bit more difficulty and more decision making in her combo. Now she feels braindead (to me) and point clicking her Q with an easy to land W instantly is broken and unfair as well. There was no difficulty to her kit. It was super clunky just to be clunky. Why she had to choose to use her clone IDK. Her reworked clone really needed a lot more work.
Jaxusalem (EUW)
: NERF AHRI AND KASSADIN WHAT THE FUCK
Builds only MR against Ahri. Complains about getting one shot. {{sticker:zombie-brand-facepalm}}
: I think it's the double on-hit passive that's the issue. If riot got rid of that and buffed its base stats, it'd be fine.
> [{quoted}](name=Linna Excel,realm=NA,application-id=3ErqAdtq,discussion-id=4GeImF4I,comment-id=0000,timestamp=2018-08-31T18:59:09.271+0000) > > I think it's the double on-hit passive that's the issue. If riot got rid of that and buffed its base stats, it'd be fine. It was a balanced item before the double hit passive was added to it. I don't remember which jungle item it was, but whenever it was moved to it that is what broke the item. I don't think there should ever be an effect that essentially doubles other effects from an outside source. Internal sources of a champs kit are much more balanceable but that doesn't make them better.
: i dont understand why the 3 spikes of her q can proc the charm its so dumb only the initial q and her e should be able to proc it
> [{quoted}](name=Öskan,realm=EUW,application-id=3ErqAdtq,discussion-id=RYWxtHTE,comment-id=0001,timestamp=2018-08-31T10:41:34.797+0000) > > i dont understand why the 3 spikes of her q can proc the charm its so dumb > only the initial q and her e should be able to proc it Because she can't control the 3 other Q's for the most part. And if she AA'd you, then that's your fault for letting her get that damn close. Oh boy she charmed you then ulted away, so scary. It's not like she basically forfeited all the dps she could have done with her other abilities. Her charm isn't her problem guys. Its super projected. The problem is that she bypasses most vision which will always be strong because it gives her a guaranteed edge as long as she isn't out of position. Also her counterplay isn't as clear because of her stealth it makes it hard to judge when its actually safe to make a play. IMO they need to nerf her healing off of AP on her passive or make it more interactive. It just makes her way too safe currently so that even if she screws up half the time she can regen enough hp to make another attempt later while hiding in stealth.
: Prediction: Ignite will be nerfed after worlds
The one thing I will say is hopefully this year when we get the "How many times Ignite was said in Worlds" video it will involve a lot more gameplay and actual events rather than the casters just dropping it every few seconds because of how broken it is and how much more interactive {{summoner:14}} is than {{item:3504}}. Hyping up a passive effect was honestly one of the worst things about worlds last season and I didn't even watch most of it. Half the games were like "THE ARDENT CENSOR PLAYS!!!". Me just like sitting and being like, "Wtf is so exciting. They got free stats for doing their job. Big whoop."
: Trinity *still* gives too much for its cost, however. Yes, it's the most expensive item in League. However, it still gives **too much**. Ezreal is the least-strong of its abusers right now. When other champions are abusing one of Ezreal's core items *better than Ezreal is*, that's a problem. Honestly, though, the issue is less Trinity and more Sheen *alone* giving way too much power with the people who abuse it. Trinity is overtuned, but Sheen *alone* makes it nearly impossible to fight some champions.
> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=3ErqAdtq,discussion-id=jphYuGuH,comment-id=0000000000000001,timestamp=2018-08-31T18:00:42.660+0000) > > Trinity *still* gives too much for its cost, however. > > Yes, it's the most expensive item in League. However, it still gives **too much**. Ezreal is the least-strong of its abusers right now. When other champions are abusing one of Ezreal's core items *better than Ezreal is*, that's a problem. > > Honestly, though, the issue is less Trinity and more Sheen *alone* giving way too much power with the people who abuse it. Trinity is overtuned, but Sheen *alone* makes it nearly impossible to fight some champions. Who says that it is Ezreal's core item? No one. It was a core item on {{champion:39}} {{champion:41}} {{champion:24}} {{champion:5}} {{champion:62}} {{champion:6}} {{champion:48}} {{champion:77}} {{champion:78}} {{champion:75}} {{champion:120}} {{champion:114}} {{champion:72}} {{champion:254}} {{champion:83}} {{champion:42}} {{champion:96}} {{champion:236}} for a decent amount of time at some point. It's always been a decent item able to be used by a lot of champions, but lately even manaless champs like {{champion:86}} {{champion:92}} {{champion:240}} {{champion:107}} can take it and not feel bad. I think the item may just be too good without the mana even. How to make the mana more useful in the item and not ruin it for everyone else IDK.
