: Urgot is broken
Two item spike putting you down? Try playing against fuckers with a one-item spike {{item:3095}}
: Revert Katarina, Riot balance team just accept your mistake and revert her back
Kat is cancer enough with her huge skill Shunpo -> instant triple button, let's not go back to literally clicking on targets to remove them.
: No. Only jumps with cast times. Vayne, Ahri, Akali, Kha, Rengar, Diana, Pyke, Ekko, Graves, Lucian, Riven, Yasuo, Wuk, etc. _**cannot**_ buffer jump Buffer jumping is mostly unique to Kass, Trist, Ez, Urgot, and Kat
No. It effects every mobility in the game. If you land a stun on any of those other champions while they're using their dash, they still get the full effect of the dash. The only way to stop a dash is with a knockup, knockdown ({{champion:78}}), or displacement. This is the same for every single character with a mobility spell.
: Fix *all dashes and blinks interactions with CC. If we apply it to Tristana, we apply it to j4, Xin, Kass, Aatrox, Ekko, and **literally every other champion with a dash or blink in the game** where it isn't stated they're unstoppable during it (Such as Malphite's ult). Tristana is just the most noticeable because of her jump having the longest delay in the game. It's a problem with most other dashes, though. If it's a root, grounding, stun, fear, or charm, it ends the dash. Silences can be an exception due to them not stopping movement commands, but they should still break the channel of the jump. And, yes, they still get stopped mid-dash. If that would cause problems or seem unfair, extend the duration of the CC to include the remaining duration of the dash/blink, and have it take effect **immediately** upon conclusion, not allowing them to output a *single* command before it takes effect (Meaning: J4 doesn't get to execute his ult after his dash, no matter how it was queued up. One or the other needs to be done, though. CC either stops the dash in its tracks or is extended until the dash ends **and prevents the activation of all other abilities, including previously queued ones**.
It isn't the longest delay. {{champion:6}} , {{champion:516}}, and {{champion:3}} dashes have a large windup before they start moving, but no one complains about them "dashing while stunned". I think it's just more noticeable with Trist because of her role as a carry and the long distance of the dash itself.
: Urgot is op af
Cut into his base AD to make his passive cooldown an actual resource. It's ridiculous how easily he can last hit 30% health minions well before buying even an advanced item.
D357R0Y3R (EUW)
: ? IBG into abyssal mask has 9% pick rate
And Ice Born into Rylai's has twice that
Mezo (EUNE)
: Riot need to buff mid lane Viktor to keep him away from other lanes. also he is good against top lane meta champions rn, like Aatrox and Urgot. So better nerf both of them instead of Viktor i guess?
What could be done to make him better in mid but not top? Pushing and roaming are the default tech for mid, and improving his pushing power would just make him even more oppressive top. So, what, +5 movement speed? Lower Ult cooldown early to make his roams up more often?
: So now top lane is the dumping ground for mages useless in mid? I thought that was support.
> [{quoted}](name=L Psy Congroo,realm=NA,application-id=3ErqAdtq,discussion-id=8HJwuKbU,comment-id=0007,timestamp=2018-10-22T02:18:06.934+0000) > > So now top lane is the dumping ground for mages useless in mid? I thought that was support. It's been that way for a while {{champion:50}} {{champion:8}} {{champion:127}} {{champion:13}} {{champion:85}} {{champion:30}} {{champion:90}} {{champion:134}} {{champion:268}} {{champion:74}} {{champion:1}} {{champion:69}} have all been utilized top when their mid matchups get tough, many of which remain there today.
D357R0Y3R (EUW)
: if you look at opgg it's a tank build tbh https://i.gyazo.com/b690edfb189258376fbebdb35a4e45be.png
Only one of those paths uses a tank item, and at a much lower pickrate than the others. Rylai's and Zonya's are bog standard items for mages.
: I've been playing Wu tank recently
Have you tried a Transcendence build to make use of your tanky choices early without giving up damage later? {{item:3025}} {{item:3071}} {{item:3110}} {{item:3065}} {{item:3083}} {{item:3047}} /{{item:3111}} will give 100 AD, and you can sub one of the latter two items for something like {{item:3812}} {{item:3156}} {{item:3147}} to up it closer to 150ish
: Because Riot gave a number of AP items more HP. It's bullshit but thats how it is.
