: Rapid Firecannon and Statikk Shiv
Even through the damage doesn't stack, the best of both components apply at the same time. {{item:3087}}'s chain, crit bolts, and extra damage all take effect, while {{item:3094}} lets the empowered attacks work on structures and grant it extra range.
Ar Arr Arrr (EUNE)
: After playing Evelynn for some time, here is my review
Why not give her movement speed bonus toward her W-marked target? She needs a gap closer, and that would let it function, in some part, like her old W.
: Gunblade is such a frustrating item
Rip {{champion:28}} {{item:3146}} synergy
Lapis (OCE)
: Which champions would you say are "beginner" champions
Pretty much any 450 character barring {{champion:78}} {{champion:27}} {{champion:13}}
: When Zilean is buying Ardent Censor...
{{champion:26}} {{item:3222}} {{item:3504}} {{item:3107}} +Windspeaker's has been legit long before ardent was ever broken. Turning R into a full revive on anything but the highest healthpools is crazy strong.
: Frozen Heart would be more appealing if it provided health.
Since I always use the item in conjunction with {{item:3812}} and {{item:3065}} , I'd much rather it give more armor. 100 or 110. The unique passive is fine as-is since it combines with the other {{item:3082}} upgrades, but the other two upgrades are what I think could use adjustments. Currently, {{item:3075}} and {{item:3143}} together are really gold inefficient for the redundant passives, but are often too necessary for lifesteal and crits of marksmen. To combat this, it would be nice to see each of the two offer something extra from the passive, so the best of both apply when stacked. {{item:3075}} is still weak compared to bramblevest, so it could stand to have its coldsteel apply a stronger attack speed slow. It's meant to strrongly discourage attacking its wearer afterall. Give it a 30% AS slow when procced. {{item:3143}} has an active movement speed slow, so maybe give its coldsteel a 15% movement speed slow when procced as well. With this, all three {{item:3082}} items could be used without wasting gold.
: How to Deal With Riven?
{{champion:67}} Tumble out of combos, massive point-and-click knockback, stealth
: Evelynn - Need build ideas
I like {{item:1418}} {{item:3153}} {{item:3071}} {{item:3117}} {{item:3115}} {{item:3026}} myself E applies all the on-hit effects, and after GA pops and your team does some extra damage, the enemies can be in execute range for your ult when you revive.
: Mages I feel are going to be scary in pre season
Isn't there a rune that's effectively a free Hexdrinker available to literally every character?
: {{champion:1}} did someone say bear?
> [{quoted}](name=Yi Shenpai,realm=NA,application-id=3ErqAdtq,discussion-id=VAv7xlNR,comment-id=0000,timestamp=2017-10-11T06:20:43.009+0000) > > {{champion:1}} did someone say bear? That bear running at me is far more terrifying to be sure.
Rioter Comments
Keyru (NA)
: Boards Moderation Discord Verification
: > [{quoted}](name=PopcornBunni,realm=NA,application-id=3ErqAdtq,discussion-id=Vi59ZGBa,comment-id=0002,timestamp=2017-10-10T08:45:03.074+0000) > > Add an item that's a cross between {{item:3091}} and {{item:3071}}, chipping off percentages of magic resistance for each spell cast/auto attack. > > It won't solve everything, but AP is always going to be a very hard area to tackle since AP itself varies greatly in value between each mage, the damage is always going to be gated by cooldowns instead of the Auto-focused damage of ADCs, and weaving autos with spells is minimally impactful without gutting your itemization by building {{item:3100}} {{item:3115}} > > With marksmen, their spells aren't negatively impacted by the items they build, and, in fact, most have good enough spell base damage and scalings , or spells which are designed to synergies with auto attacks so much, that they would be massively GIVING UP damage by building all of the highest AD values in an attempt to scale, > > Mages face the same issue, giving up huge spell damage to improve their autos, but don't have the benefit that ADCs get where a single item like {{item:3031}} {{item:3087}} {{item:3046}} or {{item:3072}} provides SEVERAL beneficial combat attributes. > > {{item:3165}}'s is the closest, and was specifically MADE to do just about everything intentionally. It's telling that pure AP casters like LeBlanc are rushing a hybrid item, {{item:3146}} and willingly giving up AP to get 40 points of a stat they can't use well, just because the active and spell vamp help them more than actual mage items. > > And that isn't a because Gunblade itsellf is anything remarkable, even for the hybrid users that can utilize it most. It is just that normal caster items are so fucking bad that hybrid items do their job better. I mean then cass would just makes tanks unviable and kogmaw would be even more broken late game
