: > [{quoted}](name=RavageRose,realm=NA,application-id=yrc23zHg,discussion-id=qulb5zaw,comment-id=0001,timestamp=2020-01-17T18:58:14.487+0000) > > minion collision itself is fine. its a part of the game and skill base. However since the last patch prior to this one. it seems to be bugged. I can completely miss a minion an my skills will still hit. an on the other hand, if you try to walk in between 3 minions side by side, they completely bock block you, no studder stepping them aside, your champ just bugs and shakes in place until they decide to move. Cho gath i have seen, have had a major issue with them since. Yes, thank you, thats more what im talking about. collision itself isnt really the issue its how pathing deals with it. is there a fix to the pathing im not thinking about?
> [{quoted}](name=SUPER RAGE MODE,realm=NA,application-id=yrc23zHg,discussion-id=qulb5zaw,comment-id=00010000,timestamp=2020-01-17T19:01:54.729+0000) > > Yes, thank you, thats more what im talking about. collision itself isnt really the issue its how pathing deals with it. is there a fix to the pathing im not thinking about? as of right now, no.... not that ive seen. if you play larger champs like myself who usually like tanks and bruisers, it's going to happen a lot. ADCs, teemo, and smaller units wont have as much trouble. However if you play Voli, ornn, cho gath, moa kai, ect. have fun...
: I won 9/10 Placements yet im sad
Riot "tweeked" placements this season. They purposely place you 1.5 to 2 whole leagues below your ending ranks from the end of last season. They "feel", you should earn your rank, not be placed back into the ranks you earned last time. Yet they put no limitations on new players. So yeah. Welcome to true ello hell, where the ranking system has not been this bad since the game first launched rank.
: Minion collision - why
minion collision itself is fine. its a part of the game and skill base. However since the last patch prior to this one. it seems to be bugged. I can completely miss a minion an my skills will still hit. an on the other hand, if you try to walk in between 3 minions side by side, they completely bock block you, no studder stepping them aside, your champ just bugs and shakes in place until they decide to move. Cho gath i have seen, have had a major issue with them since.
: banned
with how little Riot actually punishes. if you got a perma ban, it's gonna stick man. you obviously were a huge problem in the community, an most likely a repeat offender. unless you were Racist in chat, as that is the only way i have seen a one time banned perma ban, they must have given you several chances to change an you didn't.
Padawan (NA)
: This is what happened in my Diamond placement games
Riot made placements very difficult. They put all players from last season 1.5 to 2 whole ranks below their ending ranks. while new players dont have that limitation. they "feel" that players should earn their ranks rather than be set back into their skill area. which is very hard for casuals like myself. I managed to hit gold 4, but it was after the season had ended. even still i was placed in Bronze 3. almost two whole leagues behind what i ended at, an i won 7/10 placements.
: Can we do something already about the godawfull state of jungling (perma gank meta)
I feel the attention is far to focused on bot lane, due to the sheer importance now of dragons. as a top laner I hate it because It is even more of an Island top than ever. you could be vs a morde who is pushed to tower the entire lane phase, and not once get a gank even when you've managed to dwindle the morde to 35% HP an hes still pushing. seriously i get a gank as top maybe once in 4 to 5 games. after that one gank, whether it worked or not. it's even more unlikely that it will happen again.
: SUPER GOD SETT (Ultimate Skin concept Idea)
even the board community shames me... 1.2k views. only 2 upvotes, hell not even downvotes. an only 1 comment.... come on guys... if an idea interest you that much help it out!
Kevther (NA)
: > [{quoted}](name=RavageRose,realm=NA,application-id=yrc23zHg,discussion-id=BLMctGAw,comment-id=00010000,timestamp=2020-01-15T06:37:59.960+0000) > > what he said. so long as you follow the community rules and standards, you're fine. so long as you put in effort and did your best, you're fine. however if you go like all MR an they are all AD, and are 0/9/0 then thats inting. they look at more than just the reports. they look at the overall game. there are map lines showing when you died, an chat logs in game to be considered. More times than not with myself, i have a bad game, get "report top please". I'll report them back for "neg add" and "harassment" for them spamming that in all when they should just focus on the game. everyone has bad games. ive had 2 or 3 tonight myself but just take a small break an come back to 4 or 5 good ones. don't worry so much an if you see them spamming in all chat. just quietly report them for what i do. Im honestly surprised by the "instant feedback report". half the time I report someone, i get that msg saying the player has been punished or restricted in some way. Oh okay thank you for the clarification! I didn't get an instant feedback report when reporting them, but would I get one if they do end up getting banned later?
