: This is a hard nerf to everything but his early damage, you don't need R to stack higher if you use it frequently, the bonus health on traps is a joke and none of that compensates for the damage loss, not even close. If you want to nerf damage this bad, revert the health, lower the cd per shroom and reduce the mana cost. But what I find most disgusting is his new E, it sucks, it's bad, please buff or change it to something else entirely. It's only use would be to move from one bush to an adjacent one. It no longer lets you juke people out, the duration is too short to be a ganking tool, which is sad since the power shift towards his early game helps his first jungle clear immensely. I feel these changes should push him more towards being a jungler, which thematically does fit him best, but the E needs a serious upgrade. I think 1 of 2 buffs to it would make this viable: Either increase camo time to 12-15 seconds, and remove the slow, bettering his ganks and escapes. OR make it grant invisibility while in brush, so he can still juke, and focus on countering the enemy jungle via ambushing him repeatedly. Also a suggestion alongside the suggestion to prolong his E, make the blind inflict a slow, and wallah teemo is a solid jungler now.
Riot Jag (NA)
: Teemo changes temporarily on PBE for early feedback
This is a hard nerf to everything but his early damage, you don't need R to stack higher if you use it frequently, the bonus health on traps is a joke and none of that compensates for the damage loss, not even close. If you want to nerf damage this bad, revert the health, lower the cd per shroom and reduce the mana cost. But what I find most disgusting is his new E, it sucks, it's bad, please buff or change it to something else entirely. It's only use would be to move from one bush to an adjacent one. It no longer lets you juke people out, the duration is too short to be a ganking tool, which is sad since the power shift towards his early game helps his first jungle clear immensely. I feel these changes should push him more towards being a jungler, which thematically does fit him best, but the E needs a serious upgrade. I think 1 of 2 buffs to it would make this viable: Either increase camo time to 12-15 seconds, and remove the slow, bettering his ganks and escapes. OR make it grant invisibility while in brush, so he can still juke, and focus on countering the enemy jungle via ambushing him repeatedly. Also a suggestion alongside the suggestion to prolong his E, make the blind inflict a slow, and wallah teemo is a solid jungler now.
: Masterwork Chest Available Now
Only just found out about this, while it doesn't fix the whole "hextech chests dropping champ shards" thing for me, I do appreciate having cosmetic only chests available, and as for the people whining about getting emotes, hey. stop. you can only get so many of those, once you have them all I bet they stop showing up, at least there's a chest that ENSURES you some Orange Essence now. now if only you got THESE for getting an S on champions... well. bit much to ask for a free item I suppose.
: 8.10 Jungle Changes - Iteration and Additional Context
Even the RNG of dragon isn't healthy imo, and it doesn't have to be random, you could make the symbol at dragon always start on fire, or whichever and take that little symbol on the wall before it spawns, and make it something you can auto attack once every 5 seconds so long as you started the game with the smite summoner spell, rotating it to the next symbol in a specific order, effectively controlling which element spawns, till dragon spawns or elder is up. Look at that, one simple change and dragon goes from an RNG which gives different buffs and stat variant monsters, to a contested and controlled spawn. Right now so much is up in the air, which buff is it next? and how beneficial is that buff to each team? does my team need it? is it especially important we deny the enemy of it? are we a splittpush comp that needs lots of roam? a tanky siege comp that needs more sustain or turret damage? a bursty comp that needs more damage in teamfights? which dragon would help us most? doesn't matter, because we may never see it no matter what this game. making it into a simple we need to deny/secure that. Such a change would make it more important to know what's going on at dragon, controlling what element spawns next, tipping off the enemy jungler where you are and what buff your team wants, or wants to deny, adjusting the stats to make it so that some dragons are quick and easy to take while others do much more damage punishing squishy comps, or are so tanky they slow down any attempt to take it enabling punishment at the attempt? or perhaps the first element spawned could even prevent it's opposing element from appearing at all? want to deny fire to that damage heavy comp? better make sure ocean is the first spawn then. want to get better roam against that siege heavy comp? get air to spawn first and take it. Inversely, need to improve your siege comp while ensuring their roam can't get too strong? make sure earth spawns first. there's so much strategic potential wasted here on simple unbalanced RNG.