> [{quoted}](name=NGNL Asian,realm=NA,application-id=3ErqAdtq,discussion-id=Vi59ZGBa,comment-id=00020000,timestamp=2017-10-11T01:27:01.370+0000) > > I mean then cass would just makes tanks unviable and kogmaw would be even more broken late game As a staunch tank and tanky build player, I'd be fine with Cassiopoeia being a tank melter mage. Kogmaw's underlying issues go beyond the scope of abuse of a particular item or another. The more pressing issue with AP items is that ADC items have three abusable stats that work with both their autos and their spells (AD, Crit, AS), while casters are stuck with raw AP numbers (which as said vary greatly in how important they are for each character's scalings) and CDR, which is maxed out very easily and which is found only as useful as it can be on battlemages with already low cooldowns. As-is, a pretty substantial chunk of mages are effectively "nuke bots" which unleash a full rotation or a raw ult, then become largely useless for 60-120 seconds. The other largest portion of mages end up being CCbots for the ADC to melt because they have items that work at every stage of the game and don't hinder their trading ability.
  Rioter Comments
: How to shut out an entire class:
Thought this was going to be about how {{item:3071}} invalidates entire full item builds by itself. I leave disappointed.
: "Being Bad is the First Step to Not Being Bad"
Started in Bronze I, now in Bronze III with Bronze IV MMR What do I win
Yenn (NA)
: When is AP itemization against tanks going to be improved?
Add an item that's a cross between {{item:3091}} and {{item:3071}}, chipping off percentages of magic resistance for each spell cast/auto attack. It won't solve everything, but AP is always going to be a very hard area to tackle since AP itself varies greatly in value between each mage, the damage is always going to be gated by cooldowns instead of the Auto-focused damage of ADCs, and weaving autos with spells is minimally impactful without gutting your itemization by building {{item:3100}} {{item:3115}} With marksmen, their spells aren't negatively impacted by the items they build, and, in fact, most have good enough spell base damage and scalings , or spells which are designed to synergies with auto attacks so much, that they would be massively GIVING UP damage by building all of the highest AD values in an attempt to scale, Mages face the same issue, giving up huge spell damage to improve their autos, but don't have the benefit that ADCs get where a single item like {{item:3031}} {{item:3087}} {{item:3046}} or {{item:3072}} provides SEVERAL beneficial combat attributes. {{item:3165}}'s is the closest, and was specifically MADE to do just about everything intentionally. It's telling that pure AP casters like LeBlanc are rushing a hybrid item, {{item:3146}} and willingly giving up AP to get 40 points of a stat they can't use well, just because the active and spell vamp help them more than actual mage items. And that isn't a because Gunblade itsellf is anything remarkable, even for the hybrid users that can utilize it most. It is just that normal caster items are so fucking bad that hybrid items do their job better.
Rioter Comments
: Now that AD has two anti-AP items... It is time for AP to have something anti-AD.
What "two" are you talking about? {{item:3156}} {{item:3139}} {{item:3111}} or {{item:3091}} ? Or maybe the AD items that grant health and other forms of surviving burst damage from mages? {{item:3053}} {{item:3022}} {{item:3026}} {{item:3046}} {{item:3812}} Be specific
: What does Zyra need to be a more common mid lane pick?