> [{quoted}](name=Kevther,realm=NA,application-id=yrc23zHg,discussion-id=BLMctGAw,comment-id=000100000000,timestamp=2020-01-15T06:54:00.084+0000) > > Oh okay thank you for the clarification! I didn't get an instant feedback report when reporting them, but would I get one if they do end up getting banned later? instant feedback reports generally come from reporting someone who is a constant offender. you might not ever know if you had an effect on them or not. however if you do others may get one next time they are reported
: Losing lane will not get you punished. You also can't get punished for something you didn't say. One report is as good as nine so multiple people reporting one person is not going to make the system judge them any differently. Them calling for reports **IS** punishable however and has gotten a lot of people in hot water with the system. One of the larger reasons it's disallowed is to discourage situations that you described (people harassing another player with accusations). The best way to defend yourself is to mute them, then report once the game is over.
> [{quoted}](name=AeroWaffle,realm=NA,application-id=yrc23zHg,discussion-id=BLMctGAw,comment-id=0001,timestamp=2020-01-15T06:27:22.100+0000) > > Losing lane will not get you punished. You also can't get punished for something you didn't say. One report is as good as nine so multiple people reporting one person is not going to make the system judge them any differently. > > Them calling for reports **IS** punishable however and has gotten a lot of people in hot water with the system. One of the larger reasons it's disallowed is to discourage situations that you described (people harassing another player with accusations). > > The best way to defend yourself is to mute them, then report once the game is over. what he said. so long as you follow the community rules and standards, you're fine. so long as you put in effort and did your best, you're fine. however if you go like all MR an they are all AD, and are 0/9/0 then thats inting. they look at more than just the reports. they look at the overall game. there are map lines showing when you died, an chat logs in game to be considered. More times than not with myself, i have a bad game, get "report top please". I'll report them back for "neg add" and "harassment" for them spamming that in all when they should just focus on the game. everyone has bad games. ive had 2 or 3 tonight myself but just take a small break an come back to 4 or 5 good ones. don't worry so much an if you see them spamming in all chat. just quietly report them for what i do. Im honestly surprised by the "instant feedback report". half the time I report someone, i get that msg saying the player has been punished or restricted in some way.
Rioter Comments
Naymliss (NA)
: We're still in an engage support meta, with some enchanters being ok right now. Carry supports are still pretty weak.
> [{quoted}](name=Naymliss,realm=NA,application-id=3ErqAdtq,discussion-id=nZuaVOzy,comment-id=0001,timestamp=2019-12-27T14:15:25.964+0000) > > We're still in an engage support meta, with some enchanters being ok right now. Carry supports are still pretty weak. idk i see so many carries like pyke, senna, brand an more.
Rioter Comments
: I don't know, I prefer the possibility to apply the on-hit effects with the splash damage, but hard cc cannot be refreshed while the last CC is up on the same unit. To me, this is the right fix to do.
> [{quoted}](name=Great Daimadoshi,realm=EUW,application-id=RaE1aOE7,discussion-id=jpMh1ftl,comment-id=00000000000000000000000000000000,timestamp=2019-12-20T19:47:39.407+0000) > > I don't know, I prefer the possibility to apply the on-hit effects with the splash damage, but hard cc cannot be refreshed while the last CC is up on the same unit. To me, this is the right fix to do. i dont mind the chance to apply, but i think splash should be at least halved per hex behind the original target per the base percentage. so 50% on the hex behind, and 25% 2 hexes behind of the normal chance.
