: Sea otters are so cute, though!
> [{quoted}](name=KFCeytron,realm=NA,application-id=3ErqAdtq,discussion-id=aWVEZF0c,comment-id=0000,timestamp=2019-09-18T03:44:41.219+0000) > > Sea otters are so cute, though! But until Riot becomes otter-proof, it would be nice if champion designs built around buffing team mates would be able to actively take part in the buffing process.
Rioter Comments
Rioter Comments
: The Reason Tanks Aren't Played Often
Considering the best MR item is more slot efficient than the best AR items, I have to disagree with "all the good tank items being AR." {{item:3065}} peaks at 97ish$ gold efficient while offering a good mix of MR and Health totalling a decent amount of effective helath from it. {{item:3068}} barely scratches 80% efficiency and is the best combination of health/AR you'll find in the game. Pure AR, as in {{item:3110}} {{item:3025}} get their efficiency from CDR and mana which easily overcap with all the CDR on the better MR items and provide no more necessary Mana than comes from a {{item:3057}}. 100 AR + 15% AS slow on {{item:3110}} is a joke compared to pure AD items like {{item:3031}} which even on the absolute bare minimum AD of a level 1 {{champion:61}} outscales the amount of AR from FH even with the 15% reduction on auto speed. Then items like {{item:3072}} {{item:3812}} {{item:3153}} {{item:3074}} which turn the tanks into walking health packs for the enemy. That is all before any armor pen. Even with no penetration at all, outside of very very far outliers like {{champion:54}}'s armor steroid or {{champion:32}} with his pure flat reduction, AD items outscale armor at a rate of about 1.2x. For armor and AD to be on equal footing, AD granted needs to cost around 1.5x that of armor (compare hits to kill on targets with equal base health, armor, and AD and adding 100 AR to one and 66.6 AD to the other). This is actually the case with the very base AR and AD items {{item:1029}} {{item:1036}} but doesn't hold for finished items, where armor values average around 75% efficiency and AD averages around 110ish%. As in, 75 AR vs 73.3 AD, quite far from the 2:3 ratio needed for AR to match AD. Now, the base AR and AD gold value in themselves are a little misleading, since the value of AR is also tied to total health, and for the entire cast of characters not named Pyke, the effective health granted from purchasing early AR is less than just buying {{item:1028}} paths. What this adds up to is that Tanks are actually quite capable in a tight window between the very early game where they get bullied out of every single wave, and the mid-game where finished AD items start outscaling them. When tanks and AD opponents have mid-tier items, that is when tanks are on equal footing to ADs. Every other time, again outside of outliers due to crazy steroids, outside damage reduction, or {{champion:3}} {{champion:78}} {{champion:32}} having ridiculous damage for a patch, tanks either lack the means early to trade because of runes HEAVILY favoring offense over defense, or late game become free health for the enemy ADC. All of course before {{item:3071}}'s 100% efficiency while cutting the entirety of the tanks' items by 24%, {{item:3035}} or {{item:3124}} pen, and conqueror's true damage conversion. Yes tanks lose to mages top. They also lose to bruisers top. And ADCs top. And pretty much everything but pure 20 second cooldown assassins top. Oh and they beat other tanks top by being the tank that doesn't buy tank items and instead gets damage.
: Pyke to over tuned
Make his grey health fade over time if he stays in vision of enemies. It won't remove his E-W safety but at least it would make him a lot weaker to poke.
: Imo most of riots reworks have been succesful in one way or another. {{champion:84}} {{champion:266}} {{champion:3}} {{champion:6}} {{champion:83}} Lots of old mains didn't like their radically updated gameplay, but the champs are really strong, pro viable and got hella popular. {{champion:39}} {{champion:20}} {{champion:14}} {{champion:78}} {{champion:41}} {{champion:44}} The overall best. They retained a lot of their identity while bringing it up to date and becoming more relatable. All have above average viability. {{champion:28}} {{champion:82}} {{champion:19}} Even if they are still not pro viable, their new identities where as good as you can get. Each of these reworks captured the feel of what the champs were supposed to be in the first place. {{champion:50}} {{champion:10}} Those two are having it rough. Each of these strayed away from the original identity of the champ, distancing a lot of mains, even though their concepts are cool. On top of that, they are still struggling to find a good place in the meta, both in soloQ and pro play. {{champion:81}} {{champion:25}} An OTP's wet dream. Their identity and gameplay remained essentially unchanged, but their lores got enriched and their aesthetics updated. Both very solid.
Evelynn was not supposed to be an AP assassin in the first place, and even her new lines allude to "tearing her victims apart" despite having not a single AD ratio in her kit.
Rioter Comments
: LP Gains Are Awful.
That's the issue with MMR based LP. LP gains and losses should be rank based alone. As in make it so at low ranks (Iron 4 - silver 4), LP strictly favors gains over losses, in the middle ranks (silver 3 - plat 3) gains and losses are even, and at high ranks, losses are stronger scaling up through the last 9 ranks (plat 2 being maintainable as long as wr remains above 50%, while challenger requires the highest WRs) The way the system is now, a 47% WR can make it though the ranks as long as the matches they win are the ones with high gains. Under a rank-based LP system, it would mean the higher third of ranks would be matched more against each other, but it would also mean that the people in those ranks belong there more, compared to the current system where ranks are basically meaningless and not properly reflective of skill.