She'd need things to encourage sololaning. Things like plants killing a unit granting extra gold, restoring mana, or lowering cooldowns. She'd also need things to incentivize building mid mage items, instead of the couple of pure AP and the rest utility that she synergizes with better. A part of the latter could be addressed with AP itemization in general, as the utility options for mages often work better for their kits and thus result in them going support.
: Skirting the line between "ADC in 2017" and "ADC in 2017" is a tough one. Ultimately, understanding and building towards the union of what would make designers at Riot happy with the game and also what players find fun, engaging and variant game to game is quite a challenge. Marksmen have a unique power curve, such that just nerfing them doesn't make much of an impact by itself. By supporting a late game fantasy, it almost by definition makes them quite hard to deal with late game. The balancing factor is that both teams have one, so they kind of neutralise each other. Ideally, most designers would prefer that teams can play variant classes of characters in the "support lane", but the way the game is constructed right now, Marksmen are pretty much the way to go due to their tower killing proficiency and late game scaling. Ideally, the best solution in this space is to find something that both players and designers are aligned on (eg. players feel like all roles have agency, designers feel like you can do any number of meaningfully different strategies to win). TLDR is that nerfing marksman doesn't automatically solve the problem. If players are inherently not happy about skirting the boundary between either ADC's being unable to touch tanks or ADC's being too powerful, it's possible that exploring some more fundamental changes to the way ADC's function is a potential option - which of course carry different costs and benefits.
> [{quoted}](name=Trading Stance,realm=NA,application-id=3ErqAdtq,discussion-id=7KlAZisy,comment-id=0014,timestamp=2017-10-09T08:06:51.491+0000) Marksmen are pretty much the way to go due to their tower killing proficiency and late game scaling. > > Ideally, the best solution in this space is to find something that both players and designers are aligned on (eg. players feel like all roles have agency, designers feel like you can do any number of meaningfully different strategies to win). > > TLDR is that nerfing marksman doesn't automatically solve the problem. If players are inherently not happy about skirting the boundary between either ADC's being unable to touch tanks or ADC's being too powerful, it's possible that exploring some more fundamental changes to the way ADC's function is a potential option - which of course carry different costs and benefits. Move the "weak tower" (Said with quotes because all towers are the weak tower right now) to top to give the lane more urgency Focus ADC itemization on objective taking instead of player deleting. That is, {{item:3087}} lower damage, remove crit bolts, inrease minion damage. It's a wave clear tool and should be used as such. {{item:3094}} Lower damage, increased damage against structures and epic monsters Revert the damage creep put into {{item:3072}} {{item:3031}} and whatever else became stupidly increased in power from the "tank" update. If you want marksmen to be tank shredders and DoT oriented, take out random crits and make them work on a per-unit stack system that crits at the last possible hit every time against a specific unit, dial back on AD itemization with bonuses for melee item wielders, and focus power into rampup on marksman. Specifically, {{item:3181}} minus the lifesteal is a good model. {{champion:22}}'s Q is a great example, gated by needing to charge it up before granting huge sustain damage
: Leblanc Should Be Punished For Her Mobility By Being Made A Melee Champion
LeBlanc IS punished, by having her damage and scaling entirely gated by her passive, which can not be sped up or reapplied faster by any means, and during the waiting time of which, she can be easily bursted by actual mages with more range.
: Why do people ban Darius in low ELO?
Because he's completely unfun to play against. It's the same reason {{champion:11}} {{champion:17}} {{champion:157}} {{champion:420}} {{champion:74}} get banned. All of them fluctuate different win rates but all of them turn the game into cancerous shitfests regardless.
