: I literally wanna get demoted out of d5.
i'd be happy to trade with you in p2
Dasdi96 (NA)
: Just because adc itemization is op doesn't mean support itemization isn't.
: I mean, no one's gonna listen regardless of how right you are. - Meta sees tanks weak, so everyone's going for quick kills? "WOW LUCIAN AND DRAVEN ARE SO OP" - Meta sees tanks strong, so people need tank-crushing hyper carries? "WOW TRISTANA META SO FUN ZZZZZZZZZ" Adcs are ALWAYS going to happen in one way or another unless Riot really dug in there and changed shit up. Why people don't get this I don't know.
i think we should nerf all ADCs so people actually have to pick champs that take risk and skill for a change
Rioter Comments
Paroe (NA)
: The meta is ALWAYS what deals with marksman the best. Not what is the strongest.
: Arena :clap: of :clap: Valor :clap: will :clap: kill :clap: League :clap: of :clap: Legends :clap:
: THANK YOU Riot for these Caitlyn buffs
long range hypercarries ResidentSleeper
: Bro volis whole lot needs scrapped back to formula.
: Pillar of Flame [New Effect] "Brand gains 6/8/10/12/14 mana for each unit killed"
tbh I don't see why they don't just buff his scaling if they want him mid lane
Eedat (NA)
: Your rank isnt affected by JUST getting better
>You're rank is affected by ~~getting better~~ **switching to support** faster than your peers ftfy hehe
: > [{quoted}](name=Mens Hair Club,realm=NA,application-id=3ErqAdtq,discussion-id=fQ6Arys4,comment-id=00030000,timestamp=2017-09-13T20:19:43.254+0000) > > t y > > i tried to mimic ursa a lil bit (ursa stacks last for like twice as long) and i think volibear is a lot less sticky since both Q and E, his sticking tools, can now miss, but maybe i overcompensated > > ya, i like this, though, it lets him kinda stay true to his current builds where he can go full tank but it's not completely gimped. or he can opt into other items like titanic, cleaver, GUINSOO/BORK for the on-hit goodness. I think BORK would actually become core on him since the infinite onhit means infinite synergy with lifesteal, and BORK also provides attack speed to soften up for removing his AS steroid on W. > > if i wanted him to consistently buy damage items i would probably say his base HP needs to go up, because ~2000 HP at 18 is pretty pathetic for a melee-range DPS I'd also have his passive start at 20% heal (nerf) Then go to 30% at level 6 40% at level 11 50% at level 16 This of course is assuming that all the grievous wounds options stay the same. But that would be in conjunction with 100 more hp in exchange for the proposed nerfs I had in my original post here (I'd really prefer volibear build at least one dmg item).
i didn't want to mess with the heal because of his new synergy with lifesteal items, but having it go up like everything else in the game now scales would be pretty nice. and sadly looks like grievous wounds isn't going to change in its function (passively reducing healing LUL) so maybe it wouldn't be so terrible i expect he'll build at least 1 damage item; he has new synergy with BORK due to the new W for lots of healing+the active for sticking, and Rageblade since now he actually has meaningful on-hit damage besides his ult, he can put out lots of hurt with it
: Something I'd like to point out. The boarda hail skillshots as the most fair thing since affirmative action... But the fairness isn't there for everyone. The two ranged champs throwing skillshots at each other will notice a targeted ability. The melee that has to run into the mages face will not be able to differentiate between a targeted ability or a skillshot.
Rainfall (EUNE)
: oh god this guy too
Rainfall (EUNE)
: everytime someone tries to make a suggestion for changes in the adc role someone jumps in to talk about the critical chance replacement system he built in his dads garage and how all items with crit need to be reworked.
crit should be replaced with onhits for ADs and the crit stat should be given to assassins and bruisers tbh
: TBH people are going to bitch and complain if it's a tank, ADC, assassin, or mage meta
i only complain cos 2 of these metas mean the champs i like to play suck dick but riot can buff them up and give them marginal rework that sums up as "the original kit but better" and i won't complain
: > [{quoted}](name=Mens Hair Club,realm=NA,application-id=3ErqAdtq,discussion-id=VqQee7Nz,comment-id=0000000000000000000000010001,timestamp=2017-09-13T19:33:09.547+0000) > > remove XP split when 2 people are in a lane so bruisers and mages don't lose out on much needed levels > > nerf ADC base stats because them having higher bases early game than TANKS and JUGGERNAUTS is completely retarded (you could also buff theirs but that'd have other ramifications in solo lanes, probably) > > return Doran shield to the way it used to be and make it block extra damage from ranged autos if you're melee Removing the XP split would probably make support mages like {{champion:63}} {{champion:1}} {{champion:161}} way too strong but I don't think it would change which champs are played as the bot lane carry. It would still favor champs with ranged attacks building AD as the farmer of the lane.
