: Garen has currently a 55.92 win rate mid and a 55.50% win rate top
The balance team plays the game, but they're not very good or competent when it comes to balancing. Last I checked the highest ranked member of their balance team is in either Gold or Plat.
: Nerf Yi's stackable attack speed boosts
This is the result of the fundamental problem with stat stick champions. Champs like Master Yi, Udyr, and Jax just check to see if they have higher numbers than you and if they do you lose, no skill required and there's virtually no counter play if you're a champion with little to no CC or mobility.
: Please Bring Back Old Aatrox
I don't personally think we need to go all the way back to pre-rework Aatrox, but a lot of the changes made to him recently were terrible. They completely removed the revive on his ultimate, and now his E is literally just "dash", one of the most boring abilities in the game. Not to mention his passive being changed from something that allows him to out-sustain his opponent to a knock-off Grasp of the Undying. Revert him to when he got a revive on his ultimate if he got a kill, had 2 dashes and a more unique passive and just nerf some numbers.
Tomoe Gozen (EUNE)
: And yet, when peeling and shielding/healing damage is a thing, then people cry that crucial targets can't die fast enough. So you're not allowed to do big damage and you're also not allowed to survive it. What's remained that we're allowed to still do?
> [{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=3ErqAdtq,discussion-id=flXkdui7,comment-id=000000000000,timestamp=2019-10-05T12:06:05.820+0000) > > And yet, when peeling and shielding/healing damage is a thing, then people cry that crucial targets can't die fast enough. So you're not allowed to do big damage and you're also not allowed to survive it. What's remained that we're allowed to still do? The problem there is Riot can't decide between the overall health of the game and the Xxepicgamer101xX ADCs and Assassins who buy the legendary skins so they can look cool while they delete someone by mashing their face into the keyboard or right clicking and then sitting back with their popcorn.
Rektagon (EUW)
: > [{quoted}](name=Meme God Shrek,realm=NA,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=0001000000000000000000000000,timestamp=2019-08-28T01:51:10.056+0000) > > That would be better, but that would probably make the combo of R into E way too strong. On top of Zur'Goth probably doing good damage that would be a knockback into a stun, which could be followed up with Eing Zur'Goth for a 2 second knockup. That sounds like at least 3 or 4 seconds of straight CC on multiple targets, and most of it can't be cleansed. I still prefer my idea, but it's your concept. What I might do is put Twisted Emergence as his ult instead, and merge it with Hellstorm. Then I'll change his E to be a dash. Wonderful! Having a massive demon-thingy rising out of the ground with fire around himself sounds very ultimate-like, and it wouldn't even need to have any CC on it.
> [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=00010000000000000000000000000000,timestamp=2019-08-28T11:22:50.536+0000) > > What I might do is put Twisted Emergence as his ult instead, and merge it with Hellstorm. Then I'll change his E to be a dash. > > Wonderful! Having a massive demon-thingy rising out of the ground with fire around himself sounds very ultimate-like, and it wouldn't even need to have any CC on it. That actually sounds perfect, and when it comes to healing for Zur'Goth having it on his ultimate could work too. It could be made something akin to Lissandra's ultimate where you can re-activate it immediately for the buff, but you could also keep Zur'Goth banished for a few seconds and he heals over time while banished. Maybe edit your OP so people have a better idea of the current kit?
Rektagon (EUW)
: > [{quoted}](name=Meme God Shrek,realm=NA,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=00010000000000000000,timestamp=2019-08-26T23:55:28.780+0000) > > I see now that I misunderstood what you meant with E, I was thinking they'd be banished, then you can unbanish them at a target location making the target blink. I suppose there's that alternative, but he already will be gaining MS with his ultimate so that would be a bit redundant. > > I understand not wanting to give too much mobility with the mobility creep LoL is experiencing like Pyke having a dash, MS and camo and blink that resets on kill, but I don't think giving Zur'Goth a dash would be too much of an issue personally. Nenetl will be very vulnerable since Zur'Goth is the one gaining stats from items for the most part, so being able to quickly re-position Zur'Goth in order to peel for Nenetl and attack enemies that try to assassinate her is pretty important. Without that you'd either have to keep Zur'Goth close to Nenetl at all times in a fight to make sure you don't get jumped, or send Zur'Goth into combat and actually impact the teamfight while Nenetl is left extremely vulnerable. How about I put the dash in his ultimate? I agree with your criticism that it's currently a bit bland; just giving him stats. On first cast he would empower himself with the Hellstorm, and on second cast he'd dash to the target location, knocking back all enemies hit and stunning them for a brief duration. Nenetl herself is very fragile so this would allow Zur'goth to peel for her against an invading assassin, while preserving the unique CC found in Twisted Emergence.
> [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=000100000000000000000000,timestamp=2019-08-27T13:24:31.465+0000) > > How about I put the dash in his ultimate? I agree with your criticism that it's currently a bit bland; just giving him stats. On first cast he would empower himself with the Hellstorm, and on second cast he'd dash to the target location, knocking back all enemies hit and stunning them for a brief duration. Nenetl herself is very fragile so this would allow Zur'goth to peel for her against an invading assassin, while preserving the unique CC found in Twisted Emergence. That would be better, but that would probably make the combo of R into E way too strong. On top of Zur'Goth probably doing good damage that would be a knockback into a stun, which could be followed up with Eing Zur'Goth for a 2 second knockup. That sounds like at least 3 or 4 seconds of straight CC on multiple targets, and most of it can't be cleansed. I still prefer my idea, but it's your concept.