: i didnt think it showed in lobby. i know you can use the emote to flash mastery once in game
> [{quoted}](name=MrFawknSunshine,realm=NA,application-id=3ErqAdtq,discussion-id=eqilvva3,comment-id=0000,timestamp=2019-07-27T02:08:14.019+0000) > > i didnt think it showed in lobby. > > i know you can use the emote to flash mastery once in game I mean on the splash loading page part of the lobby to clarify.
Rioter Comments
: Why are Lee and Kha getting random buffs?
Is it really worlds time already?
Diävolo (EUW)
: Community : Tanks should be weak early but strong late. Riot : Well, Yes but actually no
Tanks as an entire set of classes should not be relegated to being strong at particular points. They should indevidually be strong at different points, just as every single other class is. Some assassins are strong early {{champion:91}} Some are strong late {{champion:28}} Some supports are strong early {{champion:53}} Some are strong late {{champion:432}} ADCs {{champion:119}} {{champion:67}} fighters {{champion:58}} {{champion:86}} Tanks should be the same, and shouldn't be relegated to entirely being useless late game because they have the shittiest finished items in the game.
Durfain (EUW)
: Some thoughts on tank itemization
Make {{item:3102}} a tank item again. Weird that they changed {{item:3065}} to have less health and more MR to give tanks that build it more specialized protection against AP damage when Banshee's already did exactly that with its much higher MR and anti-burst spellshield. Increase the completion cost of {{item:3068}} {{item:3143}} {{item:3110}} {{item:3742}} and raise the statlines of them to match the late game AD options. Compare {{item:3110}} to the raw AD equivalent of {{item:3031}} and the issue becomes apparent. 100 AR vs ((80 x 1.25) x 1.25 + (minimum (40x0.25)x1.25) x 0.85 from FH aura = 116 effective AD minimum, on the lowest AD champion, a level 1 {{champion:61}} . In order for armor to match the amount of damage added per point, the value needs to be 1.5x that of the AD. Not only is the most armor you can get from an item worse than the ratio against the item with the most AD, it's fucking LESS than the highest AD item. The CDR partially compensates for this, especially in a transcendence build where it grants up to 24 AD or 40 AP, but tanks being able to answer damage only with more damage of their own is not what should be happening. {{item:3110}} does not need to match the 1.5x value outlined, but it is funny to note that for the biggest armor item to match the biggest AD item even on the weakest champion in the game, it would need 174 god damn armor. No, instead it should get raised probably to 125 with the rest of the armor items picking up the slack with a 50/50 split buffing their health and armor in gold cost. Hell if {{item:3751}} had its health set to the same as a {{item:1028}} and all of its gold value funneled into a better wave clear passive, like dealing extra on-hit damage to immolated targets, {{item:3068}} could be costed up to match the AD wave clear items {{item:3074}} {{item:3748}} with significant improvements with the extra 750g (+400 or so g to get it to 100% efficiency) of stats to play with. Getting it to match the 100% efficient hydras at the same price would give it something in the ballpark of 625 health and 90 Armor. And yes that's really how bad these items are at the moment, that sunfire would need 200 extra health and 30 extra armor to match the equivalent wave clear item of bruisers.
: Am I the only one who doesn't mind Auto-fill? (poll included)
I'd be fine with it if Jungling counted toward autofill protection. It's already the least queued position and it not granting fill protection leads to stupid situations like a jungle player and adc being filled in the others' positions.
Sherogarth (EUNE)
: Few "FUN" facts about Armor and Armor Penetration.
Something you didn't even mention is that raw AD doesn't even need armor pen to beat armor. Even against a full AD comp, 6 armor items can't beat 6 AD items {{item:3068}} {{item:3742}} {{item:3143}} {{item:3110}} {{item:3075}} {{item:3047}} = 390 Armor, the most feasible without extra bonus % armor, add a tanks' base armor around 110 for 500 armor n=Not even grabbing the black cleaver or last whisper items for extra pen, {{item:3072}} {{item:3031}} {{item:3153}} {{item:3094}} {{item:3087}} {{item:3006}} on even a level 1 {{champion:61}} with the lowest base AD in the game, grants 40+80+80+40 AD = 240 AD, dps then gets multiplied by the attack speed and crit modifiers +95% AS, +75% crit, +25% IE = 1023.75 AD, then divided by the ninja tabi, frozen heart, cold steel, and randuin's crit reduction *.88, *.85 *.85, *(0.75 *0.8 (randuin's only mitigates the crits that actually occur) = 390 AD The net of all this is 500 armor vs 390 AD. Now, point for point, AD outscales armor at a rate that eqeates to only needing 0.66 times the amount of armor in AD to make an even trade. In other words, the amount of armor would need to be 1.5x the AD to make a full armor set effective against a full AD set. in this case, the **level 1 Orianna ** has an effective AD of 390 per attack, meaning the amount of armor needed to counteract that AD would be 585. Ooh, so close. The tank is so close to being able to win against the **level 1 Orianna.** If only they memed harder and bought 4 frozen hearts. "But the health from the tank items" is countered directly by the lifesteal and BotRK, even through thornmail. There's also the issue of Shiv's magic damage going completely unmitigated and the range difference meaning the carry gets more attacks in before the tank can get their first. There's a reason the only time tanks aren't being melted like the useless class they are is when they're filled to the brim with excess damage themselves like the hundred or so failed attempts to tweak {{champion:3}} and {{champion:113}} Of course in reality a **level 1 Orianna**would be destroyed by a tank with just about any item set because she's a **level 1 Orianna.** The point using her is that she has the very lowest base AD to be multiplied by crit and attack speed. In reality these items would be more built on a champion like {{champion:222}} or any other adc with much higher base AD values to feed in. And in reality players wouldn't opt out of buying {{item:3036}} / {{item:3071}} if only because melting the tank faster means less chances for the carry to be out of position and get jumped.
