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Rioter Comments
: I'd like to see a Pyke{{champion:555}} or Kayn{{champion:141}} skin since they only have the released skins.
They both have a second skin now.
Gilgayu (NA)
: The ultimate control mage. He is quite literally the alister of mages. I'd say making e 3 times as far when he is dead is a bit too much. I suggest you to also mark the cool down of the abilities, as cd will directly influence the amount of power each ability can have. Nice concept overall. :D
Cool downs are one of those things that would be a bit difficult to estimate on paper, so I've held off on adding them. It would be difficult to figure out his because his abilities do damage and cc, so you wouldn't want them to be too long or too short, and his passive makes it even more difficult to get right. As for the E it is entirely necessary to make it longer while he is "dead" because of how it is meant to be used during that time. His passive will reduce his movement speed by 20%, so it would be more difficult for him to do anything. This is why I added that he can use his E to move more quickly. The E range would not be very far normally, so tripling it while he is "dead" would not make it some super long range ability. Extending the range also doesn't make the ability any easy to hit enemies with or increase the cc from it.
: Malz space aids lasts 4 seconds and deals 55+20% AP each second, soo... Maybe 3 seconds is good. The damage will still be much lower with less than half the total AP ratio and around 40 less base damage, but it'll damage in an area and slow to make up for it. Making Liandry a great item, but not overloading the ability. Depending on the range of the aoe you might be able to go for 4 seconds.
Thanks. As for the AoE range; I never try to guess that sort of thing since it is hard to do on paper instead of actually implementing it and tweaking it. I already felt it hard enough to guesstimate balancing it with the damage and slow. It's nice knowing someone supports it in the way I set it up.
: How does his passive work with item actives? Like {{item:3107}} which has a cast range tied to the corpse? And how long does W last?
Items will work the same as when he's "alive". There won't be a corpse, and the items will have their ranges based on where he is currently just the same as when he has his body. As for the W, thanks for pointing that out. I forgot to include a time since I was focused on other aspects. I was thinking 3 seconds would be good, but maybe it could be higher.
Rioter Comments
Rioter Comments
: It's a little too Elsa-like but the concept is very interesting
Yeah the hair is debatable, but the rest is good. I think Aurora Borealis hair would look better, and fit her style better.
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Sillae (NA)
: For the first thing, isn't being ahead already the advantage? You probably won several events so you'd have bonuses as well.
Being ahead means nothing when both Nexuses start walking to the middle of the map. Also, being ahead objective wise is **NOT** the same thing as being ahead on rewards from events. Plus if the rewards from events were so much of an advantage towards getting objectives then games wouldn't go into Sudden Death so often.
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Rioter Comments
Rioter Comments
: The problem with that is champions like nautilus and blitzcrank don't function properly and would need a massive rework if that's how grabs work (naut's kit relies on him being able to follow up hook with auto attack root and potentially ult/e knockup/slow, while blitz relies on his hook into knockup from e/w? to do anything meaningful) Would vayne condemn and poppy heroic charge need people to be closer to walls to stun them and how intuitively would that be for the player getting displaced and the poppy/vayne player?
Like I said in the earlier comment, the intention is to have airborne abilities that knock the champion back or aside not be affected as much as knock ups. The idea would be that with Mercury Treads you would end up only maybe 100 - 200 units further away at most. It would give you only a fraction of a second more time than how it would go in the current game. The benefit is meant to be small, and only create a small window of opportunity, but it would be enough that you could make something out of it. For instance, if you got hooked by Blitzcrank you could possibly manage to flash away, but with how the game works Blitz would still get his E off on you after the flash. This would not be an incredible advantage or make champs like Blitz useless, but it could benefit enough to be worth it, and I feel that in that way it would be a worthy change to the system.
