Meddler (NA)
: Quick LoL Thoughts: January 31
any chance to take a look at the tanks? and mainly in the tank items? The tank items are very repetitive 1 with the others, they removed the owmwrecker and now only have 2 options with armor life and reduction of cdr for example. out that it has items with the same passive.
Meddler (NA)
: Quick LoL Thoughts: January 31
any chance to review diana's remake? She is strange, without personality, without damage, with no chance of playing in the jungle decently. This new kit of hers either you get 3 or + in the last one or it won't do any damage. The funniest thing is that if you catch a lot of players in the last one it gets really broken ... Sad that she is the champion that I like the most, but when I play with her, it seems like I'm playing with an oriana melee range. I didn't see any sense in that remake of it, it took away the champion's personality. besides that they promised that she would remain viable as a murderer but in 1x1 her damage is very low.
Meddler (NA)
: For anyone who didn't see it last post - changing format a bit this year. My role doesn't involve as much time with the SR (balance etc) team anymore, so I won't be covering balance as much. RiotScruffy will take every second post as a result and be pretty focused on balance and state of the game. I'll be covering wider LoL stuff and overall direction more. Will respond on balance questions when I've got the context, but won't always be the case.
Any news for skarner ou Talon?
: Damage is too high in a game where most player's weakness is vision and over committing
Tanks are to much weak, tanks items are to much weak and repetitives. Whitout tanks, the meta become bizarre.
: Pro tip, Right click on your opponents, auto attacks do significant damage!
how to stop being ridiculous? I know how to play with her very well, the point is that she doesn’t do any more damage or a lot of damage it depends a lot on the ultimate, the champion was broken in both ways or is very weak or ridiculously strong. I explained this but you guys try hard not to answer.
Mafros (NA)
: It doesn't matter how many Diana games you've played, you're flat-out wrong and every single statistics site under this sun confirms that: Op.gg : 52.5% winrate, 8.67% pickrate, 9.08% banrate. Average KDA of 2.18:1, 50th highest average CS but 25th highest average gold income, which means she's getting of gold from kills and objectives. U.gg: 52.54% winrate, 9.5% pickrate and *29.2% banrate*. Winning matchup against a whopping 29 midlaners, 22 of which she has a winrate of 52% against. Leagueofgraphs: 52.5% winrate, 11.5% pickrate and *23.8 banrate*. Average KDA of 2.24:1 and, again, 50th highest average CS with 30th highest average gold income, but also the 19th highest average total damage, which means not only is she getting lots of gold from kills, but she also converts that gold into more damage quite easily. [And love me those graphs.](https://i.imgur.com/L87W4OE.png) And btw, I love how you try to bring up some random anecdote to complain, but if you really can't kill a support while having an advantage of 4 levels and 5 items, regardless of which champion you're using, I strongly suggest that you stop playing this game.
She was a assassin, say it to rengar, khazix etc.. say it to any adc that just need less than 1 sec to give you 2 AA critical and kill you late in the game... And at jungle she has 47% winrate... last season i has 56% winrate with her. Was i already said, rank up and the winrate will drop dramaticaly because se only do anything vs noobs that group up and don't counterplay. Master rank 48%, challenger 46% (on middle) at jungle it's 25%!!! 25%!! c'mon man...
: Honestly, this game is a fucking joke
I totally agree with you, it's a shame that on the NA server my account is not lvl 30 and I can't vote for your post ... unfortunately I wanted to support your opinion because it is the same one I have been having for the past 2 years. I recently took a break of almost 2 months in the game, after Diana's rework of which I made posts talking about it, and when I came back I understood why I was so stressed at the time that I was playing assiduously. LoL worse than being a lottery, is being a lottery where you know that you will always lose and will always be angry, "and when someone comes up saying that he will help you and give you a winning ticket ..." you can be sure that game situation will get worse and worse ... In addition to the balance problems of the champions and the direction that the meta game has taken, there is still the problem of the matchmaking system being completely shit, or your team is very bad or the opposing team and very bad, the game is never balanced, it is never fun, when it is not because of the balance team being completely aimless in which direction to go, it still has its own queue and matching system / mmr which is completely broken. until lol's item system is broken, how many items has been added and removed? how many times have you tried to balance the items? I have never seen so much change in item playing moba as there is in lol and worst of all you always feel that there is a lack of item variety, especially tank items which is the worst goal of all, tanks so completely unable to play on soloQ.
