: i like collosuas courage its good on my mains malphite and quinn can we kee that please i dont think i would very strong without it {{champion:22}} {{sticker:zombie-nunu-tears}}
also i like the one with the shield that one is good for playing people with shields {{champion:120}} im not sure if jinx works though its like: {{item:3690}} {{sticker:zombie-nunu-bummed}}
Meddler (NA)
: Quick Gameplay Thoughts: June 8
i like collosuas courage its good on my mains malphite and quinn can we kee that please i dont think i would very strong without it {{champion:22}} {{sticker:zombie-nunu-tears}}
: Quinn should have been the premiere Marksman-Assassin
I have very strong feelings about the Quinn rework and it makes me very happy to see that someone else cares enough about Quinn & Valor to create this thread. Before the ADC rework Quinn was by far my most played champion with me gaining over 105k mastery points on her and playing her in almost every game - since this rework happened I've only reached just over 120k mastery points on her and the majority of this was just me desperately trying to give her a chance of still being a fun champion. Quinn went from being an incredibly unique and exciting champion to being about as bland as a marksman can really be, both as a character and as a champion in-game. Character-wise, Quinn **and Valor** formed one of the most unique champions that the roster has ever seen with her two-in-one theme until Kindred came about but even then Quinn shone through above Kindred as her gameplay reflected the tag-team bond of her and Valor perfectly whereas, outside of the voice over and model, you wouldn't really guess that Wolf was relevant to Lamb at all from their gameplay (yes Kindred's W obviously is based on Wolf but given Kindred can randomly create but circles of power with her ult, it's almost meaningless that Wolf happens to be vaguely biting at people during this ability). Quinn and Valor were the perfect in-game tag team where it genuinely felt like both members were pulling equal weight and were having great fun with each other whilst they did it. On her own, Quinn's personality really doesn't shine through and as much as I love our crazy bird lady she really just feels like there's nothing special left about her at all now whereas in the past you really felt like you were playing as a dynamic team of close friends whose strategies and battle tactics intertwined in such a way to create an experience that I've never felt whilst playing any other champion in the game. Gameplay-wise, Quinn is now equally as dull and non-distinct as her personality. Sure her Vault is still a very fun ability and the touch-ups they did to it were wonderful, and her passive resets do feel great to play with, but none of this makes her feel like a special or unique marksmen when her basic game play pattern is just "run at someone and auto attack them" - a play pattern which describes 90% of other marksmen equally well. Quinn used to have fun burst combos (which still exist but are largely more sustained damage combos now) and one of the most unique and exciting ultimates in the game, all feeling very fluid and created truly exciting scenarios where you were left on the edge of your seat going in for risky dives and picking off straddlers, all the while fearing for your own life as you desperately tried to save your skin once Valor tagged out. I won't claim that it was the healthiest or most 'fair' gameplay ever created but I don't think anyone in their right mind would use those words to describe the current Quinn either, and in most cases the new Quinn feels considerably worse to play against than she did pre-rework. Even with a constant 53%+ win rate she can hardly scrape more than a 1.3% play rate top lane any more (Champ.gg) which speaks a lot about how enjoyable people are finding her now. Sure being a 'roaming marksman' is technically a niche but it's not enough to make the champion feel good to play - just because she does something unique doesn't mean she can lose half of her kit in order to achieve this and be left with the bare bones generic gameplay that 90% of marksmen share. As a side point which also irks me, ADC Quinn was my favourite way of playing her and although it was never overly strong, it was 100% playable at all times. The new Quinn really struggles bot lane and has very few reasons to be picked outside of being played top due to the build she needs to abuse her early power and the level differences between a roaming top laner vs a roaming ADC. I could get past this easily if she was still fun as a top laner but sadly that isn't the case, at least for me. As for the Twitch comparison, I do not believe that he's really relevant to this discussion as you can easily have more than one 'assassin' style of champion in each role and their methods of assassination (Twitch being based entirely on stealth and sneak attacks from long range whilst Quinn is based on riskily diving on top of you and sticking up close in your face until you die) are remarkably different both in terms of playstyle and their impact on the game/marksman roster. Overall the Quinn rework is easily my least favourite thing to have happened in League. Quinn mains lost a very unique and interesting champion and character just to have it replaced with what can only be described as half a champion whilst having no real gameplay/health issues fixed (outside of Vault/passive reliability QoL changes which could have easily been given to old Quinn) and very few players picking up the new version of her. I don't know why Kog'maw got the priority on being re-reworked but Quinn really deserves this too. {{champion:133}}
PWYFF (NA)
: [DISCUSSION] State of the Season
In reference to Quinn being highlighted as one of the too strong marksmen viable in every lane, which lanes will she be balanced around in future? I've been a bot lane ADC Quinn main since the start of Season 4 and whilst I do enjoy the rework she was given in the preseason, it feels a shame that she'd be shoehorned entirely out of bot lane in order to make her balanceable in other lanes. I understand that a lot of Quinn players prefer her top lane to be the psychotic lane bully we all know ~~and love~~ her for, but could I get any context on Riot's stance of her as a bot lane ADC and whether this will be kept in mind for her balance?
