: Are you dying under turret from ganks or just to the gp?
> [{quoted}](name=Vapor Wave Vibes,realm=NA,application-id=3ErqAdtq,discussion-id=Q2FIqpFg,comment-id=0001,timestamp=2017-12-16T21:08:01.277+0000) > > Are you dying under turret from ganks or just to the gp? Just GP until my tower fell, then I never had enough vision to see ahead of the inner turret and died from either GP or Skarner every single time I left tower to try and move to the minions. I never moved past my team's half of the map even and got bitched out for being pushed up.
: _**If you cant farm, you soak exp at a safe distance. **_ Getting a little exp and gold and then dying just puts you so much further behind plus leaves your tower completely undefended then just riding out the storm at a distance safe enough to get exp without putting yourself at risk of an all in. You can always catch up on gold mid and late game by focus farming large pushing waves. Exp is much harder to catch up on.
> [{quoted}](name=BogusDecoy,realm=NA,application-id=3ErqAdtq,discussion-id=Q2FIqpFg,comment-id=0000,timestamp=2017-12-16T20:20:27.581+0000) > > _**If you cant farm, you soak exp at a safe distance. **_ > > Getting a little exp and gold and then dying just puts you so much further behind plus leaves your tower completely undefended then just riding out the storm at a distance safe enough to get exp without putting yourself at risk of an all in. > > You can always catch up on gold mid and late game by focus farming large pushing waves. Exp is much harder to catch up on. What distance is a safe distance? Because I die under my tower while the outer towers are still up, and if I try to move close enough to the minion wave after it falls I die from random bush attacks that happen faster than I can ward them all.
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
Shahamut (NA)
: Skarner Rework Idea
Whatever happens to Skarner, keep his capture point minigame. Characters with minigames are the only things keeping me from being bored to tears playing the same plain normal ASS%%%GOTS map that has been the standard for over a decade, and because TT has been neglected entirely. {{champion:203}} {{champion:72}} {{champion:432}} {{champion:412}} {{champion:427}} {{champion:107}}
: Then invest in armor..
> [{quoted}](name=xShiNjiNx,realm=NA,application-id=3ErqAdtq,discussion-id=FidAEWAW,comment-id=00000000,timestamp=2017-12-15T02:49:54.628+0000) > > Then invest in armor.. Ah yes, the grand sum of **45** armor granted to mages by {{item:3157}} Or the famous {{item:3742}} {{item:3110}} {{item:3068}} midlaner builds Meanwhile {{item:3156}} grants the same value in MR, on top of a magic shield and spell vamp, adcs also have Maw as well as {{item:3139}}, {{item:3026}} survives through any type of damage while granting AD, {{item:3814}} gives lethality and a spell shield, and mage vs mage has at the very least {{item:3102}} {{item:3001}}.
: Armor Does NOT Have Diminishing Returns
50 Armor 1225 health is 1838 effective health against physical damage 100 Armor 1225 health is 2450 effective health 150 Armor 1225 health is 3063 200 1225 is 3675 But 150 Armor and 1600 health is 4000 effective health against physical By adding just 375 health, you get more effective damage soaking than adding an additional 50 armor. In other words, buying 1000 gold worth of health here gives you **325 effective extra health** than buying the same gold worth of armor. Yeah, armor DOES have diminishing returns, relative to the gold value of other stats. The same is true with health; stacking one without the other is extremely gold inefficient. The gold value for the amount of health you want to have for a given resistance value is 750 +7.5(r), where r is the value of your resistances. Another way to think of it is that, after 750 health, for every 50 resistance you want 375 extra health. If either value is below where it should be at a given point, you're better off buying the other, (depending on the damage comp of the enemy team). Good benchmarks are: 2250 health, 200 resistances; 3000 health, 300 resistances; 3750 health, 400 resistances. This is obviously a general view. If you're against a sufficient threat of true damage, you'll want a bit more health, and if you're against %health damage you'll want a little more of that damage's resistance type. And if you're against {{champion:11}} or {{champion:67}} you're fucked
: Flash 25 times? No problem
Or you could just use Hexflash because it counts.
Talon12 (OCE)
: 2/3 onhits? it already applies full onhit.
