: Does the lifting his blade scale with attack speed? Because late game he wont be able to auto alot or the target may run away ( considering that half of the roster have a dash or leap to avoid the knock up). How will his fury be depleted when 1hp is reached eg every 10 point of damage for the 1st and then 20 for the 2nd fury point 30 for the 3rd- can you share what you had in mind when you wrote it? His W is way too much, you put a slow, a taunt and reduce damage. and considering he can use his E to follow up and catch his sword, the disarm will last less than 0.5 secs. Now for his E at max stack to gain complete immuity to everyhting is annoying maybe change it to flat 30 or 40 % damage reduction? My finals thought on this: Nice concept and nice add to have extra effect on max furry and abilities comsume some fury instead of being free crit for autos and bonus heal from Q. I would love to try him. But probably very hard and complexfor Riot to pull it off and dont get plagued with gazillions of bugs.
> [{quoted}](name=giannishannibal,realm=EUNE,application-id=A8FQeEA8,discussion-id=vcaj0rOT,comment-id=0000,timestamp=2019-12-15T12:34:16.455+0000) > > Does the lifting his blade scale with attack speed? Because late game he wont be able to auto alot or the target may run away ( considering that half of the roster have a dash or leap to avoid the knock up). Hmm, I'm not sure, but I think with his new W he will be able to deal with champions late game who have mobility options >How will his fury be depleted when 1hp is reached eg every 10 point of damage for the 1st and then 20 for the 2nd fury point 30 for the 3rd- can you share what you had in mind when you wrote it? Something like that, it's really a mechanic that needs to be balanced through testing, and with towers ignoring damage reduction it would be interesting to see what tower diving Trynd mains would say. >His W is way too much, you put a slow, a taunt and reduce damage. and considering he can use his E to follow up and catch his sword, the disarm will last less than 0.5 secs. I think it's a good way to compensate for him needing to pause on crits, making his heal a self cc, and making his E just less, at least until he has 100 fury. Move his power budget away from his simple auto attack damage and more towards utility. >Now for his E at max stack to gain complete immuity to everyhting is annoying maybe change it to flat 30 or 40 % damage reduction? I don't know, other champions have point and click immunity and it seems to work for them, at least with Trynd he has to build up to it, and then decide if he wants a self heal and cleanse, an aoe cc, or an unstoppable spin move. Although dealing with all those during his ultimate will be annoying, but that's kind of the point. > My finals thought on this: Nice concept and nice add to have extra effect on max furry and abilities comsume some fury instead of being free crit for autos and bonus heal from Q. I would love to try him. But probably very hard and complexfor Riot to pull it off and dont get plagued with gazillions of bugs. I think Aphelios has proven it doesn't matter how complex you make something, Riot will probably mess it up, but it will be fun to watch.
: > [{quoted}](name=SSmotzer,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=000000010000,timestamp=2019-12-15T06:34:02.488+0000) > > I think it's a thematic way to put counterplay in his kit. Like his rage makes him more powerful, but it lets enemies see him change into a more powerful blade stance giving them the opportunity to back off and let him "cool down." Like with Trynd's fury or Kled's violent tenancies, or Gnar. ok, but Trynd and Gnar also can't keep their rage on forever, it should have diminishing returns, and taking dmg should benefit less than dealing dmg, like Morde's W passive. taking notes by making it less effective if taking dmg (honestly i'd say get rid of that part entirely) and making it not last forever is a better way to balance it
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=0000000100000000,timestamp=2019-12-15T11:19:23.054+0000) > > ok, but Trynd and Gnar also can't keep their rage on forever, it should have diminishing returns, and taking dmg should benefit less than dealing dmg, like Morde's W passive. taking notes by making it less effective if taking dmg (honestly i'd say get rid of that part entirely) and making it not last forever is a better way to balance it Hmm, makes sense.
: > [{quoted}](name=SSmotzer,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=00010000,timestamp=2019-12-15T07:26:14.743+0000) > > Well his skill ceiling is a little low at the moment, with most Aatrox mains being able to dominate for a few patches while they were nerfing him. Personally I just wanted to make it different than Riven's triple hop. Turning it into two basic skill shots and a little hover and crash you can add a dash to just seemed like the right move. > > I was thinking it would have a visual effect. Like the second charge would cause his wing banners to pop out, making that ctrl+5 visual flair part of his kit. > > Thank you. > > Champions being in a good place is irrelevant to them needing a rework. In my opinion if a champion's identity is not fleshed out in their kit then the kit isn't good enough. That is why the revive is in the kit, because it is Aatrox's identity. No matter how many times his body was cut down, no matter how the gods chain him, he will just get back up and fight. So it was either a magic shield or executing a low health allied champion for the revive, the magic shield seemed more practical, and gives him a hard counter in mages, since it was a spell that initially imprisoned him. Okay 1. Aatrox is not a low skill floor champion. He has to hit 3 small parts of delayed skillshots to deal reasonable damage. Suggesting that he has a low skill floor is absurd. Do you even play Aatrox? 2. His wing banners are hardly noticable in the middle of a fight, so that's not a good indicator 3. You changed "increases all healing" to "heals based on physical damage". Giving him another e passive is a direct nerf. 4. Aatrox's q is different from rivens q. aatrox's is a lot harder to hit, so making it easier to hit his 3rd and most damaging q would not make him harder to play, it would make him much easier. You essentially give him back his second e, which was not fun to play against. 5.did you ever play old Aatrox? His revive was not a major part of his kit. It had a FOUR MINUTE COOLDOWN. The revive wasn't a major part of his kit, drain tanking was. His current kit has enough resemblences to old Aatrox to be passible, and does not need a rework.
