: It's needed to keep queue times reasonable.
What's the difference if you have repeated dodges due to auto-fill?
Rioter Comments
Mandang0 (NA)
: The %HP damage items all suck, so idk why you'd be worried about those. On-hit damage also scales poorly, so health is actually a good answer to it.
4k hp and 250 armor and ur still squishy
Mandang0 (NA)
: Tanks are supposed to die lategame. That's just risk/reward. If everyone could scale lategame while building defense, no one would risk building glass and actually getting punished for positional errors midgame. 1k crit is unheard of outside of special mechanics that don't happen at 1.5-2 attacks per second. With IE, attacks do 2.5x damage, so you'd need 400 AD... if you did true damage. If tanks have 100 armor after penetration (which they should at that point), then the crit only does 1k damage if the ADC has 800 AD... so NEVER. You're cherry-picking mechanics like Cait's headshot and silver bolts.
The purpose of tanks is not to die instantly, they are supposed to soak damage if building full tank. There is zero reason an ADC should be able to kill you in 2 seconds with 300+ armor.
Mandang0 (NA)
: If only a stat worked well against both physical and magic damage.... Hmm....{{item:1028}} It'd be even better if you could reduce autoattack damage in a way that LW doesn't counter...{{item:3047}} {{item:3082}} {{item:3143}}
It's also a shame if the enemy team has 3+ forms of crowd control.
Mandang0 (NA)
: If only a stat worked well against both physical and magic damage.... Hmm....{{item:1028}} It'd be even better if you could reduce autoattack damage in a way that LW doesn't counter...{{item:3047}} {{item:3082}} {{item:3143}}
Because 1k crits are unheard of. Too bad they don't attack at the rate of 1.5-2 attacks per second.....Oh wait.
: > [{quoted}](name=Raidarc,realm=NA,application-id=3ErqAdtq,discussion-id=naixPEOQ,comment-id=0003,timestamp=2016-09-10T19:50:32.854+0000) > > Sure, if tanks can get mor hp/armor item options. is that needed though? there are {{item:3068}} {{item:3742}} {{item:3143}} {{item:3047}} and {{item:3083}} + {{item:3110}} or {{item:3025}} you can already get a full build of armor/hp items. warmogs + frozen heart with two focused defensive items is basically the same as having two more mixed armor/hp items stat wise. i usually dont find myself in a bad position when i feel the need to just stack full inventory worth of health/armor. how effective armor is in general right now is a different issue thats not solved with more items. we only have 6 slots anyways. but dedicated ad/crit items are only two very expensive items in the game right now. even if you build both, the synergy is still not enough to make full use of essence reavers cdr passive.
Have you forgotten that we have mages in the game as well? Unless you're enemy AP is shut down really good building 2 Armor items, early, is suicidal. But besides that, with how relevant armor pen is right now, Sunfire and Deadman's is next to useless against most comps. Those items are like inneffective in reducing the damage you take if they have armor pen. At least Randuin's decreases attack speed. Sunfire's aoe damage is negligible mid-late, Deadman's movepseed bonus is worthless in combat. Even thornmail is worthless once ADC's get lifesteal. AP and AD carries get these options to build items worth 3500 gold, give me a couple defensive items worth that and I'd be happy.
: in season 7, can we get one or two ad/crit items please?
Sure, if tanks can get mor hp/armor item options.
ItsOrval (NA)
: Easy answer. Buy HP items instead of going full Tank. Having 150 armor/mr with 5k HP is much better than a 3k hp with 320 armor/150 mr tank.
Yeah it's a shame nobody has on-hit or %hp damage. Or at the very least items that do it. The best setup is roughly 200armor/mr, 3.5k-ish hp, along with Sterak's Gage. This is the only way that I've found I can survive long enough in team fights late game but mid-game you're screwed. That setup also allows for damage items.
: no because most tanks have 90+ base armor combined with masteries and other shit total armor (35 not 30) is always better in almost any case.
I don't think runes count as your base armor. When you mouse-over your armor at level 1, it still shows what you've added. Don't quote me on this, I'm not 100% sure but it definitely doesn't sound right. Your base armor should only be that of your character's base plus it's growth rate. Or at least that's how I've always thought of it.
: 45% bonus armor pen is rather generous don't you think?
The **biggest** reason that armor pen needs to be nerfed that isn't mentioned is the fact that _you're not only facing AD_. You can't just stack armor because then the mages will wreck you. I don't even think you can nerf the {{item:3035}} and it's upgrades because once you do everyone will just buy the 30% armor pen item you get that also gives you 20% CDR, kiting ability, 50 AD and 300 health. {{item:3071}} is just as out of balance. If anything they should buff Randuin's Omen to reduce attack speed by more than 15% considering all it takes it Berserker's Greaves to negate that. The only good tank is a snowballed one. If you fall behind at all, you're screwed.