Rektagon (EUW)
: > [{quoted}](name=Meme God Shrek,realm=NA,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=000100000000,timestamp=2019-08-26T23:12:20.601+0000) > > No, not really. Ornn's is a line that slows enemies, then creates a pillar at the end that remains as impassable terrain. My idea would be a moderately sized AoE with a moderate delay that knocks up enemies caught inside and then slows and deals damage to any enemies that inside. > > I still think the problem exists that it's very predictable, and I think my idea of giving Zur'Goth a dash with a slight slow on it would make more sense if W were to become the main CC ability like I suggested while still allowing Zur'Goth to have some form of mobility. Gotcha on the first part. On the second part, lowkey, I don't really want to give them mobility - I'd prefer to keep the duo dashless and blinkless for the time being, what with so much mobility on the abilities of my other champions (including an upcoming support with sacks of it!) What I might do is give Zur'goth a movement speed bonus in the target direction, so it can function *like* a dash, but not cross terrain. I mean, there'd be little point since he has to be close to Nenetl for him to cast in the first place, so having him dash onto something might not work as well as having him stay leashed but gain MS moving towards the target. If you banish and recast very quickly, would it still be telegraphed? A lot of CC is predictable, and ideally the AoE would be large enough in teamfights to cause major disruption.
> [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=0001000000000000,timestamp=2019-08-26T23:27:19.943+0000) > On the second part, lowkey, I don't really want to give them mobility - I'd prefer to keep the duo dashless and blinkless for the time being, what with so much mobility on the abilities of my other champions (including an upcoming support with sacks of it!) > > What I might do is give Zur'goth a movement speed bonus in the target direction, so it can function *like* a dash, but not cross terrain. I mean, there'd be little point since he has to be close to Nenetl for him to cast in the first place, so having him dash onto something might not work as well as having him stay leashed but gain MS moving towards the target. > > If you banish and recast very quickly, would it still be telegraphed? A lot of CC is predictable, and ideally the AoE would be large enough in teamfights to cause major disruption. I see now that I misunderstood what you meant with E, I was thinking they'd be banished, then you can unbanish them at a target location making the target blink. I suppose there's that alternative, but he already will be gaining MS with his ultimate so that would be a bit redundant. I understand not wanting to give too much mobility with the mobility creep LoL is experiencing like Pyke having a dash, MS and camo and blink that resets on kill, but I don't think giving Zur'Goth a dash would be too much of an issue personally. Nenetl will be very vulnerable since Zur'Goth is the one gaining stats from items for the most part, so being able to quickly re-position Zur'Goth in order to peel for Nenetl and attack enemies that try to assassinate her is pretty important. Without that you'd either have to keep Zur'Goth close to Nenetl at all times in a fight to make sure you don't get jumped, or send Zur'Goth into combat and actually impact the teamfight while Nenetl is left extremely vulnerable.
Rektagon (EUW)
: >This concept looks pretty damn good, though you should probably include the cooldowns for all levels because it looks like you're only showing level 1 right now. On the abilities themselves they're pretty good overall, but I think there needs to be a way for Zur'Goth to heal. Perhaps if he kills a unit he heals himself for a small amount, doubled against large monsters and minions and tripled against epic monsters and champions? The cooldown is supposed to be static, so it only scales with CDR - no change per level! However, I might change around some of the cooldowns to make her more balanced. >Q: Seems fine, but the cooldown should be a lot shorter if it's not going to have any CC or do a lot of damage. Perhaps also make all enemies hit get inflicted with a debuff that makes Zur'Goth's next attack do bonus damage against them. Maybe it will make Nenetl's next basic attack within a specified timeframe siphon life from them, healing Zur'goth? It already scales with 100% AP so the ability alone deals a lot of damage, more if it hits an enemy on its way there. >W: I think this would work better as the main CC ability, make it a moderate delay instead of a smaller one and the ability can be more powerful in order to zone enemies into fighting Zur'Goth as well as acting as peel for Nenetl. This is similar to Ornn's Q right? That's why I'm a bit hesitant to change it. It's already borrowing inspiration from [Tathamuk's](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/yMAJa9LA-custom-concept-tathamuk-the-mage-king-of-icathia) W. I could increase the slow to make it more of a zoning tool though - I haven't specified the strength! >E: I can't say I like this ability, it's extremely telegraphed CC when used on Zur'Goth and the requirement of only being used on champions below 10% health is way too situational. I think it would be better if this ability was some form of mobility for Zur'Goth which could also work as slight peel for Nenetl. The reason it is only 10% is because otherwise, she would just be able to banish enemies at decent health in laning phase, making her very difficult to trade with. It's better to use the ability on Zur'goth himself, given the big leash range.
> [{quoted}](name=Rektagon,realm=EUW,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=00010000,timestamp=2019-08-26T09:54:39.851+0000) > This is similar to Ornn's Q right? That's why I'm a bit hesitant to change it. It's already borrowing inspiration from [Tathamuk's](https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/yMAJa9LA-custom-concept-tathamuk-the-mage-king-of-icathia) This is similar to Ornn's Q right? That's why I'm a bit hesitant to change it. It's already borrowing inspiration from Tathamuk's W. I could increase the slow to make it more of a zoning tool though - I haven't specified the strength! No, not really. Ornn's is a line that slows enemies, then creates a pillar at the end that remains as impassable terrain. My idea would be a moderately sized AoE with a moderate delay that knocks up enemies caught inside and then slows and deals damage to any enemies that inside. > The reason it is only 10% is because otherwise, she would just be able to banish enemies at decent health in laning phase, making her very difficult to trade with. It's better to use the ability on Zur'goth himself, given the big leash range. I still think the problem exists that it's very predictable, and I think my idea of giving Zur'Goth a dash with a slight slow on it would make more sense if W were to become the main CC ability like I suggested while still allowing Zur'Goth to have some form of mobility.