and now because there's no XP split you can take their counters into bot lane to handle them because assassins and certain anti-mage bruisers aren't cucked by losing levels
: Why is Cait early game becomming so fcking garbage?
maybe they're getting nerfed soon too? hope so, these champs are terrible to play against
: lol holy fuck dudes, these Cait and Janna changes
The rest of the Caitlyn changes Piltover Peacemaker (Q) damage to targets beyond first lowered from 50% less to 33% less. Yordle Snap Trap (W) Mana cost increased from 20 at all ranks to 30 at all ranks Headshot damage increase increased from 10/55/100/145/190 to 40/90/140/190/240 Bonus AD changed from 60% to 40/55/70/85/100% Trap ground duration lowered from 90 seconds to 30/40/50/60/70 seconds that trap damage LOL
: > [{quoted}](name=Mens Hair Club,realm=NA,application-id=3ErqAdtq,discussion-id=fQ6Arys4,comment-id=00020000,timestamp=2017-09-13T19:12:48.798+0000) > > E actually does very high base damage already, you just don't ever see it because it's maxed last. this might make it worth maxing at a spell you want to take into poke lanes for ranged harass/CS, but otherwise it'll probably still be maxed last because W and Q are just too valuable. although, I did remove the flat dmg on W in favor of pure HP+stack scaling, so maybe not? Ok I see what you mean, and I understand now what you were trying to solve. I'm not sure yet if this is the best way to do that but I see where you are going with it. Thanks! > i made E destroy projectiles because as an immobile melee he needs a way to outplay CC. and since he has a natural benefit against other tanky melee champs I think it's best if his spell is for countering ranged champs more than other melees. because juggs tend to be too binary in their "good vs melee shit vs ranged" so i want to correct that with voli This definitely would work for that, but it may have other indirect impacts on gameplay as well. How would you feel about changing it to give him tenacity or cc immunity for a period of time instead? I'm not insisting you make these changes, merely suggesting additional alternatives that might accomplish your goals.
i don't like tenacity because it becomes very binary between "i played well but they don't have CC that tenacity works against" which is more and more common. i think CC immunity would be a bit too much, too; what I like about how I have it set up is that E becomes a very reactive spell, so Volibear has to either use it on reaction to a slower projectile (morg root for instance) or predicting something that's very quick like Sejuani's ult. It basically becomes a parry spell to block ranged attacks. I don't know if total CC immunity is correct either. I feel like it won't create much interesting gameplay for anyone involved, but if he can destroy projectiles Volibear suddenly gains a REALLY valuable position of utility for his team that he currently lacks. IMO having a unique utility (or at least a unique utility among your class) is very important to a successful design if you want to see it get played. Voli being able to make plays to save an ally from a death hook from Thresh/Blitz or block a gragas ult would make him really good into those champs, but he could then be counterpicked by taking champs who have CC that's not on a projectile. I think that's interesting; I like counters to exist.
: one of two things for frenzy #1 either it doesnt last for a ridiculous 8 seconds on a single target #2 It's base damage goes down by 4 at all ranks Otherwise this looks ok. E should be 2 second slow and 1 second fear, maybe scaling up by .1 second each per rank. Concepts are great, numbers seem a tiny bit overtuned. Even if volibear decided not to build a single damage item he'd be fucking deleting shit hard. He should at least have to build a titanic hydra or tri force.
t y i tried to mimic ursa a lil bit (ursa stacks last for like twice as long) and i think volibear is a lot less sticky since both Q and E, his sticking tools, can now miss, but maybe i overcompensated >Even if volibear decided not to build a single damage item he'd be fucking deleting shit hard. ya, i like this, though, it lets him kinda stay true to his current builds where he can go full tank but it's not completely gimped. or he can opt into other items like titanic, cleaver, GUINSOO/BORK for the on-hit goodness. I think BORK would actually become core on him since the infinite onhit means infinite synergy with lifesteal, and BORK also provides attack speed to soften up for removing his AS steroid on W. if i wanted him to consistently buy damage items i would probably say his base HP needs to go up, because ~2000 HP at 18 is pretty pathetic for a melee-range DPS
Penns (EUW)
: seems like the same direction as gnar, if you get on her bully azz, you shud be able to fite her.