: > [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=1JL3uNG1,comment-id=000a,timestamp=2018-08-31T14:59:48.823+0000) > > garen mostly engages in repeated short trades with his q in lane. his entire playstile early on is to trade with auto attack + q and then retreat, as many times as possible. because he cant take extended fights for shit and gets demolished by other fighters or skirmishers when the fight lasts longer than 4 seconds. > > this makes a 20 damage nerf on his q pretty impactful to his early game. > > the parry on the w is the last ability in his kit that they should nerf, considering its the largest hook for skill expression in garens kit, and on a 24 second cooldown for most of the game. his passive isnt 100% useless, but its the least useful part of his kit. > > > for the record, i didnt agree with either nerfs to yorick or garen, and those yorick nerfs should 100% get reverted. but that q nerf is more impactful for garen than most people seem to understand. You know that 20 AD difference happen around level 10 so that mean his early trades is gone long ago.
> [{quoted}](name=ValiantKiller,realm=NA,application-id=3ErqAdtq,discussion-id=1JL3uNG1,comment-id=000a0000,timestamp=2018-08-31T16:07:39.387+0000) > > You know that 20 AD difference happen around level 10 so that mean his early trades is gone long ago. Except you forget that more successful Garen's max Q first. It may not seem like a lot, but losing 5/10/15/20 damage is a lot considering he generally has to go in more than once and his ult is an execute. And if he maxes Q generally his W is mostly just constant okay damage.
: He's the one that dong huap made a video on, right?
> [{quoted}](name=SugeMinPikk,realm=NA,application-id=3ErqAdtq,discussion-id=Mhjpqouf,comment-id=00030000,timestamp=2018-08-28T20:59:38.279+0000) > > He's the one that dong huap made a video on, right? Yes. And actually that video taught me a lot and how to make Garen scale because he can actually be a monster mid-late game if you build him right. I always knew the season 3 Garen Q E and just wreck your opponent. So being taught that there is a better way to play him was eye opening for me.
Jaspers (EUW)
: Doesn't seem like it. I want a straight nerf to the item. No 'compensation'. Just less damage. Less lethality. Honestly, I'm tired of J4 one shotting people in ARAM with those 2 items.... But they won't nerf him.
> [{quoted}](name=Jaspers,realm=EUW,application-id=3ErqAdtq,discussion-id=E9fd5QYv,comment-id=000000000000,timestamp=2018-08-28T20:26:19.880+0000) > > Doesn't seem like it. I want a straight nerf to the item. No 'compensation'. Just less damage. Less lethality. > > Honestly, I'm tired of J4 one shotting people in ARAM with those 2 items.... But they won't nerf him. 1 lethality isn't that big of a deal. It's not even a 1% damage buff. They basically are trying to make the item do less overall, but still have a point in the late game for Assassins who actually hit their kit.
Rioter Comments
Moody P (NA)
: This patch is stupid.
Also the Irelia buff is actually not as bad as you think. She got her ranges cut pretty bad at the same time as that got nerfed. Her stun is much harder to use now making her harder to play in general and her Q range which is basically her engage range is shorter.
Jaspers (EUW)
: I just read through it. Duskblade got a nerf, less damage on its bonus damage. Good. Wait, increase in lethality? So while it'll do less late it ignores more armour but same damage early so it'll do more early when it's a more of an issue snowballing ad assassins even more?