Rektagon (EUW)
: [CUSTOM Concept] Nenetl, the Dark Summoner (Pet-controlling champ)
This concept looks pretty damn good, though you should probably include the cooldowns for all levels because it looks like you're only showing level 1 right now. On the abilities themselves they're pretty good overall, but I think there needs to be a way for Zur'Goth to heal. Perhaps if he kills a unit he heals himself for a small amount, doubled against large monsters and minions and tripled against epic monsters and champions? On the abilities themselves, I'll go through them specifically. Q: Seems fine, but the cooldown should be a lot shorter if it's not going to have any CC or do a lot of damage. Perhaps also make all enemies hit get inflicted with a debuff that makes Zur'Goth's next attack do bonus damage against them. W: I think this would work better as the main CC ability, make it a moderate delay instead of a smaller one and the ability can be more powerful in order to zone enemies into fighting Zur'Goth as well as acting as peel for Nenetl. My idea would be after a moderate delay, Zur'Goth conjures a volcanic eruption at the target location, knocking up and damaging enemies caught in the initial eruption. Lava will continue to spew from the site of the eruption for 3 seconds afterward, slowing and damaging enemies that remain inside every 0.5 seconds. E: I can't say I like this ability, it's extremely telegraphed CC when used on Zur'Goth and the requirement of only being used on champions below 10% health is way too situational. I think it would be better if this ability was some form of mobility for Zur'Goth which could also work as slight peel for Nenetl. My idea would be this: **Infernal Onslaught:** Cost: 70 Cooldown: 18/17/16/15/14 Range: 600 Zur'Goth engulfs himself in flames and charges in a target direction, dealing physical damage and slowing enemies hit for 1 second. Zur'Goth leaves behind a trail of fire as he dashes that remains for 5 seconds. Enemy champions or epic monsters that come in contact with the trail of fire are lit ablaze and take magic damage every second for 4 seconds. Charge Damage: 40/85/110/135/160 + (40% bonus AD) Charge Slow: 20/25/30/35/40% Fire Trail DoT Damage: 2/2.25/2.5/2.75/3% (+ 0.5% per 100 bonus AP) of target's current HP R: Not terrible, but I don't like abilities that are just gaining stats. It doesn't need to change too much, but if you went with my idea of Q marking enemies so Zur'Goth's next attack does bonus damage against them I'd change it so Zur'Goth only gains 10/15/20% bonus move speed, and it's doubled against enemies marked by Q. Increasing the duration to 8 seconds would probably also be better if Zur'Goth is meant to be tanky at all and good in extended fights. Increased AD for Zur'Goth instead of cooldown reduction would also work better when it comes to late game since you'll probably want a lot of CDR anyways to effectively peel for Nenetl. Also, not sure about the Mercy part. It could work but I'm not sure if Zur'Goth is intended to be closer to a diver or juggernaut.
: The concept is nice, but how exactly do you control the demon? Tibbers, Daisy, and even Mordekaiser's old ghosts could be repositioned by clicking the mouse button whilst also keeping R pressed. How can you do that with Zur'goth? Because he needs a mechanic like that to be even remotely viable.
> [{quoted}](name=BlackKnightJack,realm=NA,application-id=A8FQeEA8,discussion-id=pEP0RvJE,comment-id=0000,timestamp=2019-08-26T03:15:02.347+0000) > > The concept is nice, but how exactly do you control the demon? Tibbers, Daisy, and even Mordekaiser's old ghosts could be repositioned by clicking the mouse button whilst also keeping R pressed. How can you do that with Zur'goth? Because he needs a mechanic like that to be even remotely viable. I'm pretty sure you would move or give Zur'Goth a target with R.
Rioter Comments
Schenix (NA)
: Diana gets a full shield, Kassadin is supposed to fulfil the niche of anti-mage hyper carry, and a good Akali is able to beat basically anything just by existing. Corki just is annoying dps into mages and also a team carry. We have mages that counter mages as a class almost, really didn't need yet another one to crowd it. That they shoehorned him into anti-mage after release through various balance patches, is a little outrageous, and almost purely because of pro play and Masters+, which is already odd considering the new balance philosophy they have stated to be taking for all elos. Thematically, he should of course be very resistant to magic, but nobody said the magic couldn't convert to just a pure shield of energy or some such, so it's still applicable to the fantasy. Just that he's a problematic champion in the hands of the 1%, so we don't get to use him. Yet at the same time, giving Sylas an actual shield and also a decent heal makes him very hard to kill in lane, and many people can find that just as frustrating. So it's a crossroads on what to do with him. See: Ryze, Galio, Yuumi, Kench, Irelia, Akali, Sejuani, Karma, Corki, Azir, & Ornn for details. Although tbf, Akali and Yuumi deserve to be removed at this point.
> [{quoted}](name=Useless Jhin,realm=NA,application-id=3ErqAdtq,discussion-id=AFec9rgf,comment-id=0001,timestamp=2019-08-23T04:16:49.325+0000) > > Stuff I don't personally mind Sylas being a bit extra resistant to magic like I suggested, but I generally agree with what you're saying. I find some of the champions listed are still perfectly viable, i.e. Irelia, Akali & Azir, but that's all I can say I don't fully agree on. (I'd even say Akali is still too strong, the total amount of damage in her kit, insane mobility and 6 seconds of stealth all together are kinda crazy even when I'm not fighting a player who's that great)
iiGazeii (NA)
: Or go the other way, and grant him full magic damage immunity for a short window. The ability to just facetank Lux's combo would be so sweet.
> [{quoted}](name=iiGazeii,realm=NA,application-id=3ErqAdtq,discussion-id=AFec9rgf,comment-id=0000,timestamp=2019-08-23T03:43:36.358+0000) > > Or go the other way, and grant him full magic damage immunity for a short window. > > The ability to just facetank Lux's combo would be so sweet. That would be a bit busted, I think, even if it would be tricky and only really work when the enemy team is AP heavy.
Rioter Comments
iiGazeii (NA)
: > [{quoted}](name=Meme God Shrek,realm=NA,application-id=A8FQeEA8,discussion-id=VIe9J3fy,comment-id=0001000000000000,timestamp=2019-08-22T20:27:58.516+0000) > > That'd be pretty cool, though I'd personally bump up the healing and mana restoration on the first two to 200 and 150 respectively. By late game 125 health and 100 mana are basically nothing, seeing as ADCs are pumping out 600-700 damage auto attacks twice a second. By late game, every wave would be siege waves, so you wouldn't get the healing/mana at all. Ranking it up would probably need to change what the siege minions do so the balloons stay relevant. Maybe at rank 2 (level 11, so mid-game) the cannons could drop something equivalent to Oracle Lenses for vision control, and at rank 3 (level) 16) they'd drop full summoners for Zoe to use.
