Lafouboy (NA)
: Plat Mid/Top/JG main LF team
Rioter Comments
Rioter Comments
AyN00B (EUW)
: you are insane. i would love to see these changes on him… as a {{champion:74}} main i agree with you his do have some useless stuffs like his passif and the turrets HP, people have no idea how much its annoying when a {{champion:99}} can easily destroy your 3 turrets with a one single E or how a {{champion:26}} can take them, they just keep telling me that i main an EASY {{champion:157}} champion and i keep telling them to try him against me and we will see ( and i always win cuz i know his weaknesses hehe )
: if u got brand with 6 sorc and 2 death cap his ult instantly 1 shots any unit except dragon claw and drag with tank items, and it still almost 1 shots them
>If you ramp up Brand's ability to do 550% ability damage he can one shot people https://i.imgur.com/38BlfVp.png
: Runes dont effect his E spin count, if you read it, it says "scales with attack speed from items and levels". Adaptive is way better.
Oh?! Has someone tested this? Is it a tooltip typo or does the rune's attack speed really do nothing for his E?
: So it's more of a side-grade than a buff, got it.
Yeah. Riot seemed to want to changed Garen's viable build path by letting him build attack speed and do true dmg with his ult (allowing him to execute better without the Villain passive) at the cost of tankiness. I personally liked Old Garen and carried hard with him, but I think this MAY be a healthy change for Garen as he was a Stomp champ at low ELO, much harder to use in high ELO, and impossible to use in the Pro scene. This change looks to change his viability at all levels of play.
Saezio (EUNE)
: Wait, garen gets more than 1 conq stack with E? Why is that???? Bug? It's supposed to grant 1 stack per ability, reason why singed Q for example only gives 1 stack, even if they move to a different poison "puddle"
New Garen's E now gives a Conqueror's stack per tick of E. Riot changed that for him with this update to allow him to viably use Conqueror's; so now Conqueror's is seemingly Garen's best Keystone.
: Does it still apply on-hit effects?
His E no longer applies on-hit effects. It was ULTRA BROKEN when it did, so even as a Garen main I am glad to see that gone; he'd be the perma-banned lawn mower champ if not.
Lafouboy (NA)
: Which is better on new Garen? 10% Attack Speed rune or 9 Adaptive Force rune?
Of course, an extra tick would also help build Conqueror's faster and apply the extra AD from Conqueror too; so there is also that to consider. Also, here is another discussion. Black Cleaver or Trinity Force on new Garen? Old Garen was a fool to choose Trinity over Black Cleaver, but new Garen gets two ticks of his E off of it. Is it worth +733 gold, 150 HP, 15 AD, a 24% Armor Shred, and extra movement speed during his E compared to just when AAing to get instead +2 ticks of E (due to 40% Attack Speed), +5% Movement Speed, and Spell Blade (200% base AD bonus physical damage on-hit after using an ability; 1.5 Second Cooldown)? Old Garen was prized for his tankiness and armor shred abilities; is the powerspike delay of forgoing a Black Cleaver worth a Trinity Force on new Garen?
Rioter Comments
: Patch 9.20 notes
Has the patch been released yet? How do you find out what version LoL is? I was about to play new Garen, but then didn't know if I should get conqueror or not. Did Riot release it yet? They make it super confusing with these patch notes which sometimes come days before the actual patch.
