OctoBit (NA)
: My best league friend drove 14 hours to visit me :)
It's always really nice to read stuff like this. I've made lots of friends while playing this game and other games in the past and, honestly, meeting up with them in person after playing games for years has always been a blast. I used to raid actively on an MMO and, after a year or two, we started having yearly get togethers. Those were some of the most memorable experiences of my life! @_@
: @Riot I am missing 7 RP for Blood Moon Kennen
Snowman Arc (EUNE)
: What'e the most overloaded basic ability?
: Wait so he gets smashed by anyone not a tank? Lol
Not quite what I said. The matchups are more skill-dependent against bruisers but he still can win them. He also handles ranged matchups well, partially due to his sustain but also because of his mid-range damage output.
: you said his role in a team should be diving the enemy team. can u please explain to me how exactly to do that. it seems you have taken away his old diving ability (q) and replaced it with what i believe to be the shortest dash (e) in the game (if im wrong could u please tell me someone with a shorter dash). once in the middle of the other team can u explain to me how after i already used my "dash", to close distance, am i supposed to land a single q without the other team just sidestepping it or kiting me out until my ult runs out and killing me because i self rooted my self for a solid 3 seconds trying to hit my only real damaging ability. any insights would be appreciated. or maybe just make his kit more fluid, because his cast times are actually horrendous right now... like... really really really bad. i love aatrox as he is on live and i was so excited for this rework, until i actually tried it out on the pbe. and now i just wish it wasnt happening anymore. i mean, his new kit does have a lot of potential. but with how clunky his combos are right now if they arent made a little more fluid, then im pretty sure after the first couple weeks of his release hype he might actually have a lower playrate than the current aatrox. please, for us that actually love this champion, clean his kit up before he goes live
Hey there, There are a variety of methods that you can dive onto the enemy team. The primary methods are using the W as either a pick tool and setting up a Q sweet spot on where they're pulled back, using the Q1 to get a mid-range knockup, using Q1 + E dash to reposition to get a knockup, or using the previous combo and using flash alongside it. Outside of that, using your ultimate to flank and use the previous tools is another option to get onto the enemy team. To address your second question on how to land your Qs when on the team; you can E backwards to reposition the Q once again. As for sidestepping, you'll have to play it like any other skillshot. Anticipate where they're going and throw the Q that way. I do expect that it'll probably take some getting used to to execute his kit effectively. In testing, once mastered, he's generally found an incredible amount of success. Our team, specifically, has found that he's actually fairly hard to peel off when even or slightly ahead.
: hey, i was just looking at aatrox on the pbe (im very sad with this rework tbh) but on his champion bio page in the client it says his play style is auto attack based still, which is very wrong. and there is a bug in game when u recall and his wings go crazy all over the screen for a split second
Thanks for letting us know! I'll forward it to the Aatrox team.
: What did you read my comment? :p
Wait you edited your comment. Nice bamboozle.
: Maybe 30 is to sharp but starting at 1 would work for me. True damage... it just rocks out loud dude.
Perhaps we're not on the same page. I wrote a fun patch notes context for a player suggested change to reduce Master Yi's true damage by 30 at all ranks. It's not actually -12. It's at 18 but, if dropped down by 30, would theoritically be -12 without bonus AD. :P
: y not build ad?
I mean, you certainly can but there arent very many abilities in the game thats base damage is -12.
: {{champion:11}} As shown in many countless current videos, hybrid-tank yi is very unhealthy for the game as he has been pretty much stomping and carrying games causing an **ANTI FUN ENVIRONMENT** E: True damage lowered by 30 at all ranks Q: Cooldown increased by 2 seconds
Master Yi has been reliably snowballing games despite being a late game scaling hyper carry. To bring him back in line and make dueling Master Yi substantially easier we've decided to make his Wuju Style do negative damage until it has 3 points in it (or until you have some AD) (30 dmg drop would be a bit overkill since the base starts at 18, not taking into account the ratio :p)
: Scuttles now reflect 10 to 100% of the damage received as magic damage based on level.