: 8.10 Jungle Changes - Iteration and Additional Context
Dear lord. The scuttler changes are the most idiotic bullshit I've seen in a long time, specifically the "only one on the map at a time" bit. the players are downvoting every comment riot makes trying to justify it, the pro players are against it, the coaches are against it, the regular players are against it. why the crap does riot think it's a good idea to push this shit out. It's not going to make people make plays, or force them to be more flexible, or to "git gud" it just takes away from a lot of strategic use of scuttle, even having two at the start and one later doesn't change that. Want to deny drag/baron? take that scuttle, it's nearly as effective as warding and will give you more mobility to outplay with, the reverse is also true, it can help secure those objectives as well, it aids roam for the team that has it, controls river vision forcing the enemy team to take a long ass path to circumvent it if they want to even have a hope of a surprise gank, you're taking a strategic part of the game and making it into a literal coinflip. RNG NEVER HELPS BALANCE. On top of that due to how scuttle's armor/mr works any jungler with hard cc or true damage are going to have a hell of an easier time securing it, not to mention having scuttle NOT spawn in the area you need it to, takes away options, RANDOMLY. do you need better roams from mid to bot to turn around a losing lane? oh scuttle is top river so jungle had no chance to even try and take it, so I guess there's nothing we can do about that and the lane is now utterly lost, since we'll arrive there 2 seconds too late now to teamfight, since there was no captured scuttle to boost our movement A-HYUCK. Or Man our team's wards are on cd and we really need to have a bit more control of baron's river right now, but scuttle is down there smoking weed with dragon right now because the coin says so, so OH WELL. The rest of the adjustments to scuttle are more or less okay, but this crap isn't. It hurts game-balance. that's ALL IT DOES. you don't like that jungle is consistent and lets junglers plan ahead before the game even starts? that thing you're complaining about? that very thing..... IS INDICATIVE OF A BALANCED GAME. no matter what change is made, don't bring RNG into it, seriously, bad enough that we have a literal RUNE dedicated to that shit (klepto) {{sticker:slayer-jinx-unamused}}
: Stinger is missing :(
Same thing here, I know others (everyone?) are also having this issue.
: My understanding is the previous data will be removed. As for how much space it will take up, since they're migrating the data from one program to another, it depends how much the data will now take up in it's new format, think of it as saving an image file that was a .png, then changing it to a .jpg because your new program doesn't handle .png, only .jpg so the file size "might" vary due to how each file type stores data, depending on how that goes, it could take up more or less space, if it changes at all.
Oh and if it's an older format going into a newer one, which it likely is, that means it's more likely to get smaller or stay the same than it is to get bigger. That said, if they go back and improve older content with their new engine, it will likely increase in size from that point.
Luram (NA)
: Since these patches are going to be bigger, does that mean that the overall size of League game files on my computer will be ~2GB more, or will the patch delete the old files, and just replace them with the new ones?
My understanding is the previous data will be removed. As for how much space it will take up, since they're migrating the data from one program to another, it depends how much the data will now take up in it's new format, think of it as saving an image file that was a .png, then changing it to a .jpg because your new program doesn't handle .png, only .jpg so the file size "might" vary due to how each file type stores data, depending on how that goes, it could take up more or less space, if it changes at all.
: yeah, not fun buying a chest (or 5) and getting low end rewards. champ shards, champ shards, champ shards! oh and somehow a couple of skins got in there and a pair of ward skins plus some ess. I'm betting if I totalled it up, might end up being less value than the money invested. (I already have like 3+ of most common shards now from levelling + chests now) I wish we could covert our blue into orange ess instead...or just buy the damn stuff directly without RNG'ing it through chests.
> [{quoted}](name=Wile E Coyote,realm=NA,application-id=yrc23zHg,discussion-id=8KTIUNJG,comment-id=0000,timestamp=2018-02-19T08:32:13.026+0000) > > yeah, not fun buying a chest (or 5) and getting low end rewards. > champ shards, champ shards, champ shards! > oh and somehow a couple of skins got in there and a pair of ward skins plus some ess. > I'm betting if I totalled it up, might end up being less value than the money invested. > (I already have like 3+ of most common shards now from levelling + chests now) > > I wish we could covert our blue into orange ess instead...or just buy the damn stuff directly without RNG'ing it through chests. The problem with BE to OE conversion is that it would kill sales too much, though I agree that BE needs more sinks to drain into.
: You people are going to keep buying them, so there's no reason to make a change that would reduce purchases. For every dollar they lose on people like me, they make hundreds more on whales.
> [{quoted}](name=Unrefõrmed,realm=NA,application-id=yrc23zHg,discussion-id=8KTIUNJG,comment-id=0002,timestamp=2018-02-19T09:29:29.213+0000) > > You people are going to keep buying them, so there's no reason to make a change that would reduce purchases. For every dollar they lose on people like me, they make hundreds more on whales. This holds merit, but the question is, would removing champion shards from hextech, increase overall sales due to the increase in quality of the product. I think it would.
Rioter Comments
: PBE Liandry's Torment
I like how no one mentions how much this buffs {{champion:17}} too lol.
: Do you guys happen to play on the mac client?
I dunno bout the others but not me no. running windows 7. I still have this issue as well.