: I respect your opinion but it is not accurate
You're not accurate {{sticker:poppy-wink}}
: na will receive teamfight tactics after a patch in the upcoming day or so... until then it will be on the pbe only https://twitter.com/RiotZephyr/status/1143543539437121540
kk. Makes sense. Thanks Teemo.{{champion:17}}
Rioter Comments
Rioter Comments
: Name a champion and I'll tell you why they are unfun bullshit
Lafouboy (NA)
: The only problem with bringing any APC bot lane is their reliance on mana and the fact that the majority of their damage comes from their abilities, meaning that level means more to APCs than ADCs. Going bot means sharing EXP, which means being lower level than if you were in a solo lane, which translates to lower damage. You'd normally have an early game advantage, but your poke takes mana while theirs takes nearly none. While you'll be able to burst easier in the early game, unless you can snowball in that botlane, you're going to be hurting a lot more than an ADC would in that same situation. Also, most ADCs are not going to be happy in a solo lane. They are extremely vulnerable in the early game, thus the reason the support class exists (to keep their extremely weak early game marksman alive). Either you can forgo having an ADC while playing in the bot lane as an APC or you can send one to a solo lane. If you forgo the ADC, you'll likely be hurting in the mid to late game teamfights due to the lack of reliable AD backline damage. If you send them to another lane, then the previously mentioned problem of "they're extremely vulnerable in the early game" will be a problem. While there are ADCs that can solo lane reliably, the majority of them build less like an ADC and more like an AD mage/bruiser in those lanes (either to survive the early game or because their champion is not a real ADC {{champion:6}}). The ones that can build like a normal ADC {{champion:133}} tend to be very short ranged, meaning that they function better as an assassin than an ADC and will likely be not contributing as much as a dedicated backline ADC would. Your idea is good, but I doubt it will be competitively viable. The biggest problem, once again, is the mana costs on many APCs. Ziggs has high mana costs and will be very unhappy when pushed in so hard in the early game. Also, as a sidenote: Long lanes (top and bot) tend to be worse for APCs than other classes. This is mostly because of their burst oriented nature and the fact that they tend to have only subpar escapes. I'd love to see it tried out, though. I've always been an anti-meta type of guy at heart, so if this ends up working then I'd be super happy with it. Best of luck to you. {{sticker:slayer-jinx-wink}}
: > [{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=hXIMF9v2,comment-id=0000,timestamp=2017-02-08T21:35:49.079+0000) > > it's beautiful > > I never thought we'd see it happen all at once > > that cleaver buff is suspect as hell though; I'm going to assume they're lowering its AD or something and we haven't seen it yet Was a datamining thing. The full changelist on Cleaver is: New build path: Phage + Kindlegem + 1000 gold (total cost 3050, down from 3100) Health: 400 (increased from 300) Attack Damage: 40 (decreased from 50) Still discussing whether that AD number is correct or if we should take 5 more out of it in exchange for either a bit more health or a bit less combine cost.
This change will definitely effect alot of AD assassins. There are many AD assassins that build Cleaver for its decent dmg, passive, and its CDR. The passive and dmg can be replaced by other items, but there are not really many options for good CDR (that also still gives good AD) for AD assassins.
: Why Riot cannot balance healing/regen/sustain/lifesteal/spellvamp/omni-vamp
I've believed this for a long time now. The only problem is that removing grievous wounds can make some chars OP just based on the fact that they can heal like crazy with nobody being able to stop them (like {{champion:50}} and {{champion:36}}). If they try to balance it to make it so that the ability's healing is lessened, then they will become underpowered. Healing, in almost every game, is a very hard thing to balance. Healing tends to be a mechanic that works better in PvE than PvP, though it is definitely necessary for PvP (or else games would become extremely one-sided, outplays would be extremely rare, and assassins would be ridiculously OP). _**My suggestion:**_ Remove Grievous Wounds and replace it with a mechanic that halts, but does not stop, healing. This new CC would cause the healing to stop for the amount of time that it is on the enemy, but would give the champ that was CC'd the same amount that was not able to be healed during the CC duration after the CC has ended; healing them like a steroided version of health regen, healing the amount of health that they were denied over 1 or 2 seconds after the CC has passed. Put it on a few certain champion abilities and an item or two. This would allow certain champs to act as anti-healers (likely with AOE abilities that cause this CC) that would give your team a window to attack and kill the regeneration enemy, but would not spell certain doom for a champion if they were CC'd like this. If your team is unable to kill the enemy over this window of time, they get back all of the health they lost during the CC. It creates another level of strategy for deciding when to heal-block CC the enemy; either you choose the right time and kill the enemy or they survive and gain all of the health back, making the heal-block mostly wasted. Also, introduce a mechanic that creates a short window of time that enemies are immune to heal-block CC, which will trigger after they get heal-blocked the first time. This keeps the enemy from cheesing a single target. **This new heal-block CC mechanic would create balance that grievous wounds does not.**
Rioter Comments
: The heal from Athenes should only proc when sheilding/healing another person. As for being useful for mid lane champions...I could see it being used for Mid-Lane {{champion:43}} {{champion:117}} {{champion:99}} and maybe even {{champion:61}} but to use Athenes, it would feel kind of overkill if you also planned on buying {{item:3165}} since you would probably get CDR from other items to {{item:3001}} {{item:3152}} {{item:3100}} {{item:3157}} etc.