Scuttlesis has been down in the dumps with the sharp increase in crab wranglers on the rift. After opening up a GoFundMe, she managed to save up for a Thornmail and can now defend herself from her enemies.
Dr Mercy (NA)
: {{champion:62}} Nimbus Strike Dash speed lowered Range lowered from 625 to 550. New Effect: Damage done to the 2 other targets is increased by 20% "With the recent transition of playstyles, Wukong has moved more from a Diver to a more assassin like role. To give players some more time to react to the rascal monkey, we're lowering the range and speed of Nimbus strike, to rely more on his stealth to reach a target. To compensate, we've added some splitpushing power and better teamfighting potential into his monkey allies."
Wukong's been a bit too reliable when played as an assassin style champion. We're reducing the range on his Nimbus Strike to have the Monkey King be more reliant on deceiving his opponents with Decoy. We're also increasing his area of effect damage to make him a better teamfighter or splitpusher.
: > Nautilus definitely isn't the strongest champion in the game, and we think we can get him there by making him pretty much invincible while doing crazy base damage. You're welcome! Watchu talking about? Those were the stats, seems I used an older dmg value doe... will update the OP to something newer, but same with the HP ratio which also appears to be older Also, what prompted the name change? Curios :D {{sticker:slayer-pantheon-thumbs}} > V5.1 Titans Wrath Titan's Wrath Base shield strength reduced to 65 / 70 / 75 / 80 / 85 from 100 / 150 / 200 / 250 / 300. Shield health ratio changed to 7 / 9.5 / 12 / 14.5 / 17% of maximum health from +15% of bonus health. V5.5 Shield health ratio increased to 9 / 11 / 13 / 15 / 17% maximum health from 7 / 9.5 / 12 / 14.5 / 17%
He's on my team in our internal League tournament. Our team banished him to the Tank Dungeon (in top lane) and gave me jungle instead :~)
Krotux (NA)
: {{champion:30}} Wall Of Pain now reapplies its effects on champions that stay or return to the wall. Defile's mana changed from 30 / 42 / 54 / 66 / 78 to 22 / 30 / 38 / 46 / 54 Runes: Inspiration: Now grants Adaptive Damage instead of Attack Speed when chosen as a primary tree (with precision secondary) Glacial Augment now also activates on single target abilities. Sorcery: New Keystone: Unleashed Power - Dealing Magic damage to champions increases your Ability Power by 8-20(based on level) temporarily, stacking up to once per second and lingers for 10 seconds out of combat with enemy champions. After 5 stacks, also gain 15 Magic Penetration.
The Deathsingers tunes have sounded a bit weak lately so we're strengthening his instruments of destruction. Wall Of Pain is now truly a Wall Of Pain; you wont want to run back into that one... unless you're into that.
: Experiment: Community Patch Notes
{{item:3187}} {{item:3348}} I'm excited to see what this'll look like! It'd be interesting to add in context for each change as well to see why each change is being made.