: I think pretty much all of the jungle items need some adjustments as of right now
Good analysis! I especially think the Echos AP% buff (coupled with an appropriate change for Cinderhulk, perhaps adding some early CDR which most tanks will adore?) would be a great way to fix the whole AP vs. tanks issue going on right now. For Cinder, I definitely think it needs some love but the best way to go about that in my eyes wouldn't be a case of buffing the % HP scaling as no one wants even tankier brutes running around right now given the current meta we're going through - the best routes would be either buffing the immolate passive (which seems iffy because how great could that ever really be in ganking a lane when you're going to struggle to stay near to someone for more than 2 seconds?), or adding something like CDR to the completed item to give tanks some more early ganking power without making them more oppressive late-game and without covering up their "OMG DON'T INVADE ME LEE" weaknesses. I'm mostly a tank player as far as jungling is concerned so Cinder is the item I'm most interested in, but I have some close friends who're very big AP jungler players and from what I've heard them say, most AP champs are just using Echoes as a crutch right now so it'd be nice to make this no longer the case. I find the movespeed on the item a tad iffy as it often feels like it's giving too much at once for me, so perhaps removing this aspect of the item (and changing the build path because it's just ugly let's be honest) and adding some AP scaling to the passive in compensation is what we need to stop it being the new tank jungler item whilst keeping it a great option for mage junglers? Again this is a bit tough to say as most AP junglers are obviously early-pressure junglers and the movespeed is a great boost to this style of gameplay, but perhaps they wouldn't have to focus quite so hard on this phase of the game (which would still be strong without the movespeed!) if they had a little more power to fall back on later? Those harder hitting Nid spears, ow... Warrior is boring but I think the concept of the item is fine - it gives what the champions need to be effective and that's about it. It's not interesting at all and I would enjoy seeing something about this changed, but I would be weary of it becoming yet another issue as we've seen far too often how volatile the jungle enchants can end up being... As for Devourer, I don't really find the item a problem in its concept, but the playstyle it reinforces isn't good for the game in most cases. Rather than changing the item's theme/stacking aspect, I'd rather either nerf the item early or nerf the early games of the champions who use it so that there's at least a proper window in which to shut these devourer junglers down before they go into "crazy 1v5" mode. Trying to out-duel a Shyvana, Warwick, Xin, Udyr, etc, early-game is just not going to work out in your favour in 90% of cases, so where's your power to try and halt their stacking? This obviously isn't such an issue in coordinated play as shutting down a jungler as a team of 5 is obviously a trivial task, but this isn't where these junglers are making a name for themselves and isn't where they're needing to be tackled. As long as it's a risk taking one of these junglers (in this case the risk is getting shut down hugely early) then I think the late-game scaling is both deserved and fun to use, but with how safe and strong all of these Sated junglers are early right now it just doesn't feel like there's any risk involved at all in picking them for non-coordinated play.