Mafros (NA)
: Wtf are you talking about, Diana is busted right now. The only way she can lack damage is if you play with your feet instead of your hands, and even then she might get some kills.
that's why i hate coming to the forum to comment, i played over 500 games in the last season with diana, after her remake, i 4 lvl up, basically 5 items of advantage in front of a support, gave the full combo and took out more than 60% of his life ... and you insist that she has damage ... as I said if you play against noobs and get 3 or more in the ultimate you will give absurd damage otherwise she is very weak. However her ult has the same old range which is a very small area, and her dependence on having the ult to do something makes it much worse than an orianna for example, which would be much more useful. Apart from that the point is for Riot to promise that the killer/AP asassin gameplay style would continue to be viable, so it doesn't. As much as the aatrox players complain about his rework, the champion is still a fighter, diana no ... she stopped being a assassin AP, to be a kind of AP buiser, but that only works on certain limited occasions. And continuing Oriana would do better what she does today, would have more damage and more safely without taking risks. Today Diana is nothing more than an oriana melee range, Q skill shot aoe damage, E / W shield, E / W "mobility" (for orianna burst of MS and slow) for diana engage, ultimate pull and damage.
: Sorry bud but Diana is considered the most broken mid champ atm, the fact that she has the base stats of pre-reworked (extremely tanky and high base dmg for poke pre 6), means that at lvl 3 or 4 she can out dmg you while taking next to no dmg. if you want to compare, conqueror/bruiser Diana can 1 shot other assassins while having the ability to duel against fiora/tryn maybe some of my points are a bit exaggerated, but it's clear that diana is the best mid champ atm
no she don't has damage, her damage is incrediible easly to counter or evade, she don't have cc anymore, and you only get more tanky building life itens otherwise you are more squish. Finally at the jungle she become incredibly useless.
Urgasm (EUW)
: diana seems the most balanced shes ever been right now
No she don't do damage to kill a suport, even 4 lvl above, and 5 ap item x 2 support itens, i has near 600 games with DIana last season, she is unbalanced now. If you make a unbeliveble play you will make a insta pentakill, but if you don't do it, you don't have any damage, even to kill a supporte, because all damage is on ult with 3 or more oponents
Rioter Comments
: Diana is so broken...
Diana actually is very weak... This rework was horrible. Veigar, syndra, annie, oriana, etc etc all champions do what she do now much better.
GreenKnight (EUNE)
: > [{quoted}](name=Shadowkirby14,realm=NA,application-id=GgNYATV4,discussion-id=jYkUbE0I,comment-id=0000,timestamp=2020-01-22T22:16:19.156+0000) > > All they did was just switch around he E and R. > > Now you're considering kit changes "removals?" Now? I always thought that. There are some that don't bother me, like Lissandra's passive change. Diana though was pretty much removed from what she was. She's not designed to chase down champions and chip away their HP. She's now a bursty trash that's nothing like Diana. And her spell effects are horrible.
i make posts about this too, even send tickets to support but nothing happen... This rework was horrible.
: Quick Gameplay Thought: January 24
Any plans to bring poacher's dirk back, with the bug fixed? it was an excellent item a shame that they decided to remove it from the game instead of fixing the bug that caused it not to stack properly. An even bigger penalty was the removal of the ohmwrecker instead of balancing it, the tank items are already few and repetitive and are currently disproportionately weak, and yet they removed the item that was one of the few different ones ... It is a pity she was so underestimated, I loved to force moves by abusing her mechanics.
: I don't see a big problem with it right now, it's cool when players discover new strategies for champs like this. Like anything else - if it becomes too dominant of a pick or strategy (OP) we will nerf it.
Missing the skarner before the remake, he was much stronger and much more versatile, in addition to looking more like scorpions with the old passive of "poisoning" opponents and applying stun. In addition to the old skarner being viable AP also feature that has been lost. It's a shame, he was the champion that I liked the most and I played them all, unfortunately today I find him extremely limited, and disproportionately weak away from the passive. Skarner top is working thanks to the players' slowness in realizing "hidden passives" like yours and that reduces the CD time when you activate the stun, still very weak in general, dependent on getting a move in the tower to do something , weak and slow away from the passive, in addition to not recovering mana and having little damage.
: We need to see how 10.2 changes land for her, hard to say yet. Generally we think that the players that love karma and the ones we put the most effort to help are support karma players. It can be tricky because she tends to show up in very high ELO as a solo laner. Over time we will probably continue to focus power into her as a support and possibly look for small improvements to her skills where we can.
And since when is it difficult to balance a champion making him strong by being supportive and not altering the solo lane game play ?? When I say that the balancing team is clueless as to which way to go ...
: We need to see how 10.2 changes land for her, hard to say yet. Generally we think that the players that love karma and the ones we put the most effort to help are support karma players. It can be tricky because she tends to show up in very high ELO as a solo laner. Over time we will probably continue to focus power into her as a support and possibly look for small improvements to her skills where we can.
