: Damage Text Changes
One request, please change health bar colors to flash solid red like they used to instead of orange/yellow it used to be so much more satisfying
Meddler (NA)
: Quick Gameplay Thoughts: February 8
I've been going on about Brand for the longest time, perhaps fix his R and E bugs where he starts casting it with sound cues but it never goes through because they step right out of range and/or vision. Please make him viable for midlane because just nerfing his damage due to support would dumpster him entirely, this is a good chance to shift him towards midlane play. Thanks
: Champion Weaknesses in 2019
Have you guys thought about maybe spreading power across a champion's kit instead of loaded into one ability? Examples are Lucian where his W has little relative strength to the rest of his kit, or Malzahar who's R dictates the entire champion and feels overbearing. This has been done with certain champions like Zoe, but needs to extend to other champions with skewed kits that make or break the champ, making them the target of nerfs when they become viable. These champions suffer the extremities of being extremely weak or extremely strong picks.
Meddler (NA)
: Quick Gameplay Thoughts: January 9
What exactly are you nerfing about Brand? Can you recompensate him with buffs towards midlane? Back in season 7 you mentioned that the plan to push Brand towards midlane was to "Give him some better harass and wave clear if he's CSing well basically." (https://boards.na.leagueoflegends.com/en/c/developer-corner/EqJ1zVfQ-quick-gameplay-thoughts-september-12) What do you think of reduced CDs tied to minion kills? The idea of using mana on the wave has been grossly disfigured with several larger systemic changes, and mana restoration on ablaze units was the buff aimed towards using spells/mana on waveclearing and CSing. This playstyle has been discouraged of mages to use spells on the wave, from increased minion health to AP itemization changes to early game mana adjustments. **Mana is not the answer, but tying parts of Brand's kit to CS, the one aspect that support Brand does not intrude upon, is the way to give him a midlane presence without buffing support Brand.** Furthermore, tying strength in his kit to CS makes him more viable at higher elos, where Brand has a much lower winrate and playrate than in lower elo. I speak for the midlane Brand mains of the community when I ask you to please reconsider how you intend to nerf him, and to take this as an opportunity to support his midlane play.
Meddler (NA)
: Quick Gameplay Thoughts: September 14
Hey Meddler, you've talked about how players WANT shorter games yet short games are also unfulfilling because they're over fast. Have you considered scaling up the speed of the game by proportion? What I mean is that yes, short games are better because they're less time consuming and less of a time investment. The issue with accelerating games is that early game champions become dominant and crowd out late game. If you were to scale the game so laning and teamfight phase along with early/late are proportionally balanced to each other in shorter games, it'd make the game enjoyable. If a game ends in a shorter time frame now, no one likely hit full build unless they were super fed. If the game is proportionally accelerated so that the same time frame does make full build possible and still gives room for early game to have an impact on later game, the game will be more fun because it won't drag out. Of course, elements like map movement are hard to scale proportionally because distances are fixed and adding speed would make things a little too crazy. Just an idea, if full build came closer to 30 minutes instead of 40+ minutes. Just some food for thought.
: Tooltips Update
Will the difference between bonus and total ratios also be addressed? Mostly for AD, but other stats do apply. I was thinking different shades of the current color or also different colors in the same region of the color spectrum. This is a bit of a problem with things like Lucian's Q, which has both scalings, and the number only displays for one of them.
Meddler (NA)
: Quick Gameplay Thoughts: March 7
The best direction for Abyssal Mask, so that it shifts to a tank, is to change the aura so that it only boosts other allies' magic damage, similar to how Ardent Censer shielding can only be applied to other allies or Athene's passive. As it is right now, it is a strong midlaner item that provides mana and health sustain, CDR, a rush item to counter enemy mid in lane, and the aura makes up for the lack of AP so the trade off for rushing a tank item as a damage carry are extremely minimal, almost nonexistent. By doing so, tanks will still build it for its stats and still be able to provide for their team with the magic damage aura, but midlaners won't abuse it like Ryze, Galio, Cassio, etc.
