: Riot needs to stop kissing Yasuo's ass
Yasuo is a popular champion and is pretty important in the lore also when talking about Ionia, so of course, they would use him in every which way they can.
PhRoXz0n (NA)
: Crit Item Explorations Part 2
So we went with reverting critical strike items and just fine tuning them. Made the correct choice if I say so myself. The shield on Phantom Dancer allows you to actually feel the defensive portion of the item rather than just taking reduced damage and getting popped anyways. The Infinity Edge unique passive is something I’ve been preaching since you guys changed critical strike, so thanks for at least trying that. I still feel current Essence Reaver (and now future Spear of Shojins) unique passive where your non-ultimate CDs are refunded is unhealthy for the game. It completely turns champions like Riven, Jax, Renekton, etc into unstoppable power houses when they’re already quite strong from ahead. I’d prefer Spear of Shojin in its current form from Nexus Blitz if it were to get implemented into the other modes. Overall though, this list is a lot better than the first one you guys showed us (god that one was awful).
D357R0Y3R (EUW)
: 9.2 nerfs/buffs plan by MappleNectar
Don't think Alistar needs a nerf at all. The previous damage nerfs were good, but Aftershock makes a lot of the tanky champions ridiculous to deal with. I wish they would make Aftershock scale with level so early game you're not attacking with a wet noodle when their Aftershock pops.
: > [{quoted}](name=Keshaun,realm=NA,application-id=3ErqAdtq,discussion-id=amX4NGxW,comment-id=000e00000000,timestamp=2019-01-02T04:12:24.350+0000) > > You can look at it as a give and take where Riot spends money to revert the changes which would lead to the community being happy. With the community being happy, morale goes up and the urge to spend money and play the game goes up due to the changes positively affecting the player base. Too bad Rito only wants to go halfway and make money money money rather than doing what's best for the game I believe. i'm pretty certain that doing a game wide nerf of mage's, assasins, and bruisers damage by an overall 10% would probably take a couple of their staff members a few hours at the most, if even that. So it's not really about spending money because doing this would pretty much cost them nothing.
> [{quoted}](name=Not Ganking Bot,realm=NA,application-id=3ErqAdtq,discussion-id=amX4NGxW,comment-id=000e000000000001,timestamp=2019-01-02T12:03:00.065+0000) > > i'm pretty certain that doing a game wide nerf of mage's, assasins, and bruisers damage by an overall 10% would probably take a couple of their staff members a few hours at the most, if even that. So it's not really about spending money because doing this would pretty much cost them nothing. Trust me, I know. There's literally ONE Riot designer implementing new walk animations for multiple champions already. The balance team could go through each pool of champions and change the numbers in the matter of a few hours ... easily.
: > [{quoted}](name=Keshaun,realm=NA,application-id=3ErqAdtq,discussion-id=amX4NGxW,comment-id=000e,timestamp=2018-12-30T07:15:38.230+0000) > > The community has been saying that all season, but I guess it's too hard to execute over at Riot Games. I mean does it bring money ? {{sticker:slayer-jinx-wink}}
> [{quoted}](name=ValiantKiller,realm=NA,application-id=3ErqAdtq,discussion-id=amX4NGxW,comment-id=000e0000,timestamp=2018-12-30T21:43:54.171+0000) > > I mean does it bring money ? > {{sticker:slayer-jinx-wink}} You can look at it as a give and take where Riot spends money to revert the changes which would lead to the community being happy. With the community being happy, morale goes up and the urge to spend money and play the game goes up due to the changes positively affecting the player base. Too bad Rito only wants to go halfway and make money money money rather than doing what's best for the game I believe.
: Reduce damage and suddenly tanks and ADCs are viable enjoyable picks again.
The community has been saying that all season, but I guess it's too hard to execute over at Riot Games.
: 95% of the things wrong with the game right now are just symptoms of the insane damage.
: Icathia > Shurima
Too bad Icathia was destroyed by the Void.
PhRoXz0n (NA)
: Crit Item Explorations
I really wish {{item:3031}} would just get reverted, but tweak the passive numbers so marksmen aren't hitting for crazy numbers. Just make the passive 30% bonus critical strike damage rather than 50% like it was before and go from there.
: We're going full circle
I wish they would just stop trying to implement new ideas and fix their old ones. No one asked to change crit items, but they went ahead and did that and now marksmen really suck. On top of changing crit items, they nerfed all base stats, making their laning phase horrendous. I don't personally main ADC, but I would've rather seen them just lower the critical strike damage modifier on Infinity Edge, lower the damage on IE, BT, and ER by maybe 10 and make the attack speed items 2700G versus the original 2600G. Instead, they had to completely change everything and now they're going to change everything again.
