: I wish Phreak had more influence over the direction of the game. He is clearly smart. He is extremely lovable and humble. Hardly anyone else at Riot has his length of experience, and I'd say no one has demonstrated more passion and loyalty. The way he presents his points, I almost always find myself convinced by him and trusting his motivations. It's not just this video, but all of his interactions with the community over the years that make me implicitly value what he has to say. If Riot announced that Phreak was getting more influence on the game, it would really give me some hope. At the moment, I'm on the edge of quitting the game after having played since season 2. I think if anyone could steer the game back on track to something I would enjoy playing, it would be Phreak. He obviously knows the game inside and out and he's been around long enough to know the depth of the game's history. He's a great shoutcaster, but I think he truly deserves a chance as a gameplay designer. Please, Riot! Phreak is a treasure you are lucky to have. Please don't squander him! Phreak, please apply for a gameplay design position. The players need the change you can bring. You have ideas and insight that can help fix the stagnant decay of the last couple seasons. Please give me hope to stick with League, Phreak.
Please, Phreak! Please join the petition, everyone.
: I mean, it could do the file update it does when you switch laguage generally. Just affect only group of files.
I think that changing the setting would then require the patcher to run in order to make the change, which I am sure could be done, but I think that feature is the main reason it's not currently available to change without manually swapping the files.
: if maw is op why does no one build it? why aren't assassins played mid?
That's not really true, since {{champion:238}} is the second most played mid laner after {{champion:103}} right now. {{item:3156}} is in his most frequent completed build, though he often just holds onto {{item:3155}} and then builds lethality. I don't consider Maw overpowered and I consider mid pretty well balanced right now, but still... The top most popular mid laners are: {{champion:103}} Who many consider a hybrid mage-assassin because of her mobility and playstyle. {{champion:238}} An AD assassin. {{champion:157}} An AD skirmisher (same class group as assassins). {{champion:7}} An AP assassin or burst mage depending on who you ask, but she definitely blurs the line. {{champion:38}} An AP assassin. {{champion:245}} An AP assassin or skirmisher depending on who you ask. {{champion:39}} A diver (or is she a skirmisher?) who can play a lot like an assassin. And only after all of those do you finally get to a primary mage who doesn't resemble an assassin... {{champion:61}}
: League of Legends Customer Loyalty Program
Hextech crafting, special event rewards, and season rewards are the "customer loyalty" rewards... You don't need to pay for them, and even season rewards aren't exactly "earned" because you aren't providing Riot a service beyond showing loyalty and dedication to their game by playing and contributing to the competitive experience.
: Please make able to change language.
I don't think extra localization information exists in the game files, and adding them by default would increase everyone's file sizes whether they use them or not. I believe there are tutorials on how you can manually update your game files to swap the audio to a different language. I haven't heard about Riot punishing people for editing those files, but you might want to do some research first.
: I disagree with this because honestly tanks have enough MR as it is. They need more armor if anything. They can completely counter a mid laner with one item{{item:3065}}/{{item:3194}}. Even if you waste {{item:3065}} passive, you still negate a shit ton of damage from an AP caster. You could also get {{item:3001}} instead. There's also the option of requesting {{item:3102}} reversion. It's terrible as an AP item anyways and I miss building defensively.
I think that the actual amount of armor on armor items could be buffed, but more MR tanks items could be added to provide variety without buffing the amount of MR each item slot can provide. In almost every case, this new item would be built as a slot replacement for an existing MR item rather than as an addition.
: > [{quoted}](name=Painted Celt,realm=NA,application-id=3ErqAdtq,discussion-id=nXMrwaEv,comment-id=0003,timestamp=2018-10-07T21:53:51.368+0000) > > How about this? > > {{item:3084}} Dullahan's Vest > 2,900g (650g) > {{item:3751}} {{item:3211}} {{item:1006}} > +500 Health > +50 Magic Resistance > +200% Base Health Regen > Unique Passive: > Steal health from nearby enemies equal to 10 + [1 * Total Health Regen] per second. Damage dealt to minions and monsters is increased by 50% but only heals for 15% of the total damage dealt. > > Also a version of {{item:4401}} for Summoner's Rift could be good. > > If Riot adds new magic resistance items, they'll need to add new mage DPS and/or MR shred items to keep things even. I think that is needed in any case though, because current AP itemization is lacking in meaningful options and is too often narrowly burst + flat-pen focused. So I say Riot should release a variety of both new MR items and new non-burst AP itemization simultaneously in a future patch. Not a bad idea i was hoping to for it to not use {{item:3211}} simply because I don't want to be stacking passives if I were also to get like a {{item:3194}} still a great idea though
The upgraded item doesn't {{item:3211}}'s passive but has non-unique +Base Health Regen, so you wouldn't need to worry about stacking passives after completing the item.
DearPear (EUW)
: > [{quoted}](name=Painted Celt,realm=NA,application-id=3ErqAdtq,discussion-id=nXMrwaEv,comment-id=0003,timestamp=2018-10-07T21:53:51.368+0000) > > How about this? > > {{item:3084}} Dullahan's Vest > 2,900g (650g) > {{item:3751}} {{item:3211}} {{item:1006}} > +500 Health > +50 Magic Resistance > +200% Base Health Regen > Unique Passive: > Steal health from nearby enemies equal to 10 + [1 * Total Health Regen] per second. Damage dealt to minions and monsters is increased by 50% but only heals for 15% of the total damage dealt. Ah yes, the 1000 damage per second with mundo and his ult. That would be amazing...
It would be amazing, but it probably wouldn't be coded to consider Mundo's ult regeneration for the item passive. = P Correct me if I am wrong, but I don't think {{item:3174}} gives Mundo massive amounts of AP during his ult. Edit: Nevermind. I forgot that Athene's is based on mana regen, not health regen. Hm.... Well, it would depend on how it is coded, whether or not Mundo's ult would be included in the lifesteal. I think Mundo's ult would probably need to be coded as an exception or the item passive would need to have a cap. But on the other hand, the interaction might just be strong but not even be all that overpowered, considering that it requires Mundo to have his ult available, and a lategame health regen focused full build, and he is kiteable, and {{item:3033}} {{item:3153}} {{item:1419}} and health shred in champion kits exist. According to my test on the practice tool, Mundo can only get to almost 650 health regen during his ult (unless he sells boots, which would probably be a bad idea), which would be really strong if it applied to the item passive but it's hard to say what is "overpowered" lategame when full-built marksmen invalidate lategame kiteable health stackers anyways. It would probably be too strong for pub-stomping though, so the interaction would probably need to be disabled or capped.
: MR item that builds out of Bami's Cinder?
