: New game mode: Hide Your Build
This would probably work best if they ever made Ultimate Bravery _(or whatever that was called, that thing where you randomize a build before you play)_ an actual game mode. That way, not only can nobody see each other's builds, you can't even guess what their builds are either.
Swegmec (NA)
: [Champion Concept] Tessa, Piltover's Agility
I should review this concept later. If only because you're not [the first person to make a champion named Tessa who's from Piltover](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/yxRkd6gm-tessa-the-showstopper-champ-concept), and I found it amusing.
: Just when I thought pokemon design couldn't get any worse
On the other hand, it evolves into an awesome railgun beetle.
Herim (NA)
: Make Black Cleaver and Yomuus melee only
Jayce, Gnar, Varus, and Urgot all make use of Cleaver in a non-problematic way and are ranged/shifting champions. _(At least I think Varus does. His mid build is identical to the average Jayce build, right? AD/ArPen caster-type build.)_ Funny thing is, that's basically what Lucian and MF are doing. Using functionally the same build Jayce has used since forever, only without needing a Manamune because they don't really have mana issues.
Ventira (NA)
: How do I know if someone's deleted me from their friend's list?
If someone deletes you from their friend list, they disappear from your own friend list too. _(There's a box you can check to display offline friends, to tell if they really deleted you and aren't just offline.)_
: Sack O' 'Tatoes(Item Concept)
So, since you have to build stacks to get your taters, that means you don't actually have any taters when you buy it. What kind of sack of taters has no taters in it?
: [ADC Item Concept] Hextech Shotgun
Sustained DPS is what beats tanks, though, and ADCs are the sustained DPS class. That and we have {{item:3036}} for a "gain power against dudes with more Health than you" item.
Rockman (NA)
: This concept is old af.
> [{quoted}](name=Rockman,realm=NA,application-id=A8FQeEA8,discussion-id=yxRkd6gm,comment-id=000c,timestamp=2016-06-21T08:00:16.583+0000) > > This concept is old af. I actually recall conversing with you before, on the old boards. Don't know if it was about a concept or something else, though. At any rate, I was talking to someone about this kit and we worked out a few holes in it as it is currently. Will probably redesign most of it to give her a clear focus.
Tamur (NA)
: What kind of weapon does she use?
> [{quoted}](name=Tamur,realm=NA,application-id=A8FQeEA8,discussion-id=yxRkd6gm,comment-id=000600000000,timestamp=2016-06-21T07:41:46.264+0000) > > What kind of weapon does she use? Her feet. She kicks things. In a dancer sort of way, though, not really martial arts type like Lee Sin's kicks. If that makes sense.
: Tessa, the Showstopper [Champ Concept]
I give up trying to find a picture that even slightly fits how I envision her. I may have to find someone who can draw to get a sketch done.
: [Champion Concept] Oasihl, the Ancient Famine
You may want to remove that first banner, assuming you want the actual picture to be the thread thumbnail.
Igotlazy (NA)
: Not really into agriculture but 5 years sounds alright. I mean a 3 month long drought can't be as bad as a yearly invasion by the undead right? Btw you may want to re-read the parts you changed. I think there's a grammatical errors in there. "It appears only five years" Don't you mean "It appears once every five years" ?
> [{quoted}](name=Igotlazy,realm=NA,application-id=A8FQeEA8,discussion-id=lEcdvbzx,comment-id=000300000000,timestamp=2016-06-21T03:59:41.659+0000) > > Not really into agriculture but 5 years sounds alright. I mean a 3 month long drought can't be as bad as a yearly invasion by the undead right? The invasion can be hidden from or fought off. You can't fight off a drought._ (Well, you COULD, but it would involve transporting a lot of water...)_
: Hit the nail right on the head
Movies that kids can actually go see are fewer and farther between these days, though. Besides, if we adhered to this logic, then the movie wouldn't have set the box office records that it did.
: > [{quoted}](name=Reaper Review,realm=NA,application-id=cIfEodbz,discussion-id=PF5OrEEA,comment-id=0000,timestamp=2016-06-21T00:32:48.230+0000) > > Soraka is 450, Morgana and Taric are 1350, and Blitzcrank and Sona are 3150. > > Also, since when can Taliyah only support? I did not list those champions did i. Riot lists taliyah as a support main. I dont work for minimum wage, and therefore wont apply at riot to change their marker. On the topic once again however, Taric, blitz and sona being 1350+, takes 15 wins without first win of the day bonus to buy one of them. Please tell me where you feel Sona is best played other than support? Will blitz be carrying my games in the top lane? Taric ADC perhaps?