> [{quoted}](name=Lord Zeta 1313,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=000100000000,timestamp=2019-12-15T16:51:35.299+0000) > > Okay > 1. Aatrox is not a low skill floor champion. He has to hit 3 small parts of delayed skillshots to deal reasonable damage. Suggesting that he has a low skill floor is absurd. Do you even play Aatrox? I didn't mean it like that. I meant his ceiling is low. What separates an Aatrox main from a pro Aatrox player isn't all that much. They even made fun of that during a tournament, when the commentator literally demonstrated what pro Aatrox play is like, and he just pressed R and literally rolled his face on the keyboard. > 2. His wing banners are hardly noticable in the middle of a fight, so that's not a good indicator Riot could add more visual flair. Maybe have a strum from his metal song when it's up. > 4. Aatrox's q is different from rivens q. aatrox's is a lot harder to hit, so making it easier to hit his 3rd and most damaging q would not make him harder to play, it would make him much easier. You essentially give him back his second e, which was not fun to play against. He doesn't have 2 Es tho, it's a single little dash that upgrades to a longer dash that also deals damage if you wait long enough. > 5.did you ever play old Aatrox? His revive was not a major part of his kit. It had a FOUR MINUTE COOLDOWN. The revive wasn't a major part of his kit, drain tanking was. His current kit has enough resemblences to old Aatrox to be passible, and does not need a rework. That is irrelevant. His lore is that he doesn't die, he just stabs himself into a new body and keeps fighting. If I had it my way Aatrox would be a champion like Yuumi, and he would need to be carried around like if Shen's sword could actively move.
: > [{quoted}](name=Pumpedhero,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=0000,timestamp=2019-12-15T06:08:51.460+0000) > > So all u did was merge oldtrox and aatrox.. no. can we just appreciate, that the OP not just complaining like other people who liked the old aatrox? Tho, it should probably be taken into account that the old Bloodwell wasn't the best system for him, im not sure its the best mechanic to try to modernize. Just because it was "working" before the final rework doesn't mean it was balanced, but, i'm willing to hear a defense on it i DO like the new Q a LOT tho, many people had issues with Aatrox's new Q, being similar to Riven's (idk WHY they really arent that similar) This new Q does a lot to differentiat it, so its gud in that regard. I also think its pretty interesting how the range now gets LONGER instead of shorter, i think that works wonders for a melee champion bc riot has been trying to work on making ways for them to not be so one dimensional in how they just run up on a targets and stick to them. Im liking pretty much everything i see here, except i think the spiral dash is redundant. The dash will already be extending the range at which he can cast Q's at and Q's are already a great source of AoE dmg, so i don't see the point of it being anything MORE than a dash. Lastly it should be noted that spell shield abilities normally ONLY last a short duration, like 1.5 sec. Item spell shields usually last until HIT by CC. If u want a shield that fits the lore a PHYSICAL shield makes the most sense sense he was beaten by magic, it also makes sense gameplay wise sense he fights a lot of AD champs however i DO appreciate the lengths u have gone to, to try to fix some of his issues, namely his ability to tower dive and not get punished for it due to the old rework ult
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=00000001,timestamp=2019-12-15T06:28:56.367+0000) > > Lastly it should be noted that spell shield abilities normally ONLY last a short duration, like 1.5 sec. Item spell shields usually last until HIT by CC. If u want a shield that fits the lore a PHYSICAL shield makes the most sense sense he was beaten by magic, it also makes sense gameplay wise sense he fights a lot of AD champs > however i DO appreciate the lengths u have gone to, to try to fix some of his issues, namely his ability to tower dive and not get punished for it due to the old rework ult Nah nah nah. If he is killed with physical damage it activates the revive, since physical damage doesn't pop the shield. If he is hit by magic damage, the shield pops, and the revive won't activate.