> [{quoted}](name=Jaspers,realm=EUW,application-id=3ErqAdtq,discussion-id=E9fd5QYv,comment-id=0000,timestamp=2018-08-28T20:08:55.251+0000) > > I just read through it. Duskblade got a nerf, less damage on its bonus damage. Good. > > Wait, increase in lethality? So while it'll do less late it ignores more armour but same damage early so it'll do more early when it's a more of an issue snowballing ad assassins even more? It is a net nerf. Early game you only get like 1 more lethality which doesn't make up for like 10-20 damage on the AA. Plus it also got the synergy between {{item:3095}} {{item:3147}} nerfed. Stormrazor now lost 20% of its damage. So its is overall a pretty big nerf which also effects {{champion:202}}.
: BUHAHAHAHAHA! I saw this and shook my head. Not even surprised at the balance team at this point.
I don't remember his name, but the person I base my Garen build off of as a one trick in Masters maxes it first every game because W just super pushes the lane and is fairly easy to counter play as mobile champs. Q is much harder to counter play and doesn't push the lane. Hell he even got me to build {{item:1006}} {{item:1006}} {{item:1006}} {{item:2003}} in my worst match ups and it does wonders if you just regen and farm until your W gets to solid stats and you outscale your lane opponent. Edit: The player is Risti.
Ache (NA)
: > [{quoted}](name=Jefftiffy,realm=NA,application-id=3ErqAdtq,discussion-id=L29v3qwL,comment-id=000100000000,timestamp=2018-08-27T04:33:40.703+0000) > > Well all champions have counter picks. So what? Every champ should have one. If they don't their kit is probably overloaded. All champs do have counter picks, but a whole class of champions? Most mages have a quick CC combo, and she'd be at an immediate disadvantage with most - if not all - mages.
> [{quoted}](name=Yahgi,realm=NA,application-id=3ErqAdtq,discussion-id=L29v3qwL,comment-id=0001000000000000,timestamp=2018-08-27T04:39:01.554+0000) > > All champs do have counter picks, but a whole class of champions? Most mages have a quick CC combo, and she'd be at an immediate disadvantage with most - if not all - mages. {{champion:99}} has a slow moving hard cc and she would have to guess Akali's location for it. {{champion:1}} would have to blow ult for a brief window to Q her or get lucky on the W. {{champion:63}} would have to land a W on her then land a Q on her without sight. It's not as easy as you think. And {{champion:45}} being an immobile mage with 0 built in mobility would be completely fair to trap Akali, who literally has 3 dashes in her kit, in her shroud.
: yeah it is quite ridiculous, I remember riot nerfing nocturne E because ''it feels bad to use flash and still be tethered to nocturne's E so we're reducing it's leash range'' meanwhile you can flash 3 times and probably still be in leblanc's chain range
> [{quoted}](name=hhaavviikk,realm=EUW,application-id=3ErqAdtq,discussion-id=4J65HEfm,comment-id=0001,timestamp=2018-08-26T20:20:15.051+0000) > > yeah it is quite ridiculous, I remember riot nerfing nocturne E because ''it feels bad to use flash and still be tethered to nocturne's E so we're reducing it's leash range'' meanwhile you can flash 3 times and probably still be in leblanc's chain range I remember them saying they were looking into her E as well. Whatever happened to that I have no idea. Maybe the revert made her weaker than they thought for competitive knowing Riot, so they scrapped nerfing her for solo queue.
Ache (NA)
: > [{quoted}](name=Alex h8721,realm=NA,application-id=3ErqAdtq,discussion-id=L29v3qwL,comment-id=0001,timestamp=2018-08-27T04:13:11.993+0000) > > {{champion:45}} would become an insta counterpick. Imo, make W give a bit less energy, and reduce the max duration by maybe 1-1.5 seconds Any quick CC combo champion would be an insta counterpick for that matter. {{champion:63}} {{champion:1}} {{champion:99}} Shroud duration reduction sounds good.
> [{quoted}](name=Yahgi,realm=NA,application-id=3ErqAdtq,discussion-id=L29v3qwL,comment-id=00010000,timestamp=2018-08-27T04:21:40.161+0000) > > Any quick CC combo champion would be an insta counterpick for that matter. > {{champion:63}} {{champion:1}} {{champion:99}} > > Shroud duration reduction sounds good. Well all champions have counter picks. So what? Every champ should have one. If they don't their kit is probably overloaded.
