: Here's a video showing the new Malphite VFX, along with all his skins: https://youtu.be/HQIediote48
Lol mike tyson punch out malphite
aezens (EUW)
: In my opinion the most boring champions to play against are things like {{champion:238}} or {{champion:7}} because you have to play super defensive or they just kill you instantly. {{champion:25}} can only outpush you early in the game. Almost any viable midlaner with one ap item or ad midlaner like {{champion:157}} with {{item:3087}} or {{champion:39}} with {{item:3077}} can clear minion waves faster.
But those champions have to get in your face and actually do something. Leblanc and Yasuo are certainly Frustrating with all their dashes and stuff, but I wouldn't call that boring. Mid-morg is like if a nap was a champion.
: Post MSI Gameplay Improvements
Great list of changes! **ESPECIALLY **{{champion:154}} !!!!! I am _SOOOOO_ hyped for the chance to play him again! I hope the revert goes through! <3
: > [{quoted}](name=Frosted Tips,realm=NA,application-id=3ErqAdtq,discussion-id=OOopG2XL,comment-id=000100000000,timestamp=2019-04-09T22:22:22.640+0000) > > If you kill Malz pets it is hard for him to push, but I also think that is why Malz is in a pretty nerfed state. Also my comment is very reasonable. Uninteractive gameplay is a big no no for general enjoyment for players and games are supposed to be fun or players wouldn't play them. Safety is also a part of the reason she was nerfed. The only way Morgana sees mid play again is if she gets a new W. No. Morgana is interactive, you just don't know how. She get massively countered by AD mid. If you picked a Mage mid and she is half decent she will max E second and deny your poke, that's how it's designed and it's meant to be used like that. Malz have a shield for free. Morg have to use mana and use it correctly. Her W is bland I can agree but she can be mid lane with it. If they truly wanted her to be changed , it would be done already. She was intended as a mage mid to start with in Season 1 and pro pigeon holed her support as everyone follow pro doing like pocket dogs. She is a support secondary not first role. Get your fact right.
Morgana mid is 100% THE most boring to lane against. Her main strength is boring you to pieces and doing something aggressive just to break the endless monotony.
: > [{quoted}](name=WAAARGHbobo,realm=NA,application-id=6kFXY1kR,discussion-id=Gg2jJvIJ,comment-id=00000001,timestamp=2019-03-18T19:38:19.671+0000) > > Yeah. there were about a dozen haiku's recorded. But they violated the game's ratings level, so were omited. > > RE: The above. Most of the characters I wrote VO for have defined syllabic and speaking patterns. (Because real people tend to speak in patterns determined by the complexity of their thoughts, comfort level, energy level, and lung capacity.) Pray tell, what on earth were those haikus that they violated the rating level? Can you share them here, since the internet is not beholden to the ratings system?
count: one, two, three, four count while i wipe the floor with these motherfuckers
Rioter Comments
: We're working on this actively! Freshening up and revitalizing old skinline narratives that could be even better is something we're always considering, and when the stars align over an older line I'm always excited to play with it and see what kind of adjustments we can make. They won't always get the full treatment, but many get _something_, even if it's just the blurbs.
The best thing I can think of, and this may not be your department, for revitalizing old skins/champions is to add new lines/taunts to give them a chance to punch back at the new releases. E.g. 100% of my interest in playing Darius is for the sick Dunkmaster burns - and there's now 5 years' worth of new champions he's missing out on schooling u.u
: > [{quoted}](name=MrB00mbastick,realm=NA,application-id=A7LBtoKc,discussion-id=NPBRPjqf,comment-id=0021,timestamp=2018-10-23T18:32:52.271+0000) > > I've logged thousands of games on league, and I never knew that minions sped up like that at all (or that supers nearly doubled damage). Makes me wonder what else I'm missing. Some sort of cleanly presented compilation of all these hidden-power things in the game (for minions, towers, champions, items, bounties, etc), updated each patch, would be nice to reference. Browse LoLWiki for like, an hour and search up random things. Fun ways to abuse certain builds and such.
