: We Need An Actual Vampire Champion (RIOTERS WELCOME!).
Why not rework (VGU) Vladimir so he becomes a Vampire since most players associate him with one.
B4NX (NA)
: Might need to switch to grasp or something in this meta. They probably won't just give a champ like Jax stat buffs for early game when he has such a strong mid-late especially if he wins lane. Something I might like to see is another rune tree added that fits bruiser playstyle better.
> [{quoted}](name=B4NX,realm=NA,application-id=3ErqAdtq,discussion-id=sU72sxf6,comment-id=000100000000,timestamp=2017-11-25T20:30:08.854+0000) > > Might need to switch to grasp or something in this meta. > > They probably won't just give a champ like Jax stat buffs for early game when he has such a strong mid-late especially if he wins lane. > > Something I might like to see is another rune tree added that fits bruiser playstyle better. I won't really explain why its bad but I'll leave you a video with Hashinshin explaining why it is so you can understand (basically we need the attack speed and we don't scale off health) https://www.youtube.com/watch?v=5nChhPQjlaU&t=26s https://www.youtube.com/watch?v=YeoOK8oIEFE&t=45s
B4NX (NA)
: Probably what happens is resolve tree will get more buffs and eventually riot will also nerf the manaflow band/scorch that gives endless lane poke with no dorans ring. Then team play with brain dead tanks will get its meta back.
> [{quoted}](name=B4NX,realm=NA,application-id=3ErqAdtq,discussion-id=sU72sxf6,comment-id=0001,timestamp=2017-11-25T20:12:33.324+0000) > > Probably what happens is resolve tree will get more buffs and eventually riot will also nerf the manaflow band/scorch that gives endless lane poke with no dorans ring. Then team play with brain dead tanks will get its meta back. The thing is that bruisers like {{champion:24}} that went fervor of battle before go press the attack in the precision tree because they need the attack speed and Riot just nerfed it for everyone because Marksmen abused (don't know why they just don't nerf the keystone only for the Marksmen).
: I love all the tenacity we get from runes now
First of all you can get Swiftness boots if this bothers you that much. Second slows and peeling is like the main counter to juggernauts, otherwise they would dominate thet game since noone could stop them. However, I agree that right now melee bruisers could use some help vs all this range, poke and damage.
: I havn't seen Bruisers top much since season 4, back when Jax top was actually a really good pick. Now games are decided too early for pros to consider them, they'd rather let their ADC/Mid be the late game scalers, and have jg be early game pressure, and top be team fighting / mid game objective controllers.
> [{quoted}](name=Rengar Revert,realm=NA,application-id=3ErqAdtq,discussion-id=sU72sxf6,comment-id=0000,timestamp=2017-11-25T19:51:55.428+0000) > > I havn't seen Bruisers top much since season 4, back when Jax top was actually a really good pick. Now games are decided too early for pros to consider them, they'd rather let their ADC/Mid be the late game scalers, and have jg be early game pressure, and top be team fighting / mid game objective controllers. Still this is not a reason to basically destroy this class because of riot's favoritism.
Rioter Comments
KazKaz (OCE)
: Assassin Update rant
You forget that tanks are the counter to assassins. They need to be able to kill them or assassins wouln't have counters (and btw I'm not a tank main).
Rioter Comments
: Sliding Scale of Champion Morality
Why isn't {{champion:41}} in the questionable?
: Hardest Champion to Play?
Gangplank{{champion:41}} is arguably the hardest champion in the game (to play and to master).
: Its for his Q which is a basic attack not his barrels since they are and ability
> [{quoted}](name=Paladin 0f Life,realm=NA,application-id=3ErqAdtq,discussion-id=BBzR2mw2,comment-id=0000,timestamp=2017-10-29T15:49:04.712+0000) > > Its for his Q which is a basic attack not his barrels since they are and ability Yeah I got that, but you see Gangplank can proc the spellblade passive of trinity force on his barrels for more damage. What I don't understand is why it doesn't work the same with deadman's plate.
Rioter Comments
Eggbread (NA)
: Suggested Change to Critical Strike: Cement the Burst > Sustained > Tank > Burst Cycle
I see people forgot about the holy cycle of champion attributes: https://vignette.wikia.nocookie.net/leagueoflegends/images/d/da/Counters.png/revision/latest?cb=20160713163638
: Champion Concept: Vael, The Host of Famine
Nice champion! I would like to know his interaction with The Spirit Walker, Udyr.