So where's the assassin AP Diana? You promised that it would continue to be viable as an assassin AP but completely nerfed the scaling for a tremendously weak end with the exception of a few situations where somehow you can get in the middle of the 5 opposing players and that they are very close to each other. and you don't die and neither do they escape in the process. Diana currently starts with 3 damage skills that do not fit because they took the CC, you go in the face he walks back and you do nothing else, your damage is low and no CC ... It was bad to do the scuttle crab, the last one that takes too much to reload, the old way you always had the potential to do something, so now it's completely broken, or you will never do anything or go lucky of the opposing team falter and group, so you will give it a ridiculous solo combo wombo. Where is the assassin diana who has been told several times that they would keep? and now you're not without damage or to kill a support if it is away from the team, or flash or anything else it can do for 1s to get out of the way or stop you ... Zac was a very strong champion before the remake, and even after the remake, a mere .25s of his E warning time increased and he became the champion least see myself in the game, when I was actively playing, I still found a single one Zac every 3 months, with a mere .25s lead to counterplay, now make a meaningless change to the diana and give 1s lead to counterplay ... with basically the same kit, just shifted numbers out of the others skill and put in the E (now R), and made the champion go without damage and without CC ... The old way you always had potential for damage, and always had a CC, now has neither 1 nor the other. I have mentioned over and over the only change that would make sense in the day was to switch the AS passive from the old E to the passive, and the mana passive to the E so that you get more mana the more units you get with And because this old mana passive, most players didn't even know it existed. In addition, the old-fashioned champion was already in need of a reduction in her CC's CD because it was too high, now it's getting worse all the time. Ironically in the case of zac they did the remake of the remake and did not return the numbers the way it used to be, the champion got the ultimate weaker / less useful, and the other numbers continued completely nerfed ...
: He's very similar - high skill cap but seems quite good when played by a main.
So where's the assassin AP Diana? You promised that it would continue to be viable as an assassin AP but completely nerfed the scaling for a tremendously weak end with the exception of a few situations where somehow you can get in the middle of the 5 opposing players and that they are very close to each other. and you don't die and neither do they escape in the process. Diana currently starts with 3 damage skills that do not fit because they took the CC, you go in the face he walks back and you do nothing else, your damage is low and no CC ... It was bad to do the scuttle crab, the last one that takes too much to reload, the old way you always had the potential to do something, so now it's completely broken, or you will never do anything or go lucky of the opposing team falter and group, so you will give it a ridiculous solo combo wombo. Where is the assassin diana who has been told several times that they would keep? and now you're not without damage or to kill a support if it is away from the team, or flash or anything else it can do for 1s to get out of the way or stop you ... Zac was a very strong champion before the remake, and even after the remake, a mere .25s of his E warning time increased and he became the champion least see myself in the game, when I was actively playing, I still found a single one Zac every 3 months, with a mere .25s lead to counterplay, now make a meaningless change to the diana and give 1s lead to counterplay ... with basically the same kit, just shifted numbers out of the others skill and put in the E (now R), and made the champion go without damage and without CC ... The old way you always had potential for damage, and always had a CC, now has neither 1 nor the other. I have mentioned over and over the only change that would make sense in the day was to switch the AS passive from the old E to the passive, and the mana passive to the E so that you get more mana the more units you get with And because this old mana passive, most players didn't even know it existed. In addition, the old-fashioned champion was already in need of a reduction in her CC's CD because it was too high, now it's getting worse all the time. Ironically in the case of zac they did the remake of the remake and did not return the numbers the way it used to be, the champion got the ultimate weaker / less useful, and the other numbers continued completely nerfed ...
: Not currently planning any Irelia changes, she's a very high skill ceiling champ but seems close to balance right now. Her average winrate looks lower than some others, but that's mostly coming from her learning curve and skill ceiling. With enough games on her, we think you can succeed at any elo. Her engagement and stickiness have been steady for months, so that's also something we consider - are players enjoying and sticking with the champion over time.