it just means that she's gonna get roasted by draven or something tho TBH when do we see changes for melee to go bot lane hehe
: Appreciate the bump, my guy. {{sticker:slayer-pantheon-thumbs}}
hehe your turn x) https://boards.na.leagueoflegends.com/en/c/gameplay-balance/fQ6Arys4-fan-made-rework-for-volibear leave this here for u
Kanzler (NA)
: So why did you post cait with a clickbait title without all the info?
because losing 75 hp at level 1 is noteworthy
: cuz cait is still broken apparently Caitlyn has a win rate 45.75% for Platinum+ players https://lolalytics.com/ranked/worldwide/current/platinum/plus/champion/Caitlyn/
i'm expecting huge compensation buffs to her Q and W if this is the case let's wait for S@20 to fill it all in
Rioter Comments
: Reminder that Sejuani is top jungler in solo queue and lcs for 6-7 patches
but you can dodge the second hit of her W and delay her stun by half a second dude REWORK IS SUCCESSFUL
SatomiKun (EUW)
: I am not sure that removing the XP sharing would be a good idea. Sounds like it could have some bad side effects. Nerfing ADC stats across the board doesn't make sense, it could be done if a specific marksmen turns out to be too strong, but nerfing them all into unviability just to get oher carry roles doesn't seem fair. And Doran Shield is supposed to be a start item for everyone. Believe it or not, but ranged champions can have tough lanes as well. If you need that, suggest a new start item and don't take one away from ranged champions.
you can still take doran's shield if you're ranged, melee justbenefits more. and they should, because ranged champs are inherently much less risky in lane and should not have the same safety net in a start item that melee carries would need. then you can buff melee stats. either way, ADs do way too much damage early on through poke for melees that aren't mordekaiser to handle. wouldn't be as big of an issue if they got their levels faster
: sad that's riot keeps the "counterplay in 5v5" thing with vayne but not with xin and other melees sad how they don't want melee carries to success
i'd like to see a champ made who does the opposite. make a melee carry who punishes you extremely hard for trying to 5v5 against him and totally wrecks your team, but will have trouble if you pick a comp that's about splitpushing with strong 1v1 guys like jax or vayne just for something different tbh
: but they said vayne is healthy
i hate vayne because she hardcounters pretty much every single champ I like to play but I can at least suck it up and lock in a disabler like Naut or Sej if she picked first provided your team's not totally retarded (and after this cancer OP support meta gets nerfed after worlds) i can at least try to force teamfights and just let my team take her out
Anl0rian (NA)
: Fellow summoners, which champions do you believe to be poorly designed and why?
Nunu because he's worthless but he's going to make one person on the enemy team as useless as he is. he has potential for an interesting debuff based tank (I think that'd be far more interesting than another spam-slow champ), but he falls flat in almost every way {{champion:203}} because there is no middle ground with her, she either gets her pseudoRNG stacks and dominates you or doesn't and she flops past laning. needed a bigger rework than what she got tbh
SatomiKun (EUW)
: Not necessarily. It's not like Riot never tried to inject other classes in the bot lane carry role. Mordekaiser says hello. But that didn't really turn out well, did it? It's not that easy to inject other classes in the bot lane carry role _without making marksmen completely disappear from the game_. I would like to hear your suggestion to achieve this.