Ztoka (NA)
: > [{quoted}](name=RavageRose,realm=NA,application-id=RaE1aOE7,discussion-id=jpMh1ftl,comment-id=00000000,timestamp=2019-12-20T09:29:47.501+0000) > > i had a lv 3 annie with morellos and a lv 3 kindred with giant slayer and shoijins (her skill is grievious wounds) and a Vayne with hurricane and red buff. alone with 3 other lv 2s, he went right through them at lv 2. > > I had my own olaf with D claw, BT and TM, he solo'd 6 lv 2s with a red buff and 2 morelloes. {{item:3040}} is WAY better on kindred than {{item:3161}} . {{item:3161}} is meant for champs w/ higher mana pools as it gives back a percent of mana per attack.. {{item:3040}} give you 2 mana after a cast, so kindred uses ability and gets 20 mana back auto or two cast ability again. {{champion:67}} sadly sucks and counts as 1/2 a champ...
> [{quoted}](name=Ztoka,realm=NA,application-id=RaE1aOE7,discussion-id=jpMh1ftl,comment-id=000000000001,timestamp=2019-12-20T18:29:53.682+0000) > > {{item:3040}} is WAY better on kindred than {{item:3161}} . {{item:3161}} is meant for champs w/ higher mana pools as it gives back a percent of mana per attack.. {{item:3040}} give you 2 mana after a cast, so kindred uses ability and gets 20 mana back auto or two cast ability again. > > {{champion:67}} sadly sucks and counts as 1/2 a champ... yes, but i couldnt get another tear. to keep up i needed shoujins. Vayne with giant at lv 3 does 268 true dmg per AA on a lv 2 olaf. add that in with her passive and its a shred, however he can still out heal it.
: Dude, Olaf lvl 2, even with full items, cannot win vs all those people alone. It can only happens if they are stucked together and he reach them fast enough to freeze them all and you're unlucky enough to be continuously frozen. Probably they never focused him before being frozen. You had both bad luck and a little bit of bad positioning. The problem is not Olaf but in the Glacial trait, that allow a frozen unit to be re-frozen before the last CC expired.
Maybe, but OLAF is the number one champ in the game right now. He is what makes Glacial to damn strong, and if you give him hydra or zerker buff, he can perma freeze a whole team alone. they have nerfed him but he is still to good. I literally just got out of a game where 3 of us had Olafs, 2 had lv 2's. the one with BT, and one glacial, just shredded us both. I got him to just Olaf 5 vs 1, and had a lv 3 EZ with morellos and septre, and a lv 3 WW with giants and red buff. couldnt kill him still and my EZ did over 8k dmg... he didnt even freeze my EZ, just WW and couldnt get off an attack on either once he got to EZ. He is deff part of the problem, because his kit is just to hard to really balance. his skill should have a cool down period I feel. If he could come out of his skill, and have to rebuild his mana, he would be more balanced.
: > [{quoted}](name=Great Daimadoshi,realm=EUW,application-id=RaE1aOE7,discussion-id=jpMh1ftl,comment-id=0000,timestamp=2019-12-20T08:59:24.319+0000) > > Olaf is strong only if you don't have any kind of grievous wounds in your team and he has a rageblade and a bloodthirster on him. > With any other combination I never had problems to kill him. i had a lv 3 annie with morellos and a lv 3 kindred with giant slayer and shoijins (her skill is grievious wounds) and a Vayne with hurricane and red buff. alone with 3 other lv 2s, he went right through them at lv 2. I had my own olaf with D claw, BT and TM, he solo'd 6 lv 2s with a red buff and 2 morelloes.
when he can perma freeze you and heal up, it doesnt much matter. i have yet to see a top 3 without an olaf in it. Ive been abusing it all day to climb just because it is that OP, just need one glacial with him
: Olaf is strong only if you don't have any kind of grievous wounds in your team and he has a rageblade and a bloodthirster on him. With any other combination I never had problems to kill him.
> [{quoted}](name=Great Daimadoshi,realm=EUW,application-id=RaE1aOE7,discussion-id=jpMh1ftl,comment-id=0000,timestamp=2019-12-20T08:59:24.319+0000) > > Olaf is strong only if you don't have any kind of grievous wounds in your team and he has a rageblade and a bloodthirster on him. > With any other combination I never had problems to kill him. i had a lv 3 annie with morellos and a lv 3 kindred with giant slayer and shoijins (her skill is grievious wounds) and a Vayne with hurricane and red buff. alone with 3 other lv 2s, he went right through them at lv 2. I had my own olaf with D claw, BT and TM, he solo'd 6 lv 2s with a red buff and 2 morelloes.