How about this? {{item:3084}} Dullahan's Vest 2,900g (650g) {{item:3751}} {{item:3211}} {{item:1006}} +500 Health +50 Magic Resistance +200% Base Health Regen Unique Passive: Steal health from nearby enemies equal to 10 + [1 * Total Health Regen] per second. Damage dealt to minions and monsters is increased by 50% but only heals for 15% of the total damage dealt. Also a version of {{item:4401}} for Summoner's Rift could be good. If Riot adds new magic resistance items, they'll need to add new mage DPS and/or MR shred items to keep things even. I think that is needed in any case though, because current AP itemization is lacking in meaningful options and is too often narrowly burst + flat-pen focused. So I say Riot should release a variety of both new MR items and new non-burst AP itemization simultaneously in a future patch.
: So something like this? {{item:3070}} + {{item:3105}} + 950g = 2900g 250 mana 30 armor 30 magic resist Awe - refund 15% of mana spent (Taking an old rune name) Celestial body - gain health equal to 10% of your mana. Upon transforming - active - sacrifice 15% of your current health to regenerate 50% of your maximum mana over 10 seconds (120 second cooldown) The active could be a number of different things. I was just thinking with Taric specifically in mind :P.
I think the transformed item's active should toggle a defensive aura (visually producing snow particles) that consumes 10 mana +2% current mana per second with a 20 second reactivation cooldown, and with a defensive debuff (it could still reduce attack speed or something else) slightly ramping up based on the total amount of mana consumed and the amount of time that enemies spend inside the aura. The aura could also provide the user with a small amount of ramping up armor/shield so that it can feel impactful without needing to severely debuff enemies. I think the item should still build from {{item:3024}} but the CDR could be reduced to 10%.
: Looking for game design friends.
I can make browser games in html5 and javascript. I can work with xml and some SQL for back-end data/engine stuff. I am certified in java development but I am rusty at it. Java syntax is somewhat similar to C++ so I can probably pick that up pretty efficiently. I used to play a lot with game modding and creating scenarios with trigger-based editors. I don't have a lot of free time however, as I am already employed full time as a professional web developer and programmer. I also am not sure if I would want to join a project with people that I don't know in real life, but I'd be willing to chat and bounce ideas to see if we hit it off.
Rioter Comments
: i love this idea hopefully riot gives his skin a bit of a update to give it some new life as a legendary huh
: [Fun Activity] Can you think of a Champion kit from any of the following 5 images?
https://i.imgur.com/aGnHOIu.jpg 1) He's a tanky fighter with a secondary role as a disabler. Lore-wise, he is the result of Zaunite experimentation on a voidling specimen. The voidling integrated part of the Zaunite experiment apparatus (specifically a robotic restraint arm and containment field generator that were used to hold the voidling at the time of his escape) into himself and escaped the laboratory. He is related to Zac's lore because he was experimented on in the same living-weapons-research facility that produced Zac. [P] X gains # movement speed and #% tenacity (max #%) for every # health damage taken within the last 5 seconds. [Q] X's next autoattack is empowered to arc electricity between nearby enemy units, dealing # [+#% AP] bonus magic damage and stunning enemies for 0.5 seconds. [W] X begins to charge a magnetic barrier, gaining ramping up resistances up to [+#% Armor +#% AP] bonus Armor and [#% Magic Resistance +#% AP] bonus Magic Resistance over 2 seconds and lasting 4 seconds in total. After 2 seconds, X gains a shield that absorbs the next incoming ability or champion basic attack within 2 seconds. [E] X dashes a short distance to a target location and siezes the nearest opponent in the location area with his talon, snaring and grounding both X and his target for up to 1.5 seconds. After recasting E, if X is interrupted, or when the snare duration is over, the opponent is thrown (displaced) a short distance in a new target direction. While grappling, X will autoattack his opponent. [R] X fires three parasitic void tethers in a volley at a target direction. If an opponent is is hit by a tether, they suffer # [+#% AP] magic damage over 3 seconds, healing X for the same amount. If a tether is broken, the target suffers damage for the remaining tether duration instantly but X does not heal for the instant damage. Example Build: {{item:3111}} {{item:3146}} {{item:3001}} {{item:3742}} {{item:3053}} {{item:3075}} I am imagining rather poor AP ratios in this kit but decent base ability damage and base attack damage. He would rely on his Q arcing through minion waves to clear and to stun enemies standing too close to the waves which would then allow him to follow-up by moving in for his E. If he manages to get into the middle of a teamfight, his Q could be extremely disruptive, while his E would allow him to lock-down a valuable target or prevent a diver from attacking his own carries, however grappling with a strong duelist could also be dangerous for him. His W would grant him a lot of survivability, but requires ramp-up time and would visually warn his opponents if activated before attempting a trade. His passive makes him become hard to kite or chase if he is targeted or takes significant AOE damage in a teamfight, and it further encourages him to build sustain and tanky items to allow him to survive long enough to make proper use of his passive. He would value all of the stats on Hextech Gunblade and would particularly benefit from the omni-vamp to boost his sustain and the active slow to improve his lock-down and keep an enemy in his ult tether range. Mercury Treads and Sterak's Gage would grant extra tenacity to combine with his passive to make him truly hard to CC, especially right after he has survived a burst attempt. I am imagining him as a primary top laner and jungler like most fighters are typically played, however, his lack of particularly strong mobility would make him rely on flanking or following up on allied CC in order to gank. [I'll probably post more concepts for maybe #2, #3, and #4 later on if this thread stays active or gets reposted.]
: > [{quoted}](name=UnknownTerritory,realm=EUNE,application-id=3ErqAdtq,discussion-id=VKTBGH4u,comment-id=0002,timestamp=2018-07-14T19:44:08.869+0000) > > Its going to be like Smite. In smite your adc and support are in top lane I'd love to separate the idea of support belonging to ADC's. Supports should be free to choose who they support.
I think it would be best if supports started in mid lane and then roamed from their central starting position to side lanes as needed. Or perhaps it could be interesting if the support started off by leashing and tag-teaming with the jungler for the first clear and then pick a lane to stay in for a while. Either way would require a lot of rebalancing to roles though or we could end up with something like duo jungler and no viable positions for utility supports. Mid lane supports might push assassins out of mid as well, though perhaps some sort of double-roamer meta might form with certain supports being taken to synergize specifically with mid lane assassins. It could be really interesting but it would be very tricky to balance, and players would need prominent guidance from Riot/pro-players to teach and encourage players to shift meta or we would end up with a lot of lash back as players fail to adapt.
: > [{quoted}](name=Trollmanship,realm=NA,application-id=3ErqAdtq,discussion-id=9LgWKvUa,comment-id=00000000,timestamp=2018-07-13T15:28:37.687+0000) > > I forgot I also had that item that builds into titanic, the red thing. > > And by outplayed you mean he jumped on me from stealth and we both proceeded 1shot each other. Am I supposed to be able to do something against that? Flash away from creeps the second I see the 0/3 wukong with 20 CS pop up on my screen? well he did a full combo yes? including ult? summoner? his runes most likely sudden impact which gives him more leathality coming from stealh. and he started the engage which means he striked 1st which typically gives the aggressor the advantage. if you include his Q armor shred passive, the +8 leathality from stealth + 18 leathality from ghost blade that negates armor (20) from ninja tabis, plus he isnt an auto attacker he is a caster , so the passive of ninja tabs (reduction damage from autos ) dont take effect
It's unreasonable for someone building bruiser/tank to be assassinated from full health unless they are so far behind that the only explanation is that they've been AFK for the last 10 minutes. The slayer/diver should need the tank/bruiser to be at low health either from previous damage trades whittling them down or from allies helping the assassin/diver in the fight. I guess if the assassin is very much ahead, it should be possible to catch a full-health tank/bruiser and kill them over a very prolonged fight where they chase them across a long distance and the tank's defenses buy his team the time to intervene if they are paying attention. There is no way that {{item:3142}} should be considered sufficient to burst down {{item:3044}} {{item:3052}} {{item:3047}} unless there is somehow a 6 level gap in favor of the assassin/diver.