> [{quoted}](name=Talon12,realm=OCE,application-id=3ErqAdtq,discussion-id=fAnh43Qx,comment-id=00000000,timestamp=2017-12-14T11:08:01.678+0000) > > 2/3 onhits? it already applies full onhit. Her previous E applied two on-hits and then followed with a generous attack speed steroid. Her pre-rework play pattern was to R at the start of an engage/gank/ambush/assassination, dealing high up-front burst in the form of current health damage, then follow up with Q's and/or E depending on build. The way she fit in to the "delayed burst" concept of assassins in this form is that all the most of her burst was front-loaded current-health damage and the followup is what you reacted to. Barring that, she could take out low-health targets backing off or recalling due to her stealth, but the key to that was she couldn't just take out a target from mid-ish health since her kit revolved around upfront burst current health or quick one-twos when the enemy didn't expect it. The shift in power created from her new W means she can potentially take out a target as high as 70% from a hard CC, or alternatively DO NOTHING AT ALL because the rest of her kit is so severely gimped. A large part of the problem is that while the W target gets the heart indicator immediately when it's cast, the arrow indicator showing Eve's direction only shows up **once the charm is already fully primed**. This means that the only time her charm target has to fully react with sufficient information is the time from the instant the charm is primed until Eve expunges it. This means a part of balancing Evelynn has to come from her ability to successfully proc the charm once its primed. Thus, Evelynn needs a larger stealth detection radius, and she has to have slower movespeed so she isn't just popping in with a 2-second CC assassination spell cycle from 360 degrees of possible locations. Thus power needs to be siphoned from the rest of her kit because she has the potential to inflict a **long-lasting hard cc with an assassin's kit attached**. And thus why the charm arrow indicator should occur after 1 second of using W instead of after 2.5. This gives her target a reliable and consistent 1.5 seconds to react and lets the rest of her moveset's numbers be changed with much, much lower fear of randomly breaking her power level to absurdity. Because that's what Evelynn's rework is. A balancing nightmare that's either going to be completely worthless or broken as hell from just a few slight number tweaks, rune changes, map instabilities, or item rebalances. So yes, two or three on-hit applications from the empowered E, since her old E effectively applied a lot more yet from the AS steroid that followed it.
: Whatever happened to these Eve buffs?
Put AD scaling back on her E and make it apply 2/3 on-hits when enhanced at the least please. Increased movement speed toward her W target would be nice as well. Put the W arrow indicator earlier in its priming process to add counterplay in that area and open up room/power budget elsewhere.
: Heimer places 3 towers at level 1
{{champion:14}} What towers?
Rioter Comments
: Unsealed spellbook is the strongest keystone and will be the one most complained about mid season.
Probably, and more so in a competitive environment, but there's a reason Insight wasn't being universally taken even though it gave 15% summoner CDR without losing out on a keystone. It's really going to depend on champion, as some have stronger synergies with spells than others {{champion:34}} {{summoner:21}} {{summoner:12}}, with barrier already having the lowest cooldown, other midlaners could use it too, but Anivia's TP BS is stronger yet {{champion:142}} {{summoner:21}} {{summoner:4}} {{summoner:6}} Again making use of the low cooldown on ghost and barrier and having her W up more in fights Flash ult junglers, especially since there are so few keystones for junglers to begin with.
Elivil (NA)
: Poro King is literally based on who has more pushing power.
Nah it's about pulling power {{champion:53}}
: Can we allow Talon to cast spells mid-air[wall jump] already?
That isn't making his kit more interactive, it's just making him stronger. Adding interaction would be adding power in ways that his opponent can engage with. Like I think he's fine, but with the goal of, say, adding more delayed burst into his assassin kit while giving him more to play around with, for example, he'd need changes that both add counterplay and shift power. Passive: Blade's End _Damage changed to true, base damage up but scaling down, bleed time slowed_ Damage 60-160 +200% Bonus AD ---> 80-200 +140% Bonus AD Damage type Physical -> True Bleed time 2 seconds -> 3 seconds NEW! Basic attacks now refresh wounds if the target has less than three NEW! Now stacks on epic monsters Q: Noxian Diplomacy _Base damage and scaling down, but now has an execute mechanic_ Damage: 60/85/110/135/160 -> 50/65/80/105/120 Damage scaling: 110% Bonus AD -> 90% Bonus AD NEW! Noxian Diplomacy deals 150% damage against targets below 30% of their max health (Stacks with enhanced damage for up to 225% damage) REMOVED: 50% Cooldown reduction on unit kill REMOVED: Heal for 20-71 health on unit kill NEW!: If Noxian Diplomacy kills its target, Talon recieves a shield for 20/40/60/80/100 (+100% Bonus AD) health that disapears after 2 seconds. This shield's strength and duration are doubled if the target is a champion. R: Shadow Assault _Slower to start to allow reaction, but with more total movement allowed throughout_ NEW! Talon becomes untargetable and intangible (but not invisible) for .75 seconds before the blades come out NEW! The spell can now be aimed preemtively. When Talon turns invisible he'll blink to the target location within 300 units after the .75 second channel For the changes you propose, you add nothing for the opponent in compensation; just straight buffs. He'd need something like slower vault time or something with those changes, bare minimum.