remove XP split when 2 people are in a lane so bruisers and mages don't lose out on much needed levels nerf ADC base stats because them having higher bases early game than TANKS and JUGGERNAUTS is completely retarded (you could also buff theirs but that'd have other ramifications in solo lanes, probably) return Doran shield to the way it used to be and make it block extra damage from ranged autos if you're melee
: Being able to outplay something 1v1 should not be the golden standard of counterplay
+1 except i can't because im level 8 not much to add to this so i'll just give u a bump
: lol the downvotes
they 1v1'd a fed nasus and lost so nasus must be unhealthy
: though, Ursa stack duration is 18 sec (9 against roshan) what are yours
i did 8 seconds of stack, that seemed reasonable to me
: I like this for the most part. The Q is really cool, being able to toss enemies a short distance is cool and it fits his theme. Rubick Sama's suggestion to reduce damage and make the movement speed end like Righteous Glory is also something I agree with. I'm a bit concerned about the E changes though, 250 base damage is a lot on a basic ability. And destroying projectiles seems cool but it's also a bit out of left field thematically speaking. Also any basic ability that can counter ultimate abilities is going to anger people. See Yasuo. Overall this is a great modernization, it looks cool and unique! And I like that you've come up with ways to rework the champion that hopefully won't require too many art resources to get done. +1
E actually does very high base damage already, you just don't ever see it because it's maxed last. this might make it worth maxing at a spell you want to take into poke lanes for ranged harass/CS, but otherwise it'll probably still be maxed last because W and Q are just too valuable. although, I did remove the flat dmg on W in favor of pure HP+stack scaling, so maybe not? i made E destroy projectiles because as an immobile melee he needs a way to outplay CC. and since he has a natural benefit against other tanky melee champs I think it's best if his spell is for countering ranged champs more than other melees. because juggs tend to be too binary in their "good vs melee shit vs ranged" so i want to correct that with voli
: The misconception that A HUGE AMOUNT of people has is that a Assassin or diver should be able to dive into the enemy team, do their combo and kill the marksman. Even if the support is there. Meaning they expect to be able to win 1v2. That's just so much pure bullshit. You don't kill a marksman by sending a lone assassin to try and jump past all their tanks, shield bots and magic plasma cannons, you send in a a tank to cause a mess, then when they are starting to focus a little on the tank the diver or assassin can go in. I see so many people playing assassins jumping in 1v2 or 1v3 only to chunk the marksman but fail to kill them thanks to the lulu or Janna saving them then the assassin dies and starts crying that marksmen are OP and impossible to kill. Misposition? They aren't mispositioning as long as they are inside the supports range and outside the rest of the enemy teams, if only the assassin gets ontop of the marksman but the support is there ready to prevent it then the assassin is.......quite frankly a dumbass for going in. There is not going to be a discussion that assassins should win 1v2 when the enemies are ready, because they shouldn't. And the only marksmen that win 1v1's in this game without being massively fed or having reached 3-4 items are {{champion:18}} {{champion:119}} {{champion:67}} and sometimes {{champion:236}} . This thanks to them possessing either/or/and mobility,CC,high speed and burst. No other marksman can even hope to beat something like a {{champion:24}} or {{champion:238}} rushing them. And a {{champion:24}} actually beats any of them except the Vayne even lategame i think. But i digress, marksmen do not win 1v1 in all but a few cases and specific match ups, and thinking that the support shouldnt be able to prevent the marksman dying in a 1v2 or a 2v3 when they both play well is kinda silly. They are two classes meant to work with oneanother, their strength together is naturally higher, complaining about is like saying it's unfair that mages like {{champion:63}} can delete clustered teams. ( Not actually instagibb the tank but everyone around the tank)
so the counterplay is to hope the support that's glued to their ranged high-DPS threat isn't paying attention so you can gib the marksman :thinking: I wonder how this mindset could have possibly led to ADCs being the top dog they are now
Penns (EUW)
: u know my ult is a projectile so.. hehe i like it tho, but wat do u mean with "stacking infinitely", does he first do 20 then 40 and so on bonus damage? opieop lel
ya infinite dmg hehe, just like ursa, so it would be 20-40-60 etc and if he ults that gets multiplied, up to double damage and it also spreads around to people {{champion:106}} {{item:3124}} opieop incoming
: And Yasuo's windwall blocking all projectiles is for killing ranged champions, because he kills ranged champions. But even windwall has counterplay aside from "Don't be near them" or buying an ineffective item that is wholly unhelpful except for one feature.
nasus wither has counterplay by not 1v1ing him because he's a champ that's built to shit on you in 1v1. force him to group and he's not that scary, especially if he has to stop farming when he's behind no, wither doesn't and shouldn't be changed unless he's going to get huge compensation buffs to every other part of his kit. because nasus is not overbearing in any ELO right now
Penns (EUW)
: idk, it can be balanced but i think its more fun if there is something you can outplay or play around for example you can play around all of fioras spells except E and maybe Q, doesnt mean i can kill her 1v1 as fizz tho. (prolly bad example because fiora still isnt fun hehe) meanwhile champs like jax or trynda are like.. i never want them to be meta because they just right click you xd
do you like my rework for bear man, there's lots and lots to play around hehe very healthy primo rework imo
: Late game champ in a snowball meta
mid game champ* any nasus main will tell you nasus has a shitty late
: That's not what he's saying though. Wither is TOO strong is what he's saying. You don't even need the attack speed slow if catching people is what you're focused on.