: (Disability Help) Need advice on one-handed mouse setup.
You could try something controlled with the mouth for QWERDF. Taking inspiration from this guy: https://www.youtube.com/watch?v=ZMvikz2cA-8
: "Go Wolf!" Another Memotions entry!
"Oh no, it's a fiend." that canine is springing into action!
La Bello (NA)
: > [{quoted}](name=OurLestrade,realm=EUW,application-id=3ErqAdtq,discussion-id=o9Kfl3lE,comment-id=0000,timestamp=2018-07-12T20:52:13.218+0000) > > I still dream of the day Diana is made into a genuine AP fighter sort of champion instead of an awkward pseudo assassin that has no place being an assassin. will never happen because AP fighters have no items that give them the proper mix of defence + relevant damage needed. all "AP fighters" really end up as Lichbane assassins basically or extreme full damage face melters with a wonky shield ability tossed in. {{champion:82}} {{champion:84}} {{champion:245}} {{champion:105}} {{champion:24}} {{champion:60}} {{champion:68}} {{champion:38}} The only way this doesn't happen is if the kit is made to be like half-fullish tank innately so you can just get like a RoA or a Rylai's then bank on ridiculous base damage and tankiness. {{champion:31}} {{champion:3}} {{champion:79}} {{champion:27}} If "AP fighters" are ever going to be an actual thing then Riot would have to majorly rehaul the current ability power items OR rehaul the ratios and kits of ap fighters (mainly Rabbadons and its toxic interaction w AP scaling) to make them rely on a different slew of items so "fighters" wouldnt be forced into the same glass cannon itemization most normal mages are. Unlike how Bruiser itemization(Steraks,cleaver,Titanic,Mallet,T-Force) and Carry Itemization (high penetration lethality or glass cannon crit) Ability power itemization tends to operate as a "one size fits all" which makes it so several different classes of mages are all balanced around the same core set of items.
An AP fighter version of Moonflair Spellblade for Summoner's Rift would be a good start. {{item:3170}} ~~2,400 (480)~~ -> 2,900 (600) {{item:3191}} + {{item:3101}} +50 Ability Power +50 Armor +35% Attack Speed +10% Cooldown Reduction Unique Passive - Moonflair: Basic attacks deal +30 bonus magic damage on hit and cause enemies to burn for [10% AP] magic damage over 3 seconds. Unique Passive: Tenacity [...] The 10% AP ratio over 3 seconds seems like a minimum number to feel impactful while being low enough that the buyer doesn't feel required to stack AP in order to get the value of the item. The item would be good for AP skirmisher/fighter type builds and the flat on-hit damage makes it a good early item that doesn't require a lot of other offensive items to go with it. I also created a new icon and name that could be used, though the item has a different effect/cost in this particular image than is outlined above: https://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fimgur.com%2F0Elw2Y0.png&key=f0abbd34f14549f3a15cd94dd9970851&width=425 I think AP fighter itemization should rely on base ability damage amplifiers, like magic pen, MR shred, sources of added flat magic damage, and less AP than regular mage builds. Examples: {{item:3170}} {{item:3001}} {{item:3152}} {{item:3151}} {{item:3091}} {{item:3165}} Items that add significant AP scalings or high offense amplifiers without providing defense can be good as well, but they would be for squisher AP Skirmisher (Skirmishers being in the same Slayer class as Assassins) type builds. {{item:3115}} {{item:3124}} {{item:3100}} {{item:3146}} {{item:3135}} {{item:3285}} So you'd ideally take from both sides of the spectrum for AP fighters depending on your needs in a specific game. Things like {{item:3027}} {{item:3102}} {{item:3157}} {{item:2065}} {{item:3116}} could also fit in AP fighter builds. Example full builds: Diver {{champion:131}} {{item:3047}} {{item:3170}} {{item:3091}} {{item:3001}} {{item:3152}} {{item:3742}} Skirmisher {{champion:131}} {{item:3006}} {{item:3170}} {{item:3151}} {{item:3115}} {{item:3091}} {{item:3124}} Assassin {{champion:131}} {{item:3020}} {{item:3115}} {{item:3100}} {{item:3285}} {{item:3157}} {{item:3135}} (with transcendence)
: Hey, thanks for the response. What do you mean when you say the fundamentals of the position have been changed? The role is still played in the exact same way -- none of the champions have been changed. At most some of them have different items and different (generally later) power spikes than before. Champions like Kai'Sa, Lucian, and Ezreal are still perfectly viable along with a few others like Jhin and Xayah who can fit plenty of team compositions. I don't feel like that number of ADCs being viable is any less than most metas? Don't get me wrong -- definitely crit ADCs have been nerfed, but I'm just not seeing this "fundamental" change you are talking about. Is it maybe they have to face mages in lane now? Does that drastically change how they're supposed to play their own role? Even at the pro level, ADCs are still played as much if not more than bruisers and mages. I don't think it's a black or white situation of "if you can't play mages, then you're out!" I don't think it's a wildly outrageous expectation to ask them to pick up some mages, though -- it's not absolutely required, but it does give their teams more options. As for sports -- of course some of the examples aren't going to be perfect, but I do think we saw the likes of Thabeet and Hibbert fall off absolutely suddenly in the NBA. We saw Whiteside benched in critical moments at the end of games last year. We saw the spread offense consume college sports in the matter of a decade (teams who were slow to adopt kept losing). Things like net sizes being changed or hand checks or AR or small tweaks to what refs choose to call or not call also have immediate and noticeable changes to the game. Or when the NBA introduced the 3 point line, or when they moved it closer and then back farther. Or the NFL increasing protections for receivers. There are countless examples.