> [{quoted}](name=centuriation55,realm=NA,application-id=cIfEodbz,discussion-id=PF5OrEEA,comment-id=00000000,timestamp=2016-06-21T00:41:18.737+0000) > > Riot lists taliyah as a support main. I dont work for minimum wage, and therefore wont apply at riot to change their marker. Taliyah's listed as Mage/Support. Same as Karma, Lux, Morgana, Orianna, Syndra, and Zyra.
: If Riot wants to solve its support role issue
Soraka is 450, Morgana and Taric are 1350, and Blitzcrank and Sona are 3150. Also, since when can Taliyah only support?
Arkhan (NA)
: Which 4 Champs would be the 4 Horsemen?
Well, Hecarim's a horse and literally has "War" in his title. Death would be either Kindred or Karthus Morde could be either Famine or Conquest. _(A lot of his dialogue seems famine-y, but his new backstory feels conquest-y.)_
: Because ever since they nerfed his passive duration he's seen basically no play. You aren't rewarded for hitting consecutive Qs anymore until you get like 20% CDR. Also, there's so e nerfs mixed in there. For example, yes, the bonus damage from health has now been put to his passive, but it requires him to stack it up and it only starts at 1% per stack and then goes up to 1.5 (which is a nerf because before it was 2/4/6% permanently not 1/1.25/1.5 per stack) Then there's his shield which now only converts 70-90% of the damage taken to gray health as opposed to all damage.
> [{quoted}](name=DotEleven,realm=NA,application-id=mNBeEEkI,discussion-id=yj2r72bV,comment-id=0005,timestamp=2016-06-20T20:16:22.202+0000) > > (which is a nerf because before it was 2/4/6% permanently not 1/1.25/1.5 per stack) It's currently 2/4/6% **Bonus** Health. It's being changed to 1/1.25/1.5% **Maximum** Health. Probably still a nerf, yes, but not as big a nerf as it sounds.
: Tessa, the Showstopper [Champ Concept]
Instead of a persistent area that slows projectiles, I might make W release a wide pulse that slows any projectiles it touches. The persistent area would probably get a bit messy in URF, where projectiles are numerous. Or possibly make it like a variant of Fiora's Riposte, only it responds by giving Tessa a gapclosing attack instead of a linear thrust. Fulfills the same idea of letting her tango with projectile attacks and jump in on the guys using them.
: Muor'Vak, the Apex Predator [Champion Concept]
On that note, have you seen [my new-ish concept](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/yxRkd6gm-tessa-the-showstopper-champ-concept)? Turns out it's pretty difficult to get responses when you don't have a neat picture _(and/or aren't certain people whose concepts gets tons of replies by virtue of who posted them...)_.
Echoing (NA)
: (Champion Concept) Koridan, the Lost Protector
I think your passive needs a more unique name. It's Braum's W minus the word Stand, and considering it's essentially a passive version of that same ability sans the defense boosts...
: Muor'Vak, the Apex Predator [Champion Concept]
Out of combat is calculated differently depending on what's checking for it. For example, Grasp of the Undying deactivates after 4 seconds, Mobis trigger after 5 seconds, and Warmog's looks for damage having not been taken within 8 seconds. You should probably give an actual static value for how long Muor'vak has to be 'out of combat' to trigger the passive, possibly making said value scale down slightly based on level. I also feel like the spore shield should apply a stronger slow that decays over the duration, maybe give it a brief root or stun if the target was recently damaged by Whirling Bite. Allows for a neat W->E->detonate interaction and gives a bit of hard CC, but is mana-intensive to do so it's not too overbearing.
: Who Is Your Favorite And Least Favorite Champion Voice Actor?
Ryze currently has the worst voice out of any champion that isn't Rammus _(because he doesn't really have enough actual VO to count)_. Which is funny because Ryze's VA does a few other champions too, none of whom sound anywhere near as awful as Ryze does. Fortunately, Ryze's upcoming rework includes a new VO as well, as far as I'm aware.