So where's the assassin AP Diana? You promised that it would continue to be viable as an assassin AP but completely nerfed the scaling for a tremendously weak end with the exception of a few situations where somehow you can get in the middle of the 5 opposing players and that they are very close to each other. and you don't die and neither do they escape in the process. Diana currently starts with 3 damage skills that do not fit because they took the CC, you go in the face he walks back and you do nothing else, your damage is low and no CC ... It was bad to do the scuttle crab, the last one that takes too much to reload, the old way you always had the potential to do something, so now it's completely broken, or you will never do anything or go lucky of the opposing team falter and group, so you will give it a ridiculous solo combo wombo. Where is the assassin diana who has been told several times that they would keep? and now you're not without damage or to kill a support if it is away from the team, or flash or anything else it can do for 1s to get out of the way or stop you ... Zac was a very strong champion before the remake, and even after the remake, a mere .25s of his E warning time increased and he became the champion least see myself in the game, when I was actively playing, I still found a single one Zac every 3 months, with a mere .25s lead to counterplay, now make a meaningless change to the diana and give 1s lead to counterplay ... with basically the same kit, just shifted numbers out of the others skill and put in the E (now R), and made the champion go without damage and without CC ... The old way you always had potential for damage, and always had a CC, now has neither 1 nor the other. I have mentioned over and over the only change that would make sense in the day was to switch the AS passive from the old E to the passive, and the mana passive to the E so that you get more mana the more units you get with And because this old mana passive, most players didn't even know it existed. In addition, the old-fashioned champion was already in need of a reduction in her CC's CD because it was too high, now it's getting worse all the time. Ironically in the case of zac they did the remake of the remake and did not return the numbers the way it used to be, the champion got the ultimate weaker / less useful, and the other numbers continued completely nerfed ...
: Ori seems to be in a pretty good spot overall - balanced, fun and unique kit, fairly clear counterplay. Not planning anything big for her right now.
So where's the murderous Diana? You promised that it would continue to be viable as an assassin AP but completely nerfed the scaling for a tremendously weak end with the exception of a few situations where somehow you can get in the middle of the 5 opposing players and that they are very close to each other. and you don't die and neither do they escape in the process. Diana currently starts with 3 damage skills that do not fit because they took the CC, you go in the face he walks back and you do nothing else, your damage is low and no CC ... It was bad to do the scuttle crab, the last one that takes too much to reload, the old way you always had the potential to do something, so now it's completely broken, or you will never do anything or go lucky of the opposing team falter and group, so you will give it a ridiculous solo combo wombo. Where is the assassin diana who has been told several times that they would keep? and now you're not without damage or to kill a support if it is away from the team, or flash or anything else it can do for 1s to get out of the way or stop you ... Zac was a very strong champion before the remake, and even after the remake, a mere .25s of his E warning time increased and he became the champion least see myself in the game, when I was actively playing, I still found a single one Zac every 3 months, with a mere .25s lead to counterplay, now make a meaningless change to the diana and give 1s lead to counterplay ... with basically the same kit, just shifted numbers out of the others skill and put in the E (now R), and made the champion go without damage and without CC ... The old way you always had potential for damage, and always had a CC, now has neither 1 nor the other. I have mentioned over and over the only change that would make sense in the day was to switch the AS passive from the old E to the passive, and the mana passive to the E so that you get more mana the more units you get with And because this old mana passive, most players didn't even know it existed. In addition, the old-fashioned champion was already in need of a reduction in her CC's CD because it was too high, now it's getting worse all the time. Ironically in the case of zac they did the remake of the remake and did not return the numbers the way it used to be, the champion got the ultimate weaker / less useful, and the other numbers continued completely nerfed ...
Yarrin (NA)
: Diana rework
yes... this remake don't makes sense... i always say, she only needs to swap AS passive pro E to her passive and Mana gain to E, with a new mechanic to gain more mana when you pull more enemies, and just a lower E cd because 26~18 is a very high to a non damage skill, or stun, or snare... it's just did a bit of slow and a very very fast knockback. This remake only changes how her damage cycle works, and change it to a horrible way...
: You Know What I Hate The Most About Jungling?
i hate laners with vision and warning, dying and feeding all the time mainly for the opposing jungler which I'm stomping... and after feeding and delivering all possible goals dying randomly, they turn and blame you. Sometimes I feel like throwing my notebook through the window.
HalexUwU (NA)
: Will there be Diana nerfs anytime soon?
More nerf?? 50% ap ratio passive, 25% W ap ratio, 33% lunar rush ratio... i has 400 games with diana this season, riot kill the champion... now you do full combo and do 0 damage... with 4 items, jg ap item, rabaddon, void, lich bane i jump on a Ivern support 4 lvl behind with only ward item and a Ardent Censer, i only do 60% off his life on damage... Diana now do exactly 0 damage...
: You realize that barely changes the total and that the number are still absurd, right?
with high CD, low radius... and most important high chance to get so much easy counterplayed. Diana before rework always has a damage widow now you never had it.