: Waveclear work for 8.6 or later
Since minions won't do increased damage too, does this mean that waves in general will push slower? Also, this is a good time to look at how ADCs get shiv to push the wave for them and instantly delete it, which eliminates any slow waveclear weakness from a kit like Vayne's and diminishes that strength from someone like Jinx since it's available to everyone. Also, this is a good time to address that AD champions have a significantly easier time clearing waves since autos give reduce the margin of error with AD, and autos are resourceless along with not being on a cooldown. It feels bad when AD junglers or marksman come mid and I can't farm my own wave because my abilities have CDs.
Meddler (NA)
: Quick Gameplay Thoughts: March 3
So are we ever gonna talk about how bot lane has too much damage? I think it's great they have peel tools now but they got RFC Shiv to do half your health with an auto from really safe range
PhRoXz0n (NA)
: AP Items Request for Balance Thoughts
-Lost Chapter shouldn't cost so much gold while giving even lower stats than what it is on live right now. The previous stats should be preserved and it should be somewhere betwen 950-1050 gold, or the new version should be 1.1k gold with 30 AP provided -All the lost chapter rushes now cost more gold while giving less stats. I understand that the actives on GLP and Luden's make up for it with their base damage, but that pulls power away from the abilities and the ability scalings on the respective AP champions. -The active items are basically a "5th ability" that have high base damages upon completion of first items that spike a little too hard. As a result, the power curve for Lost Chapter/Morellonomicon mages is down earlier to make lane phase too passive, while simultaneously spiking their first item completion power spike substantially beyond what it normally is -The Liandry's/Rylai's/Morellos changes look REALLY nice. Liandry's seems to have retained its ACTUAL damage over time/tank shredder identity with the change to % max health magic damage and the ramping damage buff over time. My only potential concern is that it might make "spam damage" a little too good, like Ryze or Cassio. -Artillery mages (LOOKING AT XERATH) and long range mages (HI LUX) seem a little too good with Luden's. It has the issue of spiking a little harder than it should as a first item rush, but especially moreso now that the main drawback to a previous Luden's greed rush was that you had to sacrifice mana sustain for it. Now that's gone. -Spellbound orb takes way too long to fully charge and doesn't feel intuitive to charge, especially that you, as a player, don't do anything to actually charge it besides hanging around. Best option would probably be to decrease max stack and increase the stats per stack ratio, and potentially bring the stat cap down a little since it's easier to charge. The other option is to add a stat per stack ratio that for abilities you cast yourself, except the ratio would be lower than the ally/enemy cast ratio. That way, the players themselves can actively pursue charging it.
Meddler (NA)
: Looking for topics for Friday's post
Let's talk mage itemization and how it'll shake up the meta. Some options seem blatantly weak like Archangel staff and all the options are all seemingly weaker and more expensive than Live Morellos Would also like to discuss specifically RFC shiv combo and how it half healths on one auto when you put an IE on top of it Would also like to discuss how Janna is actually impossible to play vs in lane since her with aery has too much dmg and can also shield to win trades
Meddler (NA)
: Quick Gameplay Thoughts: February 2
How about looking at how Ornn has low Mana costs and how his W let's him push well, win trades indefinitely in lane with the shield and do such high damage with the % max health it deals, and also has really low CDs on his basic spell rotation
Rioter Comments
: Hey Meddler, why did you guys hit the ratio on Malzahar Q? Last time you said you were looking to reduce the damage his Voidlings do to minions so he shoves less hard, hitting Q ratio, while hurting his waveclear also hurts his ability to poke late game, is this a thing you also want to hit? Also wanted to share some Malzahar gameplay bugs since when I posted them on Bug Reports section some patches ago I got no response: - Malzahar tether damage will still go through even if Malzahar dies or interrupts the channel (probably stops if you break the intended maximum tether range?) - Malzahar Voidlings are unaffected by the Ravenous Hunter rune, Heimerdinger and Zyra plants heal them so it seems a bug that Malzahar Voidlings don't heal him
I will agree that pushing power in his voidlings is too strong. They nuke waves too fast paired with his E and is an overall better point to nerf rather than the Q which isn't as central to his gameplay as his voidlings
Meddler (NA)
: Quick Gameplay Thoughts: January 19
Context on footwear Nerfs? I think it's in a good spot. By taking it in a secondary tree you lose out on combat stats from any other tree and you're left without boots until the timer, making it an essentially useless rune for the early game
Meddler (NA)
: Lucian buffs are likely, probably looking at his passive in terms of how it rewards XP a lot (makes it harder for him bot lane) and how it interacts with crit (e.g. second shot damage).