Rioter Comments
Paroe (NA)
: > [{quoted}](name=Jefftiffy,realm=NA,application-id=3ErqAdtq,discussion-id=2E3L5PbG,comment-id=00000000,timestamp=2018-08-25T06:43:22.192+0000) > > 2) Marksmen do not go in the jungle they typically go bot or top lane. For top lane see {{champion:17}}. Now if Teemo was actually viable jungle I think I would be scared because his objective control with shrooms is terrifying. The second any marksmen goes jungle besides the one they built for it ({{champion:203}} ) they tend to nerf them into the ground. See Season 5 or 6 I think it was for that. Whole reason the jungle camps have aggro systems is because of them. RIP my favorite place to play {{champion:222}} and {{champion:81}}. > 4) He is the only viable bruiser in the game if that's the case and that's because his numbers are so stupid that melee champs wish they had his base stats. Graves is an AD caster who does not go in the bot lane; he is non-standard and therefore ignored by a majority of the community despite being extremely strong. Quinn is in the same position, and enjoys the same benefits. As for your kindred comment... Kindred, unlike graves, is often on the radar because shes extremely mobile and flashy; it leads to her often being in the spotlight despite not really needing to be. Meanwhile graves is very dull and considered "slow" due to him being a caster. Yes, graves is meant to be the "tanky" marksman, and is the designated bruiser of the class. He is _very_ strong, and will likely never see changes as he very rarely gets on the radar. Theres also the fact he _survived his last limelight_, so in many minds hes got a solid "Balance".
> [{quoted}](name=Paroe,realm=NA,application-id=3ErqAdtq,discussion-id=2E3L5PbG,comment-id=000000000000,timestamp=2018-08-25T07:11:26.759+0000) > > Graves is an AD caster who does not go in the bot lane; he is non-standard and therefore ignored by a majority of the community despite being extremely strong. > Quinn is in the same position, and enjoys the same benefits. > As for your kindred comment... Kindred, unlike graves, is often on the radar because shes extremely mobile and flashy; it leads to her often being in the spotlight despite not really needing to be. Meanwhile graves is very dull and considered "slow" due to him being a caster. > > Yes, graves is meant to be the "tanky" marksman, and is the designated bruiser of the class. He is _very_ strong, and will likely never see changes as he very rarely gets on the radar. Theres also the fact he _survived his last limelight_, so in many minds hes got a solid "Balance". That's like saying that Jhin survived being broken with Lethality to be broken with Guinsoo's then to be broken again with Hail of Blades or Fleet Footwork. The point is that every time they are strong they are super oppressive. Same goes with {{champion:238}}. Anytime a champion is super oppressive when strong is when they are probably broken by design. In the case of Jhin its really hard to balance a champion that gets no AS and damage is back loaded but also has a large window to use that back loaded damage. In Zed's case it's hard to balance a champion that has a decent skill floor and a really high skill ceiling that is capable of dominating a game but is also manaless. In Graves case its the fact that the only people that can beat him in a 1v1 are hardcore duelists like {{champion:24}} {{champion:11}} or people with good range and reliable CC and damage to follow it up. Everyone else loses to him. Just because someone is broken is constantly a problem and is forgotten about for awhile doesn't change the fact that they are still a broken design similar to old Poppy who could literally 1v5 and get a penta late game. I know I literally ulted a Sion charging down the lane got the quadra and then ran back finished him off and help my team push down mid.
Paroe (NA)
: 1) Graves is a marksman so he has riot privilege. 2) Graves is a non-standard marksman so he flies under the radar. 3) Graves is a caster so hes allowed to do the insane damage he does. 4) Graves is meant to be the "bruiser" marksman, and gets a great deal of free stats in that regard.