the attack speed slow is for dueling people. because Nasus is a duelist
: Look at Ursa in dota2, his only utility is an AOE slow and voli is fine if he only had his Q utility even if voli always had his slow we can use some removal of slow you can make his mini-bite slowing attack speed/movement speed for 0.5 sec ala fiora W but balanced cuz it doesn't last 2 sec
i would like to limit his CC a little bit, but i tried to keep voli up with current power level of league where everyone has super BS amounts of CC, i think volibear still looks more reasonable since his 3sec slow is on a high-ish cooldown even when maxed + using E just to CC you means he wastes the first half to destroy ranged attacks and you can throw CC at him now also with less slow he would probably need either lower Q cooldown or higher base MS, but both sound like reasonable trade-off, being very fast feels better
: > [{quoted}](name=Mens Hair Club,realm=NA,application-id=3ErqAdtq,discussion-id=fQ6Arys4,comment-id=0000000000000000,timestamp=2017-09-13T18:26:26.608+0000) > > do you mean his Q bonus stops when he flings or as soon as he gets near any champ? cos the latter would make it really hard for him to run away or run around a tank remember: your champion should have counterplay in teamfight look at your kit above and tell me if you see a counterplay to volibear in teamfight with his Q+E also some things are bad idea "stop giving slow to everyone" you give a slow to voli, and he doesn't need it the fear idea is also bad because voli needs no cc beyond Q, stop the cc creep i like your E projectile thing cuz it gives voli uniqueness
>"stop giving slow to everyone" you give a slow to voli, and he doesn't need it he's always had this slow, but now it's on a skillshot + delayed. look at his wiki page; it's the same slow value but with counterplay in any situation even 1v1 you can avoid it, so i made it extra-rewarding if he plays around his E and hits you with both parts, because i didn't want to give him more damage, he should be all DPS and minimal burst. but maybe it could do something else, like a debuff for atk speed or resists?
: i read everything and this is how a melee should be reworked, though let me add something, his Q bonus ms needs to stop once he meets a champion like glory. give some nice skill ceilling idea, without giving a fuck about 1v1 counterplay because this game is 5v5 not 1v1 totally different from this garbage xin rework counterplay goes beyond 1v1 outplaying, this game is a fcking 5v5. Reason why Darius got reworked is because his laning phase had no way to lose, which is why morde is being reworked again revert olaf xin skarner rework
do you mean his Q bonus stops when he flings or as soon as he gets near any champ? cos the latter would make it really hard for him to run away or run around a tank also glad u like my rework, i will post more soon maybe but right now my focus is volibear. i want him strong, i want him meta, and i DON'T WANT vgu. it won't take a lot of resources to do my rework, i think, either
HenzoAF (NA)
: Ursa
better than ursa it's volibear
: didn't read everything but stopped at this Deals damage equal to 30/60/90/120/150 (+140% total AD) bad idea, your Q looks like an amazing utility spell, this level of damage is not acceptable however this is a good idea, Deals bonus damage if enemies are flung into another champion, large monster, or terrain.
could remove the ratio then pls read all, i am very sick boy and it was harder to write this right now than you think :^(
Rioter Comments
: > [{quoted}](name=Mens Hair Club,realm=NA,application-id=3ErqAdtq,discussion-id=VqQee7Nz,comment-id=000000000000,timestamp=2017-09-13T17:34:59.345+0000) > > sounds like pretty poor design, then Or maybe there just isn't another archetype that reliably works as a carry in a 2v2 lane? Hello?
i don't see how that makes them any less poorly designed if they're the only ones who can 2v2
: > [{quoted}](name=Malza,realm=NA,application-id=3ErqAdtq,discussion-id=VqQee7Nz,comment-id=0000,timestamp=2017-09-13T17:22:40.023+0000) > > I&#x27;ve compiled a full list of metas from the last seven years that adcs weren&#x27;t the strongest role: They have never been the strongest role. Just the best at 2 things: farming bot lane reliably and scaling as a damage dealer. But this is beside the point. Riot will never nerf them to the point that they are "optional" because at that point they won't even be viable. There is no middle ground available when it comes to ADCs, sorry. Either they're viable and that makes them automatically the best choice as the carry for the 2v2 lane, or they're not. So whenever they nerf currently dominant ADCs it doesn't really change anything. It only changes which ADCs are the best. One of the dumbest things the playerbase does is, people will argue that "<current ADC> is the most cancer thing ever! Of course it should be nerfed!" and they will repeat the very same argument next meta about another ADC.
>Riot will never nerf them to the point that they are "optional" because at that point they won't even be viable sounds like pretty poor design, then
: The best ADCs are always a symptom of the meta
the best anyone is a factor of the meta
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Mens Hair Club

Level 8 (NA)
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