> [{quoted}](name=Shuriman God,realm=EUW,application-id=3ErqAdtq,discussion-id=lKwdjyrM,comment-id=0002,timestamp=2018-10-21T18:17:18.851+0000) > > Because Riot gave a number of AP items more HP. > > It's bullshit but thats how it is. {{sticker:sg-lux-2}} {{item:3022}} 700 health {{item:3748}} 450 health {{item:3053}} 450 health + minimum 338 health shield {{item:3078}} 250 health {{item:3814}} 250 health {{item:3071}} 400 health
: So uh yeah... Urgot
My only major qualms laning against him is that he doesn't need to utilize his passive at all. He has retarded base AD for ranged trades, harrass, and free farming letting him stay healthy even when making major fuck ups. He's supposed to have a tradeoff of getting extra power from his passive which goes away, but his ability to execute minions at 30% health with only AD from runes and no items isn't dependent on his cooldowns. That, and his Q hitbox lasting well past the animation of it. Imagine if Cass Q's active hitbox lasted nearly a second on the field.
: {{champion:99}} gonna be honest this champs Elementalist skin is just bogus, you don't need to be colorblind the hitbox on that Q leaves me scratching me head at least 4 or 5 times when i play against it Some of these new skis are just straight up ridiculous with the particle spam. Like if anyone could honestly tell me without cheating which champ is in this Yorick cage i would be shocked. [https://imgur.com/a/fZBeAI4](https://imgur.com/a/fZBeAI4)
Not sure how you would cheat at this, but my guess is Cassiopoeia. And yeah, Lux's hitbox indicators are already suspect with faint, translucent, effects, made absurd by that skin's VFX glitches.
: What's So Bad About Inting Sion?
The point is to destroy their nexus before the gold difference matters. All while boosting your laner's bounty for your carries to pick up later.
: >best champion in the game "undoubtedly" >under 50 percent wr with under 4 percent pick rate yeah dude
{{sticker:sg-lux-2}} 50.63 WR at a 7.5 pick rate toplane 50.18 WR at an 11.59 pick rate mid 51% WR on first time players, up to a 55.5% WR after 150 games
: Irelia, best champion in the game undoubtedly, with an overloaded kit.
5 MS is more than it seems. 5 MS (and a 33% reduction to her W's bonus resistances along with a 2-10% movespeed nerf on her W active and a 25% reduction in R's knockup duration as well as a 10 damage reduction on R at all levels) was all it took to completely gut Poppy (when she was already at a sub 48% WR)!
: if you only could use 6 champions
"What are your six most used champions" Shouldn't this go in memes and games? {{champion:78}} {{champion:117}} {{champion:18}} {{champion:34}} {{champion:72}} {{champion:28}}
Rylalei (EUNE)
: What champions not designed by CT would make people cry if they were CT designs
{{champion:238}} and {{champion:555}} are the only ones that come remotely close.
: Tbh, defensive options for adc's and mages should be buying a defensive item. Not buying an offensive item with defensive stats. Old ga and old banchees were good IMHO. And I miss when those were standard on players.
Old Banshee's especially. It had good duel purpose by giving a spell shield for squishies while granting the most raw MR for tanks, especially ones that had a significant amount of Health from other sources.
: It's not that GA or Zhonya's are bad, per se...
For AD users, there's {{item:3025}} over {{item:3078}} on any of its users, {{item:3742}} for a big defense with a little extra burst While not specifically granting armor, {{item:3812}} and {{item:3046}} grant universal damage reduction for ADCs {{item:3047}} works on both damage users, but mages are the ones really fucked, with the only other option again being iceborn on lich's bane champions, most of which are assassins that need as much magic damage as they can get.
: Can we stop letting CertianlyT make champions?
Don't forget {{champion:19}} 's cc-immune latch mechanic and massive invisible power at low health. There have been several months where he was pick/ban since his rework, even at higher levels of play.
: I perma ban {{champion:122}} as a {{champion:78}} main. But have to leave {{champion:86}} open due to that. I dont think more than 10 bans is the answer. Just that riot takes WAY too long fixing the game. I am getting real tired of going to surrender at 20 everyday and going to champion changes and seeing "None Today!".