Rioter Comments
: Ziggs Bot Lane APC should be encouraged
The only problem with bringing any APC bot lane is their reliance on mana and the fact that the majority of their damage comes from their abilities, meaning that level means more to APCs than ADCs. Going bot means sharing EXP, which means being lower level than if you were in a solo lane, which translates to lower damage. You'd normally have an early game advantage, but your poke takes mana while theirs takes nearly none. While you'll be able to burst easier in the early game, unless you can snowball in that botlane, you're going to be hurting a lot more than an ADC would in that same situation. Also, most ADCs are not going to be happy in a solo lane. They are extremely vulnerable in the early game, thus the reason the support class exists (to keep their extremely weak early game marksman alive). Either you can forgo having an ADC while playing in the bot lane as an APC or you can send one to a solo lane. If you forgo the ADC, you'll likely be hurting in the mid to late game teamfights due to the lack of reliable AD backline damage. If you send them to another lane, then the previously mentioned problem of "they're extremely vulnerable in the early game" will be a problem. While there are ADCs that can solo lane reliably, the majority of them build less like an ADC and more like an AD mage/bruiser in those lanes (either to survive the early game or because their champion is not a real ADC {{champion:6}}). The ones that can build like a normal ADC {{champion:133}} tend to be very short ranged, meaning that they function better as an assassin than an ADC and will likely be not contributing as much as a dedicated backline ADC would. Your idea is good, but I doubt it will be competitively viable. The biggest problem, once again, is the mana costs on many APCs. Ziggs has high mana costs and will be very unhappy when pushed in so hard in the early game. Also, as a sidenote: Long lanes (top and bot) tend to be worse for APCs than other classes. This is mostly because of their burst oriented nature and the fact that they tend to have only subpar escapes. I'd love to see it tried out, though. I've always been an anti-meta type of guy at heart, so if this ends up working then I'd be super happy with it. Best of luck to you. {{sticker:slayer-jinx-wink}}
: You have to be brainded to miss E so I dont consider it a skillshot in the least
It doesn't matter if you consider it to be one or not; it is one. Skillshots are not opinion, they are a game mechanic.
phil701 (NA)
: You get one champion's ability to use IRL. What is it?
{{champion:121}} R I'd like to constantly be allowed to evolve myself while being able to go invisible.
: Armor barely does shit and we all know it. Any champion in the game can pick up 70% armor pen to throw out thousands of gold worth in itemization.
"Armor barely does shit" Yeah, totally. Tank meta was just a fluke.
: Show me your main's (or any champ's) ult in a gif! (Inspired by robothax's post)
{{champion:45}} Ult: https://media.giphy.com/media/yfHgstmhu4MQ8/giphy.gif Black mage indeed.
Girard (NA)
: My point is that it's not a healthy item in it's current state. You can buy armor and magic resist but phantom dancer (while being a defensive item) still gives decent offensive stats especially for it's main offenders ({{champion:157}} + {{champion:67}}) It's an Unhealthy item because you can buy it and **you will **win every trade in about 90% of matchups. Buying a full item like that and getting a permanent damage reduction against them just for hitting them once is unhealthy.