Rioter Comments
Rioter Comments
Macilento (EUW)
: [NEW GAME MODE] Noxian War Arena - Map, rules, etc.., All explained inside
This idea is very cool but I do have a few questions/comments about it. In general I adore the feel of the game mode and it sounds like a great way to introduce a bloody death match brawl mode into the generally strategic world of LoL without feeling out of place. One big issue is that this very heavily resembles Smite's Arena game mode and, although the walls, towers and upgrade systems do make it feel quite different, I do wonder if it would ever feel unique enough to not appear as a rip-off of Smite - this especially rings true when you consider both game modes being based in a gladiator style arena. Even the catapults roaming through the lanes to destroy the enemy's base are very reminiscent of Smite's Juggernaut mechanic, even if the aims of both are slightly different (reaching base to remove 'tickets' VS destroying nexus). All of this being said however, I do think the game mode sounds very cool and could definitely be a great idea! I have a few questions which may help expand it a little... * How powerful do you expect the central shrine minion to be, and and what point of the game is he recruitable? At present it feels like whoever obtains this minion would outright win the game as the enemy team will be busy desperately trying to protect their base (especially if Outpost minions are present too) whilst the other team can take literally everything else from the map without fear of retaliation. Perhaps it would be better to change one of the two rewards from being minion recruiting to something else in order to combat this issue? * Upon upgrading the catapult, what happens when it is destroyed (or if it is indestructible, what happens when the enemy captures it?)? Does it remain upgraded for everyone? Do you and the enemy share upgrades over it? Can you upgrade it whilst the enemy has it and change its effects? Could it be worth adding a negative upgrade for that purpose? Does it have separate upgrades based on who is controlling it at the time? * What restrictions/methods are put in place to stop allies wasting marks on the same upgrades, and who gets the choice over what marks are spent on? Can anyone spend them at any time, or is there some control over this? I'll come back later to ask more but those are the main things I'm thinking right now. Otherwise I think this is a really cool idea and I'd love to try it out!
: > [{quoted}](name=MotherTeresa1910,realm=NA,application-id=3ErqAdtq,discussion-id=ll6gkAek,comment-id=00d30000000000000000,timestamp=2016-01-08T07:55:31.324+0000) > > {{item:2140}} {{item:3151}} > > ................ > > {{champion:69}} {{summoner:4}}{{summoner:11}} {{champion:63}} {{item:2043}} what
{{item:3902}} {{summoner:30}} {{item:3901}} . . no ? {{champion:84}} sneak {{item:2052}}
: > [{quoted}](name=i polar,realm=NA,application-id=3ErqAdtq,discussion-id=ll6gkAek,comment-id=00d30000,timestamp=2016-01-08T07:52:08.949+0000) > > {{champion:69}} ? Yep that her :) QEEEEEEEE and then she falls over
> [{quoted}](name=MotherTeresa1910,realm=NA,application-id=3ErqAdtq,discussion-id=ll6gkAek,comment-id=00d300000000,timestamp=2016-01-08T07:53:12.610+0000) > > Yep that her :) QEEEEEEEE and then she falls over oh ok {{champion:11}}
: Will futur project have Cassipoeia (the serpents embrace?)
> [{quoted}](name=MotherTeresa1910,realm=NA,application-id=3ErqAdtq,discussion-id=ll6gkAek,comment-id=00d3,timestamp=2016-01-08T07:50:41.406+0000) > > Will futur project have Cassipoeia (the serpents embrace?) {{champion:69}} ?
: Here's a post where you can ask questions about the stuff I've worked on, and I'll try to answer.
Skarner has been one of my favourite champions post juggernaut rework and it's a real shame to see him deemed as something of a failure - I've personally found that he functions perfectly as either a typical 'juggernaut' or as a tank depending on how you want to play/build him and I think that, combined with the very unique play experience he offers, makes him an incredibly fun and rewarding champion to put time into learning. After you've been speaking about wanting to change him I just have to ask, **are there any drastic changes planned for Skarner/what aspects of him would you most want to change?** Thanks!
costas84 (NA)
: I played Elise for the first time and i hate her
: Champion Reveal: Illaoi, the Kraken Priestess
guys can you see it? {{champion:11}}
: > [{quoted}](name=MotherTeresa1910,realm=NA,application-id=A7LBtoKc,discussion-id=whbJ5lH1,comment-id=00020000,timestamp=2015-10-28T19:05:09.559+0000) > > Eek! I sure hope this doesn't happen, Quinn is great in Dominion! @Meddler?! wtf {{champion:11}}
> [{quoted}](name=Little Nut Thief,realm=NA,application-id=A7LBtoKc,discussion-id=whbJ5lH1,comment-id=000200000000,timestamp=2015-10-28T19:06:48.651+0000) > > wtf {{champion:11}} hello?????{{champion:268}}
: > [{quoted}](name=Little Nut Thief,realm=NA,application-id=A7LBtoKc,discussion-id=whbJ5lH1,comment-id=0002,timestamp=2015-10-28T18:17:58.665+0000) > > Hi I'm a big fan of Quinn and was wondering if she'll still be eligible for play in Dominion post-rework? Thanks! Eek! I sure hope this doesn't happen, Quinn is great in Dominion! @Meddler?!