buffing Lucian around his W makes more sense and taking power out of his Q so he's not a champion only viable to play when he's strong in the meta such as being really strong during BorK meta. His W is very lackluster so making it important to land would probably be healthier for Lucian overall.
Meddler (NA)
: There are a bunch of other champs also affected too, though many are on ults only where it's not going to matter too much (e.g. Garen R or Lissandra R). And some other champs not listed with basic targeted spells (e.g. Panth, Kass, Cass as above). DoTs would indeed get affected by this. Renekton W should pull agro regardless, if not that's a bug we'll fix. Kennen wouldn't change. Jhin would draw agro for direct Q casts, but not if he hit with the bounce. Viktor's generally drawing agro regardless with the follow up AA on Q. Overall, yep, would definitely need a bunch of followup balancing work, but probably buys us much better checks and balances in lane.
An update to Brand E would sound nice, it's rather uninteractive in lane on its own simply because it's damage is mediocre, cast and bounce range are short and it's only good for a enabling the other abilities. Making the bounce range or adding a unique interaction that would in turn help Brand in general for midlane would be nice. Leaning towards CSing and buffed bounce range/bonus damage to creeps for waveclear, a field he could use help in since W doesn't hit the entire wave unfortunately. Ult seems rather insignificant as with Lissandra or Garen. Just throwing out a few helpful ideas, I would love for Brand's kit to be less skewed into his W and Q Side note: edge of vision range/cast range casts with Brand's E and R both play sound cues but fail to actually cast, resulting in things like E not casting and therefore Q not stunning right as enemies enter a bush, despite the projected indications that they should have cast
Meddler (NA)
: Certainly open to more Brand work at some point, particularly to help in out more in non support play. I'm not familiar with his current state post pre-season enough to comment beyond that though and from memory he hasn't cropped up in our balance discussions for recent patches as somewhat in immediate need. I'd be quite hesitant to reduce Brand's casting times. They're already the standard 0.25s per spell which is already as low as we feel we can go while still leaving some reaction time for other players while the caster's not moving (as opposed to delays built into the spells themselves). In terms of the E/R functionality are you seeing different behavior on Brand to other single target spells in the game around leaving vision/range or the usual interactions?
yeah E/R starts casting and I hear sound cues along with seeing the visual cues of Brand's hand motions, but the cast doesn't go through This happens a lot when I click E on a player and then Q immediately after but E didn't go through so the stun doesn't go through. Brand already has some stacked cast times (W is 0.625 seconds, Q has a windup and then below average missile speed, R bounce travels pretty slow) and atop that, E ad R range are dangerously low. As a hybrid battle mage, I think Brand should be able to cast what he needs to in the dangerous proximity he's in so he can take time to reposition.
Meddler (NA)
: Quick Gameplay Thoughts: December 13
I'm all for Brand Buffs but I think the main problem is how his stun interacts with the rest of his kit in terms of range and cast conditions, making it an inconsistent ability: must be ablaze so you have to be in uncomfortably close and dangerous proximity for that, and after casting that, throw a skillshot. The time frame to counterplay is huge and if you whiff it, you're also now locked out of doing your passive's damage within the scope of your basic abilities, so dealing damage with his kit is extremely contingent on landing everything, where any mistakes in throwing skillshots are much less forgiving than most other mages.