> [{quoted}](name=iiGazeii,realm=NA,application-id=A8FQeEA8,discussion-id=VIe9J3fy,comment-id=00010000000000000000,timestamp=2019-08-22T20:31:01.250+0000) > > By late game, every wave would be siege waves, so you wouldn't get the healing/mana at all. > > Ranking it up would probably need to change what the siege minions do so the balloons stay relevant. Maybe at rank 2 (level 11, so mid-game) the cannons could drop something equivalent to Oracle Lenses for vision control, and at rank 3 (level) 16) they'd drop full summoners for Zoe to use. My bad, I didn't read the whole description of which minions would have what during what waves.
iiGazeii (NA)
: > [{quoted}](name=Meme God Shrek,realm=NA,application-id=A8FQeEA8,discussion-id=VIe9J3fy,comment-id=00010000,timestamp=2019-08-22T19:32:52.929+0000) > > I agree with most of this, but I don't think adding even more RNG by giving her items at later levels similar to Kleptomancy would be a good idea. She could get all 3 Travel Size Elixers and other things like a Potion of Rouge and end up with a ton of extra stats if she's lucky while pushing later in the game. At least with her current version she can only make use of 1 item or summoner spell at a time. No, I was thinking she'd get a spell on her W that functioned like an item. It wouldn't just be Kleptomancy on a stick. The balloons would drop a predictable "item" for Zoe to use that wouldn't let her dominate the laning phase, but would still give her a bit of extra sustain as a reward for her little mini game. She wouldn't hold multiple at once. It could be something like: * Every other non-siege wave has a minion carrying a balloon, alternating between a melee minion and a mage minion. Every siege wave has a balloon, with the siege minion holding it. * Melee minions drop Minor Heal. Using it restores 125 health over 10 seconds. * Mage minions drop Minor Clarity. Using it restores 100 mana over 10 seconds. * Siege minions drop Oracle's Gift. Use it to place a Stealth Ward.
> [{quoted}](name=iiGazeii,realm=NA,application-id=A8FQeEA8,discussion-id=VIe9J3fy,comment-id=000100000000,timestamp=2019-08-22T20:01:30.474+0000) > > No, I was thinking she'd get a spell on her W that functioned like an item. It wouldn't just be Kleptomancy on a stick. The balloons would drop a predictable "item" for Zoe to use that wouldn't let her dominate the laning phase, but would still give her a bit of extra sustain as a reward for her little mini game. She wouldn't hold multiple at once. > > It could be something like: > > * Every other non-siege wave has a minion carrying a balloon, alternating between a melee minion and a mage minion. Every siege wave has a balloon, with the siege minion holding it. > * Melee minions drop Minor Heal. Using it restores 125 health over 10 seconds. > * Mage minions drop Minor Clarity. Using it restores 100 mana over 10 seconds. > * Siege minions drop Oracle's Gift. Use it to place a Stealth Ward. That'd be pretty cool, though I'd personally bump up the healing and mana restoration on the first two to 250 and 150 respectively. By late game 125 health and 100 mana are negligible, seeing as ADCs are pumping out 600-700 damage auto attacks twice a second, and Zoe's Q is usable every 4 seconds costing 70 mana a pop.
iiGazeii (NA)
: If mobility is the direction Zoe is going in, I'd rather they let her move around a bit before being sucked back in, like a forced LeBlanc Distortion. She could get a bit more distance on Paddle Star and wouldn't be as much of a sitting duck. I think they discussed this a while back on ideas they had for Zoe, but nothing ever came of it. The frustration of playing and playing against Zoe isn't tied to her mobility. It's her W. It allows her to RNG win a lane with the balloons minions drop, and you can't make plays with your Summoner Spells to get ahead without Zoe throwing them right back at you with extra auto-lock damage to boot. If Zoe isn't lucky and you don't get many minion balloons or the ones you get are useless, then you basically have two abilities. The current implementation doesn't feel good for anybody involved. What Zoe really needs is a mini-rework, swapping her W and R. She would get her Portal Jump as early as level 2 so she could "feel" like Zoe early on, able to play like a true artillery mage (with a higher cooldown on her Portal Jump early on and a non-spammable mana cost). By having her Spell Thief as her R, she wouldn't get free summoners for the first part of laning,so her opponent has an opportunity to use theirs to get a lead. Then, the types of summoners she gets randomly could be gated by level, so at rank 1 at level 6 she might only get defensive things like Heal and Barrier, without getting the lane-winning spells like Redemption or Ignite. At rank 3, level 16, she could be finding powerful spells that wouldn't otherwise be appropriate, like Teleport or Gunblade. Or do away with minions dropping full summoners, and have them drop pickups for Zoe to use, like health/mana potions and extra wards. Zoe's laning phase shouldn't be so heavily influenced by randomness.
> [{quoted}](name=iiGazeii,realm=NA,application-id=A8FQeEA8,discussion-id=VIe9J3fy,comment-id=0001,timestamp=2019-08-22T16:54:15.404+0000) > > Words I agree with most of this, but I don't think adding even more RNG by giving her items at later levels similar to Kleptomancy would be a good idea. She could get all 3 Travel Size Elixers and other things like a Potion of Rouge and end up with a ton of extra stats if she's lucky while pushing later in the game. At least with her current version she can only make use of 1 item or summoner spell at a time.
: Dude, that would make her **extremely** more frustrating to deal with. You want to give her a true mobility spell that she can use every 7 seconds.
> [{quoted}](name=Chembaron Yamada,realm=EUW,application-id=A8FQeEA8,discussion-id=VIe9J3fy,comment-id=0000,timestamp=2019-08-21T23:46:17.881+0000) > > Dude, that would make her **extremely** more frustrating to deal with. You want to give her a true mobility spell that she can use every 7 seconds. Leblanc's Distortion is basically the same thing, but with slightly more range, a slightly longer cooldown, and it does AoE damage on the first cast. I could agree with increasing the cooldown by another second at all ranks, but any more than that would be ridiculous.