Rioter Comments
: A password is require to enter this room
been getting it non stop since the last patch. I also notice that hitboxes are messed up... My team have literally watch Cho gath Q Miss me completely yet still knock me up, seen me get hit by Illioi's grasp and it missed me by over a teemo hit box, an many more hit box issues.
: welp, just got a "Critical Update needed" notice. sadly gonna have to wait till tomorrow. here is hoping it fixes the issue
> [{quoted}](name=RavageRose,realm=NA,application-id=LqLKtMpN,discussion-id=HE9sErhK,comment-id=0002,timestamp=2019-11-23T08:46:41.702+0000) > > welp, just got a "Critical Update needed" notice. sadly gonna have to wait till tomorrow. here is hoping it fixes the issue welp, it did help, but barley.. i can at best hold 53 FPS when in actions but my frames still studder when in team fights. Sadly i think i wont be able to handle playing league until this issue is resolved. Sucks because i just returned after 4 years away. least TFT works again for me though.
: FPS issue
welp, just got a "Critical Update needed" notice. sadly gonna have to wait till tomorrow. here is hoping it fixes the issue
: > [{quoted}](name=Aatchley,realm=NA,application-id=LqLKtMpN,discussion-id=HE9sErhK,comment-id=00010000,timestamp=2019-11-22T19:11:34.096+0000) > > YUP. I've reinstalled the game multiple times, re installed my windows (complete foramt) > and yet it still has the same issue. > If this does not get fixed soon, I will also have to play something else. you formatted your computer and that didn't even fix it? I mean i'd also say check ur drivers but... COME ON RIOT WTF
it's defiantly not our computers. as of right now, I have WOW running (highest settings), listening to music on low with a stream up, boarderlands 3 highest settings and even a window game open, an my computer is running everything effortlessly. the client is just messed up and having issues running the game...
: https://imgur.com/ed64Smf -06 FPS help help help
yeah, half my friends are having the same issues. even in TFT...
Rioter Comments
Rioter Comments
Rioter Comments
: Sword Breaker Bug
bump, just would like and feedback on this. still effecting games.
Rioter Comments
Tolinar (NA)
: It's not as simple as "you stated". You can't see the bigger picture. Let me paint it for you. Ocean's basically forced into **one of two pigeonholes**: Mage or Warden. That's because** two of Ocean's units are Mages, and two are Wardens.** ----- The one-star Mage is a caster "tank" that relies on draining HP at melee range to be effective. If he doesn't get both sides of this exchange, constantly, then he won't be effective. If he gets physical jammed, he won't be able to cast and he dies. If he gets magic jammed, he won't be able to cast and he dies. If there's a Soraka anywhere in the tri-state area, _he won't be able to cast and he dies._ If he gets crit to death, killed by blademaster spam, stun locked, frozen, stands on an Inferno patch, gets nibbled by Kindred, or the enemy has built a Trap Claw, Morellonomicon, or Red Buff, he won't be able to heal from casting and he dies. And to add to his woes, because he's running HP steal, he has to outlevel his opponent. If he faces a higher star level unit, he dies. If he faces an equal-star level unit of a higher rank, he _usually_ dies. In other words, Vladimir is a weak-as-hell unit that gets outclassed by virtually every other Rank 1 healbot, and is really only useful for laughing at noobs and saying "But you didn't stop the Vladimir!" ------ Both of the Wardens are high HP frontliners who soak up damage. One deploys a shield and one sends out short-duration CC. Neither do a very good job of covering for the fragile caster "tank" that prefers to stand at melee range himself. You can build Warden, but if you do, there's no reason to buy Vladimir. He doesn't get the bonus and won't be protected by all the tough guys - he'll go around them and die. And if you buy seriously into Warden, then you get Ocean2 anyway, without needing to buy the other units. ----- Lastly there's Syndra. Syndra is a pretty good AOE splash mage. She gets better later, when her spheres often hit multiple targets. She's outclassed by Neeko, though. She doesn't synergize well with her teammates - Thresh will usually end up lanterning the frontline, and Nautilus is very unlikely to protect her from an Assassin. All too often she squeaks too close to the front and goes 'splat'. In fact, the shield tank Thresh is outclassed by Ivern, who has stronger long range shields, and the stun wall Nautilus is outclassed by Maokai who is manaless and can't be magic-jammed, and benefits from fighting ability-heavy teams. Which by the way, is Ocean's Achilles Heel. The raw stats on all the Ocean units are tragic. Block their skills and they are done. Soraka alone beats Ocean. Nami's great - but