: > [{quoted}](name=PopcornBunni,realm=NA,application-id=3ErqAdtq,discussion-id=Z5mgrxL0,comment-id=0000000100030000,timestamp=2017-10-07T21:14:17.560+0000) > > Some changes to her current kit mostly keeping it in tact, to make her more of an isolating assassin. > > Shadow Walk (Passive) > NEW!: Dark Step (W) no longer breaks stealth > Break-effect Radius: 700 -> 1100 > OLD: Evelynn is revealed the instant an enemy enters the break-effect radius of Shadow Walk > NEW!: After an enemy champion enters the break-effect radius of shadow walk and stays within it for at least 0.5/1/1.5 seconds (At levels 1/6/11), the effect is broken > > > Hate Spike (Q) > Identical to the reworked version in function, but in addition to 30% AP on each cast, has 15% bonus AD scaling > > > Dark Step (W) > Renamed from Dark Frenzy > > OLD: Evelynn enters a frenzy, removing all slows affecting her. For the next 3 seconds, she gains bonus movement speed and is ghosted. Dark Frenzy's cooldown is reduced by 1 second every time Evelynn damages an enemy champion with an ability, and its cooldown is refreshed on enemy champion takedowns. > > NEW: Evelynn disappears into the darkness, reappearing in a near-by location with Shadow Walk active if it wasn't already, and gains bonus movement speed decaying over 1 second. Cooldown is refreshed on enemy champion or large monster takedown > > > Ravage (E) > No longer grants bonus attack speed; instead attacks a non-ward unit 4-times rapidly with her tendrils, applying on-hit effects and automatically moving with the enemy as long as E is held. Deals Magic damage. > Magic Damage: 15/20/25/30/35 (+10% total AD and 5% AP) per hit, for a total of 60/80/100/120/140 (+40% Total AD and +20% AP) > > > Harsh Torment (R) > New spell > > Shadowy vices appear in front of Evelynn in a cone, clamping into each other and dealing 150/250/350 (+60% AP) (+20% of missing health) Magic damage to enemies. Enemy champions hit by Harsh Torment are slowed by 30% and are marked with Agony for three second. > > Evelynn's attacks and abilities on Agony-marked enemies ignore 15/25/35% of their armor and magic resist and deal bonus damage based on their missing health (Bonus damage: 2.5% per 1% missing health, capped at 150% bonus at 60% missing health) > > If Harsh Torment hits only a single enemy champion, it deals 30% bonus damage and the slow strength is increased to 60%. Dark Step sounds an awful lot like Shaco Q. Also that plan runs into the issue of bursting people from stealth still. Not much in the way of counterplay except for build tank or pink wards.
> [{quoted}](name=Lord of Math,realm=NA,application-id=3ErqAdtq,discussion-id=Z5mgrxL0,comment-id=00000001000300000000,timestamp=2017-10-07T21:17:40.070+0000) > > Dark Step sounds an awful lot like Shaco Q. Also that plan runs into the issue of bursting people from stealth still. Not much in the way of counterplay except for build tank or pink wards. Her damage, just like her rework, is largely gated behind %missing health. Her "burst" damage would be quite low if she stealthed in, R Q E on a high health target. The idea is to pick off targets that think they're safe, you know, like an assassin. A portion of her damage is also gated by needing to be isolated, making her particularly effective at catching people backing if she can get in range. As a point of fact, this would have less unavoidable combo damage, less flat burst, and less damage against crowds. Her W would also differ greatly from Shaco's in that her stealth is still distance based, rather than the kind of positioning Shaco can do to set up easy back stab damage due to his long-lasting full invisibility. The point is that it lets Evelynn get in or out, but not provide direct power or fighting utility.
: > [{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=Z5mgrxL0,comment-id=00000001,timestamp=2017-10-07T10:42:15.107+0000) > > Explain to me why deleting a champion and replacing them with a new one with the same name is even a thing that anyone would want. > > The idea behind VGUs is supposed to be to bring older champions up-to-date, to expand on what already existed and to make it greater. > To take the best parts of the character and amplify them. > > Yes, that can mean throwing out the poor parts of their kits, but to entirely change the personality and character of a champion that people have enjoyed playing for years? No, there is no excuse for that. > > Everyone in this thread only talks about her kit changes, when my post was primarily criticising the complete replacement of her *character*. > Just like Galio before her, the team behind her completely ignored what her original character was like and just made a completely new character with a completely different personality using the same name. Her live kit is that of a sustained damage dealer except for her passive. Her passive is the exact opposite of her Ult, Q, and W. Her E was always useful. What would you have done to make her more of a balanced champion? I rather like the rework and I see the similarities. Until you come up with an alternative, I would rather that we give Riot the benefit of the doubt.