Meddler (NA)
: Quick Gameplay Thoughts: December 8
Meddler, when Brand got his mana buff on passive a few patches ago, you said more work might be done on him. How do you feel about shortening the windups on E, W, and R so Brand isn't locked out of doing other things? His stun is 2 part making it really slow to use, first ablaze then throw skillshots. By cleaning up some windups on skill casts, he can ablaze stun much quicker and use stun more reliably. Furthermore, it seems that because of the windup, if enemies step right out of Vision or range as Brand is casting E or R, the ability doesn't go through despite sound cues of activating. Hopefully at the least, the cast range bugs can be patched up.
Firmango (NA)
: Ornn nerfs
His CDs are just too high while he takes no damage Playing ADC, he literally just dashes on me and then spams Q, W, and E in a constant rotation so it's difficult to kite back
Meddler (NA)
: Quick Gameplay Thoughts: November 10
How do you feel about snowballing this preseason? A couple deaths early seems to mean the game is over, you just get one shot cause the assassins aren't barred by resistances anymore and have plenty of penetration to do near true damage
Rayven (NA)
: Preseason Healthbar Update v2
Tbh I don't see the issue with leaving them as they were with some slight tweaks, it looks like I'm playing Mobile Legends with the way the new health bars look, and I feel like seeing the health bar go solid red for one shots is WAY more satisfying than seeing some orange/yellow color like it is getting changed to
Fearless (NA)
: Runes, Contextual Decisions, and Data Intelligence
Is it just me or is there no stack indicator for Dark Harvest?
: League Client Strike Team: An Update!
Quick suggestion: Filter champs in collection that we don't have a chest on so I can assess who I want to play and what roles to set before going into a game ALSO: It'd be AMAZING if there was an indicator in queue to see if I have a hextech chest available. Sometimes I just queue up like midlane and then in champ select wonder if I have a chest available to earn so I can play a champion I didn't get a chest on yet. Thanks :)
Broporo (NA)
: 2017 Ranked Rewards Help Desk
If you get banned and are ineligible for rewards, do you lose out on the queue borders too and invitation flairs and any other reward relating to rank? So for a platinum player who is ineligible, would they not receive the Platinum border and invitation flair?
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: October 6
How do you feel about Ryze shooting back up to high priority again? Is he too strong in pro play and too weak in soloq? Are there any plans to readjust his ultimate to reduce this gap between being strong in pro play and weak in soloq?
R2D20 (NA)
: I wish the decoy wasn't as obvious as it is -- it hardly feels like an outplay when someone attacks it as much as it feels like they're just being dumb :/ {{sticker:sg-lulu}}
That's where you use mind games -- stand still in place and they'll think you're the decoy and when they walk past you turn around and go in the other direction, maybe with actual stealth LUL
Meddler (NA)
: Context since for some reason they deleted their question post was basically 'Buffs for mid Zyra like Brand is getting?' We're open to something like that yeah, especially if the Brand change goes as hoped. Suspect it wouldn't be mana though, given her needs mid are different from memory. Would still want the on kill trigger though.
I feel like the Brand changes are just slightly off the mark again this time but closer with the passive restoring mana on ablaze units. Balancing around CSing and mana is the only way not to overpower an already strong Brand support lane, but Brand's play pattern is harass with his AoE W, committing that to CS seems counterproductive towards the goal of "Give him some better harass and wave clear if he's CSing well basically" (Meddler)](https://boards.na.leagueoflegends.com/en/c/developer-corner/EqJ1zVfQ-quick-gameplay-thoughts-september-12)) Off the bat that sounds like CSing should enable his trading in lane around cooldowns and mana since when his abilities (rather his W alone really) are down, his window of power and pressure completely dissolve and he feels much more vulnerable and a joke of a threat without his W up, since he loses a huge amount of his damage and can't trigger passive, and maybe even fail to peel for himself if his E isn't up either to blaze into stun. His W has an extremely long CD in lane for being as unreliable of an ability as it is with its delay. Using his W is the only way to benefit from multiple creeps per wave with the new mana restore passive feature, and it becomes useless after Brand has built a mana sustain item. The new passive feature becomes almost useless in lane too since the harass isn't any better if you're committing W to harass instead of a farm tool. As so, his laning needs more direct assistance in mana restoration around creeps that does not involve having to choose between harassing an enemy with abilities or farming, which this new passive feature would force him to do. I was always thinking of something in relation to farming using E that's similar to Annie's Q (they're both mages of fire right?) where using E to kill a creep refunds mana, lowers it's cooldown by a %, and maybe even spreads ablaze to nearby units upon death as an addition to his E ablaze passive. It makes the most sense to me and would feel much more satisfactory than a slight meaningless buff.