Rioter Comments
njrk97 (OCE)
: > [{quoted}](name=Meme God Shrek,realm=NA,application-id=A8FQeEA8,discussion-id=6bBZcXjh,comment-id=00050000,timestamp=2019-08-21T01:31:19.306+0000) > > The adaptive shield isn't as good as a normal shield in some situations though? In team fights especially you're only blocking one damage type meaning a well balanced team can kill Camille easily anyways, or champions who deal mixed damage like Irelia, Kayle, etc. can ignore her shield with a good chunk of their damage. > > It empowers any CC, not just his own, or he can consume it for an empowered basic attack. Not even a new type of CC. > > The sleep breaks as soon as they take damage, while you can 100-0 to someone and they can't do anything if they get chain CC'd by stuns, knockups, fears, etc. It's better in coordinated play and isn't even the same as a stun. Note my Keyword of Better or Different Versions of old effects. So its not always a upgrade, its often times complication for the sake of complication. Besides doesn't really matter if you get awaken from the sleep when Zoe can nuke your Healthbar before that point. My point with Sleep is it exists because as mentioned normal cc does not have the connotation of also making you take more true damage, sleep does. Sleep exists because people would call out a Stun that lets the attacker deal more true damage, while you hide it behind a new status effect, it turns less heads. Brittle yes is its own effect, but again its still basically a effect designed to be a CC++ since its meant to be used to make other CC objectively stronger. Oh crap i also completely forgot about the bigger one Obscured: literally Truer Stealth designed to trump True sight because if they can see you, you might actually have to play a tiny bit smart.
> [{quoted}](name=njrk97,realm=OCE,application-id=A8FQeEA8,discussion-id=6bBZcXjh,comment-id=000500000000,timestamp=2019-08-21T04:47:29.212+0000) > Besides doesn't really matter if you get awaken from the sleep when Zoe can nuke your Healthbar before that point. My point with Sleep is it exists because as mentioned normal cc does not have the connotation of also making you take more true damage, sleep does. Sleep exists because people would call out a Stun that lets the attacker deal more true damage, while you hide it behind a new status effect, it turns less heads. In a team fight it can matter a lot, especially because a DoT will break the effect early and make it borderline worthless. Other CC like stuns and knockups are also better than Sleep if your team is AoE damage heavy, because now you don't need to allow Zoe to hit her Q before bombarding their whole team when they get too close together. Not to mention the delay on it means burst heavy champs can kill Zoe before they're even put to sleep if they're ahead. > Obscured: literally Truer Stealth designed to trump True sight because if they can see you, you might actually have to play a tiny bit smart. Don't disagree with you there, Obscured was literally just Stealth 2.0. Thank Bard they removed that shit.
Rioter Comments
iiGazeii (NA)
: Isn't that the point of his dash? Yasuo is mobile enough. What they need to do to Yasuo is make it so that his Windwall doesn't linger on the ground at tall, but have the cooldown get drastically lower as he ranks it up. He could still block key enemy cooldowns, but he couldn't hide inside it or give his teammates an advantage in teamfights. His early game would be weaker (where he's supposed to be weak), but in the late game, he could block multiple projectiles in a single fight.
> [{quoted}](name=iiGazeii,realm=NA,application-id=3ErqAdtq,discussion-id=tPsXjcka,comment-id=0001,timestamp=2019-08-21T00:17:19.753+0000) > What they need to do to Yasuo is make it so that his Windwall doesn't linger on the ground at tall, but have the cooldown get drastically lower as he ranks it up. He could still block key enemy cooldowns, but he couldn't hide inside it or give his teammates an advantage in teamfights. His early game would be weaker (where he's supposed to be weak), but in the late game, he could block multiple projectiles in a single fight. Wouldn't that make him even stronger against champions that try to poke, who he already counters because of his passive shield?
Abandon (OCE)
: And we're back here again... another nerf/change for Aatrox.
I agree to some extent, but he's not weak. What I take issue with is how they made him so damn boring taking away what was unique about him. I think he was in a good spot after they changed his ult to give him a revive upon getting a takedown, but now he doesn't even have it. Removing the charges from his dash was also a stupid idea, it's almost impossible to land all 3 hits of Q against a good player without flash, let alone champions with a lot of mobility. Adding salt to the wound his passive is a discount Grasp of the Undying now, instead of the old version where you could use it smartly to deny healing and shields that would allow the enemy to trade well or survive a fight like Swain, Vlad, Renekton, Riven, Darius, and so on.
: Camille, aatrox and Kled with spear of shojin OMEGALUL.
> [{quoted}](name=GayFluffyUnicorn,realm=EUW,application-id=3ErqAdtq,discussion-id=nE5t2kv6,comment-id=00020000000100000001,timestamp=2019-08-20T14:49:54.248+0000) > > Camille, aatrox and Kled with spear of shojin OMEGALUL. I swear I don't remember putting Aatrox in there. In the other cases though I don't see what the problem is, Camille's basic attacks are empowered during her ult and Kled's W allows him to reset his other abilities very quickly. You might want other items depending on the match up but they synergize decently.
: {{champion:103}} {{champion:266}} {{champion:105}} {{champion:157}} {{champion:555}} {{champion:8}} {{champion:38}} Basically champs that never lose because they win my losing
> [{quoted}](name=Hot LeBlanc Yuri,realm=EUW,application-id=3ErqAdtq,discussion-id=96wWHZrf,comment-id=0002,timestamp=2019-08-20T11:45:05.113+0000) > > {{champion:103}} {{champion:266}} {{champion:105}} {{champion:157}} {{champion:555}} {{champion:8}} {{champion:38}} Basically champs that never lose because they win my losing I agree with most of those, but Ahri and Aatrox not so much. Aatrox is terrible against champions with decent mobility and Ahri can't do anything if she doesn't land her charm.
njrk97 (OCE)
: Nah you have it all wrong, Riot still likes their three hit passives but their newer Design Hard On is Better or Different version of older effects. Camile got adaptive shields because normal shields are too straight forward, Plus her hard lockdown zone Ornn got his brittle effect, its like cc but lasts longer Zoe got sleep, because Stuns dont have the connotation of giving more free damage Nunu got Snowbound, because just being stun means you cant slap AOE magic damage on it without having to make it a new effect. and Morde has Death Realm, because Camiles Hard lockdown zone still meant other champs can fight you So my bet is Fiddle is gonna get some objectively better or more complicated version of a Fear, renamed something new with some built in innate damage or something else. Fiddle gains a new effect Terror, Terror causes the target to flee in the opposite direction to fiddle, any allies a Terrorised champions walks through is feared for 1 second, the target also takes 30% increased true damage from Fiddlesticks stacking up to 50% based on the crows around them, finally the target is disarmed for 1 second after the effects ends.