Hi im 12 (EUNE)
: well if you hit 3 people with your ultimate you can do similar damage ...
assuming no one will dash or flash or anything to counter play you very very easly
ByMeee (NA)
: Diana did not need any of her abilities moved around like this her early access to her slow was her appeal to me personally, i never had to build Rylai's the ulti had a decent reset on any target with the moonlight debuff. anyone who was complaining on her dmg potential pre 6 wasnt playing her right
Yenn (NA)
: > [{quoted}](name=I3Iame,realm=EUW,application-id=3ErqAdtq,discussion-id=sIIEBNFk,comment-id=0003,timestamp=2019-12-12T10:08:42.189+0000) > > I've played 3 games with her since rework. Won all of them. You can roam at level 2-3, contest jungle, get scuttle crab, apply pressure on enemy laner instead of being helpless, and even if her CDs are increased and her past spells' damage reduced, she has an extra spell to compensate that acts like a freaking execute if you hit 3+ ppl with it. > > I don't know if you're playing her well... Are you playing against Bronze players? Her level 2-3 is still almost just as bad as it was before, unless you're playing against some weird off meta champion. If you Q + E pre-6, you'll just immediately eat CC and get hit their entire kit point blank as they back up to the turret. You no longer have any form of slow or CC to stop them from getting away and following up with auto/passive damage, and all of your damage is gimped, so you lose the trade. She still gets shit on by ranged champions poking her when she goes to CS, and her shield was straight nerfed, so she's even more vulnerable to being poked. You also now only have one kill window every 100 seconds, vs. old Diana who had 24/7 kill windows as long as she landed Q. Consistent burst damage was 10x better than this watered down burst damage that is also avoidable via Flash or dashes. The team fighting aspect of her ult is also pretty pointless unless the enemy team is completely unaware and immobile, and you have a hard engage to follow up on (lmfao in solo queue), because you'll often just be disengaged or immediately killed before the damage drops. Added bonus, you now get shit on by channeling/dashing champions, because you no longer have E to interrupt them.
I3Iame (EUW)
: I've played 3 games with her since rework. Won all of them. You can roam at level 2-3, contest jungle, get scuttle crab, apply pressure on enemy laner instead of being helpless, and even if her CDs are increased and her past spells' damage reduced, she has an extra spell to compensate that acts like a freaking execute if you hit 3+ ppl with it. I don't know if you're playing her well...
you don't have a cc to scuttle crab anymore... Helpless? only match i has difficult was against WW before 6.
: Did you just say her ult has low base damage and low scaling? In what world is 235+(75% AP) to 375+(135% AP) minimum up to 485+(75% AP) to 825+(135%AP) low base damage and low scaling? 100-80 CD on her R isn't a high CD. Its middling to low CD. Do you have any concept of numbers? _________________________ The rework made Diana less idiot-proof. You now have to play the game instead of running at someone and spamming Q until it lands, then rolling your face on your keyboard and mashing R a second time.
the bonus damage are " increased for each champion pulled beyond the first." please man don't come here to talk about what you don't know ...
: Riot has not released a new tank in 28 months
They also remove hadora, and tanks lost a different item to build... frozen heart, randuin and thornmail has the same passive... the tanks items are repetitives and most of them actually are weaks... I already enjoyed playing tank, today I avoid to not get angry.
: Just revert him
revert nerf on ult cd, and Q ratio is enough.
Kuponya (NA)
: Blame those Diana players who thought she was too weak pre 6 without a dash
Kuponya (NA)
: Blame those Diana players who thought she was too weak pre 6 without a dash
this is the worst, she was not at all weak ... the people who do not know how to use the champion, the only match I suffered with her was against WW in jg, I could not kill him, but I'm much more faster to farm and I end up winning later.
pwc2016 (NA)
: Jungle is by far the worst it has ever been
The new jungle would make sense only if the old dark harvest still existed. Now you have a powerfarm jg with low xp, and 0 Runes for powerfarm playstyle and a lot of runes to damage/poke... miss dark harverst T,T...
AdamrCc (EUW)
: Why the fuck does Galio even exist?
His ult CD is complety ridiculous... 200s at 6.. 160s at 18... I really loved when galio had a rework I played with him for a long time until they got so much nerf that it was impossible to play. Exactly same for Zac. And I always find myself laughing when I think riot has reversed the one thing that was still good at Zac rework, and hasn't reversed the various nerfs in the other skills, especially in E. Basically, Zac has gotten a lot worse than he ever was. Now he is a Old Zac but with all skills nerfed.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: July 12
Some news about the correction of the talisma bug that makes it not work correctly with several champions, and that I have already reported to 6 months (and I have been reporting on practically all the patches) citing all the champions that are bugged and not today repaired They are making several changes in sylas but I reported an ult interaction bug with jayce and until today they have not corrected it has 7 months of it, do you have any news about it? Some news about Skarner? he was my favorite champion for a long time but it is unbearable to play with him, the champion simply does not fit the game any more. The crystals were cool for a while, but then proved to be the worst mechanics in the game. I would have a few more things to talk about runes, tank items, and jg items, but I never have feedback and it's never worth it.