Meddler (NA)
: Quick Gameplay Thoughts: September 26
Is there any word on the supposed Pantheon changes that was mentioned in the Quick Gameplay Thoughts: August 18 to make him less dominant early and fall off less harder late?
Meddler (NA)
: Quick Gameplay Thoughts: September 26
Does The Ultimate Hat act give it's ultimate cooldown reduction independent of your CDR cap? Otherwise, does being at max CDR null the effect of the rune?
Meddler (NA)
: Quick Gameplay Thoughts: September 26
On the new runes, do you see Nullifying Orb being too strong? It looks extremely potent versus magic damage in general. I would personally think to tone it down and maybe not make it so exclusive to only magic damage? Also, Absolute Focus's wording seems a little bit misleading since level scalings aren't shown as with other runes. Since most of the runes give you something in the early game, Transcendence seems underpowered. No one will be exceeding the CDR cap even at 10 minutes with the 10% CDR, 1% per level would make more sense to give the rune some value in the early game and let it be fully charged up for mid game, and essentially be the replacement for scaling CDR glyphs
Meddler (NA)
: Quick Gameplay Thoughts: September 22
Mana restoration on E for Brand along with E doing bonus damage to minions would be great for Brand. Good waveclear , W into E CSing pattern restores Mana, and it helps only solo lane Brand without buffing support Brand to terrorize bot laners. Base AD could use a few small points of boost too, Brand often needs 2 autos where most mages need 1 for tower farming, especially on melee creeps.
Meddler (NA)
: > [{quoted}](name=PopcornBunni,realm=NA,application-id=3ErqAdtq,discussion-id=U3hMhHTX,comment-id=0000,timestamp=2017-09-18T19:28:49.797+0000) > > Brand has changes on the PBE that exclusively help him solo lane: Units killed by his eruption restore mana. > > He's always been both a mid and a kill-lane support because of his pressure and early damage Brief bit of passing context on those changes - expect them to vanish from the PBE this week (probably tomorrow) and then return in a modified form the patch after. We're at the point where we need to lock down the patch and that Brand stuff needs a bit more work.
As a Midlane Brand main, I believe the simple change is to put his mana restore on his E and give his E bonus damage to minions and monsters. That boosts his waveclear substantially and provides Mana sustain in accordance with his current W into E waveclear pattern, all without making him do too much damage as a support in the laning phase. Waveclear and Mana sustain around CSing is the only way to bolster his midlane presence into being functional without being overpowered as a support, his kit is otherwise enjoyable and great to play besides his E being lackluster in it's range and functionality P.S: His base AD is a little lower than most mages and makes CSing with autos extremely frustrating, a few small points of base AD early could go a long way
Meddler (NA)
: Quick Gameplay Thoughts: September 15
Hey Meddler, what was the reasoning behind putting Mana restoration on Brand's W? The value itself is extremely low in comparison to the actual Mana cost per unit and W is a harass and zone tool, not a farming tool, and this change does not at all help his waveclear or harass by CSing well as you said last Gameplay Thoughts, it hurts his harass instead if he CSes with W instead of harassing. The restore should be on his E, W into E is what kills ranged creeps and would make sense.