: Tessa, the Showstopper [Champ Concept]
Modified Q functionality. Now offers a percent damage boost on all the damage dealt by the empowered attack, including on-hit effects. Trinity Force procs for tons of damage. Though I do realize, in hindsight, I've made a melee champion with no ranged poke, no sustain, and no defensive steroids of any kind. Just a whole lot of running around. I think she might need an actual defense against things besides projectiles...
regonas (EUNE)
: [Champion Concept] Qm - The Shard of Ice-age
Passive #1: So, just by picking this guy, all minions move 15% slower. This just artificially drags the game out, since slower minions means waves take longer to arrive _(15% slower doesn't look like much on paper, but it adds up over the course of a game)_, and that's just not fun for anyone. Jungle monsters also have VERY minimal armor and no magic resistance, so the resistance reduction part is basically worthless _(in fact, most jungle monsters actually have NEGATIVE magic resist)_. Not sure what "fog of war is darker" means, so I'm going to guess it reduces vision range, which again is just not fun for anyone besides people with sight abilities. Passive #2: Why does your aura give enemy champions a buff, even if it's just a lesser version of the buff your allies get? Honestly, I'd just remove the enemy slow bonus and reduce the bonus your own allies get. To simplify, make it so that any slows applied to enemies within Qm's aura range are increased, like reverse Boots of Swiftness. Q: You could probably make the slow per stack a bit stronger (assuming you also tweak the passive as I mentioned) and give it a bit more range. Only 600 range on a slow-moving 'projectile' isn't particularly exciting and doesn't give much reach. _(I'm assuming this guy's a melee champion.)_ Also, I don't think the name Blizzard Blitz really fits what this ability is doing. At least the Blitz part doesn't. W: This ability is actually interesting and quite flavorful in how it functions. Why does its cost increase by 4 mana per rank, though? That's a rather odd number. E: It's Ashe's passive, only your critical strikes aren't any weaker. This means that Qm basically auto-wins against all melee champions if he lands a Q on them. God forbid he ends up with red buff or completes Frozen Mallet, at which point any autos after the first are guaranteed crits. _(Frozen Heart as well, if you build him tank. Attack speed slows are counted as slows by game mechanics, hence why they don't work on Yi either while he ults.)_ Put it this way. Tryndamere builds up to 35% crit chance after auto-attacking for a bit. Qm gets 100% crit chance on anyone he hits with Q, or anyone period with certain items or buffs. You're likely underrating how strong this passive would actually be, and it needs to be tweaked significantly if not outright removed. Then on top of that, you get an AS steroid for landing these guaranteed critical strikes, as if the fact that you're getting guaranteed unmitigated critical strikes wasn't enough. The active is straight-forward. Skillshot that gets a lower CD if it pierces enough enemies, and refreshes the duration on slowing effects. No glaring issues here. R: Did you really need to add a third passive effect here? You already gave him guaranteed critical strikes against slowed enemies, gaining extra magic damage against them too is a bit overkill. The active is a neat concept at least. Seems to be treading on Anivia's toes _(talons?)_ a bit conceptually, though, being a localized area of cold that persistently damages and slows enemies, getting stronger after a certain time. Has a bit of Vel'Koz there too, being a self-rooted forward facing DoT blast, only Qm can't pivot while firing.
: Tessa, the Showstopper [Champ Concept]
I should really try to find a reference picture. Pictures sell threads.
: Tessa, the Showstopper [Champ Concept]
Well, I tried to write lore. Writing isn't something I do very often, but I don't think I did too badly on it. I'll probably revisit and improve on it later, though.
Tamur (NA)
: looking good {{sticker:slayer-pantheon-popcorn}} From reading her appearance description it sounds like she looks like Stacy Keibler
> [{quoted}](name=Tamur,realm=NA,application-id=A8FQeEA8,discussion-id=yxRkd6gm,comment-id=0006,timestamp=2016-06-18T20:55:17.974+0000) > > From reading her appearance description it sounds like she looks like Stacy Keibler I feel like I've heard of her before, but I'd have to look her up. I wonder if her kit has enough 'play' potential to it, though. I didn't want to give her any spammable mobility skills because her base speed is already the highest there is, with her kit's scalings emphasizing more speed being built. Some way to gapclose against projectile users might be nice, though. Possibly a short decaying speed bonus when her W passive is triggered. I don't want to overload the skill, though. I also considered making that projectile detection area on the W passive part of her actual passive, with all of her skills gaining small perks if she dodges skillshots. _(Q also has that critical strike thing because, since her kit gets benefits from both AS and MS, Zeal items would be good on her. Particularly Phantom Dancer, ironically.)_
Atinizer (NA)
: Well, at least the stage could be part of the recall animation...maybe? I dunno. But I really like the concept! Ekko's E just seemed to open up a lot more opportunity for dash and attack types and I love it!