I just used Garen as an example. Really Poppy eats ass to basically any juggernaut or poke champ, but I just wanted to use her since it's an easy example of a counter-focused character.
: I love how Thresh's R is a shitier version of Veigars E on a 140 sec cd
{{champion:54}} R is a {{champion:497}} E on a massive cooldown {{champion:12}} R is a {{champion:41}} W without the heal {{champion:421}} R is a delayed conditional {{champion:121}} W without the cd reset {{champion:14}} R is a {{champion:20}} W without a huge projectile at the end {{champion:429}} R is a {{champion:223}} W that can only be cast on one ally and on no enemies {{champion:18}} R is a {{champion:67}} E without the wallstun This false equivalence game is fun
Anìmê (NA)
: Really that easy? I had a real tuff time with the item. Like {{item:3124}} {{item:3095}} {{item:3512}} {{item:3147}} {{item:2420}} {{item:3715}}
> [{quoted}](name=LeAnime,realm=NA,application-id=3ErqAdtq,discussion-id=pWVmL0Z2,comment-id=00130000,timestamp=2018-10-13T02:45:28.309+0000) > > Really that easy? I had a real tuff time with the item. Like {{item:3124}} {{item:3095}} {{item:3512}} {{item:3147}} {{item:2420}} {{item:3715}} Only real debate was Stormrazer or Duskblade, but free crits are a much bigger cancer than extra raw damage.
Anìmê (NA)
: Remove One: Champion, Item, Rune, Summoner Spell
{{champion:157}} {{item:3095}} {{summoner:14}} And remove conqueror Easy picks.
Rioter Comments
HeazonZ (NA)
: > [{quoted}](name=kargish,realm=EUW,application-id=3ErqAdtq,discussion-id=IK4tW5Yt,comment-id=0003,timestamp=2018-10-11T12:14:12.036+0000) > > Rek'sai shouldn't even use fury if you ask me. It has no purpose for her. > > Edit: I am gonna assume that the downvotes mean people want her to have fury, but I don't see anyone putting a reason why. You could remove it, but it’s the easiest way to indicate how much you will heal when you burrow, even if the amount is negligible. What would be a better way to communicate to the player how much healing you have saved up other than the resource bar? On the topic of her E’s true damage, I could see it being changed to something like volibears bite (after basic attacking a set amount of times, it will be ready). Don’t necessarily need the fury for that, but it’s easier to just put the heal and the indicator of when you can bite on the same bar. I don’t think it should be removed, but they should make it have a more meaningful effect on the rest of her kit.
Grey health would be a better and more direct way of showing how much she can get back, but I feel she should still be a fury user regardless.
Greystag (EUW)
: {{champion:43}} too. Why isn't this Ezreal's passive instead of his Q's effect?: "If Mystic Shot successfully hits an enemy, all of Ezreal's ability cooldowns are reduced by 1.5 seconds."
Karma's passive has an effect from level 1 no matter what. Even though it imparts an effect on just one skill, having her ult at level 1 and passively having a way to reduce it's cooldown is a real effect. A closer example is {{champion:143}}, who has her W as the passive itself, just random. Previously she had an on-death passive separate from her plant creation.
: Poppy makes me legitimately want to quit this game (again)
She beats all of like 10 toplane champions and loses hard to the entire rest of the cast. Try playing {{champion:266}} {{champion:268}} {{champion:31}} {{champion:36}} {{champion:9}} {{champion:86}} {{champion:150}} {{champion:74}} {{champion:420}} {{champion:24}} {{champion:39}} {{champion:10}} {{champion:85}} {{champion:240}} {{champion:127}} {{champion:75}} {{champion:82}} {{champion:57}} {{champion:54}} {{champion:30}} {{champion:43}} {{champion:90}} {{champion:245}} {{champion:122}} {{champion:117}} {{champion:58}} {{champion:133}} {{champion:80}} {{champion:2}}{{champion:68}} {{champion:13}} {{champion:27}} {{champion:14}} {{champion:23}} {{champion:48}} {{champion:17}} {{champion:223}} {{champion:50}} {{champion:6}} {{champion:67}} {{champion:8}} {{champion:62}} {{champion:83}} or {{champion:157}} if you're worried about her.