Moody P (NA)
: Tank items are too passive to be satisfying
Tank items have two problems right now 1.) Bujilding tank doesn't contribute to a tank's ability to farm, compared to building damage on a bruiser or ranged opponent 2.) While base tank and damage items are costed appropriately for the relative tankiness/damage they offer, the value of the defenses on finished items is far, far outscaled by damage items, even without penetration To explain the second point, what I mean is, given equal health and equal base stats, point for point, Damage outscales resistance at a rate of 1.5x. This is taken into account in the base AD and Armor items: {{item:1036}} 35g per point of AD, {{item:1029}} 20g per point of armor. That means per gold cost of these basic items, armor and AD scale at the same rate (actually favoring armor, which is why tank's winrates are usually highest in the mid-game). Finished items are a different story though. The most armor from an item is {{item:3110}} which has a large bulk of its gold value put in its mana, which tanks have NO issues with between {{item:3025}} {{item:3001}} {{item:3800}}, and its CDR, which tanks also easily reach the cap on with Gauntlet, {{item:3083}} {{item:3065}}. Overall it costs 27g per armor. The most "raw AD" item would be {{item:3031}}, granting an effective 80+(25% TOTAL AD+(25%) ) = 137 effective AD on a level 1 {{champion:61}} for 3400g. take off 15% from FH's passive = 116.875 AD, at a rate of 29g per point of AD. Again, point for point, armor is 66% as effective as AD, so AD needs to be costed at 1.5x the rate. The most epitomal AD and AR items have that rate at 1.07x. That is also not paying mind to the raw numbers of finished items. Tanks have a single late game item in {{item:3193}}, but other than that, everything is costed cheaply at the expense of having shitty stats. Tank items aren't just gold inefficient, far more than that they're slot inefficient. In order for tank items to match their damage equivalents, tanks need late game options but also need early game clear, which run in contradiction with each other for tanks themselves. So, a couple of things in that regard. Tanks need something that can be built out of early damage/wave clear tools that aren't just a niche mage item {{item:3102}} or bruiser pick {{item:3053}}. Tanks also need better late game items costed fairly to match the rate of pure damage items. So, with that in mind {{item:3751}}: Health 200 -> 150. Cost 900 -> 700 (combine cost 500 -> 300). Immolation passive: Now also deals the same damage as bonus on-hit damage, at the very least to minions {{item:1401}} {{item:1413}} (gets the same changes to immolation) {{item:3068}} cost 2750 -> 3000, recipe {{item:3751}} {{item:1028}} {{item:1031}} +650g -> {{item:3751}} {{item:1011}} {{item:1031}} +500g; 60 AR -> 80 AR 425 Health -> 525 Health Immolation passive changes {{item:3110}} cost 2700 -> 3200; 100 AR -> 125 AR 400 Mana -> 300 Mana Active: Increases the passive attack speed slow to 25% for 7 seconds; 90s cooldown {{item:3143}} Coldsteel passive increased to 20% attack speed slow. Crit reduction passive now named, "Deflection;" Crit reduction 25% -> 30% {{item:3001}} aura now applies to minions and monsters as well; aura radius 325 -> 450 (closer to the range of the tanks' its meant to be for, like {{champion:111}} E (600) {{champion:516}} W (500), and even {{champion:32}} {{champion:154}} E (350, which is outside of the aura range currently) ) Make {{item:3102}} a tank item again. It use to be the go-to choice for protection against raw AP burst, but is now so niche it's barely seen in 1% of games. At the very least transfer a huge bulk of its power from the AP to MR and Health {{item:3108}} {{item:1033}} {{item:1026}} + 800g (3000g) -> {{item:3108}} {{item:1057}} {{item:1028}} +980g (3000g) 75 AP -> 40 AP 10% CDR -> 10% CDR (unchanged) 60 MR -> 80 MR 0 Health -> 200 Health
Rioter Comments
: But old Taric mains like the new Taric he's def one of the better reworks right?
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=3ErqAdtq,discussion-id=TETwI0Hi,comment-id=00300000,timestamp=2019-07-22T00:51:11.586+0000) > > But old Taric mains like the new Taric he's def one of the better reworks right? New Taric is salvageable but far from his fighter warden hybrid. He's so far pushed to being an enchanter now. {{champion:78}} rework is one of the few that got things right. Keeping her tackle exactly as it was, reworking her passive into her W, and having a new execution on the "isolate a target" ult. {{champion:44}} lost a huge bulk of his trading power in favor of an extremely mana-intensive heal (while losing his extra self heal) and a shield at the cost of his armor shred are the biggest issues.