> [{quoted}](name=Paroe,realm=NA,application-id=3ErqAdtq,discussion-id=2E3L5PbG,comment-id=0000,timestamp=2018-08-25T06:35:36.519+0000) > > 1) Graves is a marksman so he has riot privilege. > 2) Graves is a non-standard marksman so he flies under the radar. > 3) Graves is a caster so hes allowed to do the insane damage he does. > 4) Graves is meant to be the "bruiser" marksman, and gets a great deal of free stats in that regard. 2) Marksmen do not go in the jungle they typically go bot or top lane. For top lane see {{champion:17}}. Now if Teemo was actually viable jungle I think I would be scared because his objective control with shrooms is terrifying. The second any marksmen goes jungle besides the one they built for it ({{champion:203}} ) they tend to nerf them into the ground. See Season 5 or 6 I think it was for that. Whole reason the jungle camps have aggro systems is because of them. RIP my favorite place to play {{champion:222}} and {{champion:81}}. 4) He is the only viable bruiser in the game if that's the case and that's because his numbers are so stupid that melee champs wish they had his base stats.
Rioter Comments
Moody P (NA)
: I miss hypercarry poppy. Possibly the only true hyper carry in league; when it worked, it felt amazing
> [{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=pAR9B2IR,comment-id=00000000,timestamp=2018-08-24T01:59:15.859+0000) > > I miss hypercarry poppy. Possibly the only true hyper carry in league; when it worked, it felt amazing My favorite moment with old poppy was season 5 or 6 I ulted Sion as he went chu chu down mid lane and I quedra'd his team by myself as he ran half way down the lane to the rest of my team. Good times my friends. Good times. {{sticker:sg-ahri-2}} Would be like damn can't win lane. Builds {{item:3301}} just for the gold gen and sits under tower all day. Thinking to myself just you wait till I get {{item:3078}} you damn {{champion:122}}.
Rioter Comments
Thimes (EUW)
: Agree, he is poorly designed.
> [{quoted}](name=Thimes,realm=EUW,application-id=3ErqAdtq,discussion-id=bs6gQcQl,comment-id=000000000000,timestamp=2018-08-21T23:31:37.780+0000) > > Agree, he is poorly designed. No he is well designed, but that was around only having Brutalizer as a damage amp early. Now we have serrated dirk which builds into items that scale better into the late game than old {{item:3142}}. Plus there is so much free damage in runes. It's not Wukong's fault. He was borderline useless until the new runes came out and showed up briefly in Season 6 or 7, I can't remember which, as a jungler with a similar play style to {{champion:56}}. Wukong lost viablility in Season 4 and hasn't seen much playtime till now. It's honestly quite fair for him to finally get a moment to shine, but it's not really his fault that he is so strong because it's really just anyone who does high burst damage.
: > [{quoted}](name=Eedat,realm=NA,application-id=3ErqAdtq,discussion-id=uGv6r6pZ,comment-id=0001,timestamp=2018-08-23T00:51:16.203+0000) > > Where does it say he does 900 per cast >.> > > Need some sauce on these changes It's hyperbole. I'm sure you get his point: it does too much damage.
> [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=uGv6r6pZ,comment-id=00010000,timestamp=2018-08-23T06:46:06.555+0000) > > It's hyperbole. > > I'm sure you get his point: it does too much damage. Yet he is 38th in win rate against 41 junglers according to op.gg All he has is Q damage and ult. You build some tank stats and he kind of just runs around like a blind man. Pun intended. Also you can displace him out of his Q making him lose about 40% of his damage.
: I think Players have to come together and be harder on the Balance Team for the greater good.
Lee Sin has a 48.5% win rate and that is 35th out of 41 jungler's according to OP.gg. That Q buff did almost nothing besides make him overall healthier as he no longer destroys tanks and does his job against squishies about the same.
: > [{quoted}](name=LTK KoRo,realm=EUW,application-id=3ErqAdtq,discussion-id=VZqzUTfo,comment-id=0000000000000000000000000000,timestamp=2018-08-21T16:12:57.296+0000) > > So you're basically going to argue about bonus 25 range. That's reasonable, but i won't. There's no problem for me for her having 200 or 175, if she's balanced with 200, there's no reason to do a change for a sake of change Considering her 48% win rate, she's not balanced in the slightest. Of course, a 48% win rate shouldn't warrant a nerf, but hopefully if her auto attack range is lowered, her power budget can allow some power being allocated back into her abilities. Source: https://champion.gg/champion/Irelia/Top?