: ok :C @riot novalas ill make it small you could say a quality of life change to nasus all you have to do is revert his E back from % armor pen back to flat armor pen instead. because nasus was never meant to be picked as a scaling champ but rather to snowball and win the mid game as khan from LZ game exactly did last season, he won a game with only boots and triforce and thats how you play nasus, you dont play him by scaling and losing that flat armor pen from is E made his kill pressure so low to the point where he cant snowball the mid game like he is supposed to and thus making him unable to close the mid game where he excels at one might say you can simply buy ninja tabi to make him do no damage but the thing is that every champ that lanes against nasus will always build merc treads instead thus allow him to have a window of chance to get kills and snowball out of it and this is why the flat armor pen was so vital to his kit to work. and if you wanted nasus to have a better time at the late game against tanks all you had to do was to keep the flat armor pen and to add +25% bonus armor reduction then this will fix his problems alot ever since patch patch 7.15 where you guys said that nasus was struggling with a 47% win rate and you wanted to buff him but as a result it didnt really buffed him but made him worse with those E changes. if you want prove its very simple go see all the top nasus players KDA from the previous season and compared it with this seasons KDA of theirs and its very bad. i have been making tons about post about this since then and its almost already been a year :C i hope you change it back U_U
Hey xDeathItselfx ~ So, as far as I'm aware, Nasus isn't quite on Live Gameplay's radar. I do think that your ideas are pretty cool and, for full transparency, I did read your entire mega-post. It's important to have clear and concise points more like this comment but I do think that mega-posts, when formatted correctly, add a lot of value as well. On the topic of your ideas, I think they're cool though I personally prefer Nasus playing as a scaling champion since that seems more iconic to how many Nasus players perceive the champion rather than a mid-game spike champion. That said, he clearly performs as a mid-game power spike champion right now and I'm unsure if emphasizing that is better than shifting him towards being more late-game focused. I'll ask Endstep if he wants to give his insight onto this topic since he's our primary top laner on the team.
Scopé (EUNE)
: Hello, 650k mastery points Kindred main here. I played a couple of games with them on the PBE and I wanted to ask you if you noticed that during the 1st clear you lose more health with the heal than without it? Later, of course, healing is better since it helps in fights etc ( i survived ignite thanks to it a few times), but overall I feel like it should have a minimum value (maybe 50% of the original one or slightly less) regardless of your missing HP and normally increase as you get lower. What are your thoughts on this?
It's likely that you're noticing that you're lower because the lack of atkspd slow punishes not kiting a lot more. It should be close to neutral with some bugfixes tagged along that'll make it an overall buff. I don't think there should be a minimum value, personally. The intent is that this should just feel better vs live Kindred's functionality.
Iremos14 (EUNE)
: Also, it kills me inside to hear that about Galio. He rly needs a bit of help, not anything extreme just his Q CD. Is there a chance u may bring him to the table as a subject? Id be very glad to at least know your opinions on him about whats wrong and stuff :(
I can bring Galio up. I can't give too much insight onto him as I'm not as familiar with the champion. I'll talk to Endstep or Penguin to see if they can give you better insight tomorrow.
Iremos14 (EUNE)
: Aatrox - Do you think he can work like that? His abilities are very slow and lack a bit of range to be called either a teamfighter or a lanebully. It's also a bit hard to join teamfights just with his R and not a respectable range on a gapcloser. Are you sure he will shine at any point in the game? I tried him on PBE and, ok, Im not very familliar with him yet to be sure but he doesnt seem to have a well-defined time to shine in the game, mostly bcz of no gapcloser tbh. Id like ur insight. It may improve the way i play him.
He fares pretty well in mid-range. We've found a lot of success in laning with his Q (and using the W to set up the Q or for gank assist). In many matchups, he's close to oppressive. In teamfights, we've found that flank ulting is pretty effective but also looking to set up with your W or engaging with E + Q (or E + Flash + Q). I expect that he'll shine in laning for many matchups; his mid-game teamfighting is also incredibly powerful once mastered.
: Hey RIOT NOVALAS i want to share some ideas about making nasus a better champion i was a trick nasus peaked to diamond2 last season and i have more than 2000 games played as nasus i so i feel im qualified to give some suggestions about my pet doggo :3
Hi friend. Feel free to share your ideas. In general, we don't have the ability to implement suggestions but we can bring them up to designers if there's a good reason to.
: Hello, Do you guys think Aatrox will still be primarily a top laner after these changes or will he be relegated more to the jungle? I really enjoy the AS drain-tank playstyle, and with these changes moving Aatrox towards being an AD caster there don't really exist too many innately tanky champions who can buy BorK now (Trundle and Jax being the only ones that come to mind). I used to play a lot of Warwick before the rework as well, back when people actually bought AS items on him too. But looking forward, do you think Aatrox or Warwick would be a better fit for a drain-tank playstyle? Because Aatrox and Warwick seem fairly similar to me in terms of being juggernaut/diver hybrids, what do you think each one does better than the other? Thanks for doing this AMA by the way, it's great to get a chance to interact with Rioters.