> [{quoted}](name=Lord of Math,realm=NA,application-id=3ErqAdtq,discussion-id=Z5mgrxL0,comment-id=000000010003,timestamp=2017-10-07T20:22:54.360+0000) > > Her live kit is that of a sustained damage dealer except for her passive. Her passive is the exact opposite of her Ult, Q, and W. Her E was always useful. What would you have done to make her more of a balanced champion? I rather like the rework and I see the similarities. Until you come up with an alternative, I would rather that we give Riot the benefit of the doubt. Some changes to her current kit mostly keeping it in tact, to make her more of an isolating assassin. Shadow Walk (Passive) NEW!: Dark Step (W) no longer breaks stealth Break-effect Radius: 700 -> 1100 OLD: Evelynn is revealed the instant an enemy enters the break-effect radius of Shadow Walk NEW!: After an enemy champion enters the break-effect radius of shadow walk and stays within it for at least 0.5/1/1.5 seconds (At levels 1/6/11), the effect is broken Hate Spike (Q) Identical to the reworked version in function, but in addition to 30% AP on each cast, has 15% bonus AD scaling Dark Step (W) Renamed from Dark Frenzy OLD: Evelynn enters a frenzy, removing all slows affecting her. For the next 3 seconds, she gains bonus movement speed and is ghosted. Dark Frenzy's cooldown is reduced by 1 second every time Evelynn damages an enemy champion with an ability, and its cooldown is refreshed on enemy champion takedowns. NEW: Evelynn disappears into the darkness, reappearing in a near-by location with Shadow Walk active if it wasn't already, and gains bonus movement speed decaying over 1 second. Cooldown is refreshed on enemy champion or large monster takedown Ravage (E) No longer grants bonus attack speed; instead attacks a non-ward unit 4-times rapidly with her tendrils, applying on-hit effects and automatically moving with the enemy as long as E is held. Deals Magic damage. Magic Damage: 15/20/25/30/35 (+10% total AD and 5% AP) per hit, for a total of 60/80/100/120/140 (+40% Total AD and +20% AP) Harsh Torment (R) New spell Shadowy vices appear in front of Evelynn in a cone, clamping into each other and dealing 150/250/350 (+60% AP) (+20% of enemy missing health) Magic damage to enemies. Enemy champions hit by Harsh Torment are slowed by 30% and are marked with Agony for three second. Evelynn's attacks and abilities on Agony-marked enemies ignore 15/25/35% of their armor and magic resist and deal bonus damage based on their missing health (Bonus damage: 2.5% per 1% missing health, capped at 150% bonus at 60% missing health) If Harsh Torment hits only a single enemy champion, it deals 30% bonus damage and the slow strength is increased to 60%.
: Meddler, Nunu has no Keystone. He can't activate Aftershock. Meddler, please acknowledge that you see this. I am genuinely worried about the time period between preseason and whenever Nunu's VGU hits live.
> [{quoted}](name=The Yetii Rider,realm=NA,application-id=A7LBtoKc,discussion-id=TbHlfb46,comment-id=0049,timestamp=2017-10-06T17:59:28.795+0000) > > Meddler, Nunu has no Keystone. He can't activate Aftershock. Meddler, please acknowledge that you see this. I am genuinely worried about the time period between preseason and whenever Nunu's VGU hits live. Can Guardian not be applied to yourself?
: A 10%/10min scalingt is horrifing! I would agree to a 10% bonus @ 10 min and +2,5%/10 min ;D Your new suggestion feels a bit weak compared to then other two, or am I missing something?