: Isn't {{champion:58}} 's passive also this?
Renekton has a few things going on with his passive -Each basic ability gets empowered by 50/100 fury, draining 50 fury when using them -He gets doubled fury regen at low health It's really the second of those that is a fully unique passive, but it's still more than Rek'Sai has going on. The same goes for other fury/rage users {{champion:107}} gets to cast spells off cooldown (in addition to them having enhanced effects) {{champion:150}} has a transformation tied to his rage {{champion:23}} gets doubled fury generation on critical strikes and gains passive critical strike chance from his fury {{champion:102}}'s passive is a completely separate effect from her fury bar Rek'Sai's passive wording could just be added to the description of W. Her E already has a standalone note about it dealing true damage at max fury. Add the same to her W and her passive literally becomes "Rek'Sai generates fury."
Rioter Comments
: > [{quoted}](name=PopcornBunni,realm=NA,application-id=3ErqAdtq,discussion-id=6h7M6EuA,comment-id=0007000000000000000000000000,timestamp=2018-10-10T02:22:06.991+0000) > > Juggernauts lack engage tools, and usually have only a single CC tool. **_This tool is one that prevents an opponent from escaping, letting the juggernaut chase them down and beat on them_**. This is because Juggernauts have usually very high damage and survivability against all forms of damage. **_They prevent an escape from anyone that can get caught out by them or their team_**. {{champion:420}}'s spirit pull, {{champion:122}}'s pull, {{champion:106}} and {{champion:27}}'s flips, {{champion:266}} and {{champion:31}}'s knockups and slows, {{champion:36}} and {{champion:2}} running targets down with axe throws. And then there's {{champion:82}}
Poor, poor Morty. His magnet field or cone really should slow at the very least. I know he builds {{item:3116}} usually which does give all his spells sticking power, but it really should be inate to his kit in some way. He's the only Juggernaut you can literally just WALK AWAY FROM.
: > [{quoted}](name=PopcornBunni,realm=NA,application-id=3ErqAdtq,discussion-id=6h7M6EuA,comment-id=00070000000000000000,timestamp=2018-10-10T01:04:12.185+0000) > > Does nothing against true or mixed damage and offers no bonus resistances in her kit. Riven's (also free) shield is fucking better. i dont know a single champion that deals 100% true damage, so her shield is always going to absorb some form of damage from her opponent. so yea, its not going to absorb a darius execute, but its still going to absorb a shitload of physical damage and prevents her from getting into execute range in the first place. and it still absorbs one of the components of mixed damage. so if someone deals 1000 mixed damage with a 50/50 split, camilles shield is still going to absorb 500 of that damage. how exactly is that nothing? a 20% max health shield is still a juggernaut ability and doesnt belong into a skirmisher or even diver kit. if it scaled with bonus ad to make her build just a bit squishier and had some other trigger mechanism to it than just "auto attack the enemy", that could be outplayed, it would be fine, but i think the way her scalings are set up to basically stack jugger items is kindof why that champion is so dumb and scales into a mobile juggernaut. divers or skirmishers shouldnt just be mobile juggernauts. otherwise there is no point to actual juggernauts existing. the advantage divers have is target access and or team engage. juggernauts should just be upfront more threatening in a head on fight in return, due to higher base damage and defense.