: I had a very similar idea for the passive, just Instead is gave him 10% true damage. It should probably be Empowered Auto --> Benifit as long as blood well holds. So in my case 10% true damage. Giving Aatrox more time to hit his 3rd Q is not a good idea. Most of the skill In Aatrox is hitting your Q's and Giving him extra time for his 3rd Q will just remove that. Plus, that will give Pro's More room to exploit him. And, this idea would require him to have compleatly new animations. Not sure about the E change, but lets not make Aatrox any harder, since you would have to take into account your Charges during fights. this could very well send you into tower range by accident. You seem to have a misconception about spell shields. Spell shields do not have a value. They simply exist, and Brake after one Ability. you are thinking of shielding against magic damage only. And Aatrox's Revive should stay gone. It just made him too good in competitive play, and was bad for the game. Also, you seem to have accidently brought back the "Increases ALL healing" effect. This should also stay gone, since that just makes soraka/Yuumi too good with him. Aatrox Mechanically is in a good spot for the moment. he just needs buffs.
> [{quoted}](name=Lord Zeta 1313,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=0001,timestamp=2019-12-15T07:06:09.635+0000) > > I had a very similar idea for the passive, just Instead is gave him 10% true damage. It should probably be Empowered Auto --> Benifit as long as blood well holds. So in my case 10% true damage. Giving Aatrox more time to hit his 3rd Q is not a good idea. Most of the skill In Aatrox is hitting your Q's and Giving him extra time for his 3rd Q will just remove that. Plus, that will give Pro's More room to exploit him. Well his skill ceiling is a little low at the moment, with most Aatrox mains being able to dominate for a few patches while they were nerfing him. Personally I just wanted to make it different than Riven's triple hop. Turning it into two basic skill shots and a little hover and crash you can add a dash to just seemed like the right move. > Not sure about the E change, but lets not make Aatrox any harder, since you would have to take into account your Charges during fights. this could very well send you into tower range by accident. I was thinking it would have a visual effect. Like the second charge would cause his wing banners to pop out, making that ctrl+5 visual flair part of his kit. > you are thinking of shielding against magic damage only. Also, you seem to have accidently brought back the "Increases ALL healing" effect. Thank you. > Aatrox Mechanically is in a good spot for the moment. he just needs buffs. Champions being in a good place is irrelevant to them needing a rework. In my opinion if a champion's identity is not fleshed out in their kit then the kit isn't good enough. That is why the revive is in the kit, because it is Aatrox's identity. No matter how many times his body was cut down, no matter how the gods chain him, he will just get back up and fight. So it was either a magic shield or executing a low health allied champion for the revive, the magic shield seemed more practical, and gives him a hard counter in mages, since it was a spell that initially imprisoned him.
: > [{quoted}](name=Pumpedhero,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=0000,timestamp=2019-12-15T06:08:51.460+0000) > > So all u did was merge oldtrox and aatrox.. no. can we just appreciate, that the OP not just complaining like other people who liked the old aatrox? Tho, it should probably be taken into account that the old Bloodwell wasn't the best system for him, im not sure its the best mechanic to try to modernize. Just because it was "working" before the final rework doesn't mean it was balanced, but, i'm willing to hear a defense on it i DO like the new Q a LOT tho, many people had issues with Aatrox's new Q, being similar to Riven's (idk WHY they really arent that similar) This new Q does a lot to differentiat it, so its gud in that regard. I also think its pretty interesting how the range now gets LONGER instead of shorter, i think that works wonders for a melee champion bc riot has been trying to work on making ways for them to not be so one dimensional in how they just run up on a targets and stick to them. Im liking pretty much everything i see here, except i think the spiral dash is redundant. The dash will already be extending the range at which he can cast Q's at and Q's are already a great source of AoE dmg, so i don't see the point of it being anything MORE than a dash. Lastly it should be noted that spell shield abilities normally ONLY last a short duration, like 1.5 sec. Item spell shields usually last until HIT by CC. If u want a shield that fits the lore a PHYSICAL shield makes the most sense sense he was beaten by magic, it also makes sense gameplay wise sense he fights a lot of AD champs however i DO appreciate the lengths u have gone to, to try to fix some of his issues, namely his ability to tower dive and not get punished for it due to the old rework ult
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=00000001,timestamp=2019-12-15T06:28:56.367+0000) > > can we just appreciate, that the OP not just complaining like other people who liked the old aatrox? > > Tho, it should probably be taken into account that the old Bloodwell wasn't the best system for him, im not sure its the best mechanic to try to modernize. Just because it was "working" before the final rework doesn't mean it was balanced, but, i'm willing to hear a defense on it I think it's a thematic way to put counterplay in his kit. Like his rage makes him more powerful, but it lets enemies see him change into a more powerful blade stance giving them the opportunity to back off and let him "cool down." Like with Trynd's fury or Kled's violent tenancies, or Gnar.
: So all u did was merge oldtrox and aatrox.. no.
> [{quoted}](name=Pumpedhero,realm=NA,application-id=A8FQeEA8,discussion-id=4K8B3r7G,comment-id=0000,timestamp=2019-12-15T06:08:51.460+0000) > > So all u did was merge oldtrox and aatrox.. no. Mostly. I did tie his revive to a spell shield, since Aatrox was sealed by magic I think it makes sense it would be his weakness. I also gave him a new spiraling dash on his E.
Rioter Comments
: Freljord Sylas doesn't even make sense
Rioter Comments
: Pepsi and Coke taste the same, change my mind.