Meddler (NA)
: We wanted something that suggested a focus on decision making (tactics) and implied combat between groups. Possible confusion was something we talked about, but figured after an brief adaptation period probably wouldn't be an issue, especially since we're assuming longer term it'll just be TFT to most people in the same way SR, TT, ARAM are used as shorthands.
Anyway, I admire you and I think that you do an incredible job like LoL, but there are always some details that we let pass, and I would like you to analyze the issues I mentioned. In the answers I made in this topic.
Meddler (NA)
: Possibly. We've got someone testing out potential ult changes where Soul collection's more about long term permanent increases to ult power than large modifications to damage of the next cast, plus the ult draining 4 targets and 11 and 5 at 16. Not sure how those are working out, haven't personally seen them in game (my playtesting time's been heavy focused on TFT recently).
I had long discussions with support regarding the rune "dark harvest" feel no sense to her, it now seems just another rune generic poke that will stay in lane tormenting his opponent and stacking it up u start giving an insane damage without any effort. As poke runes we already have Aery and comet that are several times more interesting, the dark harverst seems to have a very small nincho between brand, karthus and some miss fortune. In contrast, you do not have a rune to fill what the crop was, a scaling rune for a jungle dominance style game, where you will try hard to stay in front of your opponent to stack the rune and be strong , a rune that awards you for being good, and that punishes you if you are not efficient and do not do well or not give certain ganks, and finally the old crop gave you a mechanic of burst to bruiser, where you came to open damage and not as it is today that the only rune in this sense and the predator that I hate for several reasons the first of them being the fact that you warn your opponents that you are coming to gank. some things that I suggested to support were to come back with the old dark harverst with some differences, like for example it stacks more at the beginning but from a certain amount you can only stack by means of slaughters or assists, like a system similar to ult of the cho'gath that has 2 ways of stacking one through troops monsters etc, and after a certain amount only in champions, dragons / baron, the other suggestion that I gave was about the rune to have time, until 12 min of game (so that after that time you are forced to participate in the game and help your team to take lanes, barricades etc) you can stack it with farm after 12 min it works with slaughters, assists and objectives. in both cases the question was to divide the type of stack that you catch in the rune, to be able to balance so that it was good, but not broken, anyway is my eternal longing for this rune that was the most fun of all , thanks to this incredible mechanic of rewarding you for being efficient and punishing if you were behind. And misses my poppy harvest AD https://www.youtube.com/watch?v=rZ8M34dYA3I
Meddler (NA)
: Oh, yeah, that's a good one. I don't want to just share my personal opinion, lemme talk with a few folks and get something into a post next week.
get the numbers of the old ZAC, get the numbers of the ZAC remake and the numbers of the ZAC demake so compare them. That demake does not make sense, did not remove the nerfs in the E, the Q is now much weaker than the old one. Please do a complete demake to what ZAC was before, or return to new ult and remove the nerfs that left champion in limbo, or do demake on ult and remove nerfs in E and Q, however that new hybrid ZAC (new Q complety nerfed, E complety nerfed and old ult which is weaker than the new) is completely weak and meaningless. And finally have to do a demake in skarner to old one? as much as they alter the champion he is not fun to play and seems to be always weak outside the passive crystals, and sometimes even in the crystals. Skarner was the champion that I played the most from afar, he is the champion that I like the most in the game, and I can not play with him anymore, it's strange, as much as I try I can not enjoy playing with the champion anymore. I do not feel like a scorpion, it does not work well as a tank, and it's easy to counteract as the vanguard that will run and pull someone.
Meddler (NA)
: Quick Gameplay Thoughts: June 14
How come Zac is strong? There are months that I do not see anyone playing with the champion I was already main Zac but the champion is ridiculously weak, I play several games a day and I did not see a single zac in MONTHS, and now with the changes that made him even weaker I doubt that I will see.
Meddler (NA)
: We're not happy with the current state of Akali either. Don't have plans ready to share just yet, do have some stuff being tested though. Timeframe of possible release uncertain.