Well said, Mister. This was exactly the kind of response we needed. I agree entirely that marksmen are still extremely valuable, and their pick rates remaining very high in all levels of gameplay is evidence to that. I really think that it is healthy to open up bot lane to magic damage carries. In my opinion, the bot lane role should be for "artillery", which could come in the form of physical damage or magic damage and via ranged autoattacks (AD marksmen and AP on-hit marksmen like Teemo and Azir) or abilities (ranged AD casters, who are usually also marksmen, and ranged DPS mages). Which damage-type of artillery one takes should optimally depend on team composition, ie., if you have a Zed mid and a Darius top then you should need magic artillery to better take down tanks if they stack armor. Which type of playstyle, as in caster vs marksman, should depend mostly on personal preference, but with a slight advantage to skill shot based casters when paired with a strong CC team because it makes skill shots easier to land, whereas marksmen are more reliable in general so should be balanced with that strength in mind (ie., lower autoattack range than skill shot abilities seems the general tradeoff). Bot players could still choose to only play marksmen, even when their team requires magic damage, but there should be a reasonable disadvantage to that, just like one-tricking Jax as a top-lane player should be a disadvantage if your team composition would be more optimal with a tank top laner. I personally think that ranged versus melee matchups tend to be very abusive though, with one side feeling on the receiving end. Either the melee is constantly poked out of lane without being able to retaliate or the ranged champion is constantly hard-engaged on and burst down in laning. There is a difference in mid lane, specifically with melee assassins, because they can be balanced around roaming and ganking side-lanes as a path to success instead of constantly killing their lane opponent. However, even in the case of mid lane, it's a fine line where if turrets are too weak or once the outer turret has fallen, a squishy mage can feel like they are abused without counterplay options by snowballing assassins, or the assassin can feel powerless as the ranged mage constantly wave-pushes them and trades damage without risk due to the safety of range. Because of this tricky situation, I think that melee vs melee should be encouraged (but not 100% restricted) in top lane and ranged vs ranged in bot lane (again, not 100% restricted), with mid lane being open to the special exception of roaming slayers (who should not succeed by simply repeatedly diving their opponent) vs ranged lanes. Support and jungle feel like they do have room for diverse melee and ranged options. I think it's important to make sure that melee and ranged feel well represented in the game without making miserable/oppressive experiences, such as immobile melee champions vs {{champion:133}} {{champion:67}} {{champion:17}} {{champion:74}} in top lane or squishy marksmen/mages vs {{champion:157}} {{champion:23}} {{champion:39}} in bot lane, overly common. I do think that there can be exceptions where ranged vs melee matchups could be reasonably healthy, but only in special cases. It might be possible to make champions with low-medium ranged or hybrid ranged/melee kits with limited windows of power as either ranged/melee viable without being oppressive in both a melee-oriented top and a ranged-oriented bot/mid. I don't think that has been accomplished well yet but it definitely seems like it would be possible with maybe these champions for example: {{champion:41}} {{champion:150}} {{champion:104}} {{champion:10}} {{champion:76}} {{champion:68}} {{champion:50}} {{champion:6}} Another thing to keep in mind is that generalist jack-of-all-trades power by being a hybrid champion should be considered part of a power budget. Position/role flexibility and the resulting increased opportunity to one-trick a champion should result in those champions being slightly weaker than other competing champions in their position/role, or else they may end up with ridiculously high pick rates. PS. Do you know if there are there plans to rework {{champion:10}} soon? I think she would be much more interesting if the hybrid nature melee-ranged nature of her kit was made key to her identity instead of the way she currently scales into a pretty regular marksmen-like champion due to her 100% E up-time after CDR and full marksman range distance with E up. She also seems to be encouraged to build too squishy for someone whose visuals include a full set of plate armor. I think she would be a better fit as an AP fighter + enchanter identity, with much shorter range and more limited windows of range in exchange for other strengths. Riot could accomplish limiting her windows of range by making it so that E is shorter duration and the cooldown timer on E does not begin until after E's uptime ends. As compensation, she could get a gap-closer, durability to survive in melee-range, and have her on-hit damage improved to be equal in melee as with E active (though E would still grant splash damage). PS. PS. Can you ask the champion devs and balance people if they can get {{champion:133}} out of top lane and possibly into mid lane instead? Her kit seems like it should be really good at roaming with her ult from the central position of mid, but she goes top because of how abusive her ability to dominate melees in lane is. If you give her a less oppressive laning phase pre-level-6, then she won't go top anymore. Likewise, sending {{champion:17}} bot instead of top would be a great change. I think he's kept rare in top by him generally being weak but that means he has no position to go. I think supports need items to synergize with AP champions in bot/mid lane. {{item:3504}} should technically work with AP on-hit, but it's not sufficient on its own to fully support the viability of AP on-hit lanes in bot. PS. PS. PS. Bot lane magic artillery are too bursty and need DPS/delayed-damage itemization made available to them, with options to shred through MR instead (tanks need buffs as a whole though). In general, the game is pretty bursty so bot lane mages might be a good place to start reducing burst.
: Then it wouldnt be Moonflair Spellblade anymore. Might as well be another item
You are somewhat correct, but it would be based on Moonflair Spellblade and would fill the position of an AP armor tenacity item for AP bruisers. I actually created a new version with a new name and icon for a suggestion a while back: https://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fimgur.com%2F0Elw2Y0.png&key=f0abbd34f14549f3a15cd94dd9970851&width=425 I later decided that the active that I gave it in the version shown in this image wasn't really ideal because it would be too strong with lots of AP stacking and a DPS build with Nashor's Tooth, which would mean that it would have to be balanced around that playstyle and it couldn't also work with tankier builds. That is why I posted a different idea for a Summoner's Rift Moonflair Spellblade just now. I agree that it would be better to give the new item a new name and icon for Summoner's Rift to avoid confusion. The Bloodmoon Wraithblade name and icon could be used with my later suggestion if that is preferable. I feel like the red color and Bloodmoon reference might make a bruiser item sound too much like an item purely intended for slayers though, when it should work for either tanky bruisers or DPS skirmishers.
: Moonflair Spellblade should be in Summoner's Rift. Change my mind.