Well this isn't a matter of opinion, but biology. There are three vague degrees of taste. There are dull tasters who can eat anything and hardly tell one thing from another, there are normal tasters who make up the majority, and there are super tasters who can not only tell the difference between Coke and Pepsi, but the conditions they were kept in.
klin537 (NA)
: there's no kraken champion
So you want the being who's tentacles are wrapped around the planet to be a champion?
: > [{quoted}](name=SSmotzer,realm=NA,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=000100000000000000000000,timestamp=2019-12-12T22:06:55.547+0000) > > Well, Lissandra's goal was to steal the powers of the Svellsongur from the yeti. She was in league with the Watchers in order to do so. The Watchers are masters of fleshweaving blood magic. So all the pieces are there for Lissandra to fuse herself with a yeti. She has the motive and the tools, and it would explain what happened to all the yeti the Frostguard were capturing. Show me where they use blood magic or shapeshift....
> [{quoted}](name=The Iceborn,realm=EUW,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=0001000000000000000000000000,timestamp=2019-12-12T23:06:30.077+0000) > > Show me where they use blood magic or shapeshift.... Well, they take flesh and shape into new creatures that obey the them, that's kinda bloodmagic 101. Sometimes it's little changes, like the Watchers turning Freljordians into immortal Iceborn, or extreme changes like when that little Voidling turned into a powersuit and fused with Kai'Sa's flesh. The Void's entire thing is a person falls in, a flesh abomination comes out. > I recognized the vulture-headed god-warrior from earlier in the battle. Its flight was erratic, its limbs already partially ruined and unmade by the strange matter spilling from the rents in the earth.... >The thing stumbled as it landed. Its legs were twisted and its back was alive with devouring tendrils. Feathers and skin sloughed from its head as it limped past the bodies of dead priests, whose own flesh bubbled and roiled with internal motion. > ...the flesh of the Shuriman army utterly obscured by pale, coiling ropes of hideous matter
: > [{quoted}](name=SSmotzer,realm=NA,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=0001000000000000,timestamp=2019-12-11T23:17:33.822+0000) > > Maybe that's what the helmet is for. She botched a yeti experiment, grew giant ears, then turned the blindfold she would have been wearing into a giant pointy helmet to cover them up. what?? oh god the imagination is high with this one
> [{quoted}](name=The Iceborn,realm=EUW,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=00010000000000000000,timestamp=2019-12-12T14:40:39.427+0000) > > what?? oh god the imagination is high with this one Well, Lissandra's goal was to steal the powers of the Svellsongur from the yeti. She was in league with the Watchers in order to do so. The Watchers are masters of fleshweaving blood magic. So all the pieces are there for Lissandra to fuse herself with a yeti. She has the motive and the tools, and it would explain what happened to all the yeti the Frostguard were capturing.
: Everyone talking about all this stuff and I'm just like so it's confirmed that Vatsyaya+Human works.
In mythology it's widely agreed upon that shapshifters and spirits can breed with just about anything. The thing with yordles is that they are ever present. Like, they always have existed and always will exist, because time for yordles is like jumping for us. The only yordle that breaks this rule is Gnar, and we don't have any real lore behind what Gnar is, because ever since the yordle lore relaunch, he has been the odd yordle out. It's entirely possible that Gnar is part human, or proto-Freljordian. Might be part yeti, and the proto-Freljordians might have also been part yeti.
: > [{quoted}](name=SSmotzer,realm=NA,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=0002,timestamp=2019-12-11T20:59:41.340+0000) > > Well, I think the lore reason behind the fluffy ears would be that she is part yeti, or used the Watcher's fleshweaving powers to fuse yeti flesh into her own, in an attempt to gain the powers of true ice. shes the sister or ashe and sejuanis ancestors though...... who were just iceborn pretty sure 0% yeti otherwise why would she be imprisoning yetis?
> [{quoted}](name=CaptainAntiHeroz,realm=NA,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=00020000,timestamp=2019-12-11T21:11:50.803+0000) > > shes the sister or ashe and sejuanis ancestors though...... who were just iceborn pretty sure 0% yeti otherwise why would she be imprisoning yetis? Well Yetis were shapeshifters. Their ancestors could have been part yeti. Just because Lissandra might be part yeti doesn't mean she would ally herself with the yeti. Like Loki, just because he is an ice giant doesn't mean he gives up his Asguardian claim to Odin's throne and become king of the ice giants. Lissandra is much like Loki, they both lie, betray, and double cross in order to get what they want. Doesn't mater who.
: > [{quoted}](name=Miss Marisa,realm=NA,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=00010000,timestamp=2019-12-11T22:25:15.985+0000) > > I appreciate your response! Is there any particular reason why you say nah? Idk she is somewhat of a queen, some people let their fantasy play by imagining her having fluffy ears but she really does not. She deserves respect for the royalty she is :P I am not feeling that whole fluffy ears/anime/furry stuff with her.