Thanks for the suggestion
: Preseason Dev Update Number 3!
I've logged thousands of games on league, and I never knew that minions sped up like that at all (or that supers nearly doubled damage). Makes me wonder what else I'm missing. Some sort of cleanly presented compilation of all these hidden-power things in the game (for minions, towers, champions, items, bounties, etc), updated each patch, would be nice to reference.
: Well, the issue is, if you ask me: 1) We have a ton of simpler champs already by virtue of the game being this old. It's not all that necessary to make more. 2) It's really hard to avoid overlap in game play niches when dealing with simpler champs. The more unique a champ is, odds are they're gonna be more complex. A simpler champ can only do so much. We haven't received a ton of "beginner level" champs as of late, but the game doesn't really need a ton of beginner level champs. As Annie, Lux, Garen, Sona, Kayle, Yi, old Nunu (I love NewNew btw) and other beginner level champs have shown, beginner level champs have MASSIVE satisfaction issues.
#2 agree 100%. It might still be possible to add beginner champs though by tuning down the skill "overloading;" E.g., as I recall, on release Ornn's Bellow's Breath had a shield, a % health damage, cc immunity, applied 'brittle,' slowed him, probably 6 other things. You could simplify that into Annie W, while still having the stoking-forge aesthetic. But then you run into overlap, for sure.
: I feel the new Q was just not well thought through: the dev who worked on the new kit clearly intended for Zac to use the skillshot component on a champion, and then attack a minion, but completely failed to realize that doing the opposite was much easier to do. As such, we were left with an ability that had much less counterplay than was intended. I like the idea of Stretching Strike as a telegraphed knockback, and I think Zac in general should be a champion who punishes clumped-up teams by spreading them out. As for the ult, I'm not personally a fan of the old ult, though I agree the current version has some problems. The central issue is that its telegraphing conflicts with the hard CC on his E, meaning that Zac can dash from a huge distance, lock down enemies, and give them far too little time to react before displacing them back onto his team. Either the ult or the E displacement needs to go, and from the looks of it, Zac's mains would rather keep the E as is.
> [{quoted}](name=Teridax68,realm=NA,application-id=ELUpwER8,discussion-id=rpe5Nd7K,comment-id=0001,timestamp=2018-08-21T22:24:54.063+0000) > > and I think Zac in general should be a champion who punishes clumped-up teams by spreading them out. > > As for the ult, I'm not personally a fan of the old ult.. Um...that's exactly what his old ult did. And it was 1000x more fun to do so with it.
AD Yuumi (NA)
: When you mention "other designs don't have these traits" it reminded me of a conversation I used to have with Xypherous Xypherous used to lament that Riven would have been a MUCH better design if League was a game where EVERYONE WAS RIVEN. The point he was making is that Riven matchups vs. characters with similar tools to her tend to be be dynamic and exciting. On the flip side, Riven matchups into characters like Nasus are much more likely to feel awful for one side to play. Nasus either outstats Riven and wins with Q (despite all her gameplays) or he does not outstat her and loses (while feeling helpless as she dashes circles around him). We could say here "oh well why not just give Nasus more tools," but we have to remember that there are a lot of players out there who DON'T WANT THAT MANY TOOLS. I believe one of League's strengths is the sheer amount of variety we've managed to express in our champion roster. Some players want a high mechanic high octance experience (like Riven or Yasuo) whereas others would prefer to chill and manage one or two important spell casts (Like Nasus or Annie). It's important that we find ways to make champs with varying levels of mechanical complexity and "outplay" potential able to fit into the same game. (As a side note, I agree that a number CertainlyT champs are awesome, IMO Yasuo and Thresh are two of the best champions ever made. It's interesting when examining regional differences for "the Yasuo problem." NA players find Yasuo incredibly frustrating, but Chinese players think he's fine, despite his playrate being WAY higher over there.)