PhRoXz0n (NA)
: Crit Item Explorations
If they're going to do this, I feel they should just revert all the crit items and just nerf the Infinity Edge's bonus crit damage modifier slightly and make all the attack speed / critical strike item 2700G rather than 2600G. Problem solved then and there. The problem with crit was ADCs were two shotting squishies, so we just reduce the damage modifier on IE from 50% bonus critical strike damage to 30% and go from there.
Éve (NA)
: Will Riot ever admit that runes reforged is a complete failure?
I wish the keystones and masteries would provide utility or damage rather than utility and damage. Conquerer for example (which I don't think is busted) gives AD and utility with the true damage. Grasp gives bonus health on proc, deals damage, and heals you. Aery gives damage and can give a shield. The masteries from a majority of the trees are pretty balanced, but the Domination tree gives too much damage for no reason.
: Like, I get that China is league's biggest playerbase
Reminds me of when H1Z1 had to change the cop cars to taxis and the red blood in the game to black "liquid" because the Chinese government didn't approve of people shooting at cops and obviously the blood. Fortunately they only changed the theme on the Chinese server, so hopefully Riot will do the same.
: What’s more healthier? Reducing damage or increasing tankiness?
Reducing damage would go a long way in my opinion. Buffing tankiness would bring back Season 6 tank meta where tanks would just dominate the scene while building full tank since their base damages are too high or their CDs are too low or both. I wish they would just go class by class and do an overhaul of damage/cooldown nerfs.
: A few questions from a Dota 2 player about game balance
1) {{champion:236}} is either really good or really bad. If Lucian is pick/ban, the champion/game isn't balanced correctly due to his movement and solo kill potential. Right now critical strike carries are pretty bad, so that opens up Lucian as being a viable pick since he doesn't rely on the critical strike items to deal damage. Pair him up with a {{champion:201}} and they're pretty much unstoppable. 2) Snowballing has been a problem for a while now (I'd say the whole duration of Season 8) and Riot is attempting to stunt the snowballing by adding a bounty system that can reward up to 1000G if you shutdown the person who's snowballing. On the flip side of things, Riot also reduced respawn timers awhile ago and recently up'd the stats gained from the dragons and shortened the cooldown of Baron/all elemental dragons including Elder so teams who are snowballing can absolutely crush their enemy. 3) Ever since the new Runes came into effect, burst damage was immediately a problem. The shielding supports were also nerfed (which they needed to) so enchanters are still viable to shield some damage, but aren't broken OP like they used to be. A lot of the S+ champions being played now are also played in pro play ({{champion:7}} / {{champion:104}} / {{champion:266}}) so Riot likes to keep them viable for "entertainment purposes" since watching league is more important to Riot than the actual players playing the game. They're likely going to be nerfed now since the pro scene is in offseason right now, but new champions will rise and stay busted for a few months and eventually fall over the course of the new season like always. 4) Games nowadays are all centered around early game pressure, damage, and scuttle control. If your jungler plays with his eyes open and happens to have his team assist him around those early scuttles, he's most likely going to snowball the game in favor of your team. On the flip side, if your team loses those early skirmishes around scuttle or they just get solo killed, you might as well just ff @ 15 unless you can somehow collect the bounty from your enemy after you or your teammates fed him multiple kills to rack it up. _ - Thoughts from your average Platinum player_
Meddler (NA)
: Quick Gameplay Thoughts: November 28
I really wish Riot would prioritize buffing weaker champions rather than nerfing strong champions. Obviously as strong champions get nerfed, new champions take their place, but some champions are never in that rotation of being strong or weak and are always just weak.
Dynikus (NA)
: Would you rather season 9 have already started with the mess the current game state is?
> [{quoted}](name=dynikus,realm=NA,application-id=yrc23zHg,discussion-id=yiREVUh2,comment-id=0000,timestamp=2018-11-27T21:57:06.048+0000) > > Would you rather season 9 have already started with the mess the current game state is? I'd rather Preseason be the duration of December with changes more frequently than changes less frequently and lasting through January 24th.