: Patch 7.21 with bugs and huge lag
Yes. the lag especially is irritating in the extreme, just played a game as kayn where I hit q 12 times before dying to a vayne without using my q or doing any damage at all. (quickcast was on)
Rioter Comments
: I want to play him, but everyone keeps banning him so I Kayn't
Try blind pick. worked out well for me. I got em both. :D
: Patch 7.12 notes
I think {{champion:203}} Is getting buffs in the wrong areas, one of her biggest weaknesses imo is her immobility, this affects her entire kit, her base MS is stupidly low, on par with adc champs with much higher base range, so her early clears are slower than a lot of jungle mains as a result and she falls off quite easily because of this. Especially when wolf marks a target on the other side of the map, good luck getting to it. She also often struggles to keep pace with other champions, marking tips them off, and while this can be used to apply pressure from across the map yes, it can make ganking quite hard, you may as well be giving them a free ward. It also makes escaping much harder as you are dealing with a lot of champs that have much higher base mobility, stronger cc, or more solid gap closers, kindred's dash is rather pathetic. I think a good approach would be to boost her MS, dial back her base damage, make wolf's attacks on her W apply an effect that makes it so when a champion is hit by wolf then by lamb's auto attack a 1.5 second slow is applied, so long as wolf and kindred attack the same target this can keep being refreshed for the duration, as well as lowering the damage and base cool down on her Q and/or buff the dash range but make it unaffected by W. Alternately give her a move speed buff against marked targets, like she gains movement speed while within a certain range of them and heading in their direction.
: Patch Chat with the Playtest Team - Midseason Patch 7.9
Uh... about that new item Adaptive helm... I main teemo and kinda wonder if he was given thought when you guys tested that item because the "Taking magic damage from a spell or effect reduces all subsequent magic damage from that spell or effect by 15% for 4 seconds." passive, especially combined with the 55 extra MR and 300 HP, kinda shits all over him. all of his poison effects becomes 15% less effective, every auto after the initial will deal 15% reduced damage, the DoT on his shroom will be reduced 15% as well..... My fear is any tank starting this item will pretty much just shrug off his damage and destroy him.
Rioter Comments
: New Warwick is Cool But His Ult is Off.
I agree, his hitbox is tiny, giving it like a 20-30% hitbox size increase would help for those in lower elo while having very little impact on higher elo and balance. and would help most people a ton. rocketing past the enemy champ who has 5% hp left and straight into a tower by about .01 cm? not fun.
yoni558 (EUW)
: ar urf sux
I agree. say you get a game against zed and evelynn. or a game with all melee vs champs like lucian ziggs and maokai, it's autowin. you just can't do shit against that, normally you'd stand something of a chance but when they can spam their ranged abilities without even having to stop moving? when eve and zed can shred you and be halfway across the map 5 seconds later due to shadows and eve's speed boost via frenzy, and then are shredding someone else? there are tons of games where one team can't do anything at all. bring back urf. no AR. ever.
: Ask Riot the Trust Question and Aatrox
Here's my thoughts. Gameplay wise aatrox is focused on building Attack speed and lifesteal and damage, over things like crit armor or hp. I like this. keep this. He's an okay jungler, but could use a bit more utility on this end, and he's good top because he has such great sustain and I feel this should remain the same, however I feel aatrox does need a bit more team presence in teamfights. here's some kit change suggestions, that while they may need tweaking, could work well in concept. Passive, the AS steroid should stay, but I think it would be cool if we had to manage the bloodwell as a resource a bit more, I think having His Q drain the bloodwell for added effect, while his W (active) and E still fill it, will give him a bit more complexity as well as add a bit of much needed utility to his kit. also when it procs aatrox should have a 2-3 second invunerability after it ends, because with no bloodwell he's helpless most of the time, and his only escape tool takes too long to get him out of danger. he needs that time to give him a chance at fighting or fleeing, as is he usually can't do either. Q- still dark flight but, have the inner knockup radius increase with the bloodwell, up to 30% it's normal radius at full bloodwell, but draining it for 20% of it's current value. the problem with it now is combined with his low mobility, the knockup itself having a rather tiny radius, a moderately long cooldown and negligible damage, it's pretty sub-par. it's aatrox's primary gapcloser, gank tool, and escape tool. Also PLZ reduce it's windup time, I don't think invulnerability/untargetability frames for any ability are very healthy in most situations (I'm looking at you {{champion:105}} ) so the alternative would be a shorter windup. W- Leave it as is. E- I think I could take it or leave it, it's okay poke, though it doesn't fit that great with the rest of his kit, if anything, lower it's AP scalings and give it a bit better AD scaling. R- partial rework also name change Turn the tide: Aatrox draws in the blood of his foes, dealing magic damage to nearby enemy champions and filling his Blood Well by 20% of its maximum value for each enemy champion hit as well as slowing them by 25% for 2 seconds. Additionally, Aatrox cloaks himself with a powerful aura gaining bonus attack speed and attack range for 8 seconds, and increases the damage and movement speed of all allied champions units by 5% while they remain within 300 units. This change to R shortens its duration by 33% but allows it to become a more solid initiation tool for teamfights, encourages team to go in when you do, (especially if a glowing red aura on them tips off empowered allies that Hey! we're doin it!) and provides better stick for ganks.

Raziel of Astora

Level 178 (NA)
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