Gilgayu (NA)
: Interesting bio btw
Thanks. It's what I submitted for the Grand Archives of Piltover contest
Gilgayu (NA)
: Such a great idea! If you still want to keep improving this concept, I have some questions as well as suggestions. First of all, is he/it supposed to be adc? His ult seem to encourage on-hit build, but he posseses way too much cc for him to be that powerful. An adc shouldn't have too much hard cc, and his low ad ratio on his q seemed a bit weird. What kind of champions do you want him to be? From his bio and abilities I'm imagining him as a champion similar to graves, but with more cc and less damage. Grapple is quite innovative, but it is likely to be too strong. It is possible to make first cast of grapple (if hit enemy) pull yourself toward the enemy and stun them for 1 sec if you finish the 1st cast. the second cast can be casted 0.3 sec after the hook lands, stopping yourself mid flight and start to pull the enemy toward you, about the speed of urgot's ult's execution, you can also move during the second cast, but your ms will be imparied. If you used the second cast, after the enemy get hooked toward you, you will knock back all champions in the area, including your allies. This will give the enemy time to react, making the op-ness of this ability less op. I associate rifle as a weapon that hit hard but hit slow. It would be cool if his aa range is similar to thresh's, and his passive be similar to jhin's. Unlike Jhin's though, he shouldn't have to reload, and he should get an auto reset everytime he kills a unit, since his waveclear probably sucks. This will also allow him to auto the enemy, q the caster minions, and auto again because of the reset. This will also make his jungle clear better if that's what you intended. At last, about his damage ratios... He only have damage ratio on his q, and that is ... um... abnormal. From the fact that he can solo mundo, we know he can't be ap (lol). He is an executer of criminals, and he need damage to do so. The ad ratio of his q should be raised. He should also have an ad/ap ratio on his w, but it should probably shouldn't be point and click, because that would be too similar to teemo. Of course, most of my suggestions are based on what I see this concept champion as, if you had different visions, please let me know :D If you already gave up on making this concept better... ... just ignore me...
> [{quoted}](name=Gilgayu,realm=NA,application-id=A8FQeEA8,discussion-id=lIqX8cTJ,comment-id=0000,timestamp=2018-11-27T00:24:45.172+0000) > > First of all, is he/it supposed to be adc? > His ult seem to encourage on-hit build, but he posseses way too much cc for him to be that powerful. An adc shouldn't have too much hard cc, and his low ad ratio on his q seemed a bit weird. > yes he is supposed to be an ADC. Also, his cc isn't that crazy for an ADC. His cc is almost the same as Jinx, but the only difference is that he has a pull (a complicated one at that) rather than just a simple root. Plus I made his AD ratios low because of how much cc he has. > What kind of champions do you want him to be? > From his bio and abilities I'm imagining him as a champion similar to graves, but with more cc and less damage. > Yes I intend for him to be a mix between Jinx, Graves, Camille, and Pyke (kinda). > Grapple is quite innovative, but it is likely to be too strong. > It is possible to make first cast of grapple (if hit enemy) pull yourself toward the enemy and stun them for 1 sec if you finish the 1st cast. > the second cast can be casted 0.3 sec after the hook lands, stopping yourself mid flight and start to pull the enemy toward you, about the speed of urgot's ult's execution, you can also move during the second cast, but your ms will be imparied. > If you used the second cast, after the enemy get hooked toward you, you will knock back all champions in the area, including your allies. This will give the enemy time to react, making the op-ness of this ability less op. > This ability is meant to be both a grab and a dash. It can be used to both grab enemies, and also gain distance like Camille's Hookshot. Since I do mean for him to be a squishy ADC I went for the ability to hook someone to a wall rather than bringing them to himself. The thing that I would probably change instead (and this is something that I had been adjusting as you can see from the first time I posted this champ) is how far you can pull the enemy. > I associate rifle as a weapon that hit hard but hit slow. Rifles have all kinds of speeds (from bolt action rifles to fully automatic rifles). A carbine rifle is a light weight rifle, and this one is intended to be a faster one. > It would be cool if his aa range is similar to thresh's, and his passive be similar to jhin's. Unlike Jhin's though, he shouldn't have to reload, and he should get an auto reset everytime he kills a unit, since his waveclear probably sucks. > This will also allow him to auto the enemy, q the caster minions, and auto again because of the reset. This will also make his jungle clear better if that's what you intended. > These are also things that I had been playing around with since I first came up with this champion idea. I went with what I put in here purely because it's hard to tell what would work well on paper, so I went with what seemed very strong so that it could then be scaled down. > At last, about his damage ratios... > He only have damage ratio on his q, and that is ... um... abnormal. From the fact that he can solo mundo, we know he can't be ap (lol). He is an executer of criminals, and he need damage to do so. The ad ratio of his q should be raised. He should also have an ad/ap ratio on his w, but it should probably shouldn't be point and click, because that would be too similar to teemo. > As I said earlier I wanted to limit his damage ratios because he has so much cc. His damage focus is intended to be on his basic attacks (which is why his passive and ultimate revolve around it), and the rest of his kit is meant to be crowd control since he is a solo law enforcer in a shady under city known as Zaun.
: The issue becomes, like has been mentioned before, abilities that depend on moving a certain amount. Imagine Blitzcrank grab leaving them half-way to you instead of pulling them all the way in. Or Nautilus' anchor, moving him only a fourth of the distance... do you then move 3/4 the distance to compensate? I mean, I guess it could work, and would make sense, and would make tenacity more useful since you dont land UNDER blitz's grab or you get some more leeway in case you do get grabbed.... but it would be a little weird, imo.