Edit: Apparently, this is a really unpopular suggestion. Can people provide feedback on why it is being downvoted so much? I don't think that we need another AP MR item, so replacing the MR with something else that while giving the item more of a unique niche for Summoner's Rift makes sense to me. AP champions wanting MR can already opt into {{item:3102}} {{item:3001}} {{item:3174}} {{item:3091}}{{item:3111}} , which seems like plenty of options compared to just {{item:3157}} {{item:3047}} for armor on ap champions. Something to keep in mind is that there are no hybrid resistance AD items available on SR either, and it could be because hybrid resistances with offenses are deemed overloaded as a stat stick. ... I would like it, but with the recipe changed to replace the {{item:1057}} with a {{item:3101}}. {{item:3170}} ~~2,400 (480)~~ -> 2,900 (600) {{item:3191}} + {{item:3101}} +50 Ability Power +50 Armor +35% Attack Speed +10% Cooldown Reduction Unique Passive - Moonflair: Basic attacks deal +30 bonus magic damage on hit and cause enemies to burn for [10% AP] magic damage over 3 seconds. Unique Passive: Tenacity [...] It would be a bit more niche so as not to become part of too many AP champions' core builds. It could be especially nice as a jungle clearing (or lane last-hitting) tool for {{champion:31}} {{champion:79}} {{champion:131}} {{champion:82}} {{champion:245}} {{champion:60}} {{champion:28}} {{champion:105}} {{champion:10}} {{champion:76}} {{champion:17}} or just about anyone who likes AP and autoattacking. The 10% AP ratio over 3 seconds seems like a minimum number to feel impactful while being low enough that the buyer doesn't feel required to stack AP in order to get the value of the item. The item would be good for AP skirmisher/fighter type builds and the flat on-hit damage makes it a good early item that doesn't require a lot of other offensive items to go with it. It would give champions like Fizz, Elise, Ekko, Diana, and Nidalee an alternative build route instead of building purely bursty. Instead, they could choose to start a build like: {{item:3170}} {{item:3091}} {{item:3151}} in order to be fairly tanky with non-burst damage output, and then they could situationally get further tanky items like {{item:3116}} {{item:3001}} {{item:3102}} {{item:3165}} {{item:3027}}{{item:3157}} {{item:3152}} {{item:3742}} {{item:3143}} {{item:3083}} or DPS AP/hybrid skirmisher items like {{item:3115}} {{item:3124}} {{item:3146}}. One issue with this plan for AP skirmishing junglers is that they'd still need to build part burst mage because of {{item:1402}} (which honestly isn't all that great of an item) or start without AP by building {{item:1401}} which wouldn't work great for a lot of them. It would be better if either {{item:1416}} dealt adaptive damage so that it would work with a magic-pen AP fighter build or if there were a jungle item building out of either {{item:3136}} or {{item:3916}}. I like the idea of a jungle item with the Madness passive, but it would need to always grant the Madness damage amplification vs monsters (it could still require ramp-up vs champions).
: If you are an MMO player, keep an eye on Ashes of Creation.
The art is good. I'd be willing to consider playing it if the WoW-clone action bar combat is completely replaced when it releases. I want an mmorpg with combat more like Dark Souls, Monster Hunter, or Legend of Zelda. It will also need to not have blatant pay-to-win and a declaration of a strong stance against ever having P2W in the future or I won't even consider playing it.
: you are right, i would give anything needed, my physical adress or isp , anything needed to be out of this game for good, trust me i tried willpower long enough and im tired
Trust me, you need to develop self-discipline, or another addiction will simply replace the one you are giving up. Try to find a hobby that you can be happier obsessing over or devote yourself to career/education. The issue you'll find with that is that you're still replacing one unfulfilling habit with another no matter what you do, and success in work or art can't make you happy forever either but they might give you something to feel good about for a while. The trick is to keep growing and have some sense of progress balanced by a sense of freedom/control of future opportunities (more doors opening than closing) or you will fall into nihilism and despair. For now, try to focus on what you can do to best increase your future opportunities so that you can choose which you want to pursue later in life. I hope this advice makes sense to you.
: > [{quoted}](name=AmazoX,realm=EUW,application-id=3ErqAdtq,discussion-id=H8LWQ6Yu,comment-id=00130000000000000000,timestamp=2018-07-08T18:01:21.839+0000) > > Not sure what you're getting into but ADCS aren't bad and not even close as to what you make it sound like, the team finally accomplished their goal of diversity at Bot lane and the community asked for this awesome diversity really badly during the time Ziggs APC became a thing, so yeah. It's not that ADC's themselves are bad. It's that everything else about the game is geared in such a way that they are unfavorable compared to many other characters. The way Riot is trying to speed up the game is damaging to any character that needs time to scale (AKA many ADC's.) I am under the firm belief that the "Bruiser botlane meta" could have been done pretty effectively months ago, just that people didn't do it cause the meta is so ingrained into peoples minds. Diversity in lanes is great, but not at the cost of a whole class.
The bot lane diversity is good. Marksmen are still dominant, even though the meta should be against them with so many assassins and divers combined with the lack of protective tanks. I would personally rather have more APC mages and fewer fighters in bot though. I don't think ranged vs melee lane matchups are ever fun for both sides in either bot or top lane. The 1-shot assassin and burst-mage meta is bad. Assassins should have a place in the game, but they need a different identity than snowballing into zero counterplay 100-0 burst. The lack of actual low-damage tanks to provide a front-line is bad. They can't survive the snowballing and true damage currently rampant. Without a proper front-line, marksmen aren't going to feel good to play when behind since they have no one to protect them so they become free food for the assassins.
: I want to get IP BANNED because im an addict, please help me
Man, take this as an opportunity to prove to yourself your ability to develop self-discipline. That will translate into the most value to you going forward into other areas of your life. If you feel that you need to quit, then quit and stick to your conviction by your own willpower. By the way, IP bans will not work for most Americans at least because we have dynamic IP addresses that change periodically. The only way Riot could probably permanently IP ban you would be to ban everyone using your Internet Service Provider in your local area. Otherwise, your IP ban would likely be transferred to someone else within a month, which would be unfair to them and would unban you.
: (OPINION) Best Designed Assassin
{{champion:4}} He's not really an assassin by the normal definition, but I think his ultimate lets him function how assassins should usually work, by cutting off the escape route of a low health opponent and finishing them off. I don't like the way other assassins just pop out of nowhere and instantly 100-0 people.
: Heimerdinger
I actually agree. Heimerdinger is a very unhealthy matchup against melee. He should be reworked to play in bot lane since ranged champions are at least able to farm against Heimerdinger.
: honestly riot.. if you arn't going to nerf the other classes after u fixed ADC's...
Nerf damage... Do not buff marksmen. Marksmen are still very competitive with other options and still make up the vast majority of bot laners along with some very successful marksmen junglers and the top win-rate top laner is also a marksman right now. It is true that it is not fun to play a marksman against some of the other strongest picks right now ({{champion:238}} {{champion:91}} {{champion:142}} {{champion:157}} {{champion:555}} {{champion:7}}) but even in this ridiculous one-shot meta, marksmen are still overly valuable and are still the most played class in the game. What we need are overall damage nerfs, tank survivability buffs (especially to bring back support tanks, which will make marksmen feel more comfortable and safer in general), new support items for supporting APCs in bot lane, and AP DPS itemization so that mages have options other than bursting. The priority should be to make the game a lot less bursty as soon as possible before other changes.
: Can someone tell me if re-rolling 3 skins is worth the risk?
If I recall correctly and each of the three skins' RP value is below 975, then it is statistically worth the risk of re-rolling. If the value of the skin is above 975, then the OE disenchant value is worth more than the average OE/RP value of the permanent skin shard from re-rolling.
: > [{quoted}](name=Thę Weeknd XO,realm=NA,application-id=3ErqAdtq,discussion-id=ipHGKj5Z,comment-id=0000,timestamp=2018-07-08T18:19:39.783+0000) > > N,o why not?
Apostrophes can be used as "single-quote" string delimiters in many programming languages. They can also have special meanings like indicating the beginning of an in-line comment in the code. Because of this, Riot would need to escape and unescape the apostrophes depending on where the name is being passed/stored/displayed. Escaped character codes are longer than their unescaped equivalent, so the maximum length of the name strings could also increase in the database, which might be incompatible with existing code. It's probably not worth the hassle and risk of allowing apostrophes breaking things or even introducing data security issues.