: Bring back the uniqueness that old runes provided
I'm fine with higher variety in stat shards, but not the the degree of micromanaging from the previous version of runes. Instead of "offense," "defense," and, "flex," a primary stat shard (basically the value of around 2 quints or 6 of the highest value rune), and 2 minor shard (valued around 6 "off" runes like armor or AP reds) would allow flexible and meaningful changes for matchups without the micro management of the old system An alternative could be having one Major shard, a minor shard, and a separate scaling shard to recreate things like big boi full armor or taking scaling MR into an AD lane with three other AP enemies for the mid-late game Some examples Major shards: 12 Armor, 16 Magic Resist, 60 Health, 15 adaptive force, +14% Attack Speed,+ 7.5% CDR, +3% Movement Speed Minor shards: 5 Armor, 6 Magic Resist, 20 Health, 6 adaptive force, +12.5% crit damage, +6% attack speed, +2.5% CDR , +25% base resource regen Scaling shards: (up to) 16 armor, 20 Magic Resist, 80 Health, 20 adaptive force, +10% CDR This is overall less than the numbers of the old system, but it's also keeping in mind the base stat and damage increases from_~~ Masteries Renamed~~_ Runes Reforged And no crit chance because invisible random trade wins aren't conducive to positive gameplay. Crit damage is fine since it has more interesting interactions with things like {{champion:202}} {{champion:22}} {{champion:35}} {{champion:114}} and other guaranteed crits I'm probably forgetting, and serves as a way to win the adc matchup while giving up something in return, in this case, raw trading or last hit power early.
: There is quite a bit! Overall since there are a lot of champs you covered I wont go into detail for all of them but say that I do like most of them and pick a few that I have questions aboot. {{champion:32}} Disarm to channel disrupt? why the change? :) {{champion:53}} Any reason for slowing the Q? {{champion:203}} Do you think Kindred has a strong early game to want to make her scale with a weak early game? Those were my only real big questions.
> [{quoted}](name=HubeartheGrizzly,realm=NA,application-id=3ErqAdtq,discussion-id=BWEw80dw,comment-id=00220000,timestamp=2019-07-22T14:04:55.489+0000) > > There is quite a bit! Overall since there are a lot of champs you covered I wont go into detail for all of them but say that I do like most of them and pick a few that I have questions aboot. > > {{champion:32}} Disarm to channel disrupt? why the change? :) > {{champion:53}} Any reason for slowing the Q? > {{champion:203}} Do you think Kindred has a strong early game to want to make her scale with a weak early game? > > Those were my only real big questions. Amumu change because I think he's in an okay spot and wanted something fairly power neutral. This would still stop things like Lucian's ult which it already does and give some utility against things like Velkoz. The ability has a root but it feels like a stun because of the disarm as well, so changing that to make it less awkward to play against. Mostly it's because of the notion that every champion needed a change. Blitzhook set to be in line with {{champion:412}}'s (thresh's moves faster but also has a 0.5s delay). Add to that the less punishing nature for landing a minion makes his laning more forgiving as well as more interactive. Kindred like you said toning down early power in favor of scaling. Mostly because the scaling helps more in lower levels where she struggles and the early game impacts her more at higher levels where she's been oppressive for the last several patches.
Manxxom (NA)
: Renekton before and after buff.
More like https://i.imgur.com/N8wBVoq.jpg[] https://i.imgur.com/ehPksMT.jpg[]
: >It's been a while since we've had URF, One-for-All, Nexus Blitz, Dominion, or even Ascension. >Black Market Brawlers are no where to be seen at all, nor even Nexus Siege. {{sticker:zombie-nunu-bummed}} Everyone forgets about blood moon, odyssey, project and star guardian modes. Riot missed an opportunity for a arcade mode.
> [{quoted}](name=Cind3rkick,realm=EUW,application-id=3ErqAdtq,discussion-id=PJHtEvM8,comment-id=0000,timestamp=2019-07-21T17:22:11.825+0000) > > {{sticker:zombie-nunu-bummed}} > Everyone forgets about blood moon, odyssey, project and star guardian modes. Riot missed an opportunity for a arcade mode. I didn't forget bloodmoon or project. I opted to not mention them alongside d Super Thresh Bros. because they aren't particularly compelling with such limited champion pools and game objecitves basically the same as Ascension. the PvE modes are too entwined with the skin line releases in addition to the champion pool point. I also didn't mention Poro King because adding rift herald to ARAM is hardly constituent of feeling particularly different.