anyone playing Mystic to deal with magic damage is going to want a Nami card. Or just anyone who wants to stuff a Rank 5 on their line. In situations when Ocean is the arena element, you can run Ocean Qiyana. This gives you a pretty good assassin who skills slightly more often. But she doesn't work with the tanks and she won't protect Syndra or, should you reach her, Nami. And to make matters worse, both you and your enemy get a space with an immediate mana boost. In a situation where you are constantly generating mana slightly faster than your opponent, being able to start the match with a skill is a significant leg up for the enemy. If the Ocean tile is ANYWHERE but middle of line 2-3, center of the board, your opponent will benefit more than you do. If it's on the frontline, your tanks will waste it as theirs make use of it. If it's at the back, you risk assassins and have to walk into range anyway. So, essentially, everything Ocean can do, Wood/Druid can do better. Earlier. Ironically the best way to play Ocean is to NOT play Ocean, to run the fewest possible Ocean units while getting the mana bonus you want. You're best off stuffing an Ocean Lux on your backline and completely avoiding Ocean, if you want the Mana Boost.
> [{quoted}](name=Tolinar,realm=NA,application-id=RaE1aOE7,discussion-id=nxcxBYch,comment-id=0001000000000000,timestamp=2019-11-08T08:21:13.005+0000) > > It's not as simple as "you stated". > > You can't see the bigger picture. Let me paint it for you. > > Ocean's basically forced into **one of two pigeonholes**: Mage or Warden. > > That's because** two of Ocean's units are Mages, and two are Wardens.** > > ----- > The one-star Mage is a caster "tank" that relies on draining HP at melee range to be effective. If he doesn't get both sides of this exchange, constantly, then he won't be effective. > > If he gets physical jammed, he won't be able to cast and he dies. If he gets magic jammed, he won't be able to cast and he dies. If there's a Soraka anywhere in the tri-state area, _he won't be able to cast and he dies._ If he gets crit to death, killed by blademaster spam, stun locked, frozen, stands on an Inferno patch, gets nibbled by Kindred, or the enemy has built a Trap Claw, Morellonomicon, or Red Buff, he won't be able to heal from casting and he dies. > > And to add to his woes, because he's running HP steal, he has to outlevel his opponent. If he faces a higher star level unit, he dies. If he faces an equal-star level unit of a higher rank, he _usually_ dies. > > In other words, Vladimir is a weak-as-hell unit that gets outclassed by virtually every other Rank 1 healbot, and is really only useful for laughing at noobs and saying "But you didn't stop the Vladimir!" > > ------ > > Both of the Wardens are high HP frontliners who soak up damage. One deploys a shield and one sends out short-duration CC. Neither do a very good job of covering for the fragile caster "tank" that prefers to stand at melee range himself. You can build Warden, but if you do, there's no reason to buy Vladimir. He doesn't get the bonus and won't be protected by all the tough guys - he'll go around them and die. And if you buy seriously into Warden, then you get Ocean2 anyway, without needing to buy the other units. > > ----- > Lastly there's Syndra. Syndra is a pretty good AOE splash mage. She gets better later, when her spheres often hit multiple targets. She's outclassed by Neeko, though. She doesn't synergize well with her teammates - Thresh will usually end up lanterning the frontline, and Nautilus is very unlikely to protect her from an Assassin. All too often she squeaks too close to the front and goes 'splat'. In fact, the shield tank Thresh is outclassed by Ivern, who has stronger long range shields, and the stun wall Nautilus is outclassed by Maokai who is manaless and can't be magic-jammed, and benefits from fighting ability-heavy teams. > > Which by the way, is Ocean's Achilles Heel. The raw stats on all the Ocean units are tragic. Block their skills and they are done. Soraka alone beats Ocean. Nami's great - but anyone playing Mystic to deal with magic damage is going to want a Nami card. Or just anyone who wants to stuff a Rank 5 on their line. > > In situations when Ocean is the arena element, you can run Ocean Qiyana. This gives you a pretty good assassin who skills slightly more often. But she doesn't work with the tanks and she won't protect Syndra or, should you reach her, Nami. And to make matters worse, both you and your enemy get a space with an immediate mana boost. In a situation where you are constantly generating mana slightly faster than your opponent, being able to start the match with a skill is a significant leg up for the enemy. If the Ocean tile is ANYWHERE but middle of line 2-3, center of the board, your opponent will benefit more than you do. If it's on