Rioter Comments
Rioter Comments
: Certain mages/APCs should be healthy as bot laners. In my opinion, bot lane should be the lane for "back-line artillery" to go, and that artillery can be either AD (Marksmen/ADC) or AP (Artillery-Mages/DPS-Mage/APC), the important aspect of the role being that their primary purpose on a team is dealing damage from the back-line while being vulnerable (generally immobile and squishy) enough to need to rely on protection from the front-line in teamfights and early protection from a support in laning. Mages need new DPS item options to succeed healthily as APCs and physical damage dealers need to be worse at shredding tanks. If your team composition lacks physical damage: {{champion:68}} {{champion:103}} {{champion:32}} {{champion:16}} Then the best choice should obviously be to bring an ADC marksman bot lane to fix that. If your team composition lacks magical damage: {{champion:122}} {{champion:238}} {{champion:254}} {{champion:40}} Then the best choice should be to bring a magic damage carry bot lane. {{champion:268}} {{champion:63}} {{champion:69}} {{champion:42}} {{champion:74}} {{champion:30}} {{champion:10}} {{champion:85}} [AP Kog]{{champion:96}}{{champion:115}} {{champion:101}} {{champion:8}} {{champion:112}} {{champion:161}} {{champion:61}} {{champion:17}}
Marksmen and squishy DPS mages should be thought of as the two halves of a primary class called Artillery, with the line drawn between them based on damage type (physical vs magic) and attack method (autoattack vs abilities), and they would be united by their shared strengths of damage output and long-range. All Artillery champion should be allowed to go to bot lane and should be picked based on team composition need (physical vs magic) and preferred playestyle (autoattack {{champion:17}} {{champion:67}} vs abilities {{champion:161}}). By the way, I think some Artillery should be considered secondary catchers or even primary catchers based on how much CC utility they have: {{champion:22}} {{champion:61}} {{champion:34}} Burst mages should be absorbed into the Slayer class with either a primary or secondary role as an Artillery or catcher. Battle mages should be split up into all of the different classes, depending on whether they are more like Artillery-Mages/Catchers {{champion:34}}, or Juggernauts/Tanks {{champion:68}} {{champion:27}}.
: Bruisers and mages in bot lane is not a sign of diversity - its a sign of an unhealthy burst meta
Certain mages/APCs should be healthy as bot laners. In my opinion, bot lane should be the lane for "back-line artillery" to go, and that artillery can be either AD (Marksmen/ADC) or AP (Artillery-Mages/DPS-Mage/APC), the important aspect of the role being that their primary purpose on a team is dealing damage from the back-line while being vulnerable (generally immobile and squishy) enough to need to rely on protection from the front-line in teamfights and early protection from a support in laning. Mages need new DPS item options to succeed healthily as APCs and physical damage dealers need to be worse at shredding tanks. If your team composition lacks physical damage: {{champion:68}} {{champion:103}} {{champion:32}} {{champion:16}} Then the best choice should obviously be to bring an ADC marksman bot lane to fix that. If your team composition lacks magical damage: {{champion:122}} {{champion:238}} {{champion:254}} {{champion:40}} Then the best choice should be to bring a magic damage carry bot lane. {{champion:268}} {{champion:63}} {{champion:69}} {{champion:42}} {{champion:74}} {{champion:30}} {{champion:10}} {{champion:85}} [AP Kog]{{champion:96}}{{champion:115}} {{champion:101}} {{champion:8}} {{champion:112}} {{champion:161}} {{champion:61}} {{champion:17}}
Meep Man (NA)
: We Need a Tank Item Overhaul
We simultaneously need a magic item mini-rework to add delayed magic damage and magic DPS options for APCs playing against defense heavy teams. If a tank stacks armor and health, he should be unkillable for AD champions, but it should be simple enough for an APC to itemize to shred the tank in that case. If a tank has more armor items than MR items, it should be an APC's job to kill them and they should have the tools to do so effectively. For example, a tank with {{item:3111}} {{item:3068}} {{item:3742}} {{item:3143}} {{item:3075}} {{item:3194}} should be MUCH easier for an APC (who chooses to build new AP DPS items) to kill than an ADC even if the ADC builds 1-2 tank shredding items. But in the current game balance, an AD champion will typically be overly effective at killing a tank who has invested 4x as much into counterbuilding against AD. Also, turrets should do mixed magic and physical damage in order to balance out the pros and cons of armor vs MR in tank itemization.
Pubbi (NA)
: If you nerf all AD items you'd have to nerf AP items. I don't know about you but I don't want a bunch of Brand APC's replacing the current ADCs just because AD items are bad.
I wouldn't mind some Brand APCs carrying as bot lane. I would love if {{champion:63}} {{champion:69}} {{champion:268}} {{champion:30}} {{champion:10}} {{champion:45}} {{champion:161}} {{champion:112}} {{champion:8}} {{champion:101}} {{champion:17}} were the bot lane meta for a while (with marksmen still making up 30% of bot lane picks or so). One thing to keep in mind though, is that MR is much more effective than armor, so the team would still need an AD source in another role to balance out the lack of an AD marksmen bot. That means that you'd still likely see marksmen in top or jungle {{champion:133}} {{champion:203}} {{champion:67}} {{champion:104}} or even mid {{champion:236}} {{champion:110}} {{champion:81}} so the marksmen class would still be represented in the game even if marksmen weren't viable in bot for a while (and 30% pick rate would still be considered plenty viable by non-marksmen-monopoly standards). I think the healthiest diverse meta would look something like this: Top: Primary front line (Tanks[all], fighters[all], Battle Mages, beefier Skirmishers) Jng: High engage / beyond enemy lines (Vanguards, Divers, Slayers[all]) Mid: Extremely diverse; Artillery (artillery mages, marksmen), Assassins, Battle Mages, utility/cc mages Sup: Diverse utility providers (enchanters, wardens, utility/cc mages) Bot: Long-ranged damage dealers (artillery mages, marksmen) and utility carries (utility/cc mages, secondary enchanters) for extra laning synergy with a support Every role would also have some exceptions, like top Urgot (unique marksman/juggernaut), jungle Fiddlesticks (mage) and Kindred (marksman), mid enchanters (lulu) as counters against overly high-engage focused team compositions (ie., double assassin comps), odd supports like Teemo (AP marksman) and Shaco (assassin/catcher) for vision control via traps, and special cases like bot Mordekaiser (juggernaut). So team comps in such a diverse meta could vary a lot between matches: Top: {{champion:41}} Jng: {{champion:54}} Mid: {{champion:81}} Sup: {{champion:16}} Bot: {{champion:161}} Or Top: {{champion:50}} Jng: {{champion:121}} Mid: {{champion:25}} Sup: {{champion:89}} Bot: {{champion:119}} Or Top: {{champion:75}} Jng: {{champion:11}} Mid: {{champion:43}} Sup: {{champion:412}} Bot: {{champion:69}} And every class would be playable in around 2 different roles each. Rather than a marksman being mandatory, you'd just need to fulfill these requirements: a front line, a back line, sources of magic damage, sources of physical damage, sources of CC/utility.