: "YASUO USED WINDWALL? BETTER SPAM ALL MY SKILLSHOTS ON IT & THEN COMPLAIN ABOUT IT!"
The only time I ever complain about the wall is when they put it up, miraculously, every time I use my **one** poke ability. If I can land a few, I'm fine.
Ravore (NA)
: Well it isn't WoW so when 5 people are hitting you at once you die or people build to counter your armor it's suppose to go down like that? It is a team game.
I'm talking about how even in 1v1 scenerios an ADC will pretty well instakill you almost as if you have no armor. There are way too many armor pen items.
Hibeki (NA)
: Lets outline the most important issues for the game right now
Yeah, definitely don't like the fact that no matter how much armor you have late game you get shredded like an ADC.
: Playing nasus feels awful (Garen too)
I don't see anything wrong with him. He is a beast capable of two-shotting carries and towers alike without very many hard counters if you're experienced.
Rioter Comments
Xepheral (NA)
: Creating a Serious Silver-Gold Team for the 2016 Season
Top/Jungler here. I keep my champion pool small though, champions like Poppy, Udyr, Nasus and Trundle. There are more I can play but my flexibility is limited to maybe a dozen champions I'm willing to ranked with and those are my best. In-game name: Raidarc I usually play with my RL friend's, whom aren't willing to ranked, late-night weekends. That being said I'm available every day of the week right now due to health reasons. I have a head-set and would prefer to only group with people who also have ways to communicate verbally.
Rioter Comments
: Riot's Responses
Oh they'll even delete posts that support them and not respond. I'd say one of the worst customer service gaming companies out there. Non-existant is one word for it. Like you said, we don't care what their favorite food is. Why bother posting at all if they are going to post crap like that.
: Thunderlord's decree
It's bad enough I go into games where every single person has it. Even the support.
: shes good. but she falls off really hard late game. shes really good early. really good mid. but shes only as good as any tank in the game late. all i can say is that shes a night mare to squishies.
And any Lee Sin. Imagine sitting on your carries waiting for Lee Sin to come in. A hard counter to Lee if I've ever seen one.
: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/tj99ntLT-poppy-needs-some-tlc
I've already posted on that, lol.
: Whats with all the damn counter jungling.
It might just be becoming more frequent because of how crucial early game is in the current meta.
: its never used because its one of the worst items in the game. Mortal reminder should never be bought. http://na.op.gg/summoner/userName=Raidarc
I may be silver but that item works wonders. I rarely ever upgrade it, it is a measley 800 gold for some lane dominance.
: In a 1 v 1 situation, she is a bit weak. She requires good positioning to properly utilize her E and follow up with her Q. As well, her W and R is highly conditional in a fight. In a duel, these 2 abilities might be down right useless. However, her redeeming qualities are that her Passive is extremely effective at harassing melee champions in a fight, and can proc her Sheen active following a W and her Deadman's plate. Her base damage on her abilities are actually extremely high - provided that she lands everything. In my opinion, Poppy might actually be a bit too strong. Even though her laning capabilities might be sub-par, her W sometimes allow her a free pass against champions who rely on dashes. As well, in a team fight, Poppy's ultimate is absolutely game changing. Once people start figuring out the most opportune moments to use her ultimate, Poppy might actually be nerfed. It practically guarantees a baron, a dragon, or some towers if the ultimate is used properly. Often, it can be the decisive factor between two equally skilled teams, and it is on a 100 second CD. Compared to other champions with such powerful mechanics, Poppy is actually extremely strong.
It's funny that you mention that it practically garuntees a Baron. I've already used it once to knock away the enemy jungler who was waiting for the opportune time to steal our Baron. Worked out well, we got Baron and won the game.
: Love the new Poppy but 1 suggestion.
Yeah, Poppy _might_ need some love this but your suggestion is going a big **too** far.
: so is support trundle going to get a nerf?
Executioner's Calling .{{item:3123}} This item, that is never used, is Trundle's biggest weakness.
Thurst28 (NA)
: Nurf the troll!!!
Big wall of text. TLDR. Space your Sh*t our more. I came here thinking you wanted a Trundle nerf and when CTRL+F couldn't find it I moved on.