You know what else gives you Damage Reduction? Armor and Magic Resist; with Health items allowing you to take more punishment (which Health items tend to have armor or magic resist). And yes, unless your opponent can outplay you, the DUELING item you've purchased will make you much better at winning DUELS. It's not fool-proof nor OP, though. What you gain in dueling power you lose in other areas. Yasuo makes exceptional use of it, due to being an attack speed and crit based champion, but he is still losing out on certain things he could get by buying other items; such as AD and burst magic damage that clears waves (Shiv). Though of course Yasuo will abuse the item, he is an unhealthy champion with basic design flaws (double crit chance is a fun idea in theory, a nightmare to balance around). As for Vayne, the duelist ADC, she loses wave-clear hardcore by not taking shiv. It makes her a better duelist, but she pushes much slower. It's a trade-off. Do you want Shiv to push faster or do you want PD to become an even stronger duelist? I personally say she should stick to her specialty and pick up the PD, but others may have a different idea. Nonetheless, there are many more champions that don't use the item as well as those two do and they lose a lot if they try to rush it. Tanks, for instance, will often demolish PD rushing duelists, as they can CC them when their jungler ganks (which the DR won't save them from the damage of two people). Also, PD doesn't give AD, which means that auto-attacking and hoping for crits is the best they will do, as their abilities plink off the enemy. Is PD amazing? On certain champs. Is it OP? Not at all. Is it underpowered then? On certain champs. Does that make it a bad item? Not at all. Just as with most things in LoL, the game is situational and you have to build according to the situation/where you want your power to go. Everything has its checks and counters, including OP items (which is very rare and I still don't think PD is OP on most champs, rather the champs that can abuse them are who are broken; maybe not OP broken, but broken nonetheless in one way or another) and champs.
: Getting real tired of the 4 man tower dives bot lane.
You think that's bad? Try being a toplaner and getting lvl 3 dived by the mid, the jungle, and the top laner. If you're at half health or less, for whatever reason, you're likely dead. At least bottom you get a support to shield/heal/CC for you when the enemy team dives. {{sticker:zombie-brand-clap}}
Frius (EUNE)
: that one coward riven nerf
Because dashing backwards can be used to set-up with Riven. She's high mobility and can make plays that don't include "Dash into their face with E, then hit them until they die". The nerf would be unnecessary and would punish creative Riven plays.
: shes highly dependant on getting ahead shes really bad from playing behind
Not really. As long as you can hit skillshots, you can get destroyed in the early game and still be relevant (more relevant than most other midlaners that lost their lane). This is because of the fact she does good base dmg, has a good CC ability, has a shield that can be used in an AOE on your teammates, has low cooldowns, and is long ranged. I remember back in Season 2 when she was played more often as a support than a mid laner.
: "AUTOFILLED, DON'T KNOW HOW TO SUPPORT, REEEEEEEEEEEEEEEEEEE, Hail H"
I agree that nobody should troll games because they got stuck in a position they can't do, but I also believe that people should have the option to turn auto-fill on or off in ranked. There are folks out there who just simply can't support reliably; they've practiced the lane a lot over the years, but they've never gotten the hang of it (instead they can do 3 other lanes reliably). Yes, this is me projecting.
Girard (NA)
: Buying an item and almost solely invalidating your enemy laner is fine?
What is Armor? What is Magic Resist? Itemizing against an enemy has always been the name of the game (unless you are very confident in your ability to snowball). This item is a dueling item that gives some offense stats and some defense stats (against one target you've hit within the last 10 seconds). Against a gank, it'll only provide defense stats vs one person; along with the fact that the 12% DMG reduction is good, but not better than building purely defensive. Many champs can't afford to pour money into a defensive item, though, so this opens up a pseudo-defense item for the auto-attack based champs who also use attack speed and crit chance well (not many champs that'll be in a 1v1 lane).
: Whats the last time an adc had 40% banrate?
Vayne is extremely meta-dependent. When it once again becomes early game meta, she'll start becoming much less relevant again. It's one of those things you notice if you've been playing the game for years. Every "OP" champ now becomes much worse when the meta shifts.