> [{quoted}](name=Riot jinxylord,realm=NA,application-id=ELUpwER8,discussion-id=28nNMfnH,comment-id=0018,timestamp=2018-09-04T03:42:52.523+0000) > > IMO EKKO and Jhin are two of the best champions ever made. FTFY < 3 < 3 The last several champions released (Kaisa, Pyke, Kayn, Ornn, Rakan, Xayah, Zoe) (and reworked: Nunu, Aatrox, Akali, Irelia, Swain); what degree of variance do they have in level of mechanical complexity? I think those are all medium-to-high complexity; we don't really see the simple ones released anymore, despite touting the benefits of having some low-complexity champs?
AD Yuumi (NA)
: Nexus Blitz - Week 1 Feedback and Patch Notes
I've played this 8x so far with Ekko, and even when I lost, I had a lot of fun. I think keeping the whimsical nature of this mode is important. One way to do this is even more new minigames! Lots of them - they were great. The walking nexuses (nexii?) were hilarious! I put fill and was placed in jungle every time; jungling felt mostly like you'd do your first clear or two and then that was about it, kinda felt like a SR add-on that wasn't necessary. Theming it to be non-SR would make it feel a little less derivative and more unique as a gamemode choice. One other minor feedback - the map edges could be a bit more obviously marked as out-of-bounds; I kept trying to dash over the top/bottom of the map like they were walls haha.
Jathojen (NA)
: {{champion:154}} W - Unstable Matter : Damage - Add the old (+2% per 100 AP) to his current --> 15/30/45/60/75 magic damage +4/5/6/7/8% of the enemy's max health R - Let's Bounce! : Revert to old ultimate. It'd be great to have the old things about Zac that we used to love back! Putting a little AP into him used to be a great way to be tanky and do a little damage, so you could play him as somewhat of an AP bruiser. Thank you for letting us voice our opinions
(I changed my boards name but it's me, Monsignor Gustaffson IV, your friendly neighborhood patch notes writer) The Zac rework has been out for a while and by now players have really tried to make the new Let's Bounce! work as an effective teamfighting ultimate. However, we have found this completely unnecessary change to Zac's ultimate has missed the mark, forcing increasing numbers of contorted nerfs to balance out his kit in relation to this ability - further alienating the playerbase and lowering the winrate. Thus, we're reverting his ultimate to it's old, fun form.
: We've tested a variety of different jungle matchups such as early v late, early v early, etc, and have found that the the behind jungler gets set behind if they give up 1-2 scuttle crabs but it's not irrecoverable. If you're able to trade scuttle crab takes for invades or gank pressure, you should be able to stay reasonably close/even, especially if you're able to secure later scuttle crabs. I agree that they can't take 3 camps (outside of a select few junglers). That said, taking two camps (e.g. blue buff + gromp camp) is totally do-able for most junglers & is an advantageous trade off to losing scuttle.
For the junglers that don't like to early game invade or gank? I'm not taking a Nautilus in for a level 2 invade. I don't wanna skirmish all these khazixs and xins with my Ekko. These changes push out any non-meta junglers even further. Plus, early game power is also immensely tied to clear speed. Not only are these early game skirmishers strong vs the enemy jungler, they are quick to clear and such gain even more of an advantage. Also, I'm reading your team's arguments and really not understanding how giving early game junglers even more of an advantage than they already have prevents them from camping a lane??? If their level 3 comes 15 seconds later, how is this preventing camping, I have no idea.