> [{quoted}](name=Lord Desert,realm=EUW,application-id=3ErqAdtq,discussion-id=XcEd2Htk,comment-id=00070000,timestamp=2017-10-06T16:56:35.987+0000) > > A 10%/10min scalingt is horrifing! I would agree to a 10% bonus @ 10 min and +2,5%/10 min ;D > > Your new suggestion feels a bit weak compared to then other two, or am I missing something? It isn't fleshed out or anything, but the idea of it is for characters that can easily recover their health and like to stick in battles. They'd get continually more resistances (with no cooldown) just from fighting. It could also be replaced with something like Fearless that procs temporary burst resistances against assassins.
: Runes Reforged: Resolve Tree Discussion (Iron Skin, Mirror Shell, Conditioning)
Reboot that entire slot. **Deflective Shell** Gain 6 Armor and Magic Resist. Gain an additional 4 +5% Armor and Magic resist for 3 seconds whenever affected by a direct heal or shield **Conditioning** Every 10 minutes, gain 5 +10% bonus armor and Magic resist, scaling infinitely **Battle Scars** Whenever a champion deals 30% or more of your health with a single damage type within 2.5 seconds, gain 1 +1% bonus armor or magic resist based on the type of damage dealt
: Most Melee Champions on the PBE are getting +9 Base Armor
Sounds fine. Tank supports currently have +30 armor from reds, yellows, and quints, and more than 20 even without the reds. Seems fair to get some compensation going into the new system.
swapnava (NA)
: best champ like tryndermere,tahm kench
{{champion:32}} is all about capitalizing on decision making and landing his Q, which if landed means an automatic R. He also has good damage scalings if you don't want to play him as a CC bot. {{champion:111}} Is similar but as a more pure tank he has worse scalings with better base damage. {{champion:420}} Has a really simple kit consisting of two skillshots and two close-combat attacks, and incredibly beefy stats {{champion:240}} is manaless, and has two aimed skills: one a skillshot and the other a dash which can be recast if it hits an enemy. He's also very forgiving since he becomes untargetable when mounting and dismounting, and has an auto-kiting skillshot while dismounted. His W is also entirely gated by positioning and decision making, being an automatically triggered attack speed steroid that then goes on cooldown. Probably the highest skill cap character that has a simple kit on paper.
: Azir is going to be a problem very quickly
It's {{champion:74}} all over again. He gets more units summoned faster at earlier levels and more damage, and this is somehow supposed to be healthier to play against. The idea of an emperor commanding his army of sand soldiers could be fulfilled so easily too by having his soldiers become stronger by him being close to them, which would force him to play closer for maximum effect. Instead riot went with gating his attack speed behind having lots of soldiers out. So to access your cancerous attack speed steroid, you have to make a cancerous and oppressive situation in lane. It's the epitome of snowbally mechanics and make things even worse for his lane opponents.
: Can we stop defending coin now?
Reduce coin pickup values by 5g at all line levels, and cause relic shield line to generate a set amount of gold regardless of what minion type is killed by the item. Reduce Targon's shield to lower the amount of ADC abuse of the quest.
inplane (NA)
: Weekly reminder that Taliyah's Seismic Shove is still lacking an indicator.
Why does Taliyah's champion spotlight mention seismic shove being capable of knocking targets straight upward, but in-game it's only a vector cast and knockback?
: Bot lane is in such a state where picking non meta adc into meta adc is borderline griefing
kasfas (NA)
: Weekly reminder that the tank update left some champions too weak.