the frontline, your tanks will waste it as theirs make use of it. If it's at the back, you risk assassins and have to walk into range anyway. > > So, essentially, everything Ocean can do, Wood/Druid can do better. Earlier. Ironically the best way to play Ocean is to NOT play Ocean, to run the fewest possible Ocean units while getting the mana bonus you want. > > You're best off stuffing an Ocean Lux on your backline and completely avoiding Ocean, if you want the Mana Boost. you talk on an on and on, yet you only show you put yourself in a corner. you forget the other synergies and what they can do, not to mention you leave out the one single most OP champ, Nami. all you need for ocean to work is 2. you go for more, whatever, i hope you have a mage hat to put on a summoner, mainly malz, to increase the synergy. NAmi makes summoner stupidly powerful, and shadow scales tremendously as well. you can combine Nami and Yi for Mystic and work around that with shadow and Vlad or Thresh for your off ocean. If you go Desert Ocean, an go Warden with Desert, you can shred your opponent. As i have STATED AN I WILL SAY IT OVER AND OVER AGAIN, it is simple.... every unit and synergy has their strengths and weaknesses. what might counter your comp, would be demolished by desert ocean, or ocean mage sums. Stop focusing on the Ocean as a whole unit in itself. 2 helps all synergies along with it. hell i worked it into Posion comps with predator. Ocean is at a good stand point, it can be worked into almost any comp an effective. Light is meant to be Powerful, it has the weakest early game and a mediocre mid game at best. When you hit 6, and get them all to at least level 2, thats where it kicks into drive, yet it is still countered by Poison, nami, and even a malphite. put on a morellos, red buff, or a morello annie, and its shut down pretty hard. hell Kha is a hard counter as he can 1 shot the minions at lv 1. a lv 2 Kha will decimate light single handily. One last time, you are focusing to much on one unit as a whole, an not getting the point that you are meant to have multiple unit synergies. Light usually builds berserk or mystic, which can co-enside with nami ocean comps. or even shadow mystic yi comp for pure dmg. there is soooo much you can do this season.
: New TFT is terrible change my mind
I disagree this new Season isnt about RNG on items and getting unit screwed. this one is about using your knowledge to transition from comp to comp until you get to late game. your items dont impact your game play nearly as much as they use to. if i had to compare... item synergy was 50% in the last set, and what units you got for a dead set comp was the other 50%. this set, its about 70% unit synergies, and with so many champions, finding one is easy, but real skill comes from fine tuning it to the end game. your items are literally only like 15% of the game, the last 15% is your transitioning itself. I see far to many people holding onto woodland druid after 2nd carisel and wonder why they suddenly got destroyed by a guy with 4 synergies and half his team is lv 1. this is far more skill based on knowledge and understanding than it is RNG luck on items and core builds. Ive had games where ive transitioned by comps 7 times and went from last to 2nd. Ive placed top 2 in 14/15 games thus far. winning at least 4 of the games. I just watched streamers an had more knowledge than most on what goes against what. right now i see so many complaining about sums and mages, well mystics, wardens and poison are all strong vs sums, Mystic, poison and light is good vs Mages. and you can easily build around at least 2 of those synergies in a comp. Also to the one complaining about 3 item ZED, HA! lv 1 Zed gets wrecked by almost any unit with some dmg. and it took me to get lv 9 in 2 games before i could get a lv 2 zed. one of the games poiso and warden shreked him easily.
Tolinar (NA)
: Ocean is NOT amazing with sum at all levels. It's garbage. I've run Ocean every single time it's been drawn on the board, every time I have zero competition for my units, and every time I wash out 4th or 5th. I don't even have to lose to the light player when I play Ocean. Some guy running Electric Zoo or late Wood Druid can beat me. Having 2 Wardens applies a wonderful, tiny bonus to the 2 Wardens that the enemy promptly either goes around or slaughters. I can Sidespec into Mystic and then Nami will do some work, but eventually I'll get shut down by the player who is running Morellonomicon or Red Buff and some kind of skill jamming - stun, glacial, Soraka, whatever. It doesn't matter whether I sidespec into Mage or Warden. It just doesn't work.
all i am seeing is endless QQ and misunderstanding. its as simple as i stated, everything has a counter. I have had a game where my comp changed 7 times and placed 2nd from dead last. learn the specs...