> [{quoted}](name=The Iceborn,realm=EUW,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=000100000000,timestamp=2019-12-11T23:09:15.443+0000) > > Idk she is somewhat of a queen, some people let their fantasy play by imagining her having fluffy ears but she really does not. She deserves respect for the royalty she is :P I am not feeling that whole fluffy ears/anime/furry stuff with her. Maybe that's what the helmet is for. She botched a yeti experiment, grew giant ears, then turned the blindfold she would have been wearing into a giant pointy helmet to cover them up.
: That's hardcore. I never thought of it that way. I like it! Although, Willump doesn't really have the big fluffy ears.
> [{quoted}](name=Miss Marisa,realm=NA,application-id=A8FQeEA8,discussion-id=jgGfz93N,comment-id=00020001,timestamp=2019-12-11T22:24:34.076+0000) > > That's hardcore. I never thought of it that way. I like it! Although, Willump doesn't really have the big fluffy ears. I mean, if you took Willump's ears off of him and just slapped them on Lissandra, they would be enormous.
: Lissandra's fluffy ears: yay or nay? (cosplay question)
Well, I think the lore reason behind the fluffy ears would be that she is part yeti, or used the Watcher's fleshweaving powers to fuse yeti flesh into her own, in an attempt to gain the powers of true ice.
juli144 (EUW)
: Yuumi "rework" buff or nearf? (yuumi mains pls ;D)
I think giving Yuumi the adaptive force, and the ability to give herself attack speed, and the on hit mana restore, does give Yuumi more room to separate from her partner.
Falrein (EUW)
: Everything wrong with – Syndra, Kayle, Morgana
The reason behind Syndra's bad story is easy, she needs a relaunch. She was made just before Riot created their lore team. So, as of now, she doesn't really have a proper place in the lore, at least not until her inevitable relaunch. --- And, the thing about Kayle and Morgana is, their story is not done. Kayle has yet to be redeemed, and Morgana has not yet truly fallen. It's my theory that Morgana's chains, which are somehow containing her celestial power, are actually a Darkin vessel, and the same powers that are suppressing the Darkin are what Morgana is using to suppress her powers. When Varus comes to Demacia to free his sister, Kayle will talk a big game about how Morgana is no different than the Darkin, but she won't be able to bring herself kill her, despite Morgana's willingness to sacrifice herself to stop the Darkin. That is when Kayle and Morgana will be pulled into Valeeva, the Darkin of Vengeance. Just like how Varus is torn between human and Darkin from the love between Kai and Valmar, Valeeva will be torn between Darkin and Divinity from the sisterly love between Kayle and Morgana. --- I just wonder how that will translate to gameplay. Like maybe how Kayle Ascends as she levels, Morgana will be corrupted by Valeeva as she levels, and then when they are both at level 16 they fuse, like Yuumi, but permanent, or at least until they die. Or it could be a [Cho'Gall](https://www.youtube.com/watch?v=FD5ug5jD-q4) thing, where they fuse in champion select, and over the game the two players controlling Valeeva can decide whether Valeeva remains in control, or if Kayle and Morgana reclaim control, like with Kayn.
: So I disabled adblock on YouTube, and immediately I got hit with two 1+ minute un-skippable ads.
I got adblock, and uBlock, and uMatrix to manually catch whatever those two missed, and for youtube, I got Improved Youtube!, in order to force the videos to remain in their classic style to prevent any Youtube ad shenanigans.
: > [{quoted}](name=SSmotzer,realm=NA,application-id=yrc23zHg,discussion-id=mxpj26HU,comment-id=0002,timestamp=2019-12-10T20:10:30.152+0000) > > It was full of bot accounts, and people mostly just played it in order to obliterate the bots for an easy S+ to get free skins I think the main issue here are the bot accounts, not the map.
> [{quoted}](name=TouchpadExpert,realm=NA,application-id=yrc23zHg,discussion-id=mxpj26HU,comment-id=00020000,timestamp=2019-12-10T20:12:58.483+0000) > > I think the main issue here are the bot accounts, not the map. Yeah. There was nothing wrong with the map, it's just people used it to cheat the system. Because so few people played TTL, Chinese scripters can set 100 computers to just spam TTL all day, and in under a week have 100 level 30 accounts that they can sell to people who want to buy a pre-made smurf account. Cause if they tried to run bots on Summoner's Rift, it's likely it will be banned before they can sell it.
: WHY ARE YOU REMOVING TWISTED TREELINE
It was full of bot accounts, and people mostly just played it in order to obliterate the bots for an easy S+ to get free skins
Rioter Comments
: Why does LoR Vlad have to be ugly?
Rioter Comments
: Cool concept. But they look more like they're from Dark Souls then LOL. Also, they look a little too similar to Azir's soldiers...
That picture if from Dark Souls. And yeah they will look Shuriman, but they are going to be giants. Like in Varus's music video, that giant at the bottom of the well, that's how big these ladies are gonna be. I'd say about as tall as Aatrox is during his ultimate. https://www.youtube.com/watch?v=vzNcSvKCOyA
Rioter Comments
: a player got rank 1 mostly with ivern this season in EU.