Rioter Comments
ozzirp (NA)
: > [{quoted}](name=Keshaun,realm=NA,application-id=3ErqAdtq,discussion-id=6sWQkxrE,comment-id=0015,timestamp=2018-11-25T05:17:01.744+0000) > > I'd be in favor of bringing back Fervor of Battle if the numbers were tuned a bit; say 48 max AD rather than 64 at max stacks. In all honesty, Conquerer is **really** good on champions who utilize it well ({{champion:24}}, {{champion:23}}, {{champion:157}}) and just meh on champions who kinda use it (on all the other champions really.) Fervor could be used on a large number of champions from top & bottom lane, which makes it a viable option. If they implement Fervor, they would most likely remove Conquerer since their similar and Lethal Tempo and Press The Attack wouldn't be used at all since they're just inferior to Fervor. I liked Fervor, we all liked Fervor, but I don't see it coming back in the near future my friend. idk about 48 i think 55+ would be good.
> [{quoted}](name=ozzirp,realm=NA,application-id=3ErqAdtq,discussion-id=6sWQkxrE,comment-id=00150000,timestamp=2018-11-25T06:00:31.047+0000) > > idk about 48 i think 55+ would be good. Well, it'd be 56 AD at max stacks since it's increments of 8, but yeah 56 could work.
ozzirp (NA)
: Can Fervor Of Battle Be Brought Back?
I'd be in favor of bringing back Fervor of Battle if the numbers were tuned a bit; say 48 max AD rather than 64 at max stacks. In all honesty, Conquerer is **really** good on champions who utilize it well ({{champion:24}}, {{champion:23}}, {{champion:157}}) and just meh on champions who kinda use it (on all the other champions really.) Fervor could be used on a large number of champions from top & bottom lane, which makes it a viable option. If they implement Fervor, they would most likely remove Conquerer since their similar and Lethal Tempo and Press The Attack wouldn't be used at all since they're just inferior to Fervor. I liked Fervor, we all liked Fervor, but I don't see it coming back in the near future my friend.
: On one hand we have Teemo, a guy who has only seen nerfs since season 2, and whose kit is so weak that no one has ever played him in real matches. For some reason, Riot wants to ignore these "unimportant" champions (Trynd, Malph, Panth to name a few more. Yes, Panth is broken against some champs, but his gamestyle is pathetic. Point-click with no strategy and lose hard as game progresses). Such linear gameplays have made them too weak to even be considered for good matches. On the other hand, we have champs like Vik, Aatrox, Ryze, Yasuo, Orianna, Urgot, Ornn, Tahm... champs that have multiple things in one ability and who can offer too many things even after being completely bad at game knowledge. A bronze player playing Ornn will be more respected in a team than a plat Teemo. They have shields, cc, high base damage, mobility, various builds to move around, and Riot's pure love. For some reason, they are always getting tweaked with the promise of finding the right balance, but there is always a way to abuse them simply because of the amount of diversity their abilities offer. Vik players need to press one q, a freaking point click, that can give him more than what any of the linear gameplay champions have in their whole kit. If Riot doesn't think he needs a nerf, then they are lying about balancing the game. Also, stop tweaking Aatrox Ryze and Ornn thousand times a year and work on champs that really need a rework.
> [{quoted}](name=DealWithPoison,realm=NA,application-id=3ErqAdtq,discussion-id=OaAIpBEg,comment-id=0008,timestamp=2018-11-23T22:00:31.758+0000) > > On one hand we have Teemo, a guy who has only seen nerfs since season 2, and whose kit is so weak that no one has ever played him in real matches. For some reason, Riot wants to ignore these "unimportant" champions (Trynd, Malph, Panth to name a few more. Yes, Panth is broken against some champs, but his gamestyle is pathetic. Point-click with no strategy and lose hard as game progresses). Such linear gameplays have made them too weak to even be considered for good matches. > > On the other hand, we have champs like Vik, Aatrox, Ryze, Yasuo, Orianna, Urgot, Ornn, Tahm... champs that have multiple things in one ability and who can offer too many things even after being completely bad at game knowledge. A bronze player playing Ornn will be more respected in a team than a plat Teemo. They have shields, cc, high base damage, mobility, various builds to move around, and Riot's pure love. For some reason, they are always getting tweaked with the promise of finding the right balance, but there is always a way to abuse them simply because of the amount of diversity their abilities offer. > > Vik players need to press one q, a freaking point click, that can give him more than what any of the linear gameplay champions have in their whole kit. If Riot doesn't think he needs a nerf, then they are lying about balancing the game. Also, stop tweaking Aatrox Ryze and Ornn thousand times a year and work on champs that really need a rework. Good thoughts my friend!