I expect he'll be split between both roles. He has favorable matchups in top lane but I expect he'll find himself in a bit of trouble against the S tier junglers that are currently played. For AS drain tank, I expect Warwick would be better for that play pattern (though without BORK). Aatrox does actually feel very gratifying as an AD caster drain tank though. If you're comfortable with that pattern, you should try it out. ^_^
: Why are you buffing master yi ?
For clarity, this is the full changelist: Alpha Strike (Q) cost lowered from 70/75/80/85/90 to 50/55/60/65/70 [Removed] No longer deals bonus damage to minions The mana cost reduction is a compensation since him no longer dealing bonus damage to minions will hurt. That said, we're still currently testing these changes and may explore other options.
Iremos14 (EUNE)
: I dont know if I should ask that question here but you guys are very friendly here. Are there any plans for Galio? The main concern ppl have is his Q CD mainly bcz the other nerfs happened for a good reason more or less Also, ppl dont seem to be very satisfied by the aatrox rework (he looks cool but doesnt feel cool to play) - myself included. The biggest issue seems to be his lack of a gapcloser, it would be cool if his E has tripled range when not used during Q. He isnt exactly a juggernaut afterall.
Don't think Galio's on our radar atm. In regards to Aatrox, he is a juggernaut to a certain extent (more like a juggerdiver/divernaut but still close to juggernaut). The E, while it is a dash, should be used primarily as a repositioning tool for his Q.
: Why had Ender L abandoned us to cast the EU LCS {{sticker:zombie-nunu-tears}} {{sticker:zombie-nunu-tears}}
Ducasi (NA)
: Any news on {{champion:127}} ?? You mentioned upcoming changes and never followed up
They're still being explored internally.
: How is Aatrox performing with triforce? Is it a viable item on him? Does he heal off the sheen proc with his e? He seems like he could proc it multiple times with his q and e easily in a fight. Edit: also how good is ravenous hydra on him? He seems like the aoe damage could proc large healing. Thanks for the work you guys put in
Trinity Force is alright but I think Black Cleaver (for the armor shred) is higher value since all his damage is physical. Not too big of a fan of Ravenous Hydra. His Q can already blast minion waves mid-game and Hydra didn't seem too necessary in most cases.
: Was he designed around Spear of Sholjin/Atma's Reckoning? How does he play without them?
He wasn't designed around the items, no. We found that they were effective on him but tested him with and without the items.
: > It's technically not a moveblock. Maybe you should elaborate, for people not used to the technical jargon. What you mean is that the third Q doesn't make Aatrox move, it doesn't change its location, and the jump is just an animation, it's only a visual effect, but not a "real" jump, right?
: Is it still possible to run attack speed oriented builds on Aatrox now or does his kit encourage AD caster builds too effectively to ever have basic attack reliance viable? And does his Q proc Aftershock? How is he with inspiration's glacial thing? Why DOESN'T his third Q proc sudden impact when he seems to leap when striking?
He prefers AD caster builds. Specifically Black Cleaver. Q procs Aftershock. Glacial Augment is an option but I think it's not as effective as Grasp and Comet for lane. It's technically not a moveblock.
: Can you give us any news on the fighter items? I was really hoping atleast one of them would help nidalee out in the top lane atleast a little bit. Also can we change sea hunter aatrox's name to "sharkin"
They're iceboxed for now. And let it be known, he is now Sharkin.
WarWork (NA)
: > When your Q is down, there's a window of opportunity for the enemy top laner to all in you. You could definitely hold your E until your Q is back up but your trading pattern would likely be better if you use E (while disengaging) and trade back with an auto or two. The AD increase makes the trade a bit less punishing for Aatrox. Didn't think of it like that tbh but using your dash like that could be unsafe just for 15 more AD on an auto (15 AD at 1 point E according to wiki and trading in laning phase means most likely there would only be on point in E) Also is the size increase cosmetic or does it increase his range?