The OP's presupposition is based on a false premise. None of the traits they listed are characteristics of Juggernauts. What makes Juggernauts ir more than just being tanky and doing damage. A better way to look at is is comparing them to the adjacent classes and what they offer. Divers, their fighting class brethren. Divers have engage tools, usually a single hard CC or short lasting CC combo, damage, and medium-high burst survivability while lacking disengage or sustained survivability. They are meant to be one of the classes that starts fights, and often have attacks to single out a high priority target, usually their ult -- {{champion:254}} {{champion:164}} {{champion:59}} {{champion:19}} {{champion:5}} and {{champion:254}} all exemplify every one of these traits. Vanguards, or "engage tanks" Vanguards have engage tools, several hard CC and chain CC, typically lack damage without building offtank, and have high burst survivability and medium-low sustain survivabliity. They also lack hard disengage tools, but can sometimes use their cc to peel for the rest of their team in a pinch. They are the other class that initiates fights by using hard CC chains on priority targets for their team to follow up on. {{champion:32}} {{champion:79}} {{champion:89}} {{champion:111}}, and most other tanks in the game fall into this category. Wardens are the protective tanks. Wardens usually lack engage tools, or have relatively very weak engage tools compared to vanguards. In compensation they get stronger CC, protective abilities, defense against both burst and sustained damage, and strong disengage tools. {{champion:78}} {{champion:98}} {{champion:3}} are the wardens with the strongest engages, all of which consist of a single situational dash. {{champion:223}} {{champion:201}} and {{champion:20}} are the others in this small category of champions. Juggernauts are to Wardens as Divers are to Vanguards. Juggernauts lack engage tools, and usually have only a single CC tool. This tool is one that prevents an opponent from escaping, letting the juggernaut chase them down and beat on them. This is because Juggernauts have usually very high damage and survivability against all forms of damage. They prevent an escape from anyone that can get caught out by them or their team. {{champion:420}}'s spirit pull, {{champion:122}}'s pull, {{champion:106}} and {{champion:27}}'s flips, {{champion:266}} and {{champion:31}}'s knockups and slows, {{champion:36}} and {{champion:2}} running targets down with axe throws. So for each class, their team contributions are thus: Vanguards: Engage Wardens: Prevent Engages Divers: Engage Juggernauts: Prevent Disengages. Camille's ult is both an engage and anti disengage tool, but the same goes for the cc of many other divers. {{champion:254}} {{champion:59}} {{champion:120}} {{champion:24}} all also have hard cc attached to their engages and all of them have strong damage mitigation on par or better than a 20% health single damage type shield. You're acting like I'm against the notion that Camille is overtuned or broken for stating that she has just as much in common with "juggernauts" as most other divers do.
: Oh yeah her shield makes her so squishy.
> [{quoted}](name=ankoanko19,realm=EUW,application-id=3ErqAdtq,discussion-id=6h7M6EuA,comment-id=0007000000000000,timestamp=2018-10-10T01:03:17.022+0000) > > Oh yeah her shield makes her so squishy. Does nothing against true or mixed damage and offers no bonus resistances in her kit. Riven's (also free) shield is fucking better.
GripaAviara (EUNE)
: ?
> [{quoted}](name=GripaAviara,realm=EUNE,application-id=3ErqAdtq,discussion-id=PoPWvE8A,comment-id=00030000,timestamp=2018-10-10T00:44:52.786+0000) > > ? Season 9 ranking is going to be based on position, so if you get autofilled to an off role you'll have a lower MMR than in your main one. So if you play ADC at a plat level but jungle at the level of a silver, if you get filled jungle you'll have silver MMR.
: All of these champs except for Heca and Vi are squshier than juggernauts.
> [{quoted}](name=ankoanko19,realm=EUW,application-id=3ErqAdtq,discussion-id=6h7M6EuA,comment-id=00070000,timestamp=2018-10-10T00:36:22.811+0000) > > All of these champs except for Heca and Vi are squshier than juggernauts. As is Camille. Actually Jax is tankier than juggernauts because of his BS ult.
: camille is just a mobile juggernaut, change my mind
I believe the term for that is "Diver." {{champion:39}} {{champion:24}} {{champion:254}} {{champion:240}} {{champion:19}} {{champion:120}} {{champion:59}} {{champion:421}} {{champion:92}} {{champion:5}} are also """mobile juggernauts"""
: RIOT please remove Jhin from ARAM.
{{champion:99}} {{champion:81}} {{champion:53}} {{champion:79}} {{champion:74}} {{champion:420}} {{champion:110}} {{champion:101}} {{champion:9}} {{champion:34}} {{champion:161}} Are all much, much more broken than Jhin in Aram.
GripaAviara (EUNE)
: Fking stop with autofilling sup vs good supports
This is exactly what positional ranking is hoping to resolve.
: Nerf Sion harder and also nerf Poppy. Thank you in advance Riot!