> [{quoted}](name=njrk97,realm=OCE,application-id=A8FQeEA8,discussion-id=6bBZcXjh,comment-id=0005,timestamp=2019-08-19T03:07:24.056+0000) > > Nah you have it all wrong, Riot still likes their three hit passives but their newer Design Hard On is Better or Different version of older effects. > Camile got adaptive shields because normal shields are too straight forward, Plus her hard lockdown zone The adaptive shield isn't as good as a normal shield in some situations though? In team fights especially you're only blocking one damage type meaning a well balanced team can kill Camille easily anyways, or champions who deal mixed damage like Irelia, Kayle, etc. can ignore her shield with a good chunk of their damage. > Ornn got his brittle effect, its like cc but lasts longer It empowers any CC, not just his own, or he can consume it for an empowered basic attack. Not even a new type of CC. > Zoe got sleep, because Stuns dont have the connotation of giving more free damage The sleep breaks as soon as they take damage, while you can 100-0 to someone and they can't do anything if they get chain CC'd by stuns, knockups, fears, etc. It's better in coordinated play and isn't even the same as a stun.
Ingale (NA)
: A Gnar Skin Idea; Gnarwhal
I really like this skin idea, likely won't happen though because Gnar isn't one of the popular champs like Yasuo, Zed, Kha'Zix, Akali, etc.
: > [{quoted}](name=Meme God Shrek,realm=NA,application-id=3ErqAdtq,discussion-id=nE5t2kv6,comment-id=00020000,timestamp=2019-08-19T17:35:44.239+0000) > > If the enemy team isn't very tanky Spear is better than BC in every way except for health, and it's only 150 less. You just proved my point. Its not core and it is situational.
> [{quoted}](name=Anubis Starlord,realm=NA,application-id=3ErqAdtq,discussion-id=nE5t2kv6,comment-id=000200000001,timestamp=2019-08-19T18:59:01.069+0000) > > You just proved my point. Its not core and it is situational. I'd consider it core on quite a few champs. It works great on all these champs too: {{champion:80}} {{champion:240}} {{champion:23}} {{champion:2}} {{champion:164}}{{champion:266}}
Jesi Oni (EUNE)
: But when you will build it anyway? I have seen few jax players~ mostly they build triforce and then lifesteal. Soo... Third item? My games are decided at this point most of the time 🤣
> [{quoted}](name=Jesi Oni,realm=EUNE,application-id=3ErqAdtq,discussion-id=nE5t2kv6,comment-id=0001,timestamp=2019-08-19T17:02:19.301+0000) > > But when you will build it anyway? I have seen few jax players~ mostly they build triforce and then lifesteal. Soo... Third item? My games are decided at this point most of the time 🤣 Why does it matter when you build it? I'm talking if it's too good in the cases where it is built.
: I dont see an issue with it. Its not an item you buy every game it gives a lot of dmg and the passive is good but on the other hand its not a core item and by purchasing it you sacrafice other items that could be much better for a champion over all. Like Take jax for example he needs his triforce and Gage to buy spear would leave him to be less tanky. You buy Spear to try and snowball if you can't snowball spear is worthless.
> [{quoted}](name=Anubis Starlord,realm=NA,application-id=3ErqAdtq,discussion-id=nE5t2kv6,comment-id=0002,timestamp=2019-08-19T17:13:58.419+0000) > > I dont see an issue with it. Its not an item you buy every game it gives a lot of dmg and the passive is good but on the other hand its not a core item and by purchasing it you sacrafice other items that could be much better for a champion over all. Like Take jax for example he needs his triforce and Gage to buy spear would leave him to be less tanky. You buy Spear to try and snowball if you can't snowball spear is worthless. If the enemy team isn't very tanky Spear is better than BC in every way except for health, and it's only 150 less.
Rioter Comments
: > [{quoted}](name=Rylalei,realm=EUNE,application-id=3ErqAdtq,discussion-id=nXNN04a5,comment-id=00000000,timestamp=2019-08-19T13:42:06.678+0000) > > Why bother with Qiyana when Zed can WEQ at level 4 with just his starting items and chunk you for almost half HP? exactly, why bother with the extra mechanical difficulty to do what assassin Z does easier. but honestly qiyana does scale into the game better than the other assassins strictly on her utility, yes they all have niche utility but qiyana's is useful to more people than just herself.
> [{quoted}](name=preternatural,realm=EUW,application-id=3ErqAdtq,discussion-id=nXNN04a5,comment-id=000000000000,timestamp=2019-08-19T15:17:14.693+0000) > > exactly, why bother with the extra mechanical difficulty to do what assassin Z does easier. > but honestly qiyana does scale into the game better than the other assassins strictly on her utility, yes they all have niche utility but qiyana's is useful to more people than just herself. Most people don't care about team play though, they want to be a 1 v 9 hypercarry and BM everyone else in the game touting their superiority because they can pick an overloaded champ and spam one combo all laning phase.
: He has 0 good runes, conq is shit. Why go aftershock when you got your E. Electrocute is bad, since you cant kill anybody anyway. Klepto/pta/phaseRush are the only decent ones.