I agree. You'd mainly be doing it to trade back when they're trading onto you. The size increase is currently cosmetic. We're exploring the possibility of increasing his auto attack range during ultimate, though. We tried it in a previous iteration but it wasn't too noticeable.
: I've been running this on him on the PBE as well as {{item:3065}} https://i.gyazo.com/75db0c055ec8dddd02941096e0c47ec1.png I've been unable to really see if Sudden Impact is triggering off his Q or if it's just his E. Would you care to put that question to rest? Edit: In the Jungle, since I'm a jungle main. Also his Q clear is amazing, so why not.
Sudden Impact is only proc'd off his E. That page is probably fine. I think Transcendence might be better than Celerity (to get an earlier 40% CDR).
Seúq (EUW)
: After playing on PBE the thing that felt the worst was passive proccing on minions and having 25 sec CD on every lvl,any reason for that ?
His passive uptime isn't too bad since it's reduced by all spell casts. Since the passive actually does a fat chunk of damage, it made sense to have using it on a minion be a potential window of opportunity to trade with Aatrox.
: Is this iteration of Aatrox still primarily an attack speed based champion?
No. Black Cleaver + Bruiser itemization is a lot more favorable. He's much more of an AD caster.
WarWork (NA)
: Idk about that I've been watching PBE playtests and as they played Aatrox more, the players tend to save it for when they are about to die or getting ganked, it's rarely used offensively and mostly a defensively tool. I would really prefer the AA rang over the AD as I see good players just kiting you as soon as you pop your ult (and kiting seems like a hard counter to new Aatrox unless he's already on you) and at least the extra range will help dealing with the AD. Because when it comes down to it, what's the point of the extra AD if you can't hit anybody or just running away anyway? PS i love that he can move during the revive I don't think it's Op he moves at like half speed :/ And about this; > As for why his E gives him AD, it encourages utilizing the Q in conjunction with E, shifts the E to a more aggressive spell (rather than a defensive spell where you hold it for when you need to escape), and makes trading patterns more interesting for him when his Q is on CD. Is that really the case though? SoloRenekton only says his Q is really easy to walk out of, unless you flash or E it into them and the cooldown for Q is short enough plus you max it first that I doubt there will be many times you're fighting and your E is up but your Q is on CD and if it does happen, I just see the Aatrox player holding the E till Q is up.
> the players tend to save it for when they are about to die or getting ganked, it's rarely used offensively and mostly a defensively tool. He heals for more the longer he's in ultimate. Using it as more of a Zilean ultimate isn't quite as effective, in my experience, versus using it offensively. > Is that really the case though? SoloRenekton only says his Q is really easy to walk out of, unless you flash or E it into them and the cooldown for Q is short enough plus you max it first that I doubt there will be many times you're fighting and your E is up but your Q is on CD and if it does happen, I just see the Aatrox player holding the E till Q is up. > When your Q is down, there's a window of opportunity for the enemy top laner to all in you. You could definitely hold your E until your Q is back up but your trading pattern would likely be better if you use E (while disengaging) and trade back with an auto or two. The AD increase makes the trade a bit less punishing for Aatrox.
Seúq (EUW)
: Thoughts on new Aatrox scaling(Is he good mid or late etc.)? Also how is his 1v1 potential(You know old Aatrox is top tier 1v1 champ),is he splitpush or teamfight champ ? Against who he is good in lane and not good in you opinion ? P.S. Also why he has such low base stats for juggernaut ? 1950 HP 88 armor at level 18 is super low for juggernaut,its even lower than average diver.
OK early. Powerful mid-game. Decent late game. His 1v1 potential is there but it's weaker than it used to be in exchange for much stronger teamfighting. He wins in lane against tanks, primarily. Skirmishers have the ability to beat him in 1v1s but Aatrox has outplay potential on them. He also wins against sustain based champions due to Grievous Wounds on his passive. It's primarily because of the sustain aspect of his kit on his E. He's as close to a diver as a Juggernaut can be.