> [{quoted}](name=Trinity Ace,realm=EUW,application-id=3ErqAdtq,discussion-id=x5ENLZQU,comment-id=0006,timestamp=2018-10-03T22:32:25.003+0000) > > Nerf Sion harder and also nerf Poppy. Thank you in advance Riot! Poppy only does well into a handful of fighters ({{champion:92}} {{champion:126}} {{champion:114}} {{champion:164}} {{champion:41}} ) and against opposing tanks with predictable single-use dashes ({{champion:516}} {{champion:3}} {{champion:98}} ). The only other time she can do anything at all is against an opponent that doesn't know you can just stay on the road in lane and it completely mitigates her wall stun, or in support where she can catch people out and peel. She loses lane hard to any poke, sustain, mage, or against anyone with better waveclear. {{champion:266}} {{champion:268}} {{champion:31}} {{champion:36}} {{champion:9}} {{champion:86}} {{champion:150}} {{champion:74}} {{champion:420}} {{champion:24}} {{champion:39}} {{champion:10}} {{champion:85}} {{champion:240}} {{champion:127}} {{champion:75}} {{champion:82}} {{champion:57}} {{champion:54}} {{champion:30}} {{champion:43}} {{champion:90}} {{champion:245}} {{champion:122}} {{champion:117}} {{champion:58}} {{champion:133}} {{champion:80}} {{champion:2}}{{champion:68}} {{champion:13}} {{champion:27}} {{champion:14}} {{champion:23}} {{champion:48}} {{champion:17}} {{champion:223}} {{champion:50}} {{champion:6}} {{champion:67}} {{champion:8}} {{champion:62}} {{champion:83}} {{champion:157}} All eat poppy
: Good, Sion needs a nerf like Ashe needs one. leave the big man alone, he only as so much going for him
> [{quoted}](name=Clockwork Mouse,realm=NA,application-id=3ErqAdtq,discussion-id=x5ENLZQU,comment-id=000d,timestamp=2018-10-05T01:21:15.146+0000) > > Good, Sion needs a nerf like Ashe needs one. leave the big man alone, he only as so much going for him He's the single tank playable in a meta of bruisers. When tanks are actually usable he crushes others while doing their job better as well. Come preseason when everyone has access to base resistances he'll be even stronger than his fellow tanks thanks to getting access to both resistances without a forethought due to his infinite scaling health.
: That sion nerf is absolutely useless
Cho isn't a tank though. He's an immobile juggernaut lacking any engage or disengage who locks opponents down to prevent their escape with a single hard CC. {{champion:122}} {{champion:77}} {{champion:106}} {{champion:83}} {{champion:48}} {{champion:27}} are in the same camp. Health regen nerf is a potentially good approach to differentiate Vanguards and Wardens though. Give Vanguards more upfront burst survivability and Wardens more sustained health regen and trading power. This particular nerf's numbers are absolutely a joke though.
Swegmec (NA)
: Thank you Riot for nerfing some sort of damage on the PBE.
Agreed. The preseason should really help make team fights actually fights as well with the longer laning phase and defensive stat bonuses in runes.
rewt127 (NA)
: His damage is Flat True damage. (As in its not %MaxHP) So In your sitation you should have gotten a {{item:3083}} In place of either the {{item:3075}} or the {{item:3110}}. The Reason for this is because his True damage is flat based on his damage, The best way to itemize against it is with HP. and Warmogs is the single highest HP boosting item. Now I dont know the rest of the enemy team comp, so I dont know what the correct item to replace would be, but if we just look at Yi. He had no Lifesteal so GW isnt as useful as the Attack Speed Reduction of FH. So If the enemy team didnt have very many people using Lifesteal then GW doesnt make as much sense and so I would drop the Thornmail, but if they had an ADC that was popping the fuck off and had lifesteal then the GW of Thornmail would make sense. ------ In that build you had 240 bonus armor on top of likely 50 base? dont know what champ you were playing. So you had about 290 armor. Resistances have Diminishing returns and the soft cap is at 200. 200 armor is 70% damage reduction. But to get another 5% damage reduction you need something like another 100 armor. So it doesnt make sense to go over 200 by a ton unless they are just stacking the fuck outta pen. Also You had very little HP. you only had 1100 + Cinderhulk. So you didnt have much HP backing up those resistances. Resists are meaningless without HP to back them up. This is why warmogs is such an important item. if you dropped the FH for the Warmogs you would have gotten another 800HP. So you would have 1900 Bonus HP and so he would have more HP he had to cut through with his flat True damage. Also giving you time to CC him more for your team to kill his ass. Not to mention it allows you to skirmish and play frontline for your team more efficiently due to the Warmog's heart passive.