> [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=VZqzUTfo,comment-id=00000000000000000000000000000000,timestamp=2018-08-21T17:38:24.438+0000) > > Considering her 48% win rate, she's not balanced in the slightest. > > Of course, a 48% win rate shouldn't warrant a nerf, but hopefully if her auto attack range is lowered, her power budget can allow some power being allocated back into her abilities. > > Source: https://champion.gg/champion/Irelia/Top? 25 aa range really isn't that much when you already have a gap closer to get in range and most of your CC is projected and one of your damage sources locks you down for it. The reason she was imbalanced before was how much range her kit had for its damage. Nerfing her AA range doesn't solve that. 25 range is very minuscule. It is literally less than 8% of the base MS. If she actually goes aggressive she loses her wave control tool which is about all she has for damage in short trades other than her stun.
: Wait... Tristana is at like 3% pick rate. How is that _"one of the most popular ADC"_?? She's middle of the pack at most in terms of play rate.
> [{quoted}](name=Triistana,realm=NA,application-id=3ErqAdtq,discussion-id=O6uxXkgU,comment-id=000d,timestamp=2018-08-21T02:05:20.439+0000) > > Wait... Tristana is at like 3% pick rate. How is that _"one of the most popular ADC"_?? She's middle of the pack at most in terms of play rate. She is rising in popularity in high levels of play because of her safety. She's still kind of below average in lower elos because of her auto pushing.
: Changing Electrocute to Magic damage would be very ill advised. You build against AD champions by buying armor. If said AD champion is using Lethality, adding armor is extra efficient because it diminishes the overall effect of the flat armor reduction. If you convert a portion of an AD champion's damage to magic, that damage goes almost entirely unmitigated against squishy builds unless you handicap your offensive power in order to build both armor and magic resist. TL;DR: Armor has a bigger impact on Lethality than it does on Magic damage, which is important when you can only afford one defensive stat.
> [{quoted}](name=SzGamer227,realm=NA,application-id=3ErqAdtq,discussion-id=O6uxXkgU,comment-id=000b,timestamp=2018-08-20T19:18:36.288+0000) > > Changing Electrocute to Magic damage would be very ill advised. You build against AD champions by buying armor. If said AD champion is using Lethality, adding armor is extra efficient because it diminishes the overall effect of the flat armor reduction. If you convert a portion of an AD champion's damage to magic, that damage goes almost entirely unmitigated against squishy builds unless you handicap your offensive power in order to build both armor and magic resist. > > TL;DR: Armor has a bigger impact on Lethality than it does on Magic damage, which is important when you can only afford one defensive stat. Actually that is wrong. 30 MR is worth more than 15-30 armor against the damage and it allows bruisers and tanks to actually counter assassins. The problem isn't squishies dying to assassins. It's everyone else making it so that it turns into who nukes who first because defense doesn't do much leaving the ADC to run around in the back hoping to not get targeted because {{champion:222}} {{champion:51}} {{champion:96}} {{champion:67}} {{champion:15}} {{champion:29}} {{champion:110}} {{champion:498}} {{champion:21}} are pretty immobile. The ADC role as a whole are mostly immobile. So making the game about running away from damage makes the game really piss poor for everyone who isn't mobile and shortens fights. When {{champion:498}} is struggling against a high burst damage meta there seems to be a problem when legitimately her ult is anti assassin. Also making electrocute magic damage means that assasssins can be early like they were always meant to be but fall off late like they are supposed to.
Rioter Comments
Rioter Comments
: We got a Nod for next year. But I can't understand Riot logic:give Akali a hold over GU and a Rework before they help Morde. A Champion who averaged a 46% winrate for 2 years. Yup sure felt like depression and Frustration for 2 years. But that fine it's just Morde mains. Fuck em
> [{quoted}](name=Mordepool,realm=NA,application-id=3ErqAdtq,discussion-id=AU4dMXE2,comment-id=0002000000000000,timestamp=2018-08-19T02:06:11.446+0000) > > We got a Nod for next year. > But I can't understand Riot logic:give Akali a hold over GU and a Rework before they help Morde. > A Champion who averaged a 46% winrate for 2 years. Yup sure felt like depression and Frustration for 2 years. But that fine it's just Morde mains. Fuck em Bias much they turned him from an unbalancable mess to a broken mess for almost half a season. Akali got a mini rework that guttered the little she was good at. And she finally got a large scale rework that made her viable again and you are complaining.