Rioter Comments
: So, there's a difference between mobility and speed. Udyr, Skarner, and Olaf have a lot of speed, but not a lot of mobility. Compared to a Skirmisher like Fiora and Ekko, they don't have a lot of dashes or blinks; ways to get around the battlefield in an instant. Skarner can run down a lane really fast, but you see him coming. Even though he's fast, it's telegraphed and can be interrupted, compared to Jax who jumps a large distance in an instant. Skarner, Udyr, and Olaf can be CC'd while running at you (Except Olaf while he ults, but ults are allowed to break convention), but a CC won't stop Ekko while he's dashing mid-ult.
> [{quoted}](name=Variks the Loyal,realm=NA,application-id=3ErqAdtq,discussion-id=1kKGrf97,comment-id=0001,timestamp=2017-10-11T00:58:01.854+0000) > > So, there's a difference between mobility and speed. > > Udyr, Skarner, and Olaf have a lot of speed, but not a lot of mobility. Compared to a Skirmisher like Fiora and Ekko, they don't have a lot of dashes or blinks; ways to get around the battlefield in an instant. Skarner can run down a lane really fast, but you see him coming. Even though he's fast, it's telegraphed and can be interrupted, compared to Jax who jumps a large distance in an instant. > > Skarner, Udyr, and Olaf can be CC'd while running at you (Except Olaf while he ults, but ults are allowed to break convention), but a CC won't stop Ekko while he's dashing mid-ult. Thanks for the feedback! I agree with you. However, do you think there should be difference between these say juggernauts (Olaf,Udyr,Skarner) and the other ones (Illaoi,Yorick,Darius Nasus)for better game balance?
KoKoboto (NA)
: Skirmishers are more mobility but more squishy Juggernauts are less mobility but more tanky http://i0.kym-cdn.com/photos/images/original/000/890/751/76a.gif
> [{quoted}](name=KoKoboto,realm=NA,application-id=3ErqAdtq,discussion-id=1kKGrf97,comment-id=0000,timestamp=2017-10-11T00:32:26.619+0000) > > Skirmishers are more mobility but more squishy > Juggernauts are less mobility but more tanky Yeah I saw that but How lets say is Jax different than Udyr gameplay wise? Thanks for the feedback!
Rioter Comments
spad4 (NA)
: Change the channel time for E. The reason is because if there is no benefit to throwing the rock aside from range, the time just removes any possible value because your Q would be able to give you much more dps as well as as sustain in the jungle. Also, the attack speed from Q should go up with level. 50% bonus attack speed is quite a lot, especially for level one, where you could get it to around and over 1.00. It should be something along the lines of 25/30/35/40/50%. This is definitely a good idea though.
> [{quoted}](name=spad4,realm=NA,application-id=A8FQeEA8,discussion-id=mGtGWXK2,comment-id=0000,timestamp=2017-10-07T12:05:00.602+0000) > > Change the channel time for E. The reason is because if there is no benefit to throwing the rock aside from range, the time just removes any possible value because your Q would be able to give you much more dps as well as as sustain in the jungle. Also, the attack speed from Q should go up with level. 50% bonus attack speed is quite a lot, especially for level one, where you could get it to around and over 1.00. It should be something along the lines of 25/30/35/40/50%. This is definitely a good idea though. Yeah I put the channel time on the E because I didn't want him to be another adc. I will probably add a little something (a slow or a stun) to make it more valuable. I will take tour advice for the Q. Thanks a lot for the feedbacks!
iLBGAMing (EUW)
: that would mean that she would need to have her tumble cooldown even lower in order to pop it like Fiora does, which can be concerning in terms of balancing.
> [{quoted}](name=iLBGAMing,realm=EUW,application-id=A8FQeEA8,discussion-id=cIKFWdF2,comment-id=0000,timestamp=2017-10-07T00:02:35.328+0000) > > that would mean that she would need to have her tumble cooldown even lower in order to pop it like Fiora does, which can be concerning in terms of balancing. Yeah, they can adjust her in function of this change I agree.
Rioter Comments
Rioter Comments
: The Most Hated Champion of All Time [Voting Elimination] - Group Y
How can you forget about the true og {{champion:17}}
: was your [any support in the game] lagging too hard to point-click and make them worthless singlehandedly?
> [{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=yG6QqoqX,comment-id=0002,timestamp=2017-08-20T00:23:05.062+0000) > > was your [any support in the game] lagging too hard to point-click and make them worthless singlehandedly? My support was Xerath. enough said lol
Rioter Comments
Razyelx (EUNE)
: The Most Favorite Champion of All Time [Voting Elimination] - Group G
: Vayne tumbles around about as much as Fiora dashes, why not just take what is working on Fiora and apply it to Vayne where she can get the % true damage on her target if she hits them from the right angle, exactly the same as Fiora, except maybe making the target move around randomly like she's trying to hit a sweet spot on them?