> [{quoted}](name=AS I LAY FEEDING,realm=EUW,application-id=3ErqAdtq,discussion-id=YNEz9nBb,comment-id=0003,timestamp=2019-08-18T20:32:23.642+0000) > > He has 0 good runes, conq is shit. Why go aftershock when you got your E. Electrocute is bad, since you cant kill anybody anyway. Klepto/pta/phaseRush are the only decent ones. How is conquerer bad on him? E alone can get it fully stacked, and his empowered W is 4 stacks.
: This meme that you have to be out of position for assassins to get to you when they run faster than anyone when no in combat and have free engage spells in addition to their free excape spells is really old you guys just spewing shit from when it was true in season 2 because you heard it. I dont think that adcs and mages should be able to ignore assassins but to say that you have to be out of position for them to get to you is completely wrong. they can group up with their team have their front line engage and engage after them when all burst and cc is used. you can try to not use your burst and cc when the front line engages but you just get run over by the front liners the assassins engage any way some one may get cc'ed but your defending team is dead because they held their spells too long you may get some one but you arent gonna get much or win that fight (unless you got some shit like an ulting nasus drain tank chunking people.
> [{quoted}](name=LordGeovanni,realm=NA,application-id=A8FQeEA8,discussion-id=Ki0AvErv,comment-id=000100000001,timestamp=2019-08-02T23:50:47.777+0000) > > This meme that you have to be out of position for assassins to get to you when they run faster than anyone when no in combat and have free engage spells in addition to their free excape spells is really old you guys just spewing shit from when it was true in season 2 because you heard it. Isn't that only if they take Relentless Hunter and/or Mobility Boots? I agree with you on most of that stuff though.
: > [{quoted}](name=GigglesO,realm=NA,application-id=3ErqAdtq,discussion-id=dEHz8H14,comment-id=0009000000000000,timestamp=2019-08-01T23:43:31.235+0000) > > {{champion:67}} {{champion:114}} > > yea no... buff armor and mr. ok buff armor when there's 3 lethality items (4 if you're a bad man), a cleaver, last whisper. nah nothing can go wrong at all. buff hp, leave {{item:3153}} alone and just watch and see what happens. then adjust accordingly. promise you it's better than just buffing armor.
> [{quoted}](name=preternatural,realm=EUW,application-id=3ErqAdtq,discussion-id=dEHz8H14,comment-id=00090000000000000000,timestamp=2019-08-02T00:25:12.748+0000) > > ok buff armor when there's 3 lethality items (4 if you're a bad man) I'm not sure exactly how it works, but the lethality bonuses are all unique passives so I don't know if they stack. Duskblade and the other two might now that Duskblade has +21 instead of 18.
Yets4240 (NA)
: Why are these anti burst items so ridiculously damage focused? What we actually need are ways to kill the hypermobile and hyper damage champions who are *SUPPOSED TO BE SQUISHY AND WEAK TO BURST*, but have ways for Tanks and Juggernauts to actually survive the ridiculous levels of ranged and AoE burst damage that effectively kill them in 2 or fewer seconds before they have a chance to even get in, let alone do their actual job. And remember, these are the only classes in the game that ***YOU AREN'T SUPPOSED TO BE ABLE TO BURST DOWN*** yet they suffer the worst from the hyperinfalted damage of the last oh, 3, almost 4 years worth of imblance.
> [{quoted}](name=Yets4240,realm=NA,application-id=A8FQeEA8,discussion-id=Ki0AvErv,comment-id=0001,timestamp=2019-08-02T00:23:47.809+0000) > > Why are these anti burst items so ridiculously damage focused? Probably because he/she wants to be able to avoid dying to assassins when they go out of position while also 3 shotting everyone but tanks by right clicking.
Reksee (NA)
: Anti Burst Item Ideas
I really like the idea of Desperate Sacrafice, though I don't think the item path to it is quite right for what it gives. I don't think it should have Stopwatch as part of the build path and it provides a ton of AD for something that's meant to be defensive. Only having the effect work for 2 seconds also means that messing up the timing a little will only matter in a rare split second scenario. I'd say have it be this: Recipe: {{item:1038}} + {{item:3067}} + 700 gold (2800) **Stats** +50 Attack Damage +250 Health +10% Cooldown Reduction Active: Sacrifice 60% of your AD and gain a shield equal to 250% that amount for 3.5 seconds. After 3.5 seconds your sacrificed AD is returned. Also, I'm pretty sure Edge of Night is already a decent anti-burst item that provides damage. It blocks one spell so it could block a Kha's Q or stop CC that would get you locked down and killed as well as negate the damage.
Rioter Comments
: Evilarr, The Demacia's Hope
The lore isn't half bad, but the kit is lacking. There's little synergy between her abilities, by that I mean that they aren't connected in any way that I can tell. Examples of kit synergy would be Irelia's E and R marking enemies to dash to with her Q, or Illaoi's W signalling her tentacles to smash down in that direction. Her kit has none of that, and if that wasn't bad enough her W is just a steroid. If you want to continue improving this concept I'd suggest you think of what role she should fill in a team and think of a central mechanic or two to design her kit around that cements her identity as a champion.
CytheGuy (NA)
: League is going from a game that had a style to just another game. Sure it took elements of that style from other games, but they were still recognizable and when you saw them together you said "Yeah! That's League!" Now it's just "I'm guessing these are UI elements, no?" I dread the day they remove the classic in-game music. I'm pretty sure that's the last big relic of League's past.
> [{quoted}](name=CytheGuy,realm=NA,application-id=3ErqAdtq,discussion-id=bBtQ8GEV,comment-id=0003,timestamp=2019-07-30T19:26:38.940+0000) > > League is going from a game that had a style to just another game. I agree that removing the old cursor is pointless, even though I personally prefer the new one. Saying removing the cursor being a bronze gauntlet is removing style is just ridiculous though, how does a bronze gauntlet as the cursor give the game any more personality? There are plenty of changes that give it more personality too, the Pantheon rework for example. Before he was just a spartan thrown into League with glowing red eyes, now he actually looks godly and has some unique aspects to him rather than being ripped straight out of ancient Greece.