Resistances don't have diminishing returns. Damage just outscales it with raw gold value due to base defenses on damage roles being much higher relative to the base AD of tanks. The net result is with 300 AD vs 300 AR, the AD wins because with just their base armor they outtrade the tank.
: So instead of nerfing the broken assassins, they nerf the champion who is safe enough to do well against assassins. Cool.
> [{quoted}](name=Ionian Vulpix,realm=NA,application-id=3ErqAdtq,discussion-id=JzvcWATy,comment-id=0011,timestamp=2018-10-03T20:02:04.772+0000) > > So instead of nerfing the broken assassins, they nerf the champion who is safe enough to do well against assassins. Cool. Wait until a riot Assassin main gets bodied by towerdiving into {{champion:34}}'s passive
Dr Dog (NA)
: your obviously confused on what a stat checker is, and you have to be stupid to think she cant assassinate tanks, with your w and void staff you hav a whopping fucking 80% mr shred
> [{quoted}](name=Dr Dog,realm=NA,application-id=3ErqAdtq,discussion-id=F1lMstaH,comment-id=0000000100000000000000010000,timestamp=2018-10-05T16:57:06.069+0000) >with your w and void staff you hav a whopping fucking 80% mr shred That's... not how the math works at all.
: > [{quoted}](name=Halodjinn Tyr,realm=NA,application-id=3ErqAdtq,discussion-id=F1lMstaH,comment-id=000400000000,timestamp=2018-10-04T16:51:22.281+0000) > > I ment for her Pushing lane into a turret, I miss Cleave, and a more realistic Hatespike. I was replying to popcornbunni who said removal of hybrid scaling was horrible for her clears.
> [{quoted}](name=Wimbledofy,realm=NA,application-id=3ErqAdtq,discussion-id=F1lMstaH,comment-id=0004000000000000,timestamp=2018-10-04T20:21:01.448+0000) > > I was replying to popcornbunni who said removal of hybrid scaling was horrible for her clears. Q deals much less damage to secondary targets, E deals less to single targets, and W no longer lets her get between camps. The charm itself takes the same amount of time to proc on monsters as on champions which is another bit of either waiting to start a clear or forgoing the damage and safety it offers. That is what I meant by the changes made to compensate being given a hard cc out of stealth are ones that negatively impact her clears.
Rioter Comments
: {{champion:32}} (Not AP) {{champion:427}} {{champion:516}} {{champion:127}} are the four that come to mind as feeling really frustrating to play in Solo Queue simply because of this fact. Note on Ivern, whilst I feel he's good (great?) at Counterjungling, he'll never feel like a carry without that back up imo.
Any tank that isn't {{champion:14}} really. The support tanks are _semi_ manageable since their early trades can get the carry fed, but good fucking luck with a toplane or jungler tank with a team that doesn't followup.
: Everyone's base stats were bumped up with the removal of those runes so it's already carried forward. If it was just totally ignored junglers would get wrecked, ever try low level jungling without those armor runes?
> [{quoted}](name=ForFoxSakes,realm=NA,application-id=3ErqAdtq,discussion-id=n691E7oY,comment-id=0003,timestamp=2018-10-05T17:55:22.339+0000) > > Everyone's base stats were bumped up with the removal of those runes so it's already carried forward. If it was just totally ignored junglers would get wrecked, ever try low level jungling without those armor runes? Right, everyone that took those runes as their most frequent choices were given base stat increases. And then all the offensive trees **still** granted bonus AS/AD/AP/Pen on top of those increases while the single defensive tree didn't get any bonus resistances. Oh unless you wanted literally fucking 4 of a single resistance against the 30+ offensive bonus your lane opponent got. And the base stat boons are pretty null anyway since a midlaner only went with their health runes unless against an AD anyway, where they would take the armor instead. The base stat increases are a bandaid to a problem Riot created themselves. Giving compensation only for the broadest and most general rune pages which often varied wildly from what were actually used game-in game-out. I'm not saying we need single digit stat tweaks back, but there's a very good reason Runes 2019 are going to have a separate section for raw stats.
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PopcornBunni

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