Rioter Comments
: Mordekaiser is so fucking bad and needs a nerf
How many patches in a row is this? 3 since the relaunch and still busted af? He needs Zoe'd. Hit every single part of his kit into the ground and only afterward start slowly introducing power back. Passive base duration down 5s -> 3s, move %health damage to a bonus 1/3/5% per tick based on R's rank Q base damage down, level scaling removed, and single-target damage increased to not quite full compensation: 5-139 + 75/95/115/135/155 +60% AP -> 60/80/100/120/140 +50% AP; single target bonus: 20/25/30/35/40% -> 60% W can't gain meter unless it is off cooldown E width decreased 180 -> 150; deals 75% damage to minions and monsters R cooldown 140/120/100s -> 180/150/120s
Rioter Comments
: One Change for each Champion
If every champion in this exercise gets exactly 1 change, no more, no less, it would mean basically the higher tier ones get a single nerf and the lower ones get a single buff, with middling champions getting a lateral change so let's go with that as the premise {{champion:266}} Q cooldown 14/12/10/8/6s -> 17/14.5/12/9.5/7s {{champion:103}} Q true damage moved to a part of the Charm debuff {{champion:84}} Q cooldown increased 1.5s -> 6/5/4/3/2s {{champion:12}} E shockwave interval 05s -> 0.4s {{champion:32}} R disarm replaced with a channel disrupt {{champion:34}} R mana cost/s 40/50/60 -> 50/55/60 {{champion:1}} Q cooldown up, reduced by 50% if Q kills a minion: 4s -> 7s {{champion:22}} Q mana cost removed {{champion:136}} R cooldown 110/90/70s -> 90/70/50s {{champion:268}} E cooldown 19/18/17/16/15 -> 20/18/16/14/12, but Azir will only dash to the location of his soldier at the time of E cast even if Q is cast after {{champion:432} Shrine (W) prep time 10s -> 10/8.5/7/5.5/3s {{champion:53}} Q missile speed 1800 -> 1300, 25% cooldown refunded on hitting a minion or monster {{champion:63}} E AP scaling 45% -> 60%, deals 50% bonus damage to minions and monsters {{champion:201}} W bonus resistances flat and scaling: 10 / 14 / 18 / 22 / 26 (+ 10 / 11.5 / 13 / 14.5 / 16% ) -> 18/21/24/27/30 (+21%), but allies only receive two-thirds of these bonuses (12/14/16/18/20 +14%) {{champion:51}} E mana cost 75 -> 80/70/60/50/40 {{champion:164}} Pasive Shield: adaptive -> universal, cooldown 16/13/10s -> 18/12/8s {{champion:69}} W nerfed early, buffed late -- cooldown 24/22/20/18/16s -> 25/22/19/16/13s; dps: 20/25/30/35/40 (+ 15% AP) -> 18/26/34/42/50 (17.5 % AP) {{champion:31}} Bonus health per R stack: 80/120/160 -> 100/130/160 {{champion:42}} E resistance shred changed to 1/2/3/4/5% from flat 1 / 1.375 / 1.75 / 2.125 / 2.5, max stacks 8 -> 5 {{champion:122}} E armor pen changed from passively 15/20/25/30/35% -> 3/4/5/6/7% per stack of Hemorrhage, but now E applies a Hemorrhage stack as well {{champion:131}} W base shield amount 40/55/70/85/100 -> 40/60/80/100/120 {{champion:36}} E bonus AD 40/50/60/70/80 (increased by up to 100% based on missing health) -> 40/45/50/55/60% of total AD (+1% total AD per 1% missing health) {{champion:119}} Auto attack windup decreased, and base attack speed 0.679 -> 0.625, basically to make weaving additional autos between axe catches easier while decreasing his general dps I'm also realizing how long this is going to take to go through every single champion so I'll just do the ones I play or find most frustrating to play against for the rest of this post {{champion:78}} W bonus resistances 10% -> 10 / 11.25 / 12.5 / 13.75 / 15% {{champion:203}} E execute damage 8% +0.5% per passive stack missing health -> 4/5/6/7/8% +0.75% per passive stack missing health, slow 50 % for 1s -> 30/40/50/60/70% for 0.5 / 0.75 / 1 / 1.25 / 1.5s {{champion:98}} Q deals magic damage equal to its enhanced auto damage to enemies it passes through {{champion:28}} W arrow indicator appears 1 second sooner, but Evelynn gains 30/40/50/60/70% bonus movement speed when moving toward the target while W primes {{champion:117}} base movement speed 330 -> 335 {{champion:13}} E cast range 615 -> 665 {{champion:157}} W doesn't block projectiles until it reaches 225 range {{champion:74}} Normal turrets take the same modified damage as {{champion:143}} plants from champion attacks and abilities, health against non champions increased 150-575 -> 200-600, turret mana cost 20 -> 60/50/40/30/20 {{champion:17}} blind duration 1.5/1.75/2/2.25/2.5s -> 1.75s mana cost 70/75/80/85/90 -> 80/85/70/65/60, cooldown 8s ->12s {{champion:555}} Grey health ticks down if Pyke remains in vision of enemy champions without taking further damage after 5 seconds {{champion:58}} Q damage 65/100/135/170/205 -> 45/75/105/135/165, Q enhanced damage 100/150/200/250/300 -> 150% normal damage
Pale Mask (EUW)
: How sad is your champion (professional, scientific, objectively true)?
https://www.youtube.com/watch?v=r_PamAugaf0 Wolf is definitely sad, but can't understand emotions. Lamb can understand emotions but can not feel them. Add lamb having far and away the best voice acting in the cast and you have a really emotional performance.
Rioter Comments
: Honor Orbs/Rewards are a complete joke.
In addition to the Grey Warwick and Medieval Twitch skins, it would be nice to get the new player reward skins and/or ward shards from honor For those unware, new players get a Waterloo Miss Fortune shard for doing missions exclusive to new accounts and two random ward shards during the 1-30 leveling. I believe Sherwood Ashe and Sanguine Garen use to be given for new player missions as well.