: The buffs poppy should have 1 her passive should scale with CDR, picking it up late game can be a good shield but it also requires going to the buckler to get the shield, this scaling a bit better into late game could make her enemies still have to pay attention to the buckler as it's supposed to be a focused counter play mechanic, as it is it procs once per fight and is ignored late game, this change would make it more noticeable late game and because she has to reposition to pick up the buckler it's not overbearing of a buff because it gives counter play still 2 W bug needs to be fixed her W armor MR currently do not calculate tunes or masteries 3 her R needs to reveal the targets while they are airborn and for 1 second afterwards, also adding a .25 second stun on landing would make it more versatile for using it to instant R reposition and E (instead of enemy instantly dashing when they land) 4 her E pushback range should be increased to match the visual properly (25-50 range would do this) they could also make an indicator in the E spell indicator that says when it will stun (make the indicator turn gold?) This would help make poppy more user friendly considering she is a "starter champion" based in her IP price and would help people who are just starting the game
While I agree with you about her passive I can see people taking advantage of this. The poke she gets from that shield could become too strong. The only way I can see this happening is if they reduce the damage the shield does on champions OR reduce the shield ammount to make up for the shorter cool down on it. Another thing that would be a nice addition to the passive would be a way to SEE the shield in the chaos of a 5v5 team-death-match. Perhaps something like Diablo 3 uses on the console where a bright beam of light shines upward towards the sky?
Rioter Comments
: about two flash ranges
Any way I can confirm this?
Rioter Comments
: Is vayne op again
This is mainly a mid to late-game counter but if you think you can wreck her late game but just can't get close enough, grab a banshee veil. It disables her push-back. I'm only silver right now and like everyone else think I deserve higher but it works for me.
Rioter Comments
: 10 things to remember that will make you better at league
: So Poppy's new lore is that she's going around accidentally killing people...
When that guy caught the hammer, I thought for sure his wrist was going to snap. xD
Rioter Comments
: Poppy Q&A coming on December 3
As a Poppy main, while I like the rework, I haven't been able to test her on the PBE. So I'd like thoughts on what people think she'll be like in season 6, and by that I mean. Due to her kit, will she be a top ban?
: I really want to know if they'll unlock most of her skins for us. Right now you can only buy 2 skins from her when Poppy has at least 6 or more. I really want that Blacksmith skin
From what I've heard, that blacksmith skin does NOT have a glowy hammer. It's rather dull. Go take a look at the champion skin spotlights on youtube.
ABP (NA)
: I need it now. I'm never fast enough to pick her on the PBE, and customs get boring.
At least you've got that opportunity. Me? I'm not a regular PBE tester, couldn't care less about trying out new champions. But now that my main is being reworked I can't get in. I can't even use a friend's PBE account to try her out. It's truly frustrating.
Cdore (NA)
: I can't wait to ask who was responsible for this mess of a rework.
Even as a Poppy main I like the rework better. She has so much more potential and brings a ton more to the team.
Saixos (EUW)
: I remember the designer of Tahm was asked this on ask.fm and he said that they tried this but decided against it. The reasoning was that this made his W extremely unreliable and unsatisfactory to use, mainly due to the large amount of AOE CC that can randomly hit tahm.
How about limiting it to single-target CC, can't be THAT hard.
: I feel like League needs some comeback mechanics for losing teams
Gonna be honest. That dragon's mercy thing. I would NEVER get dragon. I would let the enemy get it on purpose while I focus my attention elsewhere taking more valuable objectives. Then when it got to the point where I could grab 2 buffs for 1, I'd jump on it while more than likely being ahead and having more map control.
Habitz (NA)
: Remove surrender from ranked.
How would you like it if you're so far behind and the enemy won't let you farm and drag on the game until they have a full build, 5 dragons and a baron. Some games you can't leave your base without dieing so surrender is the better option. I'm sure you've been in games where you yourself are playing terrible ontop of your own team and you just want the game to end. Imagine the enemy taking advantage of that. Warding the sh*t out our your own jungle and lanes so they know when you leave. Total map control for the enemy and zero % chance of losing. They wouldn't allow you to farm or leave the base while they have fun. And looking for 100% vote requirements will just ask for trolls, it already happens with needing 80% of the vote to surrender. People will vote no just to spite you, knowing full well, its a loss.
yUvAzIkb2R (EUNE)
: As a Singed main I am really having hard time proxying after the minion changes
No more proxy? If only that were true. A bothersome strategy.
Adanim (NA)
: > [{quoted}](name=Raidarc,realm=NA,application-id=3ErqAdtq,discussion-id=ZX597REd,comment-id=000500000000,timestamp=2015-11-30T22:03:11.463+0000) > > Not sure if you'll enven see this but I was playing Udyr. I don't suppose you changed your name at all? Because the game he said he accomplished the triple drag steal did in fact have an Udyr back in March, but their name is different than yours.