: If you mess up, shouldn't they be able to capitalize on that? They can't do much else other than kill people. That's what assassins do.
> [{quoted}](name=IcyPepper,realm=NA,application-id=3ErqAdtq,discussion-id=ePGnLuy1,comment-id=00050002,timestamp=2018-11-23T01:42:51.545+0000) > > If you mess up, shouldn't they be able to capitalize on that? > > They can't do much else other than kill people. That's what assassins do. Yes, but it's just frustrating when you're 30+ cs ahead and maybe a kill and tower gold, but Talon jumps a wall and kills me in 1.71 seconds because I'm slightly extended..
: Alright it was funny for a while, now revert it.
I wish every assassin would get slightly nerfed, like remove 10-20 damage from their main damaging ability for the love of god. No reason a Talon, Leblanc, etc from behind should still be able to one shot me if I mess up.
Paroe (NA)
: To 2600g a pop? Only if 2600g becomes the norm for every completed item?
> [{quoted}](name=Paroe,realm=NA,application-id=3ErqAdtq,discussion-id=LREVziqF,comment-id=0000,timestamp=2018-11-22T20:52:52.934+0000) > > To 2600g a pop? > Only if 2600g becomes the norm for every completed item? I mean Essence Reaver and Infinity Edge my friend.
Rioter Comments
Rioter Comments
Rioter Comments
: [GAMEPLAY FEEDBACK] PBE Turrets and Minions
When I tested the turrets, I was surprised as to how fast they were destroyed. Buffing the tower health or the resistances gained slightly would help, but these iterations of turrets still fall too damn fast!
Rioter Comments
: Viktor Top is the same as Vayne,Lucian,Gnar,Jayce,Teemo and Rumble Top.
Play a counter into Viktor top that rushes a perma-slow and bonus movement speed. If you can find a counter to Viktor top, I applaud you because even the pros can't find the answer to that champion. Gets crazy AP from his hex core item and a fat shield do to mana builds that's on a 3 or 4 seconds cooldown. Explain to me who can even walk into lane with Viktor top.
Rioter Comments
Moody P (NA)
: Viktor Top does not create a diverse lane. AP Ranged tops never have.
Personally believe they need to nerf the shield and the movement speed he gets from his Q when it's augmented. If they don't go with the shield nerf, they need to bump the CD of his Q by 2-3 seconds at every single rank.
Alve (NA)
: Promos are artificially skewed to keep you in your division and playing more
Completely agree. Doesn't make sense that you're playing well to get into promos and then you might just have an off game and the next game was just unlucky teammates. If you reach 100 LP, you should automatically be placed into the next division unless you're at the peak of the tier like Silver 1 to Gold 5. Then I believe you should have to play promos because you're potentially entering a new tier.
: Loving pretty much everything, but a few short questions on this: > [{quoted}](name=Riot MapleNectar,realm=NA,application-id=A7LBtoKc,discussion-id=NPBRPjqf,comment-id=,timestamp=2018-10-23T17:09:00.290+0000)Each Plate represents 1000 Turret HP Does this mean that when the last plate falls, the tower dies? Or is this a 5000 hit point buffer on top of the actual turret health? >Armor and MR provided by Turret Plating :: 40 + 30 for each plate destroyed Do you find this is difficult to convey? For me it seems odd that less visible shielding actually results in a tougher tower. >Gold reward per destroyed plate :: 160 local gold (divided among nearby champions) 160 gold per plate is 800 gold. Do you mean 160 gold across ALL plates, or are early towers now worth nearly 1k gold? If so, is this entire 800 gold value lost if the plates are not destroyed before 14:00? >Bulwark :: + 25 Armor and MR per nearby enemy champion past the first on destroying a plate. * Does the visible effect change to make this difference clear in the presence of multiple champions? * Is there a specific reason you opted for this over something more visible like a shield on the health bar? * Is the range long enough that this isn't easily abusable by popping in and out of range when a barrier is about to fall?