> [{quoted}](name=Atinizer,realm=NA,application-id=A8FQeEA8,discussion-id=yxRkd6gm,comment-id=000000000000,timestamp=2016-06-18T19:19:43.944+0000) > > Well, at least the stage could be part of the recall animation...maybe? I dunno. But I really like the concept! Ekko's E just seemed to open up a lot more opportunity for dash and attack types and I love it! A full-blown stage out of nowhere seems like a bit too much visual real estate for a recall animation on a base skin. Possibly give her little bracelets that she can detach and turn into small flying spotlights for a recall animation would work. Need to get to work writing her lore one of these days. I thought it would be fun to make her a sibling to Orianna, so she can act as a sort of morality pet for the robot built to replace a real girl. _(Due to the League not being canon, Ori doesn't really have a lore at the moment. Keeping the non-League details of her origin, though.)_
Xidphel (NA)
: Ok. So. You can't basic attack... but his attack speed goes up? You're gonna have to clarify a bit. Your Q, > _**Cooldown of this ability is reduced by 5% for every 10%**_ of bonus attacks speed you gained from items, masteries, runes or/and your passive. >Cooldown: 1 sec _**(can't be reduced by cooldown reduction)**_ You're gonna have to explain yourself here too. Your E looks good but once again, your guy doesn't have any autoattack. Plus, I'm pretty sure I've seen this on another champ.
> [{quoted}](name=Xidphel,realm=NA,application-id=A8FQeEA8,discussion-id=az3ktble,comment-id=0000,timestamp=2016-06-18T17:58:14.503+0000) > > Ok. So. You can't basic attack... but his attack speed goes up? You're gonna have to clarify a bit. > Your Q, > > You're gonna have to explain yourself here too. It's supposed to work like Yasuo's Q, I guess. _Steel Tempest's cooldown and cast time are reduced by 1% for every 1.7% bonus Attack Speed that Yasuo has._ At any rate, this would be very finicky to use and play against, and not in a good way. You'd need very little lag and very good reaction time to actually disarm the Q, basically needing to start disarming it within 0.65 seconds of it landing. At which point he's already ready to throw another one, and you get stuck in a loop of disarming bombs or taking his harass. Unless you're fast enough to move out of the Q's blast radius _(which isn't hard since they only have 150 range)_, at which point you basically auto-win against him. You also gave him no way to damage structures, unless Q was intended to damage those too.
: Tessa, the Showstopper [Champ Concept]
Passive flavor: For a champion whose fighting style involves a lot of footwork, translating movement capability into power seemed fitting. Along those same lines, it stands to reason that faster footwork _(more attack speed)_ would make her harder to slow down, hence the AS-scaling slow resistance.
: Tessa, the Showstopper [Champ Concept]
Cleaned up some of the wordings, changed a few numbers around, and added a Bonus AD ratio to her E. I might redo her Q a bit to incorporate an AP ratio into it somehow, so that she could build AP+MS as an off-build. Would probably need a way to trigger spell effects in that case, since her kit as it is now can only trigger spell effects with E.
: Warrior Enchant is still just a stat stick, please consider trading some stats for a real passive
It can't have an active because Tracker's Knife exists, and there's not much other design space you can easily use for an AD jungle item without giving it another stat besides AD + either CDR or Armor Pen. Tiamat can't be used either because that would force it to be melee only.
regonas (EUNE)
: Wrong. Riot insist over and over that this game is about objective control and outplaying enemy team, rather than simply getting kills and not dying. Your team can get gets all day, but it loses all objectives, then one baron kill will give enemy team a win.
> [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=IAv8yEFV,comment-id=000c0000,timestamp=2016-06-17T13:26:05.948+0000) > > Wrong. Riot insist over and over that this game is about objective control and outplaying enemy team, rather than simply getting kills and not dying. Your team can get gets all day, but it loses all objectives, then one baron kill will give enemy team a win. So then, if kills shouldn't be the main focus of the game and you acknowledge this, why have a mechanic that tracks kills all across the map? We already have a game function that does this. It's called the scoreboard. If both teams are playing it careful for objectives, like your average LCS game, then it's very likely your mechanic will never matter at all. Which just leads me back to the point of "why even have the mechanic in the first place". If your team has enough control of the game to allow Arskin to get any of his Despair bonuses, then you're in a good position to have objective control anyway. In the end, you're just bloating Arskin's passive tooltip _(it has to go there, where else would they write it)_ with a bunch of junk that won't matter 99% of the time.