Rioter Comments
: > [{quoted}](name=PopcornBunni,realm=NA,application-id=3ErqAdtq,discussion-id=u1VQonAY,comment-id=0002,timestamp=2019-07-17T23:19:04.817+0000) > > Stat shards could stand to have more options, but the micro gaming of 0.9 armor reds isn't worth it. > > Instead of "offense," "defense," and, "flex," a primary stat shard (basically the value of around 2 quints or 6 of the highest value rune), and 2 minor shard (valued around 6 "off" runes like armor or AP reds) would allow flexible and meaningful changes for matchups without the micro management of the old system > > One interesting alternative could be having a Major shard, a minor shard, and a separate scaling shard to recreate things like big boi full armor or taking scaling MR into an AD lane with three other AP enemies > > Some examples > > > Major shards: 12 Armor, 16 Magic Resist, 60 Health, 15 adaptive force, +14% Attack Speed,+ 7.5% CDR, +3% Movement Speed > > Minor shards: 5 Armor, 6 Magic Resist, 20 Health, 6 adaptive force, +12.5% crit damage, +6% attack speed, +2.5% CDR , +25% base resource regen > > Scaling shards: (up to) 16 armor, 20 Magic Resist, 80 Health, 20 adaptive force, +10% CDR > > This is overall less than the numbers of the old system, but it's also keeping in mind the base stat increases from ~~Masteries Renamed~~ Runes Reforged > > And no crit chance because invisible random trade wins aren't conducive to positive gameplay. The 1% early game win is why bot used to be fun. Anyone could turn around a lane at any moment.
> [{quoted}](name=AFK Yuumi Main,realm=EUW,application-id=3ErqAdtq,discussion-id=u1VQonAY,comment-id=00020000,timestamp=2019-07-17T23:29:37.013+0000) > > The 1% early game win is why bot used to be fun. Anyone could turn around a lane at any moment. I think crit damage is fine enough. It means the first back {{item:3086}} is weighted in favor of the one taking the riskier lane start rune while having enough unique interactions of its own to contribute over the raw random chance. {{champion:114}} , {{champion:22}}, {{champion:51}}, etc with guaranteed crit mechanics.
: Bring back ACTUAL glyphs.
Stat shards could stand to have more options, but the micro gaming of 0.9 armor reds isn't worth it. Instead of "offense," "defense," and, "flex," a primary stat shard (basically the value of around 2 quints or 6 of the highest value rune), and 2 minor shard (valued around 6 "off" runes like armor or AP reds) would allow flexible and meaningful changes for matchups without the micro management of the old system One interesting alternative could be having a Major shard, a minor shard, and a separate scaling shard to recreate things like big boi full armor or taking scaling MR into an AD lane with three other AP enemies Some examples Major shards: 12 Armor, 16 Magic Resist, 60 Health, 15 adaptive force, +14% Attack Speed,+ 7.5% CDR, +3% Movement Speed Minor shards: 5 Armor, 6 Magic Resist, 20 Health, 6 adaptive force, +12.5% crit damage, +6% attack speed, +2.5% CDR , +25% base resource regen Scaling shards: (up to) 16 armor, 20 Magic Resist, 80 Health, 20 adaptive force, +10% CDR This is overall less than the numbers of the old system, but it's also keeping in mind the base stat increases from ~~Masteries Renamed~~ Runes Reforged And no crit chance because invisible random trade wins aren't conducive to positive gameplay.
Rioter Comments
Rioter Comments
: so essentially you coulda just said: "i don't like the chosen champs" instead of writing all this. champs getting yearly skins is common, jinx has been on this trend for years now. how dare they not wait 2 months so it's exactly 1 year since her last one. I see this shit every time, it's not as bad as for ez and lux but every damn time she gets a skin someone starts bitching about favouritism, but i still ain't forgetting these boards not saying a damned thing about jhin getting 3 skins in 1 damned year. genuinly done taking these posts serious, you guys show the same favouritism riot does. i'll agree pyke is a bit fast, but he fits the line better than like 90% of the cast.
> [{quoted}](name=Jerry SeinfeId,realm=EUW,application-id=6kFXY1kR,discussion-id=cohLRAVg,comment-id=0002,timestamp=2019-07-14T18:02:17.192+0000) > > so essentially you coulda just said: "i don't like the chosen champs" instead of writing all this. > > champs getting yearly skins is common, jinx has been on this trend for years now. how dare they not wait 2 months so it's exactly 1 year since her last one. > > I see this shit every time, it's not as bad as for ez and lux but every damn time she gets a skin someone starts bitching about favouritism, but i still ain't forgetting these boards not saying a damned thing about jhin getting 3 skins in 1 damned year. > genuinly done taking these posts serious, you guys show the same favouritism riot does. > > i'll agree pyke is a bit fast, but he fits the line better than like 90% of the cast. OP said nothing about not liking the champions in question. OP is taking issue with the blatent favoritism on Riot's part. Several champions have gone by the wayside for skins since their launch while the same few keep getting more and more. {{champion:203}} got a single skin since their launch while others like {{champion:516}} {{champion:163}} haven't gotten a new skin since launch (since Pro Team skins aren't counted) Just be glad there isn't a $2000 Project {{champion:81}} Prestige Edition I guess
Rioter Comments
iiGazeii (NA)
: I mean, if we're going from how things "feel", it goes the other way, too. If somebody uses a magic ability to keep eyes on the elusive ninja, that ability should keep working through a smoke bomb. From a balance perspective, I think keeping things simple (as simple as Akali can get, I guess) is the right way to go. No special interactions or weird vision-cleanse effects, just simple invisibility. They just buffed the cooldown of her shroud from 25 to 20 seconds. Combined with the fact that the cooldown starts on cast, she'll have 25% uptime on her shroud at rank 1, versus live, where she has 17% uptime. Her shroud will be active almost twice as much as it was before, so I think it's fine to let her be reveal-able if she gets lots of opportunities to use it.