> [{quoted}](name=The Djinn,realm=NA,application-id=A7LBtoKc,discussion-id=NPBRPjqf,comment-id=0004,timestamp=2018-10-23T17:25:31.946+0000) > > Loving pretty much everything, but a few short questions on this: > > Does this mean that when the last plate falls, the tower dies? Or is this a 5000 hit point buffer on top of the actual turret health? > > Do you find this is difficult to convey? For me it seems odd that less visible shielding actually results in a tougher tower. > > 160 gold per plate is 800 gold. Do you mean 160 gold across ALL plates, or are early towers now worth nearly 1k gold? If so, is this entire 800 gold value lost if the plates are not destroyed before 14:00? > > * Does the visible effect change to make this difference clear in the presence of multiple champions? > * Is there a specific reason you opted for this over something more visible like a shield on the health bar? > * Is the range long enough that this isn't easily abusable by popping in and out of range when a barrier is about to fall? 1) When one plate falls, that means the tower is at 4000 hit points, so yes the tower falls when the last 1000 hit point plate is completely depleted. 2) Personally, whenever I was testing the towers on the PBE, I didn't realize that the towers gained armor/MR per plate lost until I noticed I started doing significantly less damage as each plate fell. Unless you click on the tower to see the armor/MR, you may not even realize it's gaining stats as the plates fall! 3) As you destroy each plate, yes the 160G is distributed locally to whoever is around the tower when the plate was destroyed, meaning you could get up to 800G if you're in the lane by yourself. Obviously, with your support nearby, you would get up to 400G since half of it would be distributed to your support. After 14 minutes, the plates are completely removed and the bonus health from the plates are also removed, so you would lose out on the bonus gold from destroying the plates since the plates aren't there anymore! 4) I can only answer 1 of your 3 questions. The visible effect of the tower doesn't change when the Bulwark trait is active. It just looks like a normal tower with the plates one it!
Meddler (NA)
: Quick Gameplay Thoughts: October 10
Bounty rewards need to be completely removed from the game. There should be no reason the enemy team benefits off of me playing well. Now you're talking about implementing a new reward for players farming well. Yikes this has to be some kind of joke. Bounties should only scale up to 3 kills with 50 gold per bonus kill.
iiCOMAii (NA)
: League is disgusting to play now, even when all I'm trying to do is have fun I get stressed out...
Yeah it was actually disgusting the other day when I realized how my mood completely changed from when I wasn't playing league vs when I was playing league. Wanted to ff @ 15 every game because I wasn't having fun and ended up playing only a few games.
Rioter Comments
: Can we nerf this ridiculous champ yet?
Smokescreen = {{sticker:slayer-jinx-unamused}}
: Graves doesn't need nerfs, Stormrazor needs nerfs and the 8.10 Jungle changes need to reverted.
> [{quoted}](name=BestPudgeNA,realm=NA,application-id=3ErqAdtq,discussion-id=Tr6z2TLl,comment-id=000a,timestamp=2018-09-19T00:51:42.577+0000) > > Graves doesn't need nerfs, Stormrazor needs nerfs and the 8.10 Jungle changes need to reverted. You've got to be a Graves players based on this statement. SMH.
Meddler (NA)
: Quick Gameplay Thoughts: September 19
The problem with Kassadin is he's able to get through laning phase really easy now since Fleet synergizes really well with him. Obviously, you can gank-gank-gank and shut him down that way, but most of the time your jungler won't do that for you. So now you're left in a 1v1 that favors Kassadin since Fleet heals for so much and you normally start Dorans shield. The sustain is too high and we can't forget about the reduced damage from his passive vs magic damage. If you're playing an AD champion, the passive doesn't relate to them, but it's Kassadin can still sustain decent in lane with all the resources.
Meddler (NA)
: Quick Gameplay Thoughts: September 12
Warmogs should replenish up to 75% of your total health so you recover health, yes, but it doesn't give you a get out of jail free card after you team fight. I understand you're investing gold into an item that is designed to replenish health, but that pretty much makes Ocean Drake not relevant if you're already replenishing health at a faster rate.
Rioter Comments
: I suggested in the past to make unempowered W a decent slow and empowered (E flux) W a root. W needs to be a decent slow to land EQ combo but also allow for the affected individual to respond to the debuff. I don't think W can ever be a skillshot so long as champions like Irelia and Yi (and other champions) exist. W needs to remain a lock down but it shouldn't be an ability to engage. W needs to be a powerful single unit lock down but it shouldn't eliminate the other champions ability to respond. If W is made to a point and click slow then we get rid of the problem of "instant rooting" someone which some may argue unfair. Applying E then W to extend the root projects to the enemy that he is being engaged on and will have time to react. What my solution is that there needs to be a delay on W or Q reset. Ryze needs to smoothly chain his abilities, not smash and expect results. This smooth execution o f abilities obviously needs to be rewarded so what I thought was that if you space out abilities with 1 or 1.5 second intervals [ON CHAMPIONS] then he could possibly get mana returned. Maybe this could be attached to his current passive. Thus Ryze would have to decide whether to quickly execute abilities to escape (and not get mana) or duel (while spacing out abilities) and get mana returned. I have plenty more ideas, maybe this isn't a good one.