TomiMan7 (EUNE)
: I just got a reply from Meddler, he doesnt know it...if he gets back to me as he promised ill link his comment to here
well we're finally seeing changes on the PBE, hype
Meddler (NA)
: Quick Gameplay Thoughts: September 12
These Brand changes look amazing I have been on the edge of my seat ever since early August when you mentioned that Brand would get some attention. Maybe I can finally go back to being a dedicated midlane Brand main with these changes. I think this is the perfection direction to go with solo lane Brand, his waveclear is a bit lackluster because the W radius doesn't hit both front and back wave unless you cluster them and take minion damage, and the W E or even Q E W and is rather inefficient and ineffective for its extremely high earlier mana cost and longer CDs. I think the inherent issue with Brand as a solo laner lies in what champion class he falls under. As mentioned in [this article](https://boards.na.leagueoflegends.com/en/c/developer-corner/3A5uuBw7-champion-subclass-list), Brand is a Battle mage/Burst mage hybrid. He has the high AoE damage and high DPS in general of a battle mage with with the payoff being his short range (E/R especially and W in order to compensate for the delay and actually land the ability). He also has the burst potential with high base damage paired with pretty ok ratios, with the payoff being higher CDs. The issue becomes that the longer CDs means his only form of _sustained _damage is his % health burn with his passive, because he has the longer CDs of a burst mage. He also has no built in self sustain or protection like other battle mages on the list such as Cassiopeia and Vladimir's healing or Ryze's and Rumble's shield. His only self peel is E Q due to W being on delay, and this combo is 2-part and slow to execute, making it unreliable and a lack of reliability hurts his viability. As suggested earlier, making his E grant mana on kills is a great idea, I'd like to suggest that numbers be possibly adjusted so W E combo can kill the ranged creeps and allow Brand to benefit from the change in solo lanes. I did discuss many weaknesses Brand possesses, and I do realize that champions without weaknesses are OP but I believe his strengths should be magnified a little more because his weaknesses just feel stacked against him in a bad mix when solo laning.
Meddler (NA)
: Quick Gameplay Thoughts: September 8
Any word on the Brand changes you mentioned so long ago? Haven't heard anything new in a while, us Brand mains have been on the edge of our seats ever since you said you want to make him more viable mid instead of being skewed to support
Meddler (NA)
: Quick Gameplay Thoughts: August 25
How do you feel about the current state of Trundle? As a supposed tank counter, he's currently underwhelming because one of his main strengths, his sustain with Frozen domain, is countered by tanks rushing Bramble Vest. Autos don't really cut it for him, and all he can ever reach is the frontline with no hard CC and a subpar slow on his pillar. He gets kited out very easily, so the frontline is all he can reach, and can't even 1v1 tanks anymore because of Bramble. This was even observed in the LCS, where Trundle was picked into Maokai and the casters themselves were pointing out that Trundle would be penalized for hitting the Maokai at all who had Bramble vest, and had to fully ignore him if he wanted to sustain off the minion wave. That takes away greatly from his split push strength. Will he be getting any attention?
Rioter Comments
Rioter Comments
PBnJelly (NA)
: They already changed spellthiefs so one spell doesn't proc every stack anymore. Also, since supports get less gold than mids, having to purchase an item for the utility would be easier for mids rather than supports. If you added a slow to his kit, supports wouldn't have to struggle to get to a specific item. Besides, people generally pick brand support for his laning kill pressure rather than after he's able to get enough gold for items.
ah well you're right about that I think rearranging his mana would move him away from support and more towards mid, but even then, he's a low priority midlane pick so his kit would need a substantial change to make him a viable midlane pick
Meddler (NA)
: Currently on hold, I'll check in with the team about whether it's something we're scheduled to look at again post Worlds patch though.
Do you guys have any plans in mind? I think if his passive became burst instead of a DoT, he'd move away from support because spellthief isn't so easy to proceed anymore and Rylais won't synergize with the slow so less support utility is available. In compensation, something like his E could induce a brief slow.
Meddler (NA)
: Quick Gameplay Thoughts: August 18
Any word on Brand changes to gear him more towards midlane?