Oh, yeah, Ivern's game plan can totally destroy most junglers, but Ivern's problem isn't that he is too under or over powered, it's that he is buggy. Daisy is not an impactful enough ult, and she doesn't reliably attack, or go where you want her to go.
: I hope ivern gets reworked so he feels fun to play. Don't get me wrong, he IS fun to play, but because he's so underpowered, its very difficult to play him. Every time I pick him I feel like I'm "trolling" even though I'm doing my best to win. Daisy especially needs an update. I feel like I have to spam R and attack to just get her to focus one person. For some reason she constantly loses interest.
That's the point of the new W. If she is literally carrying around Ivern, there's no chance her AI will lose interest.
Rioter Comments
: Sugar Rush Zilean... a bad joke.
I like Sugar Rush. The problem with giving Zilean a cool skin now is that it would be hard to show it off, unless it is a legendary skin. He is simply too old for a good skin to translate well, and he isn't popular enough for a legendary skin.
: New Jungle Item Enchantment: Sight Stone
You need to put in the quest system, because getting 2 wards, plus a ward from your trinket, at minute 6 is real op in high level games. Especially now that map objectives are more important than ever. Nevermind stats, most games now don't last long enough to get 6 items, so replacing an enchantment won't impact the game that much.
: Solutions for Trolls in Ranked
Going 0/9 isn't intentionally feeding. Having a string of bad games isn't trolling. The problem isn't "trolls" it's assholes who harass people trying to play the game, even if they aren't playing particularly well. It's just a game, don't get bent out of shape because someone is learning.
: because pro play
> [{quoted}](name=Summoner SpeII,realm=NA,application-id=3ErqAdtq,discussion-id=ATntLUtY,comment-id=0000,timestamp=2019-11-29T19:04:34.138+0000) > > because pro play But the difference is Tracer's knife gave them 3 wards after their first recall. The new quest items require you get 500 gold from the gold generating passive before you get the wards. If a new Tracker's Knife had a quest it would be fine.
Rioter Comments
Rioter Comments
: a thing to note is that game-play doesn't always have to 100% equate to game play, bc if that were the case, then the first thing to critique is why isn't he eating anything in his kit? Also when people play Kog' its not bc they want to die over and over, thats for a champ like Sion, being an "expendable and explosive foot soldier for the Void" isn't champion worthy bc thats why Malz's summons and Zz'rot summons do, they are minions, not champions. Thats not what Kog is and any Kog fan would be offended by that, sure he's not the most intelligent but theres something that separates him from the common Void minion. Also SURE Kog's playstyle may not fit, thats just the nature of the game, whole slews of champions come into or fall out of the meta depending on how good they fit in with how the meta works. He was gud, and there will come a time when he's gud again, he doesn't need a whole rework to do so, the meta shifts on its own. Your argument relating Kog to Diana is sound, so why not just do the same thing they did with Diana, switch his W and R, make the current R a bit weaker for a basic ability, and make the current W a lot stronger as a ultimate, like maybe let him move and AA at the same time?
> [{quoted}](name=FlameHalbrdOkido,realm=NA,application-id=A8FQeEA8,discussion-id=OjWHA3AE,comment-id=000100000000,timestamp=2019-11-28T19:51:54.779+0000) > > a thing to note is that game-play doesn't always have to 100% equate to game play, bc if that were the case, then the first thing to critique is why isn't he eating anything in his kit? That's what my first concept was about, him constantly eating. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/rAdByNsW-rework-concept-kogmaw-stomach-of-the-void >Also when people play Kog' its not bc they want to die over and over, thats for a champ like Sion, being an "expendable and explosive foot soldier for the Void" isn't champion worthy bc thats why Malz's summons and Zz'rot summons do, they are minions, not champions. Thats not what Kog is and any Kog fan would be offended by that, sure he's not the most intelligent but theres something that separates him from the common Void minion. I wasn't saying that is all that Kog is, but that is an aspect of him, and I wanted to see what a kit would be like if that aspect was put more into focus. > Also SURE Kog's playstyle may not fit, thats just the nature of the game, whole slews of champions come into or fall out of the meta depending on how good they fit in with how the meta works. He was gud, and there will come a time when he's gud again, he doesn't need a whole rework to do so, the meta shifts on its own. The problem with that idea is that the meta is always moving forwards. With the abundance of high damage and mobile champion, regardless if the meta shifts back to immobile tanks, the damage has been done. > Your argument relating Kog to Diana is sound, so why not just do the same thing they did with Diana, switch his W and R, make the current R a bit weaker for a basic ability, and make the current W a lot stronger as a ultimate, like maybe let him move and AA at the same time? Riot already tried that. Kog's W is simply too powerful. Even now Kog'Maw's W is too powerful, but his immobility is what is keeping him from being relevant, and his W is Kog's bread and butter. Which means Kog needs a new gimmick than standing still and melting anything in range, or at least give it some counterplay or make it require some set up. Like in my other concept, Kog has to create enough ooze around him before he can for full turret mode, and even then, it comes with it's draw backs.