: > [{quoted}](name=Jbels,realm=NA,application-id=3ErqAdtq,discussion-id=EqVqQwwQ,comment-id=00000000,timestamp=2019-05-31T03:28:10.117+0000) > > Granted. But at the same time, the lack of the second charge makes his Q feel half baked. How are you ever supposed to land all three procs of it on the same person without flashing on them now? Honestly this feels really bad on Aatrox's part but Ragnaveil is right in that he needed nerfed because of that. However, did anyone ask for a 3 cast ability that can kill people almost 100-0 on its own? If all 3 Qs land its absurdly powerful and the E got the shaft to justify the Q hits being so strong. What I don't understand is why his kit can't be focused more on general consistency as a drain fighter rather than Q being this greatsword swinging nuke.
> [{quoted}](name=TwitchInMyPants,realm=NA,application-id=3ErqAdtq,discussion-id=EqVqQwwQ,comment-id=000000000000,timestamp=2019-05-31T03:48:00.917+0000) > > Honestly this feels really bad on Aatrox's part but Ragnaveil is right in that he needed nerfed because of that. However, did anyone ask for a 3 cast ability that can kill people almost 100-0 on its own? If all 3 Qs land its absurdly powerful and the E got the shaft to justify the Q hits being so strong. What I don't understand is why his kit can't be focused more on general consistency as a drain fighter rather than Q being this greatsword swinging nuke. Couldn't they have just reduced the damage of his Q sweet spots instead of making it so much harder to land them even on immobile targets? With a bit of CC from his team he can still land all 3 hits on important targets. I think that would've been a better way to nerf him because he also gets the knock up and CDR on his passive from hitting the sweet spots, so even if they didn't do a ton more damage you'd be getting rewarded.
: The charge system for E was why he got nerfed. He could play way too safe for ganks.
> [{quoted}](name=Ragnaveil,realm=NA,application-id=3ErqAdtq,discussion-id=EqVqQwwQ,comment-id=0000,timestamp=2019-05-31T03:05:40.816+0000) > > The charge system for E was why he got nerfed. He could play way too safe for ganks. Surely they could have nerfed him in ways that don't make his kit so clunky? I'm not sure I see this issue here anyways, his dash's distance isn't that far and there are other top laners that are way safer or just as safe. i.e. Akali
Rioter Comments
: Irelia Nerfs Suggested By An Irelia Player
> serious, her Q does tons of damage According to the wiki it only does 85 + 60% AD to anything other than minions, so theoretically her basic attacks should be doing more damage. I don't think reducing her Q damage is the right way to go about nerfing her, but maybe that base damage adds more than I'm thinking?
Sakura Tree (EUNE)
: As an Akali main...
Everyone says E is perfectly balanced, but personally I think it needs to have a range limit on the second cast. It can be used to go over a single wall twice on one cooldown if you play it right, but more importantly it doesn't matter how far someone is, once they're marked you can move to them. Never mind someone using a dash, flash, or both only to still get followed, there are also some fringe scenarios where Akali can mark someone who's using teleport or a long-distance travel ult (Tahm Kench, Ryze, Twisted Fate, Galio, Shen, Nocturne, Pantheon, Kled, etc.) and then follow them across half or the entire map. That aside though I think most of these changes are good ideas. New Akali is well designed in the sense that her kit weaves together well and is interesting and unique, it's just overloaded and unbalanced right now because CertainlyT doesn't know what counterplay is, and Riot wants Akali to be played right now because she's got "muh outplays".
Arakadia (NA)
: > [{quoted}](name=NotAPurpleFrog,realm=NA,application-id=yrc23zHg,discussion-id=h6AVXeQr,comment-id=0030,timestamp=2018-11-08T02:08:21.271+0000) > > Page 5 - Section 12: > Women are known to not like games as much as guys do, it's a fact. This does not apply to all women.
> [{quoted}](name=Arakadia,realm=NA,application-id=yrc23zHg,discussion-id=h6AVXeQr,comment-id=00300001,timestamp=2018-11-08T02:39:10.669+0000) > > This does not apply to all women. I'm pretty sure he meant that there are less women who would consider themselves "gamers", not that all women have a pre-determined preference for liking video games less than men do. Riot released an infograph saying about 90% of LoL players are guys, I doubt that's changed much in 6 years.
Rioter Comments
: Lawsuit Filed Against Riot Games
I'd also like to point out that on the first paragraph of page 9 it mentions 2 guys got fired from Riot for claiming that their PAX bullshit was discrimination against men, which it was. Not to mention they have "sexism against men" in quotation marks like that, as if it's a made up term.
: Lawsuit Filed Against Riot Games
A lot of those are stupid, like the thing about crude jokes and them talking about their alcohol intake and "sexual conquests". It's basically straight out of the urban dictionary definition of a "dudebro" like they put together the document to describe people they didn't like as prime examples of "da patriarchy". On the other hand some of them, like touching genitals as a gag and the whole "drugged rape" thing sound pretty serious. That being said it's only alleged, if there's no proof action shouldn't be taken. It doesn't even mention the name of who was raped, but I'm not sure how the documents are all organised and detailed so maybe the alleged victim isn't being named to protect their privacy.
Blackii7 (NA)
: > [{quoted}](name=AssauIto,realm=NA,application-id=yrc23zHg,discussion-id=BEBB8Eka,comment-id=0006,timestamp=2018-10-26T01:25:52.420+0000) > > marks**MEN** ? > > Do {{champion:18}} {{champion:51}} {{champion:22}} look like men to you? Are you really that ignorant? You do realize it has nothing to do with sex or gender, right?
> [{quoted}](name=Blackii7,realm=NA,application-id=yrc23zHg,discussion-id=BEBB8Eka,comment-id=00060001,timestamp=2018-10-26T02:10:47.548+0000) > > Are you really that ignorant? > You do realize it has nothing to do with sex or gender, right? Are you really that ignorant? You do realize it was a joke to emphasize the ridiculousness of the change, right?
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Meme God Shrek

Level 173 (NA)
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