> [{quoted}](name=Zen 9er,realm=NA,application-id=3ErqAdtq,discussion-id=Owi3KAiP,comment-id=0003,timestamp=2017-08-17T19:50:50.819+0000) > > Vayne tumbles around about as much as Fiora dashes, why not just take what is working on Fiora and apply it to Vayne where she can get the % true damage on her target if she hits them from the right angle, exactly the same as Fiora, except maybe making the target move around randomly like she's trying to hit a sweet spot on them? Yeah basically what I'm saying too.
: So... Vayne requires 3 hits to proc her W passive AND she has to position herself heh? Notice that fiora's passive also scale while Vayne's is a flat amount. Vayne also has plenty of counterplay. You just don't know how to apply them.
> [{quoted}](name=Hochelaga,realm=NA,application-id=3ErqAdtq,discussion-id=Owi3KAiP,comment-id=0001,timestamp=2017-08-17T18:23:47.985+0000) > > So... Vayne requires 3 hits to proc her W passive AND she has to position herself heh? > > Notice that fiora's passive also scale while Vayne's is a flat amount. > > Vayne also has plenty of counterplay. You just don't know how to apply them. Don't forget that Vayne has tools to position herself (dash and invisibility). With this "rework", Riot could focus on giving her back some strenght without making her insanely op.
Rioter Comments
Razyelx (EUNE)
: The Most Favorite Champion of All Time [Voting Elimination] - Group F
There is something wrong if Draven isn't the champion.
: A few things I'd like to mention: Rengar's one-shotting ability was hurt a lot more than you mentioned by the rework. He's still solid at one-shotting, but he needs to be really ahead and he needs to be building full damage. I think having a less reliable Q, a more defensive W, and less reliable ult vision helps in making Rengar less annoying and problematic. LeBlanc still doesn't have waveclear, but a lot of meta ADCs can supplement crappy mid lane wave clear (Ashe, Varus, Trist, Cait), so it's less of a problem now than when Hurricane was trash and Jinx/Trist were the most viable ADCs. I really don't think she's that problematic overall, she's pretty good when ahead and pretty bad when behind, like basically every assassin. I really don't think that Ryze's only problem is the point-and-click root. TF has a point-and-click stun, and has a fair amount of damage. Shen should really be part of the honorable mentions, at least more than many of the champs who are on there. Stand United + Taunt is very strong, and he's usually had too decent of a laning phase/splitpush to have that power.
> [{quoted}](name=TurquoiseYoshi,realm=NA,application-id=3ErqAdtq,discussion-id=gRLqJuwX,comment-id=0003,timestamp=2017-08-05T02:27:31.512+0000) > > A few things I'd like to mention: > > Rengar's one-shotting ability was hurt a lot more than you mentioned by the rework. He's still solid at one-shotting, but he needs to be really ahead and he needs to be building full damage. I think having a less reliable Q, a more defensive W, and less reliable ult vision helps in making Rengar less annoying and problematic. > > LeBlanc still doesn't have waveclear, but a lot of meta ADCs can supplement crappy mid lane wave clear (Ashe, Varus, Trist, Cait), so it's less of a problem now than when Hurricane was trash and Jinx/Trist were the most viable ADCs. I really don't think she's that problematic overall, she's pretty good when ahead and pretty bad when behind, like basically every assassin. > > I really don't think that Ryze's only problem is the point-and-click root. TF has a point-and-click stun, and has a fair amount of damage. > > Shen should really be part of the honorable mentions, at least more than many of the champs who are on there. Stand United + Taunt is very strong, and he's usually had too decent of a laning phase/splitpush to have that power. The thing with TF is that you know when he wants to stun you since he basically has the gold card above his head so there is counterplay to that unlike Ryze.
: Uncalm the Tahm. Unbench the Kench. Unroll the tadpole. Unclog the frog. Uninhibit the ribbit. etc.
Cowseed (NA)
: Lore wise who is more powerful
Jax had to use a lampost to have even fights. My vote is obvious.