Yes the intention is to have it so things like grabs don't pull you the whole way to them. The idea, though, is that the distance part would not be affected a whole lot because the number it would be multiplied by would be the larger factor for calculating it. For instance you gave an example of Nautilus' anchor only pulling someone 1/4th the distance with tenacity and such, but it would not be as big of a difference as that unless you had a lot of health and tenacity.
Rioter Comments
: Please make irl Pajama Guardian Onesies
Rioter Comments
Laurënt (NA)
: I actually dislike this bounty changes. In one of my game, a Xayah got 2 kills in the early game, and died about 5 times right after without getting any other kill, had a 1000 bounty over her head. That was simply because her CS score was extremely high.
Yeah it needs to be adjusted. At least it's only day 1, so changes should come soon.
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Rioter Comments
: > [{quoted}](name=Shadowphoenix,realm=NA,application-id=A8FQeEA8,discussion-id=zRe3XQav,comment-id=00000000,timestamp=2018-11-16T21:15:52.558+0000) > > Difficultly. LMAO. Anyways he'd probably end up being a support champ. Although the amount of damage he would do probably would make farming not that difficult. this might actually work as a support, if the W doesn't have a long range they could function by just nuking any assassin that tries to jump on the ADC
Don't forget the Q stun.
: how will he last-hit lmao
Difficultly. LMAO. Anyways he'd probably end up being a support champ. Although the amount of damage he would do probably would make farming not that difficult.
Rioter Comments
: > [{quoted}](name=Shadowphoenix,realm=NA,application-id=3ErqAdtq,discussion-id=qRjFspfd,comment-id=000100000000,timestamp=2018-11-16T04:29:14.371+0000) > > I think they thought that your suggestion of making 5 man teams forced to only be able to play ranked flex instead of normals was so ridiculous that they thought you meant to say ranked solo/duo instead of normals. Also, it **IS** a ridiculous idea to make a 5 man team not be allowed to play normals. Fine, downgrade it to them only being able to play against other full teams. Queue times be damned.
I mean first off I'm pretty sure premade teams get matched against slightly higher mmr enemies to offset their advantage. Second, punishing people who have enough friends to run a full premade team because you won't use the voice chat system that Riot put into the game is a bit unfair.
Dr Dog (NA)
: if you are hard losing lane
Okay well I just want to make a point that if you are not actually hard losing, and it's actually really close then it should be acceptable to find blame in the jungler not ganking. If I have a game where I'm winning lane early game in cs and trades, but then die to enemy jungler gank, and then my enemy laner is over extended trying to milk more of the work their jungler put in 3 minutes ago; then I **EXPECT** my jungler to listen when I ask them to make a very easy gank so I can regain my lead. Some junglers take the "don't gank losing lanes" idea too far to where if you are slightly behind no matter how far ahead you were before they just ignore your lane and that entire part of the map.
: ***
I think they thought that your suggestion of making 5 man teams forced to only be able to play ranked flex instead of normals was so ridiculous that they thought you meant to say ranked solo/duo instead of normals. Also, it **IS** a ridiculous idea to make a 5 man team not be allowed to play normals.
: I would assume no. As then similar steroids on {{champion:39}} {{champion:412}} {{champion:113}} {{champion:33}} would also need to be treated this way. This issue with intentionally giving her synergy with it, is that it's more point and click damage which she has in spades. And a shield is more powerful than a steroid at lower health values, which annie generally resides. So it would be a far bigger buff than I believe you think it would. Health and resistance are best together, but the better one to have without the other, is health. As it doesn't matter how much you reduce the damage, if you don't have the health to survive in the first place
Well like I said the shield's strength should depend on how big it is. Since Annie is a mage it wouldn't be a big shield, so I think you are overestimating it. I am also aware that resistance without health won't do much, but maybe that's why a squishy mage like Annie should have something else instead. By the way, I find it interesting that you refer to damage reduction on an ability as a "steroid".
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: > [{quoted}](name=Shadowphoenix,realm=NA,application-id=A8FQeEA8,discussion-id=PeFM2tEH,comment-id=00010000,timestamp=2018-11-08T23:56:30.591+0000) > > How so? It basically turns all stealthed enemies and enemies hidden in brush into camouflaged enemies, and gives you a very small amount of bonus MS. I could see to shortening the range of the true sight (which I already did once before posting this), but over all it isn't very crazy for a keystone. It's basically, when you don't have charge of trinket, you get a free sweeper lens thing till you get a charge again. When you buy the sweeper it'll replace the trinket, that's why I think it's too OP.