: Tessa, the Showstopper [Champ Concept]
Added some math to the passive description, to give a rough idea of what Tessa's base AD and innate slow resistance look like at various points. Also, I'm still undecided on whether or not Homeguard makes the passive a bit strong. If it does, I could make her passive only look at consistent movement speed, meaning your movement speed without temporary hastes/slows. That would mean, for example, that Trinity Force's 5% constant MS bonus would get factored in, but the temporary MS from the Rage passive wouldn't.
regonas (EUNE)
: [Champion Concept] Arskin - The Sin Lord of Despair
At least Skarner's spires add another layer of objective control to the gameplay. That's more than your Despair gimmick does. Arskin's 'mechanic' literally just tells your team to kill the enemy champions, preferrably without dying. Which is already what your team should be trying to do. That's how you play League of Legends. There's nothing different to do, nothing to pay attention to. Just play the game as normal, and if your team is better than theirs, Arskin gets free stats. _(I'm ignoring the super minion effect because if that actually triggers, you've likely won the game already anyway due to the massive difference in Despair/kill counts needed to activate it.)_ At any rate, you're just arguing semantics over the whole unique mechanic and passive thing. A passive, in regards to League, is simply any ability that doesn't require a hotkey to be activated. Hence the distinction between passive and active. Your "unique mechanic" doesn't require a key press, so it's by definition a passive.
regonas (EUNE)
: [Champion Concept] Arskin - The Sin Lord of Despair
When you create a champion, something you should ask yourself: Would I _(the concept creator)_ enjoy laning against this champion? Also, you keep talking about looking up the definition of despair. We know what despair means, and that has no bearing on the fact that the entire mechanic just isn't needed and doesn't contribute to your champion in any interesting ways. _(Arskin's kit and playstyle would be completely unchanged if you just removed the Global Despair thing entirely. That's how you know the mechanic is just added baggage.)_ If you wanted to make the Despair thing actually feel interesting, you'd make it so that Arskin gains stacks as he takes down enemy champions. The first takedown on an enemy champion grants 3 stacks, then 1 less stack for each subsequent takedown, down to a minimum of 1 despair per takedown. This makes it so that the Arskin player actually has to get involved in the despair-spreading, and the reduced gains on subsequent kills means you want to look to spread out your takedowns to other enemies. Such a mechanic is a bit snowbally, but then, Riot made Kindred with a similar design idea. And yes, it IS a passive. There'd have to be a tooltip SOMEWHERE describing it, and guess where that would go? His passive. Same place that Skarner's crystal spire mechanic is described, as well as Bard's chimes, and Illaoi's tentacles, and Zyra's plants...
: Tessa, the Showstopper [Champ Concept]
Added a preliminary version of the self-buff I described two posts ago as her ult.
: Daegra, the Forerunner of Blight [Champion Concept]
I didn't notice the icon because I just Ctrl-F searched for Kassadin. Makes sense now.
: Daegra, the Forerunner of Blight [Champion Concept]
Is there a reason your lore/quotes don't mention Kassadin even once? You'd think Daegra would consider him an ally since he's also out to oppose the Void. In fact, nobody in this thread's even mentioned Kassadin at all, despite some similarities between his and Daegra's goals.
: Tessa, the Showstopper [Champ Concept]
Added a short visual description. Trying to find a piece of artwork that conveys how I imagine her is hard... Also, a small history lesson. This champion is a re-imagining of [a concept I made years ago](http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/EiqEvY95-tessik-the-raving-thunderbolt).
: Daegra, the Forerunner of Blight [Champion Concept]
Where do you find the artwork you use? Do you just google for it? I feel like I'm going to need some sort of sample art at some point for my own thread.