Vekkna (NA)
: You must be high. Things you left out: * Q is one of the strongest non-decaying slows in the game * He has the biggest movespeed boost in the game * R has a big-ass heal with brief untargetability *and* invulnerability, which makes Ekko's margin of error against turret shots and Ignite *far* higher than Zed, LB, Kass, or Katarina. Or basically anyone * The actual delay on W is long, but the actual visual indicator is only .5 seconds for a massive area. For comparison, there is a .625 second visual indicator on Cho'gath Q, Brand W, and Zyra Q. >His E is a small dash, that also makes the next AA be another dash and deal bonus damage. Nothing really overpowered here, a lot of champions have an AA reset with mobility. How many other champs have that in addition to an S-tier movespeed boost and spammable slow? >His R is his safety net. LOL! If by "safety net" you mean "foolproof," then yes. Few (if any) abilities in the game are as hand-holding and coddling as Ekko's ult. Picked? Caught out? Overextended? Shit judgment? Bad fight? Got outplayed? Lost a stat check? No problem, Riot's got your back. Just hit R, and it saves you from the consequences of being a bad player. The only competition Ekko's ult has for "most bullshit ability" are, like, Gangplank's orange, Trynd's ult, and Kayn's ult.
What is this about slows? {{champion:75}} and {{champion:26}} say hi!
Snowman Arc (EUNE)
: His Q is very hard to land on an enemy from range. It's very easy to avoid in lane, and only starts being reliable waveclear after level 7 and some AP. His W is un-reliable at best. Hard to land the stun, takes too long to activate and easy to play around. Also, to gain its effects, you must move in it, which makes it very predictable. His E is a small dash, that also makes the next AA be another dash and deal bonus damage. Nothing really overpowered here, a lot of champions have an AA reset with mobility. His R is his safety net. Seeing how his is an assassins, would only deals reliable damage if he's in melee distance, he needs something to help him escape, otherwise, he is gonna move in, deal damage and die. Every assassin pretty much has that. Zed and LB blink back to their original positions, Talon can start jumping over walls, Kassadin has a very low CD blink, Fizz is even worse than all of them etc. Ekko is honestly one of the best designs of an assassin and currently one of the most balanced champions in the game.
This. Ekko is pretty easily exploitable in lane
: [Discussion] What's your favourite Skin?
Isn't Dunkmaster Darius the only correct answer? I hope they give him some sick new burns someday for all the new champs. Please reply with yours - these are just first drafts. WIP. Tahm Kench - Hey, River Toad - Only thing you'll be eating is my DUST; You may be king of the river, but you're a joker on the Court! Camille - (something about her legs getting stuck) Zoe - What is this, the junior league? Xayah Rakan - Double-team me and I'll slam you both in the paint Ornn - Better fire up that forge to make my championship rings Kayn - Darkin? Let me introduce you to DUNKin Aurelion Sol - I'll show you star power, Sol Jhin - (something about raining down 3s on this bitch) Taliyah - I've got the rock now, Taliyah, prepare to get thrown Bard - Something about chimes / buzzer or shot clock? Ekko - Show me that again on the instant replay! Illaoi - ? Kindred - ? Ivern - ? Kled - ? and vs. New skin lines - ?
Poske (EUNE)
: Main issue with this item the fact that ap assassins dont care about ms boost {{champion:7}} - doesnt give a fk about ms boost {{champion:55}} - doesnt give a fk about ms boost {{champion:84}} - doesnt give a fk about ms boost {{champion:38}} - doesnt give a fk about ms boost {{champion:105}} - doesnt give a fk about ms boost give us something else
Rioter Comments
Rioter Comments
: Naut is in my top three played champs (with Sona and Bard). (Also thanks Scathlocke and Thermal Kitten for this. Happy to see you folks here doing this :D) I feel like Nautilus is deeply sad, weighed down, and disappointed. His anger is old, maybe even resigned. I also feel like he is a kind entity, despite himself (like when he fought off the Harrowing). And he keeps moving, because he has to - there's nothing for him in the past. Always putting one stomping foot in front of the other. So sad, quietly determined, and a little bit kind. I also don't think he's mindless - there's someone in there, in the suit, imo. Happy to hear disagreements though if people don't feel that one.
I think it's just sometimes his anchor weighs him down bah dah deee... bah dah dummmm ... bah dah doooooo
Onotori (NA)
: Hey remember when Ekko was pick or ban for half a season
Ekko has extremely telegraphed abilities, with very clear weaknesses. He has middling damage for an assassin, middling waveclear for a mage, and is melee. He has very few actual "winning" matchups that are based on the kit and not skill.