> [{quoted}](name=MotherTeresa1910,realm=NA,application-id=A7LBtoKc,discussion-id=whbJ5lH1,comment-id=00020000,timestamp=2015-10-28T19:05:09.559+0000) > > Eek! I sure hope this doesn't happen, Quinn is great in Dominion! @Meddler?! wtf {{champion:11}}
PWYFF (NA)
: The Preseasoning: Day 1 Open Forum Discussion
Hi I'm a big fan of Quinn and was wondering if she'll still be eligible for play in Dominion post-rework? Thanks!
Macilento (EUW)
: Kindred ultimate is not visually clear
Not sure how to fix the problem but I definitely agree that something should be done - Kindred's ult mid-team fight is very hard to keep track of, especially with her flickering W out on the field over it as well, so some changes here would be very appreciated.
: Hey guys, This wasn't a decision that was made lightly. Mordekaiser had a lot going on with his thematic (he's a mage! He's in heavy armor! He's the first of the Undead! He can steal his enemy's souls! He's Magneto!). Now while all of that is pretty cool, we felt that having so much going on made him a little bit confused as a character. Looking at him more closely, it was the metal-mage stuff that didn't really seem to fit cohesively with everything else, or fit his background. Also, we made a move away from the metal-mage aspect in his visual effects recently, and as such, his "Master of Metal" title just didn't really seem to fit so well any more. We kept the metal references in his spells, though (which, as a metal fan myself, makes me happy). In his longer bio (which will be released soon!) we've delved a little into who Mordekaiser was before he became the undying revenant we all know and love. Having explored his background a little more than we have previously, we figured the "Lord of Death" was a pretty fitting title for him. Hope that gives a little insight into this change! Cheers! Ant
> [{quoted}](name=Ant in Oz,realm=NA,application-id=6kFXY1kR,discussion-id=cKv5fAvE,comment-id=0005,timestamp=2015-10-14T23:48:06.247+0000) > > Hey guys, > > This wasn't a decision that was made lightly. > > Mordekaiser had a lot going on with his thematic (he's a mage! He's in heavy armor! He's the first of the Undead! He can steal his enemy's souls! He's Magneto!). > > Now while all of that is pretty cool, we felt that having so much going on made him a little bit confused as a character. > > Looking at him more closely, it was the metal-mage stuff that didn't really seem to fit cohesively with everything else, or fit his background. Also, we made a move away from the metal-mage aspect in his visual effects recently, and as such, his "Master of Metal" title just didn't really seem to fit so well any more. We kept the metal references in his spells, though (which, as a metal fan myself, makes me happy). > > In his longer bio (which will be released soon!) we've delved a little into who Mordekaiser was before he became the undying revenant we all know and love. Having explored his background a little more than we have previously, we figured the "Lord of Death" was a pretty fitting title for him. > > Hope that gives a little insight into this change! > > Cheers! > Ant wtf {{champion:11}}
: What if Quinn could switch in and out of Valor form at will...
: Since Marksman are getting a full pass like Juggernauts
: You can't buff Elise's scalings, the reason that her early game is allowed to be so strong is because she has terrible late game damage and pressure. If you remove that weakness without affecting her stun or her Rappel, then she's just strong at all points of the game and that isn't healthy for a jungler like her. She has seven abilities, so she's going to be strong early no matter what we do, especially when we have a Sheen item in the jungle because that item scales off how many abilities you can cast within two seconds of each other. So leave her late game poor as is, thank you.
> [{quoted}](name=NeoSeraphi,realm=NA,application-id=3ErqAdtq,discussion-id=2eJby4Wk,comment-id=0001,timestamp=2015-08-31T16:45:21.043+0000) > > She has seven abilities, so she's going to be strong early no matter what we do {{champion:126}}
Rioter Comments
darkdill (NA)
: I think Riot intends for Syndra to be weaksauce early on, since her late-game power can be devastating in pro hands. That said, I do agree that her Q could afford to have its cost reduced slightly. EDIT: Note that when I say Riot "intends" for her to be weak-early/strong-late, that doesn't mean they're doing a good job about it. Yes, she needs reliability improvements, but that doesn't mean they're necessarily going to buff her early game damage.