It's not a sweeper lens at all. What are you talking about? You get true vision of CHAMPIONS ONLY, and the range is much smaller than sweeper lens so the true vision isn't that valuable.
iiGazeii (NA)
: If we're going for the "boy band" aesthetic, all the champs need to be young, thin human-looking men. Ezreal is a 100% necessary inclusion. I would put Varus, Kayn, Talon, Ekko, and Xin Zhao at the top of the list after Ezreal. MAYBE an non-crispy Brand skin. As much as I would love for some of our non-human champions to sing and dance, the selling point of these pop star skins is that they could pass as real-life pop stars.
Nah man this is a joke, and a spoof of the pop star skins. Plus I just want some of the champs listed to get more skins because they don't have many.
Dr Dog (NA)
: well for a bnd type thing its gonna have to be all MOSTLY human champs
First off, that's racist. Second, I don't care what you think. This band is amazing, and don't you dare insult them.
Dr Dog (NA)
: uhhh why not taric instead of bard? why gnar and not say ekko? also yorick would just kinda look weird why not garen or darius
I wanted to pick champs that didn't have many skins, and then added Ez and Draven because they would HAVE to be a part of it.
Rioter Comments
: That Beacon is too OP
How so? It basically turns all stealthed enemies and enemies hidden in brush into camouflaged enemies, and gives you a very small amount of bonus MS. I could see to shortening the range of the true sight (which I already did once before posting this), but over all it isn't very crazy for a keystone.
: > [{quoted}](name=Shadowphoenix,realm=NA,application-id=A8FQeEA8,discussion-id=PeFM2tEH,comment-id=00000000,timestamp=2018-11-08T04:16:45.305+0000) > > I mean it's hard to make a worth while ward keystone without it having some damage aspect or copying something from an already existing keystone. Plus the focus of it would be the vision giving aspect since you don't get trinket charges too often. You could turn Wards into vision granting land mines, or make them grant Stat Auras like extra MS to nearby allies or extra Mana regen, Life Steal, or even Armor and MR You can do many things with wards that aren't DIRECTLY extra damage and not a copy from existing runes either
> [{quoted}](name=Drakath2002,realm=EUW,application-id=A8FQeEA8,discussion-id=PeFM2tEH,comment-id=000000000000,timestamp=2018-11-08T12:27:10.462+0000) > > we really don't need another damage keystone ... >You could turn Wards into vision granting land mines Make up your mind. Also, I already made a suggestion for a land mine trinket as an item and I don't think it would be at all good as a keystone. > [{quoted}](name=Drakath2002,realm=EUW,application-id=A8FQeEA8,discussion-id=PeFM2tEH,comment-id=000000000000,timestamp=2018-11-08T12:27:10.462+0000) > >or make them grant Stat Auras like extra MS to nearby allies or extra Mana regen, Life Steal, or even Armor and MR This would not be good because you only get so many wards to place, so you are limited on how useful they are. You would basically be giving someone a watered down version of {{champion:72}} Skarner's passive, and I could see that as at most a lower level rune, but not as a keystone.
iiGazeii (NA)
: This really doesn't fit the Inspiration tree. It doesn't give you more opportunities to do something interesting, it just encourages you to waste wards for a burst of damage. A vision-focused keystone would be awesome, but we really don't need another damage keystone.
I mean it's hard to make a worth while ward keystone without it having some damage aspect or copying something from an already existing keystone. Plus the focus of it would be the vision giving aspect since you don't get trinket charges too often.
Rioter Comments
: That and her shield has a pretty decent ap ratio esp when combined with mantra.
It has a decent AP ratio, so you could build higher AP items for more damage and still get a better shield.
: The problem with building AP as a support is that it costs too much gold. Let us compare 2 item support Karma and AP Karma. Support first. {{item:3504}} {{item:3174}} is 4.4k gold while {{item:3285}} {{item:3151}} is 6.3k gold. You could almost get another support item for that much gold. That right there is the problem. Her mid lane is weak because of the meta and because her one back line damaging ability gets blocked in every fight.
Yes I'm aware that it costs more, but if she is such a low tier champ when she builds those cheaper items then maybe it would be worth it to build the more expensive ones. I mean {{item:3802}} alone would be enough to give her a large power spike, so why not build {{item:3092}} > {{item:3802}} > {{item:3504}} > {{item:3285}} , and then build strong AP items from there?
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Hjelp (NA)
: These are awesome! I particularly like The Executor. Seems like a good way to deal with healing tanks while being balanced and useful against squishies meanwhile. I think the Mine Ward concept is terribly overpowered, though.
Yeah I was considering keeping it more similar to what is was before, and keep it at 2 mines. It all depends on how the item is implemented, though, since it would probably be made so that you could sweeping lens it and destroy it without setting it off.
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Shadowphoenix

Level 87 (NA)
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