: Vladimir Visual Update/Rework
The problem with Vlad is he is simply too old to simply update his voice lines. Like it works for Lux and Lucian because their visuals and gameplay are still fine, but Vlad needs a full visual and audio relaunch, probably with some gameplay changes to push him towards either being a blood mage, or a vampire.
: I'm not really sure what you're trying to accomplish with this rework. He still has some of his old abilities, making him more artillery based, but you keep the passive as well and also make his ult a Zz' Rot portal now its been removed. And he also respawns faster when he gets bonus health? Even though ADCs don't normally have items that give health? Everything here just feels more jumbled, like old Urgot or Sion, I don't know what to make of it. Is he suppose to push lanes? An artillery ADC? An inting troll ADC who builds health items? Outside of Q,W and E, it just feels off still on what Kog is suppose to be as your pushing more than one direction with him.
I'm not trying to necessarily keep him as an adc. Kog's character is a sentient version of the Voidspawn Malz summons, so I wanted to make that expendability a focus to his character with this kit, while keeping his artillery present. And sure, a "troll" Kog that runs in and dies 3-4 times a team fight to deal massive aoe true damage could totally work here. Pop a couple Warmog's on this Kog and he could just smack his corpse against the enemy team until they die, all the while pushing down lane with his voidspawn. I have tried taking Kog in a different direction, making him more of an individual. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/rAdByNsW-rework-concept-kogmaw-stomach-of-the-void I can see either of these kinds of kits being Kog's future. One focused on Kog dying over and over again to win, and another where Kog eat and pukes all over the place. I'm just trying to see how far these kinds of ideas can be pushed. Honestly I could probably take a few more passes on the kamikaze Kog, take out a few more of his old artillery identity and focus more on dying.
: Interesting, i like that you have tried to give him more of a usable passive outside of dying, since the goal should be to NOT die meaning u'd nvr use the current passive. That being stated. Kog'maw IS balanced around that state of his passive, in that his base kit on its own is pretty strong to make up for the lack of a real main passive, AND his playstyle of just kinda sitting still and attempting to mow down enemies at range and relying on allies to back you up since u lack self peel, mobility or much of anything to defend yourself is BACKED up by the passive allowing him to attempt revenge if killed. So thats something to keep in mind when trying to work with Kog'maw especially when dealing with the passive. That said, u might want to word that main passive like Pykes, to something of the effects of, "Kog'maw cannot gain bonus health outside of increasing in level, instead bonus health and x% of health gained by level shortens Kog'maws respawn timer by a %" Something like that, but i'd ALSO like you to keep in mind the fact that Riot also got rid of the Revive summoner spell for a reason, tho this only reduces the respawn timer, so it may not be that bad. But id stay away from the kill gold reduction that doesn't seem fair to the enemy. Tho i don't see the reason to replace Kog's R and move the R to a basic ability. Kog's niche is supposed to be the preiminent hypercarry able to shred through any an all given the chance, his W helps with that a lot, i don't see why it has to go. Could you pls explain With this new R, are you saying pressing the ult button just kills him? Interesting it works with the passive reducing his death timer but still, that doesn't seem like a good move, especially since you gain Zz'rot in return, sure taking towers in important for Kog' but thats only a portion of his playstyle. The new spawn Location is also a cool way to give him more chance to macro, but it also opens up the ability for enemies to spawn kill him as well, if u don't let him chose if he wants to spawn there or in base. This seems like a cheap way to get Zz'rot back into the game, but interestingly it was likely an item that Kog was less likely to build, and it most certainly doesn't really fit his playstyle as an ability. Pls explain why you used it here, but i think Kog' is currently fine design wise.
Well, the thing is Kog has multiple roles he fulfills with his kit, being a long range tank killer, and being the expendable and explosive foot soldier for the Void but that doesn't really come through. Like he is suppose to be a sentient Voidspawn, like the guys Malz summons, so I wanted to emphasize that aspect of his character with this kit that more leans into him constantly running in and dying. And Kog's current playstyle doesn't really fit with today's hyper mobile and burst heavy meta. So him being able to get back to the fight fast after being easily picked off keeps Kog relevant. I did another rework concept that made Kog lean more in the other direction, him being more of an individual and giving him what is essentially a stomach meter that he has to keep filling. That concept made him more of a looney comic relief character, with him being able to use his ooze for mobility, while still being able to explode once he gets full enough. > Tho i don't see the reason to replace Kog's R and move the R to a basic ability. Kog's niche is supposed to be the preiminent hypercarry able to shred through any an all given the chance, his W helps with that a lot, i don't see why it has to go. Could you pls explain Well. Kog having an ultimate ability that was spammable and relatively low power, for an ultimate, it forced his kit to rely on raw numbers. Like the reasoning behind Riot reworking Diana. Her old ultimate was spammable, making her power budget harder to balance. Giving them real ultimates makes them easier to balance. Given Kog's new ability to come back and reengage in seconds, I couldn't keep his damage so easy to dish out. He still has his old W, but it now relies on landing a skill shot. > ...i think Kog' is currently fine design wise. That's the problem though. I don't want to play a champion who is "fine" I want to play a champion who is great. Every champion has the potential to be great in their own way, and I am just trying to envision a Kog'Maw who fully encapsulates the Kog experience. I just don't quite know which experience the community wants to see with Kog.