Dratik (NA)
: Hi, got a lot of questions about Aatrox coming from a current main, hope you can answer them! (and this is mostly coming from a toplane perspective since I main him there on live) You guys already mentioned that Grasp, Comet and Phase Rush are good, what about Electrocute? Seems like it would combo well with his bursty nature. Any secondary runes that you like or are too good to pass up? One thing I've noticed about the kit is that he struggles both when enemies are too far away from him (which is expected), and when they're too close, which is interesting. Q1 and Q2 require him to stay pretty far away from the target, so how do you deal with typical melee fighters like Fiora, Jax, Yasuo, etc who can dash away from his hitboxes and then basic attack him to death? It seems like all of his damage is loaded onto Q, so if you miss those abilities are you basically screwed? Does he have any lanes in particular that he wins or loses really hard, so I can look out for those? What is his intended role in the team? Is he meant to just dive the backline carries and kind of let his team deal with the other bruisers? He doesn't have reliable autoattack DPS like his old self, so in extended fights it seems like he'd lose. Are there any items that you buy that help mitigate this? And what build do you think is all around the most optimal? What do you think are the best summoner spells? Could Flash+Ghost work well on him to help mitigate his low mobility, or is the standard Flash+TP/Ignite just better? I assume skill order is Q-E-W, since the lower dash CD and the extra AD seems too useful to pass up (but maybe I'm wrong :P). One thing someone also suggested to me was putting only 1 point into R at 6 and leaving it like that until all other skills are maxed, like Tryndamere. Honestly the movespeed on R seems pretty useless so the only reason you'd level it is for the CD reduction. Do you think that's a reasonable thing to do? If you have any other thoughts or suggestions it'd be awesome to hear them!
> You guys already mentioned that Grasp, Comet and Phase Rush are good, what about Electrocute? Seems like it would combo well with his bursty nature. Any secondary runes that you like or are too good to pass up? Not too big on Electrocute. CD is too long for laning phase for the uptime on your Qs. It's not a terrible choice as a jungler. I think Nimbus Cloak is pretty huge on him so, when going Resolve, I never want to lose out on that. Precision splash on jungle Aatrox has felt pretty good to assist with clearspeed. > It seems like all of his damage is loaded onto Q, so if you miss those abilities are you basically screwed? You have some minor room to act. Primarily through using your E to get the bonus AD to auto trade (or disengage), using your W to disengage, or hitting them with your passive. But in general, his Q being down is a window to all in Aatrox. > Does he have any lanes in particular that he wins or loses really hard, so I can look out for those? He tends to hard smash tanks (the exception is Maokai due to his passive but you still win mid-late). He has difficulties in skirmisher matchups such as Camille and Fiora but he can still win the lane. Other juggernauts tend to blast him though (Darius, Illaoi). > What is his intended role in the team? Is he meant to just dive the backline carries and kind of let his team deal with the other bruisers? He doesn't have reliable autoattack DPS like his old self, so in extended fights it seems like he'd lose. Are there any items that you buy that help mitigate this? And what build do you think is all around the most optimal? His primary play pattern should be diving the enemy team; he has a lot of disruption in his kit (through his Q crowd control & damage) as well as high uptime with 40% CDR. Additionally, with Guardian Angel, it takes him a very, very long time to die. You can soak a lot of time from the enemy back line because it's likely at least two people will have to deal with you if you're far enough ahead. In general, Black Cleaver + Guardian Angel are the core items. For core item build, I'd suggest Black Cleaver -> Guardian Angel -> (If ahead, Death's Dance) Sterak's Gage -> Spirit Visage/Randuins -> Flex tank items. Super high damage builds are OK when far ahead but playing him with a bruiser pattern is more reliable. > What do you think are the best summoner spells? Could Flash+Ghost work well on him to help mitigate his low mobility, or is the standard Flash+TP/Ignite just better? > The standard Flash + Teleport is better imho. Don't think he needs Ignite. He has a lot of kill threat. > One thing someone also suggested to me was putting only 1 point into R at 6 and leaving it like that until all other skills are maxed, like Tryndamere. Honestly the movespeed on R seems pretty useless so the only reason you'd level it is for the CD reduction. Do you think that's a reasonable thing to do? I definitely disagree with the R being a 1 point wonder. You need to put points in it to reduce the CD. His ultimate CD at rank 1 is close to brutal. Additionally, the movement speed is actually incredibly potent and allows him to re-position effectively in fights (by disengaging shortly during the long ultimate duration and re-engaging).