> [{quoted}](name=DiamondSeed,realm=NA,application-id=3ErqAdtq,discussion-id=koyUEFOB,comment-id=00000000,timestamp=2018-09-04T19:50:37.470+0000) > > I suggested in the past to make unempowered W a decent slow and empowered (E flux) W a root. W needs to be a decent slow to land EQ combo but also allow for the affected individual to respond to the debuff. I don't think W can ever be a skillshot so long as champions like Irelia and Yi (and other champions) exist. W needs to remain a lock down but it shouldn't be an ability to engage. W needs to be a powerful single unit lock down but it shouldn't eliminate the other champions ability to respond. If W is made to a point and click slow then we get rid of the problem of "instant rooting" someone which some may argue unfair. Applying E then W to extend the root projects to the enemy that he is being engaged on and will have time to react. > > What my solution is that there needs to be a delay on W or Q reset. Ryze needs to smoothly chain his abilities, not smash and expect results. This smooth execution o f abilities obviously needs to be rewarded so what I thought was that if you space out abilities with 1 or 1.5 second intervals [ON CHAMPIONS] then he could possibly get mana returned. Maybe this could be attached to his current passive. Thus Ryze would have to decide whether to quickly execute abilities to escape (and not get mana) or duel (while spacing out abilities) and get mana returned. I have plenty more ideas, maybe this isn't a good one. They were very close to pushing a slight rework to Ryze earlier in the year, but just gave up on the change since they saw he was still performing well on the PBE of all places. His W was going to be a 60% slow I believe that also refunded mana and a root if the target already had Flux applied to them. His E I believe was on a fat cooldown early game (I believe it was 12-15 seconds) and still the same mana cost, but went down significantly as you put points into it. Q wasn't changed if I remember correctly and his R was on a fat cooldown, but you could put 3 points into Realm Warp so you could TP further. EDIT: Here's the link to the rework ideas earlier in the year. https://boards.na.leagueoflegends.com/en/c/developer-corner/zjf6dLzc-ryze-work-on-pbe
: Preseason Development Update 1
@RiotScruffy Glad to see that towers are actually going to be doing damage so champions can't just tower dive freely. I also like towers having more health to extend laning phase. The base stats option should've been in the game from the beginning, but seeing it come up in Season 9 is a relief. Now if there were multiple ways of ending the game other than just fighting a 50/50 at Baron would be good for the game. I'm not sure if you guys were changing any Runes or adding any new ones, but I would like to see the Runes turn more into utility options rather than just damage options really. If Aery was just a shield and maybe provided MS for a duration or Aftershock only gave the bonus resistances and maybe tenacity for a short period of time would be examples of more utility based Runes.
: @Riot: No keystone deserves to give 20% true damage.
I personally believe Conqueror should give bonus AD the longer you're in combat. It charges up like it does now and the first auto attack triggers the rune. While you're in combat, you passively gain AD up to X amount. It shouldn't give the bonus True Damage and if you're out of combat for X seconds, your Conqueror stacks fall completely off.
Rioter Comments
: Tbh I wish they would just kill her jungle (add reduced damage to large jungle monsters on her Q) and balance her around midlane as extreme as that sounds.
> [{quoted}](name=Dirty Weeb,realm=NA,application-id=3ErqAdtq,discussion-id=WJX7kcq9,comment-id=0006,timestamp=2018-08-16T19:11:48.559+0000) > > Tbh I wish they would just kill her jungle (add reduced damage to large jungle monsters on her Q) and balance her around midlane as extreme as that sounds. Me to man!
Rαy (EUW)
: Nerfing Damage Runes is not enough - we need our Resistances back
I wish base resistances were still in the game.
Rioter Comments
Makadur (EUW)
: That´s pretty short viewed, yes i agree tryn besides S1 never saw professional play, but the others did(not 100% sure but pretty much)
> [{quoted}](name=Makadur,realm=EUW,application-id=3ErqAdtq,discussion-id=A6nTNdhe,comment-id=000200000000000000000000,timestamp=2018-08-11T18:40:34.275+0000) > > That´s pretty short viewed, yes i agree tryn besides S1 never saw professional play, but the others did(not 100% sure but pretty much) Evelynn, Fizz, and Soraka have been played in the past. I'm not sure about the other 3 though.
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Keshaun

Level 136 (NA)
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