: since shes a preformer maybe her ult "Rave On" she could channel for a few seconds (cancelable) and have like, a small stage pop up, displacing enemy units and charming all units in a small radius
> [{quoted}](name=hipopotosaur,realm=NA,application-id=A8FQeEA8,discussion-id=yxRkd6gm,comment-id=0000,timestamp=2016-06-16T21:32:46.342+0000) > > since shes a preformer maybe her ult "Rave On" she could channel for a few seconds (cancelable) and have like, a small stage pop up, displacing enemy units and charming all units in a small radius The only issue with something like that is that stopping to channel something goes against the 'constant motion' theme the rest of the kit has. She also doesn't have any CC herself, and I'd like to keep it that way if I can. At the very least, I'd like to avoid hard CC. I was considering a steroid skill that, for a short time, gave Tessa the ability to blink to any target she attacks with extended range _(think like the second half of Ekko's E)_. Consecutive attacks against the same target wouldn't gain the blink effect, so it'd be useful for darting around crowded areas. Kinda making her overall a variation on how Yi plays, which isn't necessarily a bad thing. Illaoi and Darius also have similar play patterns.
: Giving trinity force 20% CDR was a mistake
Just switch the Stinger for Recurve Bow, return the CDR to 10%, and give it like 15 on-hit physical damage. Like they should've done in the first place instead of trying to make Stinger more useful. _(For the record, Recurve should build into Nashor's as well considering it's an on-hit item. Then we could just delete Stinger, or keep it as a TT-only item like Wicked Hatchet and make it more distinct.)_
Rioter Comments
regonas (EUNE)
: No. You missed entire point of unique mechanics. Every enemy can have 20 points of despair on them, as could friendly champions. This passive rewards if your whole team plays much better than whole enemy team. Even a single feeder can stack maximum 20 despair. Also, i would suggest to look up the definition of _despair_, because this champions is a lot about that. Yes, there is a reason why all q, w and e does physical damage instantly and then same amount of magic damage over 3 sec. It is the same reason, why Jhin have 4 bullets, 4 letters in his name and 4 shots of R. No, dots don't apply R passive. I will specify that.
> [{quoted}](name=regonas,realm=EUNE,application-id=A8FQeEA8,discussion-id=IAv8yEFV,comment-id=00020000,timestamp=2016-06-16T18:39:42.481+0000) > > Yes, there is a reason why all q, w and e does physical damage instantly and then same amount of magic damage over 3 sec. It is the same reason, why Jhin have 4 bullets, 4 letters in his name and 4 shots of R. http://tvtropes.org/pmwiki/pmwiki.php/Main/FourIsDeath That's why Jhin _(a theatrical killer)_ has a 4 motif. I'm not entirely sure what the significance of your mechanics using the number 3 a lot is supposed to be. _(Unless you mean 1 + 3 equaling 4 total, at which point you're just copying Jhin's thematic.)_
regonas (EUNE)
: [Champion Concept] Arskin - The Sin Lord of Despair
That unique mechanic literally just says "I get stronger the worse the enemy team is, or if they have any feeders". Having the better team already IS an advantage, you don't need to specifically give your champion free stats for it too. Never mind the fact that that super minion thing will never happen unless the game's such a complete stomp that you were already going to win anyway. Is there a reason all of his basic abilities deal damage in the same manner? An initial physical hit followed by a 3-second magic damage DoT. Does each tick of those DoTs apply a stack of the ult's toxin? Your wording is a bit vague on that, since you just say "abilities infect enemies" and the DoTs would be considered ability damage. Also, for your builds, Rylai's would be core on him no matter what else you're building. Any champion with DoTs and AP scalings basically always builds Rylai's _(except Teemo, whose DoTs either don't apply spell effects or already slow enemies)_.
: Concept WIP: Tessa (A Speed-Scaling Champion)
Update, now with a Q. She just needs an ult now. Tough to think of an ult that fits this kit and hasn't already been done...
Loko (OCE)
: 1 AD and 1 AP. Extremely unhealthy to put permanently scaling items into League. Was fine until the passive. A 4000g gold item is pretty crazy to implement since the most expensive one is Triforce at 3733.
> [{quoted}](name=Loko,realm=OCE,application-id=A8FQeEA8,discussion-id=BoIP0JFU,comment-id=0001,timestamp=2016-06-16T05:13:23.014+0000) > > A 4000g gold item is pretty crazy to implement since the most expensive one is Triforce at 3733. Most expensive item is Rabadon's at 3800, actually.
: Dog will bark. Woof !
Can't wait until you read the patch notes more carefully and see that the Nasus changes are only on Howling Abyss.
Aeszarck (NA)
: Patch 6.12 - Odyn's Veil Removed?
Odyn's Veil was only available in Dominion, which got removed a few patches ago.
Show more

Reaper Review

Level 30 (NA)
Lifetime Upvotes
Create a Discussion