FireDrizzle (EUNE)
: TFW you have Woodland and lots of Summoners
then walks in poison berserkers predators and prevents your whole comp making you go from 95 HP to 0 in 3 match ups like i did :)
Tolinar (NA)
: My opinions on TFT Set 2.
Late light is suppose to scale, it requires early commitment and doesnt start off well. healing can be countered by poison and early game predator. Ocean is amazing with sum at all levels. cloud is also good with Jax. im not gonna sit here an counter everything you posted. my point is simple... everything has a form and function and everything has a counter. thats why they made the unit synergies more flexible. they want you to be able to transition on the fly. some synergies dominate early game and still can be countered by others.
: What the fuck happened to TFT?
its the exact opposite of what you are complaining about here man. Its all about unit synergies and having more options, and less RNG dependency on specific champs and items. I had a game where i only got one bow, no dmg items and still wrecked with 6 light and 4 mystics. an another game where i had 2 bows one rod for an item and went 3 sum, 3 mage, 2 ocean and 2 warden. its easier to work around now and make better comps. more units have 3 options to making the game all the more flexible.
: IE stacking in URF isn't fair; every other class still needs to itemize.
Teemo hard counter man. bomb boom dead, or Q max, GG WP bye bye adc, watch em rage
Krystab (NA)
: Why Basic Attacks Have to Root?
see that isnt my issue with Naut... my issue is how absurdly tanky he gets with minimal investment. literally one incomplete item of armor and mag res and hes nearly unkillable in a group
: Why on earth do some champs on the new TFT target randomly?
RNG will forever be a factor in games. you cant do away with it entirely. i mean % chance is RNG in itself. if they made it a sure thing then whats the point of needed specific units? same with targeting. an if you didnt have some RNG, the meta would be strictly defined. I mean.... if Veigar targeted 100% highest HP or lowest, things like Predator would run amok. if anything, I suggest centering the RNG, make them priorities Champions over other units like minions/summons.
  Rioter Comments
: Jesus, you managed to find this thread. I applaud you. I agree with the melee thing, but at the same time, some people are complaining about there being a tank meta. I suggested this as an idea of nerfing the early game of tanks and putting the power into late game since now death timers have been reduced.
the tank meta is noting.. they nerfed magic resistance an put in a shit ton of armor pen items. also there really hasnt been aby use for tanks since S2. im happy especially as a top laner main that tanks are now meta. however i hate items like iceborn using on DPS an the still broken ginsuoo.
: Ice Born Gauntlet
it's called Ice born GAUNTLET... i feel it should be Melee only. Like hurricane only works on range. I understand Ezreal has a magic gauntlet but it's a tank item. should be made for them to get in close an proc, not for a CDR whore ADC to spam a slow an get bonus resource from. His kit is already made to be able to kite people, now anyone can use him to do so freely.
: If you didn't want critisicm, why did you post it on a public forum?
I see no criticism here. I see people taking something not meant to be serious, to seriously an just bashing without any real insight to the topic lol.