: What's the most important attribute of someone trying to become a playtester, excluding rank? And how would someone improve at that?
The most important attribute is your ability to communicate and convey information. As a playtester, providing feedback to designers on changes is critical and a daily occurrence. Being able to articulate your thoughts clearly, giving actionables and providing insight without being hyperbolic is key. Training your communication skills to speak little while saying a lot is generally what I've found to be most useful. I'm very, very long-winded in person. When I first started, it took me far too long to get to my point and I received a lot of feedback from peers that assisted me in improving. For myself, I rehearsed what I planned on saying through a variety of means (either writing it down beforehand or discussing it with another playtester) and also spent time to determine what my actionable was through the information I provided. This allowed me to get better at the role, long-term.
: Soo Mordekaisers playrate almost tripled this patch. Any words? Any thoughts?
Morde tends to perform well into other bruisers in the bottom lane. With Marksman being a bit weaker and bruisers being more prominent, it makes sense to see him more often.
Ralanr (NA)
: I feel Aatrox’s new ult is poor design
Aatrox' ultimate is a high moment for him. He's supposed to go in, go ham, and eventually die (and resurrect). In testing, we found that the revive actually felt awful because he ended up being countered by something like Caitlyn cupcakes and Zilean bombs. We decided to introduce movement during his resurrection to address some of the playing as pangs as well as encourage potentially going deeper into a fight as he comes back up. His ultimate can function as an escape tool, yes, but it's a relatively long cooldown early game and does provide a 20% tAD steroid. It actually feels fairly bad when it gets used this way I'm doubtful it'll be used more consistently as a defensive spell than an offensive spell because of the sheer damage increase on the Qs. As for why his E gives him AD, it encourages utilizing the Q in conjunction with E, shifts the E to a more aggressive spell (rather than a defensive spell where you hold it for when you need to escape), and makes trading patterns more interesting for him when his Q is on CD.
: What keystones work best on Aatrox in top lane and jungle? And between the two roles which do you prefer to play?
We've found that Arcane Comet & Grasp work well on him in the top lane. Conqueror is also an option; Grasp feels better imho. Aatrox has very low hp5 & adding the sustain (alongside his E spell vamp) tends to work fairly well for him. Arcane Comet is something I generally take into melee matchups that have difficulties dealing with/dodging Aatrox Qs in lane. In jungle, Phase Rush has functioned the best. I haven't found a rune that I liked better than that through testing. I find him pretty fun in jungle but, I'm biased, since I'm primarily a jungle player. He functions well in both roles!
: What are the rageblade changes? It suppose to be in 8.13. Any update on Yi/Taric, Nunu/Karthus mid fiesta? Yi has been perma banned since then.
We're currently exploring and testing rageblade changes. We're also looking into options to address the funneling gold strategy. Don't have a clear, concrete plan to share right now, however.
  Rioter Comments
: Hoping I can get an answer on this - is the new cursor going to be forced at some point, or is it going to be like the old SR music - toggleable in options? Personally, new one doesn't do it for me.
There will be a legacy option. :)
LankPants (OCE)
: >The Sejuani changes actually make her early clear substantially healthier/mildly faster. Can I ask if there's any long term plans for Sejuani? Because I think at this point it's very obvious that the rework has left her an exceptionally unhealthy champion for the game, far more so than she was before it.