: Shaco, to me, is about tricking the enemy, being a constant thorn in their side, frustrating them at every turn, being a nuisance, and, best of all, putting the fear into the enemy team. That might give people the impression that Shaco should be toxic but I don't think he has to be. I think the fantasy of Shaco (what I outlined above) can be fulfilled without necessarily giving him toxic or frustrating elements to his kit. For example, take Shaco's Q, Deceive. It's been the source of frustration amongst Shaco's opponents for the longest time, because invisibility is pretty hard to deal with (Yes, I know we can ward, but that's something external to Shaco. Just because you can build / buy the appropriate counter-items doesn't mean that a champion's kit has fair counterplay, which is the issue with Shaco.) If Shaco's Q puff of smoke was better looking, had a more polished VFX, and Riot played up his evil laugh upon disappearing - making it audible in a large range - Shaco would become much more fair to play against, while still spooking / mindgaming the enemy due to these FX. It would be harder for him to gank, but he could afford to be more powerful - either by having more damage or by up'ing the invis duration. Another issue with Shaco is his Jack-in-the-Box. It's a great ability, wonderfully thematic and mechanically appropriate - almost. The Boxes have very little innate counterplay (Again, yes, you can buy an item to counter them. That doesn't mean they are inherently fair or fun to play against.) If Riot made Shaco's Boxes not spring right away, if they have a count-down timer like Jhin's traps, then Shaco becomes much less frustrating to play against because his enemies are no longer stumbling into hard CC and getting gibbed by him (which is his current play pattern: wait for a lone enemy to run face-first into a Box, jump on them and right-click during the CC and win.) Likewise, Shaco's Boxes _need_ an audio SFX. Music or _something_ that clues the enemy in to their location. The effect of this would be that enemies know there are Boxes around, but don't know exactly where, creating confusion and paranoia. Visually, I don't know what would change necessarily. I think he could do with less armor, but I like the black-red symmetry of his suit. I also think they could play up the 'two' aspect of Shaco's kit, similar to how Jhin has the narrative reason for his obsession with the number 4 carry into his gameplay mechanics for why a sniper has 4 shots. I also made a post about Shaco a year ago, so you can read that too to see where I'm coming from: http://orig03.deviantart.net/142c/f/2016/288/0/5/05f898b77cdf0377c92ae38aa94b0ac2-dal2pkg.png
: Atma's Impaler
Core item on Gp
: [MEGATHREAD] Let's Discuss: Rengar
Like Khazix isolation make Rengar burst come from somewhere. Since his passive has a connection with bushes make him make more damage if comes from a bush (there shouldn't be an vision though/wards interrupt the bonus damage).
: [Champion Concept] Hoodoo, the Spiny Sheriff
A way to his q different from Trundle's would be to make a pillar that can get destroyed (like Yorick's wall), but ennemy attacking it would take damage from it (*like a thornmail). Basically Hoodoo's passive is transferred to the pillar and his w could too.
: Azir Gameplay Update: Goals and Directions
Option 2 pls. What if you made his E like the current E but reverse: Make all his soldiers come back on him and knock the ennemies on their way. This would leave room for fancy plays and keep his thematics.
: Azir Gameplay Update: Goals and Directions
I would go with option 2 for thematic reasons. As many said, Azir is the emperor of Shurima. He is a God. He doesn't fo in the middle of the fight. His slaves fight for him. He should be a ranged mage. For his E and R I would like to introduce my ideas. You could make, for his E, all his soldiers come back on him As a circle around him Giving him a shield (that if broken-the soldiers die out). His E would allow him to reposition his soldiers and give im a defensive tool with counterplay. His R could only be used if Azir used his E and the soldiers are on him would push back the ennemy ( like the current ult).
: Patch 7.11 notes
Does the rune change happen in this patch?
: Patch 7.11 notes
Does the rune change happen in 7.11?
: Queue health comes to patch notes
Why not make someting like this: You have Ranked flex which have temas that can fo from solo to 4 players and Ranked 5v5?
: Academy Adventures Series 2!
{{champion:59}} Jarvan could be the spoiled child.
: Academy Adventures Series 2!
{{champion:201}} Braum should be the principal.
: Academy Adventures Series 2!
{{champion:41}} Gangplank should be the bus driver.
: Academy Adventures Series 2!
{{champion:111}} Nautilus should be the mascot.