: Singed Rework Possibilities
again guys, this was just some ideas. not to be taking so serious as you seem to be... sometimes i wonder why I bother when I should know this is the results ill always end up with XD
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: Shielding/Absorbs
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: I'll jump in, been a while though. > Razier, raised on the Shadow Isle, was brought up alone by his mother, Atheria, a top a mountain in the isles center. Umm.. You are aware the Shadow Isles are literally inhabited by the undead and beings corrupted by Black Mist? It's absolutely not a place habitable by the living. You might have an easier time setting up a home inside an active volcano. > Passive: Critical Mass: Raziers crits apply Critical Mass Stacks to the target(s). (Up to a max of 4 per target), for each stack, each target takes an additional .2% magic damage based off Raziers BONUS AP. That's... kind of weak. So if he crits on an enemy 4 times, and assuming they're still alive, he gets a grand total of... .8% extra damage? That's not even noticeable. > Q: Peirce and Strike: (Mana cost: 70 mana all ranks) Cooldown- 12 seconds- Razier sends out his imbued blade to a set location, and Deals 60-110 (+10% AP/+5% AD) Magic damage at and to the Marked location. If the blade connects with a Champion (not hits at the mark) on its way to the marked point, it applies one stack of critical mass to the target and snares the target for .5 seconds according to now applied stacks. (all stacks on hit target are removed after this effect) 1. It's spelled Pierce 2. The damage on this is ridiculously low. 10% AP scaling? 5% AD scaling? 110 base damage? This might tickle an ADC, I suppose 3. You say it snares the target for .5 seconds 'according to now applied stacks'. Does that mean it snares the target for .5 seconds PER stack? So a minimum of .5 seconds, and a maximum of 2.0 seconds? > W: Imbued power: Passive; Razier's basic attacks deal +25% of his BONUS AP as physical damage. The bonus damage of this effect can crit. > Active: (Mana cost - 40 all ranks) Cooldown- 15 seconds- {Durration 4,5,6,7 Seconds} Electricity flows through Raziers blade for a short time, any units within 75,100,125,150 range of one another are struck by a chain of lightning dealing 75% of Raziers Imbued power auto attacks, any champions hit by this chain are applied a stack of Critical Mass if dmg by a chain is calculated as a crit. Rule of thumb is that unless you absolutely have to, you don't play with the range of abilties. It's not something the opponent can react to. They can't tell if the range is increased or not, not easily. This forces a burden of knowledge and assumption onto them, which is a very bad design choice. 75% is also a bit on the strong side here, especially for a rank 1 ability. Would advise making it start lower and scale up. > E: Noir's Dash: (Mana cost- 50,65, 80, 95) Cooldown- 25 seconds: Dash Range: 600, 800, 1000, 1200: Razier Travels in a straight line in an instant and deals 15% his bonus AP to all in his path. Champions in this path struck are deal one auto attack worth of damage (damage on champions can crit). NOTE: This does not add stacks to any item requiring movement for charges. Same thing as before, don't play with ability ranges. A person plays the game expecting a maximum and constant range, so that they can work around it. If that range keeps fluctuating, it becomes a frustration. > R: Wrath of Rah: (Mana Cost- 110) Cooldown 140 seconds: Razier's rage surges from his body dealing 200, 300, 400 +75% AP to all enemies within 600 Range. Wrath of Rah consumes all stacks of Critical Mass on all struck enemies, giving Raziers next Auto attack on a Champion within 10 seconds 3% bonus AD Damage per stack consumed, this bonus damage is not calculated into bonus damage done by a critical hit.(max of 24%/8 consumed charges) Not too bad, but the cooldown could be pretty reduced. This is, at it's core, just a damaging ability. It doesn't have any utility or great teamfight capabilities. It'd be worth around a 90 second cooldown, scaling down to maybe 60 or 70. Overall, it's clear what you want to do with your design, but you've got quite a bit of work to do on the implementation. Keep up the effort!
I appreciate your insight. My stats on both his primary base stats, and skill stats were based around mainly 2 champions, Ekko, and Yasuo. I have taken the time to go back into each skill and retweek some things. on Q, I increased his dmg on both ad and ap scaling, but being a hybrid move i feared increasing them to much, so i jumped them up about 15% and 10%. I forgot to include the range of the skill which is very long at 1800, which is why i toned it down a little. I guess i should give an example on how the ability is to serve a function to help explain further. Use Q to land a snare, activate your W for the further empowered autos, use E for the Dash and auto proc passive, then combine it with a R, dmg and empowered auto. the Q is meant to be a poke until the target is low for an all in assassination, which isn't to hard given his kit. which is why i gave him such a long CD on his dash to make him either fight or flight type of feel on that skill. mind you im not ridiculing you, i just felt that needed an explanation. in fact i actually took many of your changes into mind and changed the other skills as well. on his dash i came to the 1400 as i felt it was long enough to be impactful, but not so long as it would be down right excessive. on his W the jump range is at 125, and i pulled it back to 50%. his R was lowered to 90 sec cd as well. again thank you for your insight.
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RavageRose

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