: How long is Phantom Dancer going to remain in it's current state?
Increase the gold value by 50 and leave it alone. It's fine as-is for the most part.
Sciela (NA)
: "Healthy, balanced gameplay"
Damn, if you hate ADCs now, you must've hated them right after the Marksmen rework. I have a good idea that will help you win against ADCs: > git gud
: Any champ with a >15% play rate, needs to be nerfed if they also have a >50% win rate
Vilifier (NA)
: Needlessly Large Rod Build
Just like BF Sword, it is a power spike item. They lowered the price from 1600g and nerfed the amount of AP it gave you a while back. I feel like it is not a bad choice from Riot, as it only gives AP as a stat. If it combined from two different items, then it'd likely need something extra on it, other than pure AP.
: Lux is a beast
It's because she's 100% skillshot reliant. A Lux that can't hit skillshots consistently is practically useless. A Lux that can hit all of her skillshots is insanely powerful. She is definitely one of my favs, though.
Lafouboy (NA)
: His R is indeed his ultimate, good on you for noticing. His W is exactly like Amumu's ultimate, you have a great point; well, except that its AOE hitbox is MUCH SMALLER, it doesn't CC the target, and it is a delayed hit spell. Sivir is OP as fuck; she can get her ult twice if she builds Righteous Glory. I've learned this by reading your post. Please nerf Sivir. And nerf Teemo also, as he can build it too. And anyone else who can buy items. You know what? Just remove all champions from the game. Righteous Glory can be bought on them, thus giving them a pseudo-Sivir ult. I'm so glad someone noticed these things. Everyone is OP. Riot pls nerf.
Inb4 https://s30.postimg.org/pg1sy34s1/Pretending_to_be_retarded.jpg
: Veigar can have 3 ultimates [REAL PROOF INSIDE] FACT
His R is indeed his ultimate, good on you for noticing. His W is exactly like Amumu's ultimate, you have a great point; well, except that its AOE hitbox is MUCH SMALLER, it doesn't CC the target, and it is a delayed hit spell. Sivir is OP as fuck; she can get her ult twice if she builds Righteous Glory. I've learned this by reading your post. Please nerf Sivir. And nerf Teemo also, as he can build it too. And anyone else who can buy items. You know what? Just remove all champions from the game. Righteous Glory can be bought on them, thus giving them a pseudo-Sivir ult. I'm so glad someone noticed these things. Everyone is OP. Riot pls nerf.
: Who is the real troll, a person who refuses to surrender, or a person who afks because of that?
The one who AFKs. Not surrendering =/= toxic. Get outta here with this.
: Riot - "We want champions with clear strengths and weaknesses!"
I mean... she has some of the worst stats out of most of the ADCs (other than range) at early levels. The only stat she has higher than other ADCs (other than range) is her attack speed per level stat, which helps pad her terrible starting attack speed. Just some food for thought, as I don't have much of an opinion on this and have only been annoyed by very good Caitlyns. Though her traps are indeed annoying. Too many of them allowed to be down at once, imo.
Lafouboy (NA)
: Auto-fill
I see I am getting downvoted. Just so that the tone in the text is clear, I am not saying this at all to whine. I am honestly just trying to suggest a solution for a very real issue for many individuals. Please don't read this in a demanding, sarcastic, etc. tone. Text can be hard to tell tone on, after all. The tone is meant to be calm and hopefully welcoming for discussion. So, even if you disagree, could you please either upvote the post or not vote on the post at all? I want this to get to as many people as possible so that we can have a discussion about it. Sorry if this seems like begging; I just know that downvoted posts tend to get skipped by many people. Also, I know the counter argument well for this: "Well if you are playing ranked, you should be ready to play any position." But my rebuttal to that is that Riot put this new ranked system into play previously so that we could avoid people not getting roles they want, thus causing them to play in a role they are generally mediocre in. Also, from personal experience of playing all roles over the last 4 years, there are just some roles people can't do well in certain positions, no matter how much they practice them.