: "More solo carrying" is the issue, not the solution!
The 6-0, 0-6 comparison isn't a failsafe. Here are the KDAs from a game I almost lost last night: My team: 4.2, 3.3, 8, 1.5, 8 Opponent: 1.4, 2.5, 2.3, 1.9, 2.8 Everyone except the ad was clearly outpacing the opponents, yet we ended up down 3 inhibs, (after taking theirs first initially a while before). Came back because my team landed some clutch cc, but this should have absolutely been a stomp, but was an insanely hard base defense because our ezreal started the game something like 0-9 - and it wasn't like the enemy had a 9-0 member. It was clearly a case of the weakest link determining the fate of the game. Luckily we drafted cc. That's a single anecdote, but these are some of the situations to consider, as well.
: Hurray!!! I'm so glad it worked! I can imagine how awful that would be to play it like that, haha.
Off topic, but can you please recommend some soaps for men? The one I usually get is wearing on me. I don't want a cheap brand, but I'm not looking for something terribly expensive, either.
: Maybe he feels fluid for a volibear main, but I tried to play him, and it was horrible. I feel like if I don't cheese early game kills, I lose the game. If I'm playing someone like Sej and I don't dominate at least I have a good ult to make up for it. Volibear's ult is horribly outdated and shouldn't be in a tanks kit. I don't know how you volibear mains do it. I mean I get that you can do it, but I just don't get why. It's like you have to try harder to do everything a shyvana can do just by spamming q. I do think that playing a bear is fun, but it's not worth it because that champ is just so bad unless you're smurfing in bronze.
You raise a lot of FURmidable points. You've iDENtified that he's strong early, though. Play to that strength : ) Just like you don't try to siphon suckas on Nasus til midgame, the CHOSEN OF THE STORM doesn't wait til midgame to bite b****es. No one's denying the likes of Sej/Mao were given better tools, but the Ursine do not know fear.
: This was decently punny. Glad you like the updates. My buddy played him yesterday in a match and had a BLAST with him!
Let the storm follow in your wake
: riot doesn't seem to realize how to make volibear balanced, they always break him or gut him ... well i'll gladly accept the freelo till people start banning him.
: You should have gone downtown and fill your post with bear puns.
The bearrier I always encounter with doing too many bearfaced puns in a row is that they tend to become of embearrassingly less koality - it gets too teddyous for the reader.
Rioter Comments
: What do we mean when we say the boards/reddit are a minority?
Absolutely love these data-driven posts. Fascinating that Fill is chosen twice as often as Support in Vietnam. Really curious what causes such crazy outliers like this over such a large population of players.
: I just want to say that I really, really, really miss Zac top
Meddler (NA)
: We've backed off on Twitch/Trist changes, at least for now, after seeing Pre-season drop their power a lot, both in solo queue and pro games. Zac we'd still interested in trying some changes on at some point (gameplay pattern more than balance). Other stuff, like Runes follow up/the above fighter work's pushed that out of priority for at least a while though.
Do you have a definition for what is encompassed when you say "gameplay pattern?" I want it to mean something like getting the old Let's Bounce back (plz? <3), but I'm not clear as to what you mean by this. Balance changes to me sounds like, adjusting damage values, cc duration. But again, not sure what aspects of a champion (like Zac) you consider "gameplay pattern" instead. Thanks!
Rioter Comments
Rioter Comments
: Patch Chat with the Playtest Team - 7.20
Is there any discussion about {{champion:154}} ult? I recall someone mentioning a "lessons learned" was not to do a full class update on champs just for the sake of a class update, but rather focus on champs that needed it, so I was really sad that Zac (R) had to be changed before that lesson was learned, haha. I imagine the different utility though kinda drops him off the radar as far as priorities go. Unfortunate, because I (and others) found the old ult to be MUCH more fun (and better in general : P). I'd love an ultimate hat for that ability :S
Bombardox (EUW)
: RIOT are just so good at making characters thematically.