: Random thought on Ryze
Another thought Recently, Ryze recieved a damage scaling buff to his W, it being seen as an area to buff Ryze's performance without majorly impacting his use at higher levels. Since the snare is another defensive spell, compared to his others at least, I feel some of the scaling could shift between his E and W in terms of which scales better with which stat Rune Prison (W) AP scaling: 60% -> 20% (Reverting the scaling increase from 7.18 Bonus Mana scaling: 1% -> 3% (Matching the 20 -> 60% AP scaling increase previously) Spell Flux (E) AP scaling: 30% -> 40% (Didn't want to increase it to crazy levels since it's his bnb waveclear and combo starter with low cooldown) Bonus Mana scaling: 2% -> 1%
Rioter Comments
Kaìju (NA)
: 12/13 PBE Update mentions crit will be updated at some point
Hoping the change is from % crit chance to % crit buildup, with building 100% on a target resulting in a critical strike, with the remainder spilling over to build up again. This would solve a lot of issues simultaneously-- adcs become more focused on sustained damage by having to stack up their crit buildup on a target, random crits become literally nonexistant, the crit buildup results in more opportunities for counterplay (say waiting on a Jax dodge until you would get critically struck), and the % buildup and spill over would result in a functionally exact % of attacks being crits equal to the critical strike "chance." If you attack a target 10 times with 30% crit build up you'll get exactly three critical strikes. It would even work thematically. Hitting a target multiple times causes your character to notice a "weak spot" on the target, resulting in the critical damage.
Rioter Comments
ÉxiledCake (EUNE)
: Ryze and spell vamp again?
Ryze ult is back breaking at level 6 with even the most rudimentary team coordination. If any change is warranted for it, it would be to buff its use as an escape tool by giving him damage reduction while channeling since that's how it's used much more in casual play and never at all at higher levels.
Meddler (NA)
: Quick Gameplay Thoughts: December 13
On Zoe -- Redemption and zonya's feel much more oppressive to randomly have the enemy get than gunblade. There's a reason these actives have such a massive cooldown on their original item. Teleport would be fine if and ONLY if, she doesn't have Teleport of her own. Among the item actives that don't seem to drop from minions, it would be nice to see more that affect movement to synergise with her W movement speed boost. {{item:3142}} {{item:3143}} {{item:3800}} {{item:3069}} {{item:3092}} If gunblade active really is as strong as stated, obviously consider replacing it with {{item:3144}} or {{item:3153}}
: Doens't matter. Bruisers cannot hurt tanks.
> [{quoted}](name=AirKingNeo,realm=NA,application-id=3ErqAdtq,discussion-id=du7jH0vy,comment-id=000600020000,timestamp=2017-12-12T04:37:16.434+0000) > > Doens't matter. Bruisers cannot hurt tanks. {{champion:78}} vs {{champion:41}} 37% winrate {{champion:122}} 41% winrate {{champion:420}} 41% winrate {{champion:68}} 41% winrate {{champion:80}} 47% winrate {{champion:3}} vs {{champion:2}} 32% winrate {{champion:164}} 36% winrate {{champion:92}} 37% winrate {{champion:24}} 38% winrate {{champion:59}} vs {{champion:39}} {{champion:48}} {{champion:240}} {{champion:62}} all sub 45% {{champion:54}} vs {{champion:86}} {{champion:420}} {{champion:240}} {{champion:75}} {{champion:57}} vs {{champion:420}} {{champion:83}} {{champion:75}} {{champion:48}} {{champion:516}} vs {{champion:420}} {{champion:83}} {{champion:36}} {{champion:41}} {{champion:122}} {{champion:114}} {{champion:82}} {{champion:111}} vs {{champion:420}} {{champion:80}} {{champion:24}} {{champion:75}} {{champion:92}} {{champion:62}} {{champion:86}} {{champion:98}} vs {{champion:41}} {{champion:420}} {{champion:6}} {{champion:92}} {{champion:82}} {{champion:126}} {{champion:223}} vs {{champion:62}} {{champion:80}} {{champion:48}} {{champion:83}} {{champion:41}} {{champion:92}} {{champion:420}} {{champion:14}} vs {{champion:164}} {{champion:2}} {{champion:92}} {{champion:266}} {{champion:83}} So yes, if you ignore all these tanks that lose to all these bruisers/fighters/divers/whatever you want to call them, they can't do anything to tanks.