> [{quoted}](name=Yousosmart,realm=NA,application-id=3ErqAdtq,discussion-id=uRsou1JZ,comment-id=0000,timestamp=2015-07-19T09:12:30.987+0000) > > I think Riot intends for Syndra to be weaksauce early on, since her late-game power can be devastating in pro hands. That said, I do agree that her Q could afford to have its cost reduced slightly. Earlier this month Bjergsen listed her as one of his two 'signature champions' in an interview - when is the last time you saw him play her (or for that matter have seen her been played by _any_ professional player at a competitive level)? When even her main seasoned players can't rely on her to be effective you know there's a problem.
: Petition to remove Sated Devourer and return its prior status until it is BALANCED.
This item is making certain champions ridiculous in its current state and has really made Normals/Ranked feel really shitty to play over the past few days. This patch has taken a lot of the fun out of playing league for two weeks.
: PLEASE Give us invisible status, Riot
Would love this option if added - sometimes you really do just want to play a game on your own and not have to wait around for people that you'd feel bad not inviting/have to play around their role choices. I know it's not a big thing but it'd be useful nonetheless.
Rioter Comments
: Welcome to every {{champion:113}} main's hell the past few patches! :D
> [{quoted}](name=GundayMonday,realm=NA,application-id=3ErqAdtq,discussion-id=Qc3N3yGs,comment-id=0003,timestamp=2015-06-05T20:19:30.580+0000) > > Welcome to every {{champion:113}} main's hell the past few patches! :D Omg yes this is so horrid, I mained Sej as my jungler for over a year but with her changes a few patches ago she's become such a boring and overplayed champ :(
: #CancerQuinn
Oh sorry I meant Taric lol
Rioter Comments
Mirross (NA)
: Champion Mastery Q&A
hi im a big fan of quinn and have mained her since season 5, i would like to know if she will also be included in the champion masteries scheme? thanks!
Lyte (NA)
: Rewards for positive play
Sharing chat logs is fine, sign me up. Don't remember anything bad other than lots of fake arguments/insults with friends in fun games!
: Can we finally give Sejuani some love?
I've mained Sej jungle for quite some time and whilst I do agree she could use a minor buff or two to compete with some of the other popular tanky junglers (mumu plz), I don't think she's in a bad state at all. Her clear speed is fast, her mobility around the jungle is wonderful, and her ganks are very strong if you know how to use her well. Then we get to her ultimate, the strongest part of her kit - assuming you can hit a pretty wide straight-line skill shot then her ultimate is a *very* strong team fight initiator, kill securer, kiting tool, escape means, chasing ability, etc etc, doing a tonne of damage and having exceptionally good CC. The only real problem I have with Sejuani is her weak early game allowing her to be dominated by stronger early junglers like Vi, Lee, Warwick, Xin, etc, all of whom can very easily take her camps away from her whilst risking very little to do so, but if she didn't have this weakness I feel she'd be far too strong as a whole so perhaps only a small early-game buff would be needed to bring her up to Amumu's level (not that he doesn't have the same early-game issues, but less so than Sejuani currently does). Maybe a little extra HP or HP/5 could be what she needs to keep her alive in the early game long enough to stand a chance of escaping a counter jungler's grasp? Just want to add the the AP Sej hype train, that burst is ridic if she gets ahead and that's not hard against most squishy mids. Just have fun trying to convince your ranked team of that in draft pick...
Halutza (NA)
: Let's Play Word Association
Rioter Comments
Mhyscha (NA)
: Lucian + ........ = ???
{{champion:236}} - {{item:2044}} = {{champion:64}}
Solideus (EUNE)
: @Riot. What if Corki's Gattling Gun worked like Unbreakable?
I really think Corki is one of the last champions to need a buff right now based on his current power level, and given that this would essentially just lead to him having even *more* kiting potential I don't think it'd be healthy for the bottom lane meta to give him something like this... I agree completely that his Gatling Gun is very clunky and annoying to use right now and I would definitely love to see this fixed in some form, but I don't think adding a new mechanic like this to Corki will be viable without also piling on some nerfs to his other kiting powers. Very cool idea though, I do love fixed-direction abilities like this and it sounds a lot of fun with a rotating turret added onto his copter.

Mrs Slocombe

Level 30 (NA)
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