Trontie (EUW)
: ADCs are not dead because the itemization did it but...
The title should be shortened to just "ADCs are not dead"... Nerf the one shot damage but don't claim that ADCs are dead when the statistics show they're still the most popular class in the game.
: I like the Aatrox rework.
He looks really cool while fighting, but I haven't played him yet personally so I have no idea if the problems people are calling out about Aatrox are real or just resistance to change. When I had an Aatrox on my team, he did pretty well. I will say that he still seems to be being played really rarely considering he just got a rework. It seems like hardly anyone is even trying out his rework, so the Aatrox playerbase seems nonexistent.
: True, but there are some Marksman who downright are utterly quite useless but Riot refuses to buff them minorily and instead buff the Marksman that don't need buffs (Twitch and etc...). Varus (my main champ) has a 42.34% winrate currently.
Nerf the other marksmen competition closer to the Varus bar and let's see how things play out. Varus may be properly viable if his niches aren't being overshadowed by other marksmen strengths.
: Things die so fast, runes are so one dimensional, that picking the best stat hero
> [{quoted}](name=Off Meta Plays,realm=NA,application-id=3ErqAdtq,discussion-id=Ee7608tk,comment-id=,timestamp=2018-06-29T18:20:15.189+0000) > > Everyone dies in 2 seconds, even bruisers. It is the most hostile environment ever. This game is horrible. Woah. A full 2 seconds? That's about a second longer than I am seeing a lot of the time. The sad thing is that {{item:3157}} and {{item:3026}} feel like the strongest survivability items, leagues beyond tank items, right now because their stasis effects let you at least stretch out your lifespan by a guaranteed amount to hopefully be alive 2-3 seconds later when the teamfight dust has settled. Glass cannon {{champion:23}} and {{champion:10}} feel like some of the tankiest champions in the game due to their ults.
: @Meddler Elise is currently sitting at a 46% winrate and 2.5% pickrate after buffs
I want Riot to buff Elise with a mini-rework like this: Spiderlings apply Elise's on-hit effects on every 3rd attack. Spider-form Q - Venomous Bite: Now applies on-hit effects twice Human-form Q - Neurotoxin: Now applies damage over time and lowers the enemy's damage output, similar to challenging smite effect {{item:3715}}. This makes Elise good at prolonged skirmishes. The reduced damage output effect is very fitting, because the toxin is weakening its targets body, resulting in semi-paralysis and reduced cognitive function. Human-form E - Cocoon: Can now be shot at walls to leave web traps (hitting a unit with it still applies the CC immediately). If enemies pass through the traps, they are snared and grounded for the regular stun duration while and Elise gains vision of them. This lets Elise weave her jungle into a spider nest, with her being aware of struggling prey caught in her webs. I think this would be very fitting thematically, and it would allow Elise to protect herself from counter-jungling somewhat and play more strategically. With these changes, Elise could choose to build something like this: {{item:3047}} {{item:1419}} {{item:3115}} {{item:3165}} {{item:3091}} {{item:3151}} It could also be a good idea to change {{item:1419}} to deal adaptive damage so that it works well in either AD or AP on-hit builds equally with either type of resistance penetration instead of being AD-centric. Elise could also still use her regular mage build with {{item:1402}} in situations where it would work. She would just now have the flexibility to build differently based on her needs in a particular game. If she had no tanky opponents, then the bursty mage build would probably work best in that particular game.
: Rito said ppl move on from games. I fully disagree and that statement makes me MAD.
> [{quoted}](name=ShuFlngKench,realm=NA,application-id=3ErqAdtq,discussion-id=I37k84QE,comment-id=,timestamp=2018-06-24T17:31:16.754+0000) > > So, during the 8.12 patch one of the Rito devs said and I quote, "people move on from games, its just the nature of videogames." > I 150% disagree with that statement. > Look at WoW, Smash Bros, Warcraft, Starcraft, FFX, FF12, borderlands, all of these classics. > > These games didnt become classics because the game kept evolving to the point where the playerbase couldnt even recognize the game. > These games had no need to evolve from release past BUG fixes. > Oh no, they are classics becauise they give the people exactly what they wanted in a videogame. ... I moved on from half of those and never got into the other half ... Riot is correct. If the game gets stale, players will move on. Some will move on slower than others, but in general, players will move on and new players won't continue to join a stagnant game. I made my first account in season 1. I am a veteran player, but I still like for the game to be kept fresh. Every change is a risk and can ruin the game experience for some, but even still, if Riot stops adding new content, I and many others will quickly grow bored and quit.
: 450 AA range: you trying to force her into a bruiser role huh. Passive: Not bad. Q: gap closer isn't bad. W: now scales. Okay. E: Gimmicky mechanic will be terrible to play with. If Kayle already has a bad early game with 8 second cooldown, this makes it worse. Runaan doesn't apply E AOE on its bolts, only the doubled passive damage is applied. If you are going to turn her into a bruiser, you better add more base armor/magic resist and increase magic resist scaling.
I think that with this rework, {{champion:10}} might build something like this in top lane: {{item:3006}} {{item:3027}} {{item:3115}} {{item:3116}} {{item:3124}} {{item:3065}} She won't necessarily need higher base defenses because she'll be more likely to build defensively as needed and can fit something into her early build like {{item:3027}} {{item:3091}} (and can just sit on {{item:1057}}). It will all depend on her matchup and team composition. She'd poke her opponent and waveclear with E like she currently does but less frequently and from closer, giving melee champions more opportunities to trade with her. Depending on who her opponent is, she might be able to duel them in melee range since the magic damage on her melee autoattacks is a lot higher now. Because her W now scales with health, she'll probably be building more health, which will make it so that she can better survive melee skirmishes and heal herself back up afterwards. Once she finishes a few items, she might be able to all-in opponents by gap-closing with her Q, healing herself with her W after taking a few hits, then activating E to either finish off the fleeing enemy or kite-back if the enemy is winning the duel. Of course, she also has her R to help win duels, and it could also give her the chance to take out a couple opponents in teamfights if she dives in. She would be best skirting around the edge of teamfights, looking for stragglers out of position for her to gap-close to and cut down. If she has an allied Amumu or Malphite to ult the enemy team, she'd be able to dive in after them and tear them down with her E. She'd just need to be more sparing of when she uses her E since she can't have it active all of the time. I think she would dominate enemy ranged champions in top lane, since she would be able to gap-close on them, and her E would make it difficult for the enemy to get enough distance to kite her. As a support, I think she would build like this: {{item:3006}} {{item:3401}} {{item:3107}} {{item:3504}} {{item:2065}} {{item:3091}} But she could also build more aggressively and hope to snowball in laning: {{item:3006}} {{item:3092}} {{item:3504}} {{item:3115}} {{item:3116}} {{item:3089}}
GigglesO (NA)
: Since we talk about power fantasy
I think support tanks need some survivability buffs, since they feel barely capable of performing their role on the support budget. {{item:3097}} {{item:3111}} {{item:3109}} is a fully tank build, but it just isn't enough to survive more than 1.5 seconds while taking fire in a midgame teamfight. More than likely, the mid lane assassin will kill you in 0.8 seconds through that build. And don't get me started on armor support items like {{item:3110}}, since they don't feel like they do much of anything at all anymore due to true damage. Also jungle tanks need something to compensate for the scuttle changes over-emphasizing early dueling and leading to a situation where the weaker early jungler is dominated even harder than previously.