Kàto (NA)
: OLD LEAGUE
Well "Old League" would need to only be old champions. However, champions like Quinn and Aatrox weren't updated because they were crazy op like classic Sion, they were reworked because they were fundamentally under powered due to their kit. So there would be this miss match of point and click power houses with little to no counterplay and champions who were feast or famine, who needed to get an early lead and keep it to have any hope of winning. Then there is Ryze, who has reworks that broke the game and others that made him a pointless champion. Do we use all the different Ryzes?
CRABMODE (NA)
: > [{quoted}](name=SSmotzer,realm=NA,application-id=yrc23zHg,discussion-id=4w1Jq1eo,comment-id=000100000000,timestamp=2019-11-26T12:28:23.966+0000) > > Have you tried Lethality against tanks? Like, if you get 100 lethality all physical damage becomes true damage. Read this real quick, then repeat your sentence. https://leagueoflegends.fandom.com/wiki/Armor_penetration#Lethality
> [{quoted}](name=CRABMODE,realm=NA,application-id=yrc23zHg,discussion-id=4w1Jq1eo,comment-id=0001000000000000,timestamp=2019-11-26T12:31:22.336+0000) > > Read this real quick, then repeat your sentence. > https://leagueoflegends.fandom.com/wiki/Armor_penetration#Lethality Oh, you right. I guess if you want to take down a champion you know is going to go total tank, you should pick a champion who's abilities are designed to deal with tanks. Like Garen, or Jarvan, or Wukong, or Kog, or Vi, or Trundle, or Nasus, or Renekton, or Jeice... you know, counter picks.
CRABMODE (NA)
: > [{quoted}](name=SSmotzer,realm=NA,application-id=yrc23zHg,discussion-id=4w1Jq1eo,comment-id=0001,timestamp=2019-11-26T11:33:20.100+0000) > > Complaining that a fighter can't kill a tank is like saying blocking in street fighter is broken because there isn't enough chip damage. The answer in Street Fighter is to start grabbing. > > https://oyster.ignimgs.com/mediawiki/apis.ign.com/super-smash-bros-switch/6/68/Weapons_Triangle.png What is your context-driven definition of "grabbing", I find it hard to grasp (no pun intended) that it's a "grab vs block" issue when bruisers were designed to out sustain tanks and kill them, but lose against them in lane. I pick them to win vs tanks, only thing tanks have to worry about right now are mages (because MR itemization is sh*t,) and Vayne. You never hear tanks saying "oh no a Jax" anymore, it's more like "Oh no a Vayne."
> [{quoted}](name=CRABMODE,realm=NA,application-id=yrc23zHg,discussion-id=4w1Jq1eo,comment-id=00010000,timestamp=2019-11-26T11:38:30.593+0000) > > What is your context-driven definition of "grabbing", I find it hard to grasp (no pun intended) that it's a "grab vs block" issue when bruisers were designed to out sustain tanks and kill them, but lose against them in lane. I pick them to win vs tanks, only thing tanks have to worry about right now are mages (because MR itemization is sh*t,) and Vayne. You never hear tanks saying "oh no a Jax" anymore, it's more like "Oh no a Vayne." Have you tried Lethality against tanks? Like, if you get 100 lethality all physical damage becomes true damage.
CRABMODE (NA)
: I didn't want to do this but, here goes... (please fix)
Complaining that a fighter can't kill a tank is like saying blocking in street fighter is broken because there isn't enough chip damage. The answer in Street Fighter is to start grabbing. https://oyster.ignimgs.com/mediawiki/apis.ign.com/super-smash-bros-switch/6/68/Weapons_Triangle.png
: Bittersweet lulu rework?
Yeah, Lulu needs an Ezreal style vgu.
Daarkin (EUNE)
: New darkin champion design
With the leap being a blink I think this should be a dead Darkin. Like he is a Darkin from the Shadow Isles, and he steps through the mist and appears at his lance. I don't think teleporting really fits the Darkin. He could be Cebotaru, [from the lore](https://universe.leagueoflegends.com/en_US/story/twilight-of-the-gods/). The wolf like Darkin, and with him being corrupted by the Shadow Isles, he could have a Cerberus thing going on, with two extra ghostly heads. The ghostly ones being his Ascended wolf form, one being the man he was before he Ascended, the other being the Darkin he became, and the center being the zombified Darkin.
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SSmotzer

Level 238 (NA)
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