don't forgot Zac E radius, is curious that you reverse the champion instead of reversing the various nerfs in the Zac AP, such as the radius of E and the alert time of this skill, new Zac is much more fun to play, but is ridiculously predictable and easy to evade. When this new zac was released he was one of the best champions of the game, but nerf so much that they will have to reverse the excellent work that was done in his remake. In the remake of the diana target change the passive AS of the E with the one of passive mana, put the passive to 45% initial AS plus 45% climbing to lvl 16, and mana recovered in E by the number of enemies hit, plus mana for large monsters and champions and less for troops and small monsters, and please reduce E CD, I do not mind for a fraction of a second between using the 2 R's because it would be so fun to play with a target with these changes that the bug using 2 R together would not bother. and please fix the bug of the hunter's talisman. And the interaction of the Sylas ult with Jayce. Fix the bug of the hunter's talisman that affects several champions. And the interaction of the Sylas ult with Jayce. It's been 4 months since I reported these bugs. (I have reported these 2 bugs so many times in this 4 months and lol support seems to simply not get past those issues.) And what worries me and that I have reported on 2 different servers for the support of 2 different regions and even then nothing. 4 months 2 simples bugs... And finaly Can you change Renekton's Ult to scaling with AD and become physical damage?? 3% / 6% / 9% AD (6/11/16%) instead of 10% AP of magical damage, this magical damage and AP scaling makes no sense to the champion.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: December 12
Hi all, I would first like to warn you that I am from a "minor" server and my primary language is not English, so I apologize for any grammar errors. I came here with some questions because as on my server there are no developers, and the forum has few visits. Some questions: Poacher's Dirk I had reported a year ago a bug that made it not stack and nothing had been made, to my surprise Riot decided to remove the game item with a ragged excuse that does not make the slightest sense, the item gives you 1200 gold if you use to get draktar and youmu, it's really good but it was bugged ... Well I'll go ahead and report directly to the NA support that the skarner is bugged again, his passive is not working properly, apparently it's 2 visual bugs, 1 makes it look like a zz rot that does not attack, and the other does that the circle on the ground does not change when an enemy takes the passive from its side of the map, the passive only changes the color of the circle in the river and on the enemy side, on the map it changes but not on the ground. Why do not they change the source of damage of the abilities of some champions so that they are easier to balance and make builds that make more sense. Nunu Passive Physical damage> Magic damage Warwick passive, Q and R magic damage> physical damage Passive Poppy and W magical damage> Physical damage, are some examples Because they do not use the adaptive system in items and skills, item example (but can extend for all mana itens): The AP jungle item could of adaptive life for non mana champions who were known to do jg being AP such as Zac, Mordekaier, Rumble, Akali . Example ability: ZAC O W if your AP was larger than your Armor or MR (considering whichever is greater between the two defenses) would have the % damage per life that was before the nerf, with the removal of that % the ZAC AP died. I still do not understand the change in the dark harvest, turned the rune into a laner rune, more specifically poke, though there are several runes for it, comet, aery, kleptomancy (if based on giving AA as Ezreal, Lucian or Varus). As laner rune for trade you have precision runes and hail of blades. For combo killers you have to electrocutar, for predator movement, utility has the runes of inspiration, tank determination, however there are no more runes for the jungle domination style, a rune that you can farm and reach with damage on the lanes, predator does but at the end of the game occupying a boot slot is not so attractive and off it is a rune that warns your opponent that you are going (I hate this rune because of these 2 reasons). I think there were better ways to balance the dark harvest, some options. Dividing the stacks into 2 types (similar to cho'gath ult) the stacks that manages to farm and the stacks of champion / tower / objective the numbers are on account of you but I think it could go up to 100 farming (3 per big monster / large troop) and 5 for champions, towers, and goals. This would make it reach the fastest farm max number and force the hunters to do something on the map instead of just farming (it would be healthy by the way) And another form was also using separate stacks but instead of a maximum number of stacks to reach in the jungle, the limit would be given by the time reaching 13 min of play the rune would not accumulate more without being slaughtered, towers or objectives, this would be very cool because with 13 min of game the hunters would have to move to arm the move for when the barricades fall (which would also be very healthy both for competitive and for Q) Anyway numbers are sketches but what matters and the shape of the balance and function of rune, the current rune vc need not be efficient enough to take a poke and ready picked up the stack, becomes toxic (if an camepao of DoT as brand becomes unbearable to play against), the old rune in addition to having a reward (the damage when accumulated, which in this way new damage never compensates in relation to electrocuting unless the game is prolonged much even thing that does not happens) it required you to be efficient, you had to master the rotations to ensure maximum stacks and prevent your opponent from being in front of you, and most importantly when you appeared you had to be efficient, you had to make the move because otherwise you would not get the stack. And one more thing, because the passive of the nunu activates the talisman, and the passive of the Galio and the target not? I like to play diana and Galio jg, I loved the update they did in the Galio but without the passive of these 2 champions activate the talisman they lose a lot of potential in the jungle. I've been reading something about a nerf in Pyke that will reduce the damage it inflicts on monsters, so the question is that it's no longer viable in jg, as much fun as the champion is, the truth is this. Making this nerf will make it completely unfeasible ... Why not go in the opposite direction and give one more chance to the diversity of the game? Why take this option from who likes to play with the champion in jg ... He is interesting with jg, but the fact is that he is not as good as he is as support, reducing his damage to monsters will kill him completely in jungle, I agree with the nerf in troops because he really is very annoying to play against the bot lane, but nerf in the jg I see no sense ... On the contrary would be nice if they give him one more chance.