: Why is Cleaver reverted? Seriously? Bruisers were just about to be viable. I'm assuming Grasp is going to be changed again before in 3 weeks or so when 8.1 launches. Kayle nerfs? Why? Kayle is just abusing the fact she can proc Lethal Tempo in top lane to ignore lane opponents (using the attack speed on the minion wave) and abusing Manaflow Band (which is already getting nerfed) to spam heal. What about E having lower cooldown meaning I only need max 30% CDR? I like being able to put points into W to potentially survive cancer lanes. Base AD nerfs are fucking hell. She had a hard time jungling before, so why this?
> [{quoted}](name=AirKingNeo,realm=NA,application-id=3ErqAdtq,discussion-id=du7jH0vy,comment-id=0006,timestamp=2017-12-12T00:24:21.419+0000) > > Why is Cleaver reverted? Seriously? Bruisers were just about to be viable. > > I'm assuming Grasp is going to be changed again before in 3 weeks or so when 8.1 launches. > > Kayle nerfs? Why? Kayle is just abusing the fact she can proc Lethal Tempo in top lane to ignore lane opponents (using the attack speed on the minion wave) and abusing Manaflow Band (which is already getting nerfed) to spam heal. What about E having lower cooldown meaning I only need max 30% CDR? I like being able to put points into W to potentially survive cancer lanes. Base AD nerfs are fucking hell. She had a hard time jungling before, so why this? Cleaver can't be reverted to doing 5% per stack unless they also revert the health/armor/MR shifts on {{item:3068}} {{item:3742}} {{item:3065}}. It was changed from 5% to 4% because the changes to tank items made % armor shred much stronger than before.
Weedbro (NA)
: Grasp reverted, BC reverted, scorch nerfed by 10 damage starting, nerfs: kayle, mf, leona
I hope if Riot revisits this concept for Grasp they add in some health per level either on the rune itself or by majoring in Resolve. Something like 10 health per level extra wouldn't reach the 200+ grasp grants currently, but at the same time solves the issue of it being worthless when you can't proc it against ranged laners.
: She feels just fine, though? I mean, she's not *perfect*, sure, but she certainly plays well. Feels smooth, and plays extremely well if you're smart. The issue with her arrow is fine *if you come in behind your opponent so they can't run*.
> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=3ErqAdtq,discussion-id=aKYQE2k5,comment-id=0000,timestamp=2017-12-12T00:23:49.332+0000) > > She feels just fine, though? I mean, she's not *perfect*, sure, but she certainly plays well. Feels smooth, and plays extremely well if you're smart. > > The issue with her arrow is fine *if you come in behind your opponent so they can't run*. This is literally the opposite of fine. Her opponent has no out in that scenario unless evelynn is either far behind or in a bad state in power level. That is the exact antithesis of a well-balanced design.
Rioter Comments
: Riot, you're backing yourself into a corner with this new grasp change
Rioter Comments
: Can we delete duskblade from the game
Lethality still isn't tuned properly, but duskblade is definitely the outlier in particular. Another part of the problem is the overload of cdr on the items. {{item:3134}} AD: 25 -> 20 Lethality: 12 -> 14 {{item:3147}} Build Path: {{item:3134}} + {{item:3133}} + 700g (2900g) -> {{item:3134}} + {{item:1037}} + 1225g (3200 g) AD: 55 -> 50 Cooldown Reduction: 10% -> 0% Nightstalker cooldown: None -> 20 seconds Nightstalker effect: 65 -320 physical damage (-20 damage for ranged) based on level (and 99% slow for melee) -> 30-370 physical damage based on level (20-275 damage for ranged) and 99% slow for all users NEW: Nightstalker is also expended on minion or monster attack {{item:3814}} _Rougher build path in favor of better defensive stat gained, being the lethality purchase meant for counterplay_ Build Path: {{item:3134}} + {{item:1037}} + {{item:1028}} +725g (3100 g) -> {{item:3134}} + {{item:1036}} + {{item:1028}} +1050g (2900g) Health 250 -> 350 AD: 55 -> 40 {{item:3142}} AD: 55 -> 45 Unique active duration: 6s -> 7s
: What dumb things did you do/say when you started League?