No, no name change. Could be another champion but that champion is what I've been playing a ton over the past several months. Other option is Warwick or maybe even Trundle. Poppy? I can't remember.
Adanim (NA)
: > [{quoted}](name=Raidarc,realm=NA,application-id=3ErqAdtq,discussion-id=ZX597REd,comment-id=0005,timestamp=2015-11-27T18:45:44.263+0000) > > I'll admit I don't see him often. It's not that he is bad, it's just that there are many better champions. That being said, Fiddle is a sleeper pick. I never like seeing one on the enemy team. Last time I saw one, I was cryin' "broken". Mind you this was months ago but I swear he jumped over dragon wall into my team with his ult at level 6 and INSTANTLY killed me and got an easy triple kill. That game I felt as if his ult was bugged, it's probably not but, it felt as if his ult was doing BURST instead of sustained damage. Do you remember who you were playing that game? My brother played a game as Fiddlesticks a few months ago and did the EXACT same thing you are describing, and I'm trying to find that game LOL
Not sure if you'll enven see this but I was playing Udyr.
: [Insight] @RiotRepertoir, Meddler; Poppy W
**GAREN** PASSIVE: Garen permanently gains 0.25 bonus armor and magic resistance every time he kills an enemy, up to a maximum of 30 bonus resistances. ACTIVE: Garen reduces incoming damage by 30% for a few seconds. **POPPY** PASSIVE: Poppy gains X Armor and X Magic Resist (12% of Armor and Magic Resist). This bonus is doubled if Poppy is below 40% Health. ACTIVE: For the next 2.5 seconds, Poppy gains 27/29/31/33/35% Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 (+.7 AP) magic damage." ----------------------------------------------------------------------------------------------------------------------------- I'm not seeing the problem here. Garen gets flat resistances and an active, which adds onto current resistanc perecentages, triggered whenever he wants to. For instance, as he dives into the enemy team at full health. Garen's passive is also usable while stunned if I remember correctly. Poppy's mitigation lasts longer once she is below 40% health but Garen's 30% damage mitigation added on top of his current resistances is stronger when used properly, like eating a full combo from Zed. Why didn't Garen get Poppy's ability passive? Why didn't Poppy get Garen's ability passive? Oh it might be because they want to think of UNIQUE champions. Now don't get me wrong, it would work on Garen. That being said, when you've got as many champions out are Riot does, it's hard to come up with unique abilities for every single champion. It's more than like the case that this idea wasn't though of when the Garen rework was being done, and the old Garen had a similar ability, why change it completely when that wasn't what was wrong with him. Also, the main thing that enabled them to think of this ability passive for POPPY because it is like her old kit. She was harder to kill the lower she got and Riot wanted to keep that feel to it. Flat numbers were part of her old passive and look how that went. They want to make it strong but not overbearingly so. I'm sure they tried 10%/20% and 15%/30% and many more numbers until they thought it felt right. Can't just be like, oh, well it looks pretty in our coding, let's leave it that way. It's balanaced.
: imo her W is underpowered. 12%. and 24% under 40% health. so basically if you have 100 armor you get an extra 12-24. how much useful is that.
Except that you aren't really supposed to build her like the old Poppy. Building her as a tanky bruiser, roughly 200 AR/MR, you're getting around 48 of each stat. Not only that, the ability isn't JUST for those stats. Honestly, the best part of the ability is the ability to black dashes. If you look at how much this one ability gives Poppy. It's kind of strong. Maybe even too strong.
: Riot wants clarity, I want clarity. The purpose of clean numbers is to make balance easier. If 10/20% isn't "good" enough, then tweak base stats, easy. Alternatively, make her W ability give a vlue of 5 flat (unaffected by the %) + 10/20% to offset. --- Let's be realistic. What's simpler to balance? Galio gets 47% of his MR as AP or Galio gets 50% of his MR as AP? Malphite has 10/15/20/25/30% extra AR or Malphite has 12/17/22/27/32% extra AR? If all champions have clean numbers, it makes balancing them, items, runes and masteries, all easier because you don't have some arbitrary 1-3% somewhere that makes a particular character with some particular statistically better than another.
With over 100 champions it's impossible to balance "Clean Number Champions" with just items, runes and masteries. There are WAYYYY too many variables at this point. Clean numbers are nice, we all like clean numbers but for a game like this it just isn't possible. Don't you think they'd have stuck with clean numbers from opening day if it were that easy?
Show more

Raidarc

Level 34 (NA)
Lifetime Upvotes
Create a Discussion