Rioter Comments
SEKAI (OCE)
: Can we talk about how bullshit Jax is?
Believe it or not Jax is on only OP because conqueror is still super fucking busted. Legit that thing skyrockets his DPS and lets him skip armor pen and magic pen. Conqueror needs a rework bad. I honestly think it should be at least turned into 4 seconds in combat with champions. 4 seconds in combat really isn't that hard to pull off for the reward it gives.
: For LeBlanc: I don't really have a problem with her high mobility. She's supposed to be slippery and a deceiver, and the fact that you always know where she's going to teleport back to since the teleport pad is visible to both teams means it has counterplay. However, her Ethereal Chains *really* needs to have a shorter Tether Range. It's 925 units long, longer than the cast range and longer than two consecutive Flashes. It needs to be lowered to something like 750 units and the cast range lowered to something like 850 from 865. Her damage could perhaps also be looked at, but high mobility is part of her character. If it needs touching on, reduce the range on it to 500 from 600, but an on-kill restriction sounds bad. For Zed: Kinda same deal with LeBlanc. All of Zed's mobility abilities have high cooldowns and you can see the Shadow, meaning you know where he's going to teleport to, meaning it has counterplay. Again, damage could be looked at. If touching the mobility becomes a must, nerf the range on W to 500 from 650 and nerf the range on Ultimate to 500 from 625. For Rengar: It's funny that you based this post on Assassins having an escape when Rengar is one of the only Assassins that don't. His Leaps are already pretty limited with him either having to have been in a bush, or him having activated his ultimate. I don't think he needs to be touched. For Fizz: Untargetability should be reworked as a whole. It's supposed to be something you use to dodge skill shots, but it's not supposed to be invulnerability. Targeted attacks and abilities, like tower shots, shouldn't be blocked. I think that's an adequate enough nerf. For Talon: In addition to the CD on walls, make it charge based. Let him have 2 charges so he can vault over two walls before it goes on cooldown, but not the same wall.
> [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=BOU0JJBO,comment-id=0000,timestamp=2018-08-16T09:52:15.326+0000) > > For LeBlanc: I don't really have a problem with her high mobility. She's supposed to be slippery and a deceiver, and the fact that you always know where she's going to teleport back to since the teleport pad is visible to both teams means it has counterplay. However, her Ethereal Chains *really* needs to have a shorter Tether Range. It's 925 units long, longer than the cast range and longer than two consecutive Flashes. It needs to be lowered to something like 750 units and the cast range lowered to something like 850 from 865. Her damage could perhaps also be looked at, but high mobility is part of her character. If it needs touching on, reduce the range on it to 500 from 600, but an on-kill restriction sounds bad. > > For Zed: Kinda same deal with LeBlanc. All of Zed's mobility abilities have high cooldowns and you can see the Shadow, meaning you know where he's going to teleport to, meaning it has counterplay. Again, damage could be looked at. If touching the mobility becomes a must, nerf the range on W to 500 from 650 and nerf the range on Ultimate to 500 from 625. > > For Rengar: It's funny that you based this post on Assassins having an escape when Rengar is one of the only Assassins that don't. His Leaps are already pretty limited with him either having to have been in a bush, or him having activated his ultimate. I don't think he needs to be touched. > > For Fizz: Untargetability should be reworked as a whole. It's supposed to be something you use to dodge skill shots, but it's not supposed to be invulnerability. Targeted attacks and abilities, like tower shots, shouldn't be blocked. I think that's an adequate enough nerf. > > For Talon: In addition to the CD on walls, make it charge based. Let him have 2 charges so he can vault over two walls before it goes on cooldown, but not the same wall. Rengar's jump can double as an escape as well. He can use it to hop over jungle walls to camps or even the plants and enemy wards. The point is an assassin shouldn't be able to infinitely chase you in the jungle once his CDs have been blown. LB may have where she can go telegraphed but there is 0 cast time on it forcing you to have 2 people who can 1v1 her watch her and her mark and she can even do 3 with her mimic'd W. She already has insane burst off the Q E combo even if she misses both or one instance of her chain damage making her high mobility just an extra plus if she fucks up. Zed has very little counterplay as the enemy laner except don't let him all in you. He has energy so he can just spam until he eventually hits you or out sustains you. And even if he chooses to just poke you with W E Q and take at least 50% of your hp. He forces you to a tanky mid laner or to try to outplay him if he screws up. There is no interaction on your end until he fucks up. Its funny how you are defending the class that literally blows someone up and runs away or doesn't and runs away. Where's the risk reward? There isn't. It's all reward because they aren't punished for screwing up because their kits are so forgiving.