: Autofill is slowing down getting into a game.
Riot needs to keep making the support role more desirable so that autofill won't be needed as often. They did make some good changes in that direction, but the tools given to supports ({{item:3504}} enchanter meta) funneled too much power into ADCs specifically and didn't allow the supports to help other teammates enough. Supports should be the whole team's support, not the bot-laner's support. Being tied to a single player is unsatisfying as a support player. Current autofill for non-support roles (jungle and bot) is mainly to do with recent changes and will probably be temporary. Jungle diversity went down (driving out a portion of dedicated jungle players) because of scuttle changes over-emphasizing early dueling. Bot lane diversity went up (creating temporary chaos as the meta shifts) because of crit changes. I personally dislike the jungle changes and I personally love the crit changes. I personally want more support buffs and fun new support items, but I want the support synergy spread out to help the whole team. I'd say that if Riot wants to make autofill less necessary, they should 1) make supporting more satisfying, 2) improve jungle diversity, 3) give bot-lane time to settle down before making direct changes.
Izhora (NA)
: @RiotGames - Response to Greg Street WIRED interview Answer
I love the off-meta going on. I am not worried about rage-quitters. If certain players can't adjust to an increasingly flexible meta, then they'll need to at least learn to control themselves instead of raging or they'll eventually suffer punishment as a wake-up call to prevent their rage-quitting from impacting others.
Dante0x (EUNE)
: HACK SCANDLE UNSOLVED
Did your friend recover his account and then have it compromised again repeatedly? He may have a keylogger or he is using too easily guessed passwords. Is he playing public places where he is unsure of how secure the computers are? I think Riot support may be unwilling to recover the account again if it has continually been compromised multiple times, but they may be willing to reconsider if your friend can vouch that he's improved his security habits and removed any viruses from his computer.
: Is Lissandra considered strong right now?
I think Lissandra is good in skilled hands, especially as a counter to certain enemies, but I don't think she's overpowered. She's pretty balanced to my knowledge. You probably did just learn how to play her well enough to reliably succeed. Lissandra definitely isn't the easiest champion. Good job on gitting gud! {{sticker:vlad-salute}}
: I want Riot to tell me what's up with Shaco
> [{quoted}](name=Mr Sir Devoir,realm=NA,application-id=3ErqAdtq,discussion-id=AWeGKWZG,comment-id=,timestamp=2018-06-19T15:16:54.188+0000) > > I simply want to try and understand the reason why Rioters/Riot Employees openly hate this champion and I want to explain how weird that is to me. I will be making a case for why he should be reworked, suggest that this champion just be removed from the game, and make comparisons to other champions. > Riot doesn't openly hate Shaco. Certain Rioters may have a bias against him, just like certain players, but I am sure there are others who like Shaco or are neutral when considering him. Shaco doesn't need a full rework and was already mini-reworked. Shaco needs just a few things in order to be healthy and satisfying. He needs to gets some of his old AP/AD build flexibility returned without homogenizing the playstyle of AP Shaco vs AD Shaco. He needs to be moved slightly away from low-counterplay 1-shot potential from stealth to be empowered to fully perform in his role as a trickster that uses mind-games to defeat his opponents instead. In this regard, Dark Harvest and Electrocute keystones combined with Duskblade are more problematic than Shaco's kit itself and those factors are warping Shaco's playstyle by making it too simple to instantly burst opponents which stealth exaggerates. > [{quoted}](name=Mr Sir Devoir,realm=NA,application-id=3ErqAdtq,discussion-id=AWeGKWZG,comment-id=,timestamp=2018-06-19T15:16:54.188+0000) > >as a Shaco player > [{quoted}](name=Mr Sir Devoir,realm=NA,application-id=3ErqAdtq,discussion-id=AWeGKWZG,comment-id=,timestamp=2018-06-19T15:16:54.188+0000) > > When a champion is rework it is changed. Period. It won't always feel like the same champion and in this case that might be a good thing. Us Shaco players may not be happy with it, but do you really care? > You keep saying that you are a Shaco player but I don't see any Shaco games in your match history for the last several months. Are you playing Shaco on a different account or are you simply claiming to be a Shaco player to make yourself seem less biased while you are literally asking for Shaco to be deleted? > [{quoted}](name=Mr Sir Devoir,realm=NA,application-id=3ErqAdtq,discussion-id=AWeGKWZG,comment-id=,timestamp=2018-06-19T15:16:54.188+0000) > > Shaco's Jack in the Box is a terrible ability in a sense that the box has an arm time. Even if you place it, if the enemy champion wants to negate the fear they just have to drop a Control Ward or a Sweeper. I'm sure at this point anything said about Shaco's kit is known already so I won't linger on it. You know that this champion isn't all it is cracked up to be. > So it's a terrible ability just because it isn't part of an upfront burst combo? This is so incorrect. Jack in the Boxes have so many strategic uses that just require some foresight to use: from blocking escape routes, to preparing ambushes, to blocking enemy gank routes, to buying time for an escape, to helping clear camps, to granting a vision advantage, etc. Shaco's Jack in the Boxes are definitely one of his core strengths to me, and they play towards his role as a trickster. > [{quoted}](name=Mr Sir Devoir,realm=NA,application-id=3ErqAdtq,discussion-id=AWeGKWZG,comment-id=,timestamp=2018-06-19T15:16:54.188+0000) > > **Why not just remove Shaco from the game?** > > Everyone who plays this game is entitled to their own opinions. I just feel as though if people in Riot don't see Shaco as a champion that they can balance and be satisfied with, if Riot can not think of a way to overcome their concerns with attempting to rework or balance this champion, then why not just give up and remove Shaco from the game. As of today Shaco is my most played champion ever in League of Legends. I used to love playing this champion and expressing the skill that comes with his unique kit, but I can't do that anymore. It is much too hard to deal with knowing that there are better alternatives in all roles. If I woke up one morning and saw Riot release an apology saying they just have to remove or disable Shaco because they are that uncertain about it, then I wouldn't be mad. Because if he is a problem to the point where Riot doesn't want this champion to even breath then it is better than sitting around for months/years wondering when Shaco will feel right again. Shaco is an old champion and old champions at this point should be taken care of until they can be reworked. This request is absolutely ridiculous. Shaco isn't even very bad right now. I have Shaco as one of my top 3 played champions this season on my other account, and I managed to climb to gold with him, even though I often play him as an off-meta support. Shaco is still playable and incredibly fun as-is.
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Painted Celt

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