She would still be revealed under this proposition.
Rioter Comments
: Let’s look at why tanks are currently not of high value
Also not mentioned is how juggernauts, divers, and skirmishers often do tanks' jobs better. Why pick a champion that relies on team to follow up CC when you can just pick {{champion:92}} {{champion:266}} {{champion:58}} {{champion:80}} {{champion:5}} {{champion:421}} {{champion:19}} {{champion:62}} {{champion:254}} {{champion:106}} {{champion:31}} and kill the enemies you CC on your own while also getting to build damage to wave clear and take objectives better than tanks? They don't even have the honor of being the most durable champions, other than {{champion:14}} with infinite stacking health. That honor goes to juggernauts like {{champion:36}} {{champion:31}} {{champion:86}} {{champion:75}} or champions with straight up invincibility/damage mitigation to last longer than the 2 seconds straight tanks ever could {{champion:23}} {{champion:10}} {{champion:24}} {{champion:44}} (hey look a tank that can live more than 2 seconds in a fight) There's a reason the only time tanks have been viable in solo queue is when they're building full damage or have access to massive free damage elsewhere {{champion:78}} {{champion:3}} {{champion:32}} {{champion:113}} {{champion:223}} {{champion:223}} {{champion:223}}
Ornn (OCE)
: I played {{champion:78}} and vs a {{champion:10}} i built against her {{item:3143}} {{item:3075}} {{item:3047}} {{item:3194}} and it did nothing because she built {{item:3124}} {{item:3115}} {{item:3153}} i was levels ahead and items ahead but because she had 0 ad attack speed items she melted me. if you cant build against it it shuld not be in the game
>>Builds armor, grievous wounds, and crit reduction against an AP champ gosh I wonder why she beat you {{sticker:sg-lux-2}}
Xavanic (NA)
: can we get an AP lifeline item?
{{item:3040}} is a manual lifeline with 99+ AP attached bare minimum (That is, on a level 1 {{champion:222}}, who has the lowest mana of any champion with AP ratios)
Fluffeh (NA)
: {{item:3512}} {{item:3800}}
> [{quoted}](name=Fluffeh,realm=NA,application-id=3ErqAdtq,discussion-id=eln0xjkE,comment-id=000e,timestamp=2019-07-08T21:22:22.420+0000) > > {{item:3512}} {{item:3800}} Both better on juggernauts/split pushers than tanks. Unless you are the type to call any champion with remote survivabilty a tank -- {{champion:31}} {{champion:36}} {{champion:86}} {{champion:27}} {{champion:106}} {{champion:2}} {{champion:266}} {{champion:122}} {{champion:420}} {{champion:82}} {{champion:75}} {{champion:83}} {{champion:48}} {{champion:72}} {{champion:6}} {{champion:77}}
: Why are tanks the only role without a high impact item?
Because nontanks ruin tank items by using them better than tanks ever could {{champion:31}} {{item:3193}} {{item:3800}} {{item:3110}} {{champion:2}} {{item:3800}} {{champion:81}} {{item:3025}} {{champion:36}} {{champion:8}} {{champion:266}} {{champion:86}} {{champion:141}} {{champion:50}} {{champion:48}} {{champion:106}} {{champion:19}} {{item:3065}} Every single splitpusher {{item:3742}} {{champion:16}} {{item:3083}} All tanks have to their name is {{item:3068}} which gives laughable stats for its gold cost, and {{item:3001}} exclusively on Magic-dealing tanks Oh and {{item:3109}} for support, the only position tanks have any meaningful presence in.
PB4UAME (NA)
: Everything here is 100% correct, could those who downvoted please explain why? I'm legitimately confused here. He's even scattered the maths for this across other replies throughout the thread, many of which are heavily upvoted.
"He" {{sticker:sg-miss-fortune}} Dude you've been found out. No need to keep up the same- - -ging
: I like the idea of it being AOE, but without any real reference for how long a .25 second delay is, I wouldn't want Melee's to be just more fucked than ranged folk, just for sake of being melee. I'd want it to be at least somewhat fair enough to be able to dodge potentially, but like said, not too familiar with how a .25 second delay feels.
As noted by the *, the numbers are just rough figures to illustrate the ability itself. It could be anywhere from a 0.1 to a 0.5 second delay. If you want something that can be reacted to, factoring in a ping of 70 ms, the reaction needed time to say, Fiora or Garen W his fear, would be around 400 ms (0.4 s). Though, you don't always want a game like league to test reactions as much as you want to reward smart predictions. A shorter delay would do just that -- give time to see Fiddle ult in and make a snap prediction if he will fear right away or delay it to play around your counter ability (without the buffering of a point and click ability, his fear would also have an additional delay equal to the ping in questio).
D357R0Y3R (EUW)
: No ADC is building armor penetration, why is this not talked about?