Repost from a previous sunfire thread {{item:3068}} doesn't "need" a buff, but either it or its users deserve compensation for the loss of effective HP it now grants against phyiscal damage compared to its old version. 500 HP x 1.5 from its armor = effectively 750 HP against physical 425 HP x 1.6 = effectively 680 HP, a loss of 70. Sunfire would either need to grant 469 HP or 77 armor to grant approximately the same effective resistance against its stated damage type. Or, its users would need those numbers added to their base stats by level 6 when the item would be bought. That would be a flat additional 44 health at level 1 for {{champion:78}} {{champion:98}} and other sunfire users, down to something like 2 extra health at level 1 and +7 per level. Or a middle ground of +20 health at level 1, and +4 per level. {{item:3065}} is in a similar spot, but its healing bonus and closer-to-pre-update stats make it more tolerable. For Visage to grant the same effective health against magic, it would need either 484 health or 67 magic resist. That extra 34 health could easily be reached with the +7 health per level though, reaching and extra 35 health at level 11 when visage would be bought normally. If "normal tank item" buyers got the +44 health frontloaded at level 1, that would be +3.1 health per level to get 34.1 at level 11. For reference, that would change {{champion:78}} from 540 health + 90 per level to 584 health + 93.1 per level. This would put her above Gragas's starting health and below Rumble's, and at 2166.7 at level 18, placing her above Xin Zhao and below Sejauni. {{champion:98}} would move to the same position with Poppy at level 1, and with his new 88.1 HP/lv would end up at 2081.7 health at level 18, above Urgot and below Nasus.
: i dont get how armor is wasted on an immobile juggernaut
> [{quoted}](name=jwebb0113,realm=NA,application-id=3ErqAdtq,discussion-id=kEHdfEjh,comment-id=00010000,timestamp=2017-10-03T00:29:30.778+0000) > > i dont get how armor is wasted on an immobile juggernaut Because you need to be able to withstand both damage types, and by going with armor over heallth, you basically pidgeonhole yourself into needing to buy {{item:3156}} for the AP on their team, reducing your damage output needed for a juggernaut. Now if the enemy team is full AD, go wild with Iceborn.
: Why do players not build Iceborn Gauntlet on Illaoi?
Because the armor is a wasted stat on an immobile juggernaut. She gets much more mileage out of {{item:3078}} because of the AD, Health, and better damage when using her W.
: @Reav3 - Why does Evelynn's Whiplash apply on hit effects?
Assassin's aren't meant to burst their targets down. They're meant to pick targets off. For most of them, that means insane burst on squishy targets, but the role is more than that. Old {{champion:78}} was an assassin through her ult that focused on dealing damage to a single target and ignoring everyone else. The grouping has become less about that because of design decisions around the popular assassins wanting to make big plays and instagib people, but a Diver or Sirmisher with target isolation mechanics is just as well an assassin. This is why {{champion:164}} and others have been classified as assassins in the past. How Evelynn fits into this is through her Ult being designed to pick off low-health targets, and her W charm isolating a target. To that end, {{item:3091}} stealing 10 MR quickly through its proc and an auto, as well as hate spike empowering her auto attacks with magic damage, would signal that the idea is to hit a target a few times, proccing on-hit effects, and finish off with her Ult. I feel like if anything, her E should apply on-hit effects twice like her old one to chip away at targets with {{item:3153}} {{item:1418}} to get her ult in execute range more readily.
Doodlzzz (NA)
: Brace yourselves, ADC's are coming to the midlane
With rift herald becoming a more lucrative boss camp to fight, I wouldn't be surprised if ADC + Supp mid with APC solo bot is effective. A few APCs do well solo against duo lanes ({{champion:13}} {{champion:9}} {{champion:63}} all have mechanics that are stronger with multiple enemies close together), so I could see it working as an off meta strategy. This would give the ADC access to faster farming for their items, as well as access to the two camp objectives simultaneously, while the solo APC would get a level advantage against a meta team and be able to hold bottom tower.
Doodlzzz (NA)
: Cait is back... which means....
So we've come full circle to autobanning {{champion:114}} {{champion:51}}?
: Why does coin continue to slip under the radar like this?
Shield and coin both need changes. Coin gold needs reduced by 5 at all ranks of the item Shield line needs to generate an extra 5 gold for each minion killed by it. It's mostly bad because proccing it requires pushing a lane to your opponent. Lower its shield amount for adcs abusing it, or make the shield scale with health. Spellthief's is alright because the damage it gives is pretty substantial in laning and thus offsets the gold it doesn't generate by denying gold to the enemy.