Kaeblen (NA)
: Call me Devil's Advocate, but...
Nah, best objectively almost has to be {{champion:203}}. Compared to the rest of the cast, their visual design is miles above anything else in the game. Their voice over work is also much more nuanced and professional than anyone else, and their animations are also among the best in the game. Watching someone else playing Kindred and using their Q had me hooked immediately. Their hunt mechanic offers a unique spin on jungling and target picking, and they fit the idea of a duo character pretty damn well on top of it all. Some others I'd put above your collection {{champion:429}} embodies sustained/delayed damage better than any other marksman with her rend mechanic {{champion:121}} In spite of some broken interactions with items right now, Kha's isolation mechanic is a great take on the role of assassin without relying on upfront insane burst {{champion:82}} when tuned well plays exactly how you'd want a slowly forward-marching unstoppable juggernaut to play
Rioter Comments
Rioter Comments
: Grasp on PBE concerns
Because AP has {{item:3089}}? The real problem is how much this fucks over tanks. {{champion:78}} has one of the lowest health values in the entire game and the stacking health added a mechanically interesting way of solving that issue.
Ascari2 (NA)
: Season 8: End of Tanks?
It gets worse. They're reverting the changes to Black Cleaver from the tank update but not reverting the health/resistances shift on Sunfire Cape, Spirit Visage, and Deadman's Plate. Have fun eating shit from {{champion:150}} {{champion:126}} {{champion:133}} {{champion:92}} {{champion:114}} {{champion:86}} {{champion:122}} while every tank not named ornn or maokai sit in the dumpster.
: When was tank itemization gutted? Adaptive Helm, Righteous Glory, and Stoneplate are still broken, then Sunfire was buffed.
> [{quoted}](name=AirKingNeo,realm=NA,application-id=3ErqAdtq,discussion-id=GEG7Gfby,comment-id=00030000,timestamp=2017-12-09T05:14:37.843+0000) > > When was tank itemization gutted? Adaptive Helm, Righteous Glory, and Stoneplate are still broken, then Sunfire was buffed. {{item:3068}} lost 75 health and gained a wopping 10 armor wooo {{item:3065}} lost 50 health and gained 5 MR {{item:3742}} Lost 75 health and gained 10 armor All of these grant substantially less effective health against their damage type than the older versions. 500 health x 1.5 = 750 effective health against physical 425 health x 1.6 = 680 effective health (450 x1.55 = 698 effective health for {{item:3065}} ) The changes to {{item:3071}} were made specifically because tanks have less health and more armor, so shredding that armor reduces their effective health more. 500 x 1.35 after 30% Cleaver shred = 675 effective health 425 x 1.456 after 24% Cleaver shred = 619 effective health If this revert goes through it will be -- 425 x 1.42 from 30% Cleaver shred = 604 effective health So if Cleaver gets reverted, revert sunfire cape, spirit visage, and deadman's changes as well.
Rengooo (OCE)
: I would personally prefer crit to be reworked completely. It just seems like an outdated archaic mechanic.
> [{quoted}](name=Rengooo,realm=OCE,application-id=3ErqAdtq,discussion-id=1o9IxRAL,comment-id=0014,timestamp=2017-12-09T02:13:52.192+0000) > > I would personally prefer crit to be reworked completely. > It just seems like an outdated archaic mechanic. Please this. The solution I like would be to have it deal the critical strike on what would be currently the last possible hit on a given target. Each hit adds your crit modifier to an under-the-hood crit build up on a target. So if you have 30% crit, each hit adds 30%, until a hit overflows at 100%. The first three hits won't crit, but the fourth hit on that target deals critical damage and carries over the remaining 20%. This fits into the idea of damage over time and makes the stat something that makes a little more sense. Your character is looking for a weak spot to hit, and eventually finds one to deal critical damage.
Ż J (NA)
: " I want 2 lethality off of EVERYTHING" - Riot balance team
Also fuck it let's buff {{item:3071}} back after gutting tank itemization and forget we lowered its armor shred specifically because of the gutted tank items in the first place.
: Yasuo lost a fair bit of his power as we headed into the pre-season, and then got brought down further with Press The Attack nerfs last patch. Leaving him at 44-45% winrate feels quite awful for a champion that has one of the most dedicated playerbases, Not to mention the fact that he's a champion who drops off steeply in effectiveness the farther you climb. giving him even just some power back doesn't feel inappropriate. Referencing all of the things we nerfed on him in the past is somewhat misleading, since you're talking about a time before runes reforged, and he was sporting a winrate over 50% of his games.