AD outscales armor point for point at a rate of about 1.5x (That is, with equal health and base AD and armor, AD's additional damage scales at 1.5x the rate of Armor's damage reduction). The cost of the basic level armor and AD items accounts for this difference nearly evenly -- {{item:1029}} costs 20g per armor, and {{item:1036}} costs 35g per point of AD. Three problems arise though: 1.) Runes, both named runes and stat shards, massively favor damage over either resistance, with shards granting a total of 375g of AD or 240g of Armor. Named runes are the same way with Absolute Focus granting 63-227g of AD passively while the equivalent defensive rune shield bash grants 20-80g of early armor and isn't usable on half the tanks in the game. 2.) Armor and MR are less gold efficient than raw health until champions reach around 1300 health, and then bounces between which is more gold efficient as more of all three are obtained. This differs by champion based on their base health and resistances so is just the general rule 3.) Completed armor items only grant 70 - 85% their gold worth of armor, while completed AD items give 110+% gold value of AD So those three together mean that early armor is a poor purchase into AD and that late game AD items hard outscale armor items. Those are the primary reasons tanks have their highest winrates in the mid-game: it's the only point where armor means anything. And with games either ending in the first 20 minutes or dragging on well past the midgame, there's few times when armor pen is a necessary stat at all. There's also the issue that Tanks need to optimize against both damage types, hindering their ability to build efficiently against either as well as slowing their csing, while damage picks only need to build damage which boosts both their income from wave clear as well as their power in fights.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: July 5
Changing to normal invisibility sounds like a great path to open up {{champion:84}}'s power budget, but I think there's roomto push it just a little bit in that regard -- make Akali revealed as normal by things like {{champion:4}} ult or {{champion:64}}, but with catch: If an effect is granting true sight of Akali when she activates W, have that sight cleared. So she still becomes vulnerable to sight after using her smokescreen, but if she can activate the smokescreen for the intended purpose -- removing vision. I'm not sure if I'm wording this all properly, but basically the idea is something like {{champion:41}} oranges where it cleanses CC on use but he can still be effected by cc afterward.
vrasidaros (EUNE)
: How do I cs properly?
There's a lot of tricks for laning, farming, trading, and last hitting so I'll try to cover what I can as succinctly as I can. Best tip I can give is play manaless champions. {{champion:86}} is extremely good for learning fundimentals since he can prep waves under tower with E and win trades with Grasp Q. Other champions are "near" manaless and assist in last hitting like {{champion:1}} or {{champion:69}}, who get mana back if they last hit with their abilities. AD champs in general are easier to cs with since they have a wider range to last hit with. If tanky champions are more your thing, go with ones that have high base AD like {{champion:78}} or {{champion:14}}. It isn't just about hitting minions right before they die otherwise; if you glance at your AD, glance their health when left clicking the minion, and see where their health bar is when they are in range for your auto to kill, you'll see that often you can hit the minion with a decent chunk of their bar left. Melee minions are harder to last hit but give about twice the value of casters so it is better to emphasize learning and managing them first over focusing the entire wave. To last hit under tower takes different techniques for the different minion types. Against Melee minions, a tower will remove 45% of their health with each shot, leaving them in range to be last hit instantly with 10% left. Casters are a little harder here. You have to prime the casters with an extra auto before the tower shoots them, then auto again afterward to last hit. High AS champions like {{champion:24}} can circumvent this by simply hitting with two autos after a single tower shot. Cannons follow normal last hitting rules; just watch their health while priming the casters and try to hit right before the last tower shot lands. "cs"ing is a very broad term and so far I've only talked about last hitting, which is only one aspect of farming. If the minion wave crashes on your side of the lane, watch your opponent. If they are actively priming your minions to push into your tower, you have to attack their wave back to try and keep it where it is. If your lane opponent is missing or too far away to last hit, focus the melee minions, then when you have the minion advantage you can rush forward and freely trade against the enemy making them give up the valuable melee minions of your own wave. If you force them to miss melees and only let them take casters, you will end up quite far ahead in gold with equal CS, and even with as low as 60% their cs numbers. When the enemy is away and don't look like they are going to be back soon, take out the melees with last hits, then wait for the next wave to crash together. Focus the casters immediately leaving 3 melees behind and do what you can to last hit -- you'll end up with around 5-6 casters and 3-4 melees on your side ready to siege their tower and cause the enemy to miss a huge amount of farm to their tower while they're gone. If you just want to set up a slow push and roam to another lane, you don't need to clear entire waves worth. Get your minoins and the enemy minions equal, then simply clear the casters and roam to another lane. What ends up happening is your side slowly builds up a huge wave to hard push on its own and force someone to split off and deal with it. Depending on how fast you can roam and roam back, you can in turn hard punish the person trying to pick up that 15+ wave as they'll be taking 200-500 minion damage when you pick a fight with them. Last is freezing. If you have a champion with strong trading power and want to emphasize farm, let the enemy push their wave and just focus on last hitting. Once the wave is far on your side, right before your tower, rush the opponent to get them to back off, then hit minions so there is 3 casters + 1 melee or 4 casters on the enemy wave while your wave is gone. Keep the wave there until your next minion set comes to meet them, then stop. Only last hit melees (higher gold value) and keep the enemy wave constantly 4 minions above yours. The minion wave will stay where it is for an extremely long time (several minutes) and keep your opponent from getting farm of their own since you as a strong trading champion can threaten a kill easily.
Mc Raton (NA)
: Okay Nerf or Rework Tryndamere, it's not funny anymore.
The worst part is you can completely stomp him in lane and get first tower while yours still has 4 plates, but the second you leave to push with the team in bot or mid or take objectives, trynd just starts ignoring the rest of the game and takes two towers in two waves.
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PopcornBunni

Level 281 (NA)
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