Rioter Comments
: Non-support mains, why do you dislike supporting?
It's difficult to transition from a solo lane to a duo lane. Trying to keep track of two peoples' cooldowns during laning phase is something I'd only want to worry about when there is a jungle gank, rather than all of it. Also, because support is such low damage, I have a difficult time playing as a support. I'm more used to fighters, assassins, and mages. Changing to a character whose damage is considered "high" in comparison with other supports is not good enough to make me not have to seriously adjust my play for not being able to be an active threat in a fight. Also, falling behind in levels is awful feeling. Not to mention it feels like I'm fighting an uphill battle when the ADC I am paired with is not good/much worse than the enemy. It feels like I'm just along for this guy's trainwreck of a ride. I'd like to be more responsible for my victories and defeats, rather than letting someone else choose my destiny.
Rioter Comments
: I'm not too big a fan of splitting items into categories or stacking bonuses or whatnot, but I think the core idea of turning item stats into percent base stat amplifiers, rather than flat stats, is fantastic. The main problem with a lot of items, especially tanky items right now, is that anyone can buy them and get practically the exact same bonuses as the champions they're designed for. In the case of tanky itemization, tank stats and items are so generic that basically any champion can put some on and become a "tank", which is bad when some champions are supposed to have squishiness as a core weakness (e.g. Ekko). As a result, this has led to a lot of items getting nerfed purely because they could get abused by the wrong champions, which isn't all that great for the champions who genuinely do need those items to do well. Another big problem with items in general is that they tend to smooth out base stats over time, which erases a lot of the differences between champions: 50 base AD is a massive difference in base stats between two champions, for example, but that becomes a lot less important when those two champions get 300+ extra AD from the same build. Currently, if a champion wants to be really strong at something, no matter how basic (i.e. really strong attacks), they need a steroid on their kit somewhere to express that, rather than just appropriately good base stats, which clutters tooltips and diminishes the importance of a substantial portion of a champion's power.
Curiosity, what would you think of some items that did not increase AD, but instead gave a new stat known as Amplification (a % increase to Basic Attack damage)? As a side-note to this rework of the items system, I was thinking that reworking the marksman items in a way that would give some items that increased AD/AP (for marksman abilities) and some that gave Amplification. This would give marksmen separate paths that they can take, higher spell damage with decent ranged basic attack damage OR decent spell damage with high ranged basic attack damage. It'd help also remove some of the marksman cross-class itemization, such as Lucian and MF with their love for non-Marksman items in this patch.
: I kind of like the idea of beefy champs gaining more out of defensive items, like gaining more stats based on base stats or bonus stats like health But i don't really like the idea of building 4 armor items and then after each but they all give more armor. It kind of removes build diversity and options for a lot of champions. Anyone who isn't a tank would already trade something for building the tank item as things currently are anyway soo this would be extra punishment. And its the same the other way around what if i wanted to build 1 damage item on a tank now i can get good use out of it but with your system i might as well not buy it.
>But i don't really like the idea of building 4 armor items and then after each but they all give more armor. It kind of removes build diversity and options for a lot of champions. Once again, it seems that I may not understand you perfectly. Sorry. It seems like your saying that building armor will give armor, but that seems redundant so I must be reading it incorrectly. >Anyone who isn't a tank would already trade something for building the tank item as things currently are anyway soo this would be extra punishment. And its the same the other way around what if i wanted to build 1 damage item on a tank now i can get good use out of it but with your system i might as well not buy it To be honest, this is the biggest problem with this plan. I'm thinking of a potential fix for it, but at the moment the best idea I have is a hybrid classification system where certain items can be considered part of two categories (Ex: Tank/Fighter) and the person purchasing the item chooses which is it's primary classification upon purchasing it. This'd help with keeping bonuses flowing and allowing certain items that have multiple purposes be used across classes in which it was intended to be used.
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Lafouboy

Level 99 (NA)
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