> [{quoted}](name=Maple Nectar,realm=NA,application-id=3ErqAdtq,discussion-id=n3yYGLHe,comment-id=0006,timestamp=2017-12-08T23:00:08.254+0000) > > Yasuo lost a fair bit of his power as we headed into the pre-season, and then got brought down further with Press The Attack nerfs last patch. Yasuo needs a complete overhaul on how his spells interact with the game, not buffs to make his obnoxious damage and obnoxious ult more obnoxious. Give him more meaningful interactions both from and against his opponent. Passive: Way of the Wanderer Yasuo builds flow by moving. Spells expend flow. At maximum flow, spells have no cost, and Yasuo creates a shield if he would receive damage from champions or monsters, draining his flow in the process after the shield falls. Shield amount: Flat based on level -> 12.5/15/17.5% of health at levels 1/6/11 Removed: Interaction with crits Q: Steel Tempest Cost: Free -> 20 Flow Base Damage 20/40/60/80/100 -> 30/55/80/105/130 Removed: Tornado at two stacks NEW: At two stacks, stuns all units hit for 1 second Cooldown: 6/5.5/5/4.5/4 -> 4 at all ranks W: Wind Wall Cost: Free -> 50 Flow NEW!: Wind Wall has modified health which drains over time. Ranged auto attacks deplete 25% health, and projectile spells deplete 50%. Cooldown: 26/24/22/20/18 seconds -> 20/18/16/14/12 seconds E: Sweeping Blade Cost: Free -> 10 Flow NEW effect: Yasuo dashes in target direction. The first enemy unit he passes through takes damage and refunds Sweeping Blade's cooldown as well as generating extra flow. The same enemy can not take damage from Sweeping Blade for 10 seconds. Removed: Generating flow innately Cooldown: None -> 10 Seconds Base Damage: 60/70/80/90/100 -> 40/60/80/100/120 Removed: Increasing Sweeping Blade's damage when hitting enemies R: Last Breath Cost: Free -> 35 Flow NEW: Fires a Tornado when first cast, dealing 80/100/120 Damage (+100% AD), and knocking enemies airborne. Can be recast for free to blink to an airborne enemy, dealing a damaging combo and reducing the target's resistances. If not recast, Last Breath's cooldown is reduced to 20 Seconds (reduced further by cooldown reduction).
: New Heimerdinger Rank 3 Ult Q is worse than current Rank 1 Ult Q
Won't make him any less cancer and doesn't effect his better ult group stun in any case.
Rioter Comments
Barkley (NA)
: League needs an AP bruiser jungler.
{{champion:24}} {{champion:82}} {{champion:79}} {{champion:68}} {{champion:72}} Morde is tricky since he can't get the DoT from W without a minion or ally, but I've seen it occasionally work.
wildfox99 (EUW)
: make precision viable for AP champ
It would be nice if Press The Attack was changed into a 3-unique-attacks-or-spells proc with a lowered damage boost as well. 12% is kind of absurd as-is even with the bugfix making the proccing hit not apply its own bonus damage.
: I think it may be time to nerf duskblade again
Invert the change for Marksmen. That is, make it have a slow on its proc to enable marksmen to do prolonged followup damage after it, and only have the damage boost for attacks from melee users. Ranged users already have an easier time proccing the hit since their range means they don't have to run in to land it, and the interaction with side bushs during laning is cancerous.
: cleaver revert is going to feel nice for bruisers
{{champion:150}} {{item:3022}} {{item:3071}} Seems like a healthy change for top lane. ...
Akumu (NA)
: Remember when ADCs were sustained damage dealers and not Assassins?
Time to build {{champion:18}} {{item:3006}} {{item:3124}} {{item:3153}} {{item:3036}} {{item:3085}} {{item:3022}} ?
magewick (NA)
: No, we are in a marksmen meta. Tanks just outclass other melee champions.
> [{quoted}](name=magewick,realm=NA,application-id=3ErqAdtq,discussion-id=2ucwZT41,comment-id=00100000,timestamp=2017-12-06T16:20:28.466+0000) > > No, we are in a marksmen meta. Tanks just outclass other melee champions. Not even. Tanks are just winning specifically in top lane even though they're losing their laning phase just because having someone to soak damage in teamfights is necessary, and people are running gimmicky full-damage comps agaisnt a team with a tank.
Rioter Comments
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PopcornBunni

Level 49 (NA)
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