{{champion:154}} It's not how much you can lift....it's how good you look!
: Idk whats more impressive. The dedication to get every champ to level 7 or the amount of be and shards he had to collect to get there.
Dang, that's impressive, yeah. The shards are a hugely limiting factor, in addition to time. I'm such a casual :S
Rioter Comments
: > [{quoted}](name=Sunibee,realm=NA,application-id=yrc23zHg,discussion-id=8h0YpEWl,comment-id=0015000400000003,timestamp=2017-09-05T10:22:25.946+0000) > Also in terms of &quot;i want to know how you guys feel&quot; I can best liken this entire thing if one day the government suddenly announced that they were switching from capitalism to communism and everybody would be losing their house and job for a static monthly check and free 1 room apartment. Guys you are killing me with these dramatic comparisons lmao
> [{quoted}](name=Riot Cactopus,realm=NA,application-id=yrc23zHg,discussion-id=8h0YpEWl,comment-id=00150004000000030000,timestamp=2017-09-05T14:00:06.290+0000) > > Guys you are _**killing**_ me with these dramatic comparisons lmao I see what you did there...
Rioter Comments
: W may be bland, but so is bread and butter
I agree it's a staple, which is why I said I don't have anything against it. My point is their stated goal was to make goo interesting, but left the least unique/interactive part unchanged - i.e. spam ability to damage stuff around you (e.g. Amumu E, Malphite E, Shyvana W) - while altering an already unique/interactive ult. And I haven't seen a rationale for that disparity.
: Riot traded the damage and healing from the old ultimate for the utility of the new ultimate. The ult still does what the old ultimate used to do (primarily for displacement of enemies and peeling for your back line). However, now it excels at catching targets. The range of the displacement is definitely shorter than blitzcrank's Q (at least until Zac maxes the ultimate) however, you can think about Zac's E range as the effective "initiation range" of the ability. Typically you won't get the displacement to work unless you land the E. If you land the 1800 range E and then charge up the ultimate's slow then launch the enemy back 1000 units then it puts the power of the combination into perspective. You've only played the new zac for a day, so give it a chance and see what kind of amazing plays you can come up with using the new utility. I won a game for my team yesterday by carrying an enemy lucian backwards. We pushed mid for the win immediately thereafter.
I elaborated on this in a different post, but, adding an ability that doesn't synergize with his kit / goals in a teamfight is just silly. Yeah, I carried with him, scooped both damage-dealers back into my team in the last team fight. Scooped the jungler out of the baron pit. But there were two instances in that same game where the old ult would have gotten me a triple kill instead of letting them all get away. It doesn't really do anything near what the old one did. The new R "utility" is less fun, feels worse from a gameplay perspective, has anti-synergy with his blobs and teamfight strengths, and is worse for 1v1 skirmishes. https://boards.na.leagueoflegends.com/en/c/gameplay-balance/PzQeozH7-reasons-why-the-least-dynamic-aspect-w-left-unchanged-revertzacult
: That's what i hate about the changes, he was already reliant on his E to be successful, now he's even less reliable with both his ult and Q being able to ''miss''. At least before if he ever missed his E he could still rely on a decent stream of damage, reliably slow with his Q and disruption with his ult... Now it goes like: Oh i missed my E.... and my Q.... and my Ult... oh i guess i'll be useless this teamfight... A clutch Q slow from before felt more satisfying than his current Q ''Now kiss'' mechanic that barely bumps each target toward each other.
I mean, whiffing all your skillshots doesn't work on any champion, but the anti-synergy with the new R is just completely unwarranted. As I mentioned, you take yourself away from your other blobs and the fight itself - Zac wants to be in the _MIDDLE _ of the action, dealing annoying consistent damage as you mentioned, because his passive is a GA saying "DON'T FOCUS ME" - but the new R takes Zac AWAY from where he needs to be in a fight.
Rioter Comments

MrB00mbastick

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