Meddler (NA)
: Quick Gameplay Thoughts: August 4
Any idea when the Brand changes will hit? He is in such a weak spot for midlane right now, there are so many other more effective picks than him
Meddler (NA)
: Quick Gameplay Thoughts: August 1
I'm a midlane Brand main and these changes to make him more viable mid have me excited. I'll drop some thoughts here. A simple solution to gear Brand more towards midlane would be to transfer more of his base damage into AP ratios and make his waveclear more instantaneous. That could make his early game a little weak though. Currently his W can only reach either the melee or the ranged creeps, with his E also being needed to further clean up the ranged creeps or do more damage on the melee, with a second required rotation. Compared to other mages like Viktor and Anivia or even Ahri, Orianna, Syndra, and Lux, his waveclear is below average and extremely mana consuming. As so, doing something to better his waveclear would make him more viable for midlane, maybe increasing the radius to which E can bounce to other ablaze targets. I also liked the E used a little like a farm tool to last hit, putting it on a reduced CD. Since Brand's base AD is a little low, he needs 2 autos where most mages need one so tower farming gets difficult sometimes since it's relatively easy to push Brand in, especially early where his waveclear is mediocre with the mana costs associated with it. I think hitting the early mana regen but compensating with higher base mana and better growth could also help with gearing Brand towards mid rather than Support, since the spellthief line provides only just enough Regen to be spamming abilities in the bot lane. Furthermore, Brand is supposed to be an AoE mage yet his Q is single Target and being his main CC, requires the target to be ablaze, giving a huge window of time for counterplay opportunity whether with a flash, dash, or sidestepping its quite narrow hitbox and below average missile speed. Putting them ablaze to land a Q requires getting into dangerously close range with E or R or attempting to land a very telegraphed W. And in the end Brand just gets creep blocked so Q doesn't land. Despite these weaknesses I enjoy playing Brand mid because of his high AoE damage potential and his combo playstyle, where you can pick and choose your combos based on situation. Adding new and unique functionalities to Brand that support this playstyle could help him settle in the midlane. Thanks for reading through this long post :)
: A huge part of playing Brand is how you manage your combo. I remember back when I started league, I was playing Annie and asked my friends who is similar but requires more skill, brand was their suggestion. The thing about Brand that you need to realize is that you're never limited to a E>Q>W combo ONLY. You can do that combo for the most damage, but it will not always be the best combo to use on an enemy. Sometimes you need to understand that certain champions simply out range you, so you use a different combo. My favorite combo against ranged opponents is the W>Q>E combo, which effectively allows you to get close enough to stun the target and apply the last hit of blaze for your passive. If you start adding range to his E, it will do a few things which are all very bad. 1. It will make him very annoying to play against (more than he already is) because the range simply zones people for free. If you have a reliable way to hit E from a long distance, it means you can zone incredibly well from fear of landing your burst combo. 2. It makes his other combos irrelevant. If he has a combo that does both the most damage and is the most reliable, it makes every other use of his skills wrong. 3. He risks becoming overpowered, and then banned, and then Riot will end up nerfing something that wasn't bad to begin with.
good point, thanks for the advice. I've just been feeling a bit tired of wanting to unload my kit but not being able to because of range. Perhaps you're right in that I need to refocus how I combo enemies. My other issue with the E is that it has really poor AP scaling and at some points, feels like I didn't even cast E at all On that note, it still feels really easy to dodge his Q, it moves with below average speed and has a windup to it, also sticking you in place, and you need to have enemies ablaze before you stun, giving them time to anticipate and react to a stun attempt. Any advice for these?
Rioter Comments
Danjeng (NA)
: >V6.9 General New ability icons Blaze.png Blaze Damage per second reduced 0.5% of target's maximum health 2. NEW EFFECT: Stacks up to 3 times (1.5% of target's maximum health per second) I'm an old Brand main, don't spread misinformation about my champion.
looks like I was the misinformed one I apologize for that one, looks like my ego got to me
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