Rioter Comments
Jamaree (NA)
: Guys come on, you are better then this, Garen loses to the same thing now that he lost to during the 9 years he has been considered trash: Kiting and Ranged mobile champions. Stop picking melees into him and branch out your roster.
> [{quoted}](name=Jamaree,realm=NA,application-id=3ErqAdtq,discussion-id=oMy5uATx,comment-id=0007,timestamp=2018-08-15T12:10:15.290+0000) > > Guys come on, you are better then this, Garen loses to the same thing now that he lost to during the 9 years he has been considered trash: Kiting and Ranged mobile champions. Stop picking melees into him and branch out your roster. Let's see you run from a {{item:3078}} {{item:3111}}/{{item:3047}} {{item:3742}} predator buffed Garen as a low mobility ranged champion.
: I hate taking it. You don't get to decide when you get it really, resistances are some of the most inconsistently effective stats in the game, and, because it's triggered by cc, the already pathetic duration gets partially eaten up by whatever cc you use, making it anti-synergistic with _itself_. But it's the only keystone that actually makes you meaningfully tankier, so there aren't a lot of options.
> [{quoted}](name=BobaFlautist,realm=NA,application-id=3ErqAdtq,discussion-id=PtFtzIM1,comment-id=0004,timestamp=2018-08-15T16:04:06.421+0000) > > I hate taking it. > > You don't get to decide when you get it really, resistances are some of the most inconsistently effective stats in the game, and, because it's triggered by cc, the already pathetic duration gets partially eaten up by whatever cc you use, making it anti-synergistic with _itself_. > > But it's the only keystone that actually makes you meaningfully tankier, so there aren't a lot of options. I mean the problem is it is overloaded. It's a tank ability that does damage for doing your normal job ofc it has to be bad. You get a shit ton of free resists whenever you go in basically and it gives you extra damage for building tank. It's a horribly designed rune for the class it was made for. I honestly think the damage should be removed and it should be made to give more utility instead. More like armor mr when activated and a smaller amount (like 10% of the normal amount) while on CD and maybe renamed to something more fitting. As aftershock is for some reason trying to be a damage rune to compete with grasp.
Rioter Comments
Malak (NA)
: Selfless? Trying to win isn’t selfless, it’s called being smart. People playing only for good KDA match history maybe don’t care about winning as much though.
> [{quoted}](name=Krotux,realm=NA,application-id=3ErqAdtq,discussion-id=EFLBmiAA,comment-id=0000,timestamp=2018-08-14T20:07:46.034+0000) > > Selfless? Trying to win isn’t selfless, it’s called being smart. People playing only for good KDA match history maybe don’t care about winning as much though. I mean look at my last game where i "fed" as J4. Sure I dropped 1 kill. But my ult utility and teamfights and ganks were all good. I didn't kill often, but I often set up a kill or series of kills. I even set up an ace being the only one to die because I dropped a 5 man ult in mid lane and died instantly, but dropped their entire team down to 75% and had them all trapped for our Ziggs to ult and unload on them all for free while trapping them in melee range of our tryndamere.
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Jefftiffy

Level 73 (NA)
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