Don't think that's on the radar.
: Hi there! I'd like to ask a few things:) 1. What are your thoughts on the preformance of Kayn with the new last whisper, i feel like Shadow could be really strong with his passive. 2. Any chance of reverting the -3 base ad nerf on Yorick? He was "op" or atleast high winrate for like 2 patch but after that nothing really happened to him... atm he is in the ~50% winrate's according to Champion.gg, but he feel a bit weak even with the boffs to Demolish. Only asking this beacuse of the upcoming Sterak's changes. I know the team already talked about some changes might be on the way but getting the 3 ad back would be nice either way. 3. About ap junglers especially Evelynn, is there a chance of getting +5 base ms, to compensate for the "rework" of Runic Echoes. (When the Eve rework dropped her base ms got changed from 340->335.) So that woult be nice to have it back. Don't think it would fix all of her problems but it would be a step in the right direction without just breaking her. + Shurelya's Reverie got nerfed this patch pretty hard (if she opted into that build). 4. Any thoughts on warwick? After the changes to the jg, sorry if it was asked before. Welph, thats all for now, thanks for reading and maybe sharing your thoughts:) Thanks for your work and have a nice day! :)
> What are your thoughts on the preformance of Kayn with the new last whisper, i feel like Shadow could be really strong with his passive. > I imagine it's probably good on both Kayn forms. Shadow probably benefits less because of how his passive works. > Any chance of reverting the -3 base ad nerf on Yorick? Don't believe we're planning on that but we have some QOL changes that I imagine will be p good for him. > About ap junglers especially Evelynn, is there a chance of getting +5 base ms I actually think that would be a pretty huge buff - She's not that weak atm. We're still taking a look at where Runic junglers landed after the latest changes to see if there's anymore changes necessary. > Any thoughts on warwick? Still decent. Notably weaker than he was a few patches ago.
: > Also, what's sleeper right now? What should I play if I wanna be too cool for the meta and surprise people with a strong pick? > I'm notorious amongst the team for my full AP Kaisa Mid, highly recommend that shit is sick.
: Playing a little on it as Evelynn, I can definitely say that the build path and the base stats are just plain better on {{item:1402}} now, but I just feel SO SLOW compared to before, even with celerity and water-walking until I fully upgrade boots, but it feels like I need to finish Runic Echos first because it's SUCH a power spike due to raw stats. How do you guys feel on AP junglers? Think they need a movespeed pass or that we just got used to being faster than we needed to be? Regarding what's on the PBE, The sejuani changes confuse me a bit just because it seems like a mild increase to her clear speed wihout really anything to help her PVP despite her already being in a rough spot and ADCs being better at killing tanks now.
AP junglers took a bit of a hit with the jungle changes primarily due to the movespeed hit. We're still planning on monitoring their success with Runic Echoes becoming more gold efficient this patch. I still feel that they're probably a bit on the weak side though. The Sejuani changes actually make her early clear substantially healthier/mildly faster. We're not necessarily looking to give her a large buff either, just make her a bit better (since she's sitting around 46-47% atm).
: A few months ago, meddler said pantheon would receive some buffs soon, but we didn't get any news. Personally, I find him weaker and weaker, given how he gets rekt by every other bruiser toplane between levels 6 and 11, even if he is completely fed. His early pressure his still strong, but with changes to minions agro less than before. Also it is quite simple for the adversary to play passively, get a bit outfarmed but rapidly become stronger than pantheon. Then he has good roaming power, but only if he's winning lane, but then he let's the enemy come back. What are your thought on him ? I personally would really like a better scaling, and making him a bit less straightforward to play, with the more mechanics needed.
I think he's actually fairly decent right now, though only if he's played in the jungle. He tends to work well into the Xin matchup. Pantheon buffs were on the radar - I'll follow up with Live Gameplay and see what's going on with that.
: But more seriously can I ask who's the playtester work with notorious villain CertainlyT on Akali
Robertxlee is the primary playtester for Akali.
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