: Hey Critkeeper! Thanks for your analysis :) Your post is a bit of a long one but it's on my *favorite* topic in LoL, so I'm going to give it a similarly detailed response. But I'm just sitting at work spitballing, so it will be a bit scattered, and there's a chance I'll make some silly mistakes or say something that's only partially true or leave out something cool I'll wish I'd elaborated on, so I hope you don't mind! But the TL;DR is that you're pretty spot on that we haven't reached full role-item array saturation. Whether or not full saturation is a good or a necessary thing is a bit harder to say, but let's start from the assumption that it is (this aligns with my personal beliefs). When LoL started, class distinctions were very blunt and vague: AD carry, AP carry, tank, bruiser, support. As such, the items were relatively imprecise: did you want AD, AP, tanky stats, or team-assisting actives. I believe the first real distinction that started getting made - itemization-wise - was with melee champions. People used to get into arguments over what a "tank" was all the time. One set of people just said tanks were any champions who built tanky. Back then, people would call Dr. Mundo and Jarvan and Nautilus all tanks. It was an imprecise world. The other side was saying that there were two types of tanky champions. One class of "tanky" champions was gold hungry; they built the exodia build of Warmog's Atma's Trinity Force and scaled pretty well, to the degree that they became one of the most frustrating classes in the game. Soon, the name "bruiser" stuck. This stood in stark contrast to "tanks" could build nothing but gold items and still do well. Of course, it was actually even more complicated than that because junglers like Mundo and Shyvana would build jungle items *and* build tanky AD. The other contrast was ADCs; you basically had two classes of ADCs; BT first and IE first champions. Fast forward a season and you get Black Cleaver and the Youmuu's rework and people started to realize that AD Assassins were a class that had just needed items to function. We stopped calling AP Assassins at some point and started calling them burst mages because AP Assassins tend to have CC while AD assassins don't. To avoid this being a lengthy history lesson, over the last 12-months or so, Juggernauts got their items, and then ADCs got their itemization rework, and then there was Mage Update. We've been working on the class list behind the scenes, and as you can guess from those three updates, plus the upcoming assassin update, one of the big initiatives at Riot is updating each class to have a clear identity. A lot of things determine what classes get updates. Juggernauts got theirs because they were probably the least supported class in LoL. We just overweighted them with stats because the game systems didn't allow them to function. Marksmen got theirs because the class was relatively indistinct. You mostly just picked one of the marksmen that was strong at the time because they were so similar that style rarely mattered. Assassins, on the other hand, are getting their update because they're one of the most frustrating classes to play against, so there's a huge impact on live to their existence. When we update a class, we typically want to hit three things: kits, items, and systems. For example, with juggernauts that looked like this: Kits - Removing excess mobility, changing scalings, Items - making more mobility items, introducing items to match those scalings. And that leaves systems. What do I mean by "systems"? You'll note that many juggernauts scale with Base AD (rather than Bonus) and Health. This is intended, and allows us to tailor items to them by loading them with those stats. But here's the problem. When we reworked juggernauts, we didn't also rework every other champion. There are plenty of other champions with Base AD or health scaling, and those champions *also* love the juggernaut items. Given that those items are overloaded at their goal of filling the weaknesses of the juggernaut class, they often ended up heightening the strengths of champions who could take those items without having those weaknesses. For example, Darius needs Dead Man's Plate to chase most champions down. But if a champion like Jarvan can take that item efficiently, he can just chase you down with all of his gap-closers. And while Titanic Hydra is aimed at juggernauts, other melee champions who like Base AD and health can grab that and go on to also build damage and be this weird tanky never-dying champion who can still one-shot you (Fiora got pretty scary for awhile there) Artillery champions benefit highly from regular AP items, and it's quite likely that the reverse would be true. And so it requires a good deal more care to make sure we don't accidentally make it impossible to balance all other mages just to give Artillery champions their items. Or it may even turn out that Artillery champions don't have differing itemization needs from generic mage items because their class already hits its niche so hard. Same goes for skirmisher. I hope this gives some context: you're definitely right that those classes don't currently have class-specific items. It's a bit harder to say whether that's a problem. It's even harder to turn that problem into a design solution, especially when there are more pressing - or more easily solved - problems nearby for us to tackle.
Here, I have an idea. Why not make some items exclusive to subclasses so that balance changes are way more easy to deal with. It could also help new players with items.{{sticker:slayer-pantheon-popcorn}}
: Here's a post where you can ask questions about the stuff I've worked on, and I'll try to answer.
Hey, first of all I would like to thank you for all your great work. The juggernaught change gave light and change on the rift by making these champions unique. I know that some Rioters regret making Vladimir. So I would like to know what do you think about him and how you could improve him if you could. Sincerely, a Vladimir main: MihneatheMaster PS: I love your work !
: An official memo from the Dean of the Academy

MihneatheMaster

Level 41 (NA)
Lifetime Upvotes
Create a Discussion