: 10 Indirect Nerfs that made Volibear unplayable
Some changes that might make Voli better capable of closing in on his targets as a juggernaut New static ability on Q -- while moving toward visible enemies, slowly gain movement speed. Active Q changed to target an enemy champion or monster, instantly gaining its maximum bonus movement speed and automatically throwing that target behind when in range. W cooldown decresed to 18 to 9. Attacks needed to enable W increased from 3 to 4. This lets him use W more than once in a fight as long as he presses the attack. E Roar changed to a longer-ranged aimed cone from an area of effect around him. R increases attack range by 50 while active.
Meddler (NA)
: Quick Gameplay Thoughts: September 29
Can the Guardian Rune be cast on yourself? For a tank jungler, there otherwise is lacking a proper keystone.
Reelix (EUW)
: Best jungle champions for newbies?
{{champion:19}} Bloodscent makes up for new players' lower map awareness by suggesting a path to targets, has infinite jungle sustain thanks to his passive {{champion:32}} Good but not infinite sustain, Q lets you get between camps extremely quickly and is one of the longest-range gank tools in the game Just me personally, but current (pre-rework) {{champion:28}} is very linient with her ganking thanks to her stealth, and her extremely flexible itemization makes her able to fill any jungle specification. Maybe try learning her after getting use to the role itself to see how much easier the stealth makes a lot of things. Don't listen to people suggesting Yi. He has a really hard time early levels and requires proper E timing to clear efficiently as well as knowing when to use Q to dodge predicted shots.
VICKLIUS (NA)
: soraka the only no passive, 3 ability champion
{{champion:102}} {{champion:13}} {{champion:134}} {{champion:9}} Never complain about anyone else's passive when these guys exist.
: Brand's AP ratios are criminally low. Something to think about when buffing him for mid.
I don't play him, but he's a combo mage, with different effects for each combo right? Maybe have his AP ratios focused into those bonus effects, so he can't just face roll with spell rotations but still has scaling power when played properly.
: Does sunfire need a buff or rework?
It doesn't "need" a buff, but either it or its users deserve compensation for the loss of effective HP it now grants against phyiscal damage compared to its old version. 500 HP x 1.5 from its armor = effectively 750 HP against physical 425 HP x 1.6 = effectively 680 HP, a loss of 70. Sunfire would either need to grant 469 HP or 77 armor to grant approximately the same effective resistance against its stated damage type. Or, its users would need those numbers added to their base stats by level 6 when the item would be bought. That would be a flat additional 44 health at level 1 for {{champion:78}} {{champion:98}} and other sunfire users, down to something like 2 extra health at level 1 and +7 per level. Or a middle ground of +20 health at level 1, and +4 per level. {{item:3065}} is in a similar spot, but its healing bonus and closer-to-pre-update stats make it more tolerable. For Visage to grant the same effective health against magic, it would need either 484 health or 67 magic resist. That extra 34 health could easily be reached with the +7 health per level though, reaching and extra 35 health at level 11 when visage would be bought normally. If "normal tank item" buyers got the +44 health frontloaded at level 1, that would be +3.1 health per level to get 34.1 at level 11. For reference, that would change {{champion:78}} from 540 health + 90 per level to 584 health + 93.1 per level. This would put her above Gragas's starting health and below Rumble's, and at 2166.7 at level 18, placing her above Xin Zhao and below Sejauni. {{champion:98}} would move to the same position with Poppy at level 1, and with his new 88.1 HP/lv would end up at 2081.7 health at level 18, above Urgot and below Nasus.
GigglesO (NA)
: Stop gimping tank runes
But hey at least we get that sweet 60 gold worth of 3 armor wooo
: How can the boards simultaneously complain both about how strong tank runes will be _and_ how weak they will be?
> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=3ErqAdtq,discussion-id=w9RLZRnN,comment-id=0002,timestamp=2017-09-28T18:41:30.616+0000) > > How can the boards simultaneously complain both about how strong tank runes will be _and_ how weak they will be? "The boards are one person"
: Loving This Adc Meta Riot!
You forgot to buy any items! Of course you lost silly!
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PopcornBunni

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