Meddler (NA)
: Quick Gameplay Thoughts: December 12
Any news for the skarner? even if it's an explanation as to why recent updates have bugged his passive.
Meddler (NA)
: Quick Gameplay Thoughts: December 7
Any plans for skarner?
Meddler (NA)
: Quick Gameplay Thoughts: December 7
Hi all, I would first like to warn you that I am from a "minor" server and my primary language is not English, so I apologize for any grammar errors. I came here with some questions because as on my server there are no developers, and the forum has few visits. Some questions: Poacher's Dirk I had reported a year ago a bug that made it not stack and nothing had been made, to my surprise Riot decided to remove the game item with a ragged excuse that does not make the slightest sense, the item gives you 1200 gold if you use to get draktar and youmu, it's really good but it was bugged ... Well I'll go ahead and report directly to the NA support that the skarner is bugged again, his passive is not working properly, apparently it's 2 visual bugs, 1 makes it look like a zz rot that does not attack, and the other does that the circle on the ground does not change when an enemy takes the passive from its side of the map, the passive only changes the color of the circle in the river and on the enemy side, on the map it changes but not on the ground. Why do not they change the source of damage of the abilities of some champions so that they are easier to balance and make builds that make more sense. Nunu Passive Physical damage> Magic damage Warwick passive, Q and R magic damage> physical damage Passive Poppy and W magical damage> Physical damage, are some examples Because they do not use the adaptive system in items and skills, item example (but can extend for all mana itens): The AP jungle item could of adaptive life for non mana champions who were known to do jg being AP such as Zac, Mordekaier, Rumble, Akali . Example ability: ZAC O W if your AP was larger than your Armor or MR (considering whichever is greater between the two defenses) would have the % damage per life that was before the nerf, with the removal of that % the ZAC AP died. I still do not understand the change in the dark harvest, turned the rune into a laner rune, more specifically poke, though there are several runes for it, comet, aery, kleptomancy (if based on giving AA as Ezreal, Lucian or Varus). As laner rune for trade you have precision runes and hail of blades. For combo killers you have to electrocutar, for predator movement, utility has the runes of inspiration, tank determination, however there are no more runes for the jungle domination style, a rune that you can farm and reach with damage on the lanes, predator does but at the end of the game occupying a boot slot is not so attractive and off it is a rune that warns your opponent that you are going (I hate this rune because of these 2 reasons). I think there were better ways to balance the dark harvest, some options. Dividing the stacks into 2 types (similar to cho'gath ult) the stacks that manages to farm and the stacks of champion / tower / objective the numbers are on account of you but I think it could go up to 100 farming (3 per big monster / large troop) and 5 for champions, towers, and goals. This would make it reach the fastest farm max number and force the hunters to do something on the map instead of just farming (it would be healthy by the way) And another form was also using separate stacks but instead of a maximum number of stacks to reach in the jungle, the limit would be given by the time reaching 13 min of play the rune would not accumulate more without being slaughtered, towers or objectives, this would be very cool because with 13 min of game the hunters would have to move to arm the move for when the barricades fall (which would also be very healthy both for competitive and for Q) Anyway numbers are sketches but what matters and the shape of the balance and function of rune, the current rune vc need not be efficient enough to take a poke and ready picked up the stack, becomes toxic (if an camepao of DoT as brand becomes unbearable to play against), the old rune in addition to having a reward (the damage when accumulated, which in this way new damage never compensates in relation to electrocuting unless the game is prolonged much even thing that does not happens) it required you to be efficient, you had to master the rotations to ensure maximum stacks and prevent your opponent from being in front of you, and most importantly when you appeared you had to be efficient, you had to make the move because otherwise you would not get the stack. And one more thing, because the passive of the nunu activates the talisman, and the passive of the Galio and the target not? I like to play diana and Galio jg, I loved the update they did in the Galio but without the passive of these 2 champions activate the talisman they lose a lot of potential in the jungle. I've been reading something about a nerf in Pyke that will reduce the damage it inflicts on monsters, so the question is that it's no longer viable in jg, as much fun as the champion is, the truth is this. Making this nerf will make it completely unfeasible ... Why not go in the opposite direction and give one more chance to the diversity of the game? Why take this option from who likes to play with the champion in jg ... He is interesting with jg, but the fact is that he is not as good as he is as support, reducing his damage to monsters will kill him completely in jungle, I agree with the nerf in troops because he really is very annoying to play against the bot lane, but nerf in the jg I see no sense ... On the contrary would be nice if they give him one more chance.
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Süjo

Level 15 (NA)
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