: I'm going to go ahead and just shut this right the heck down. I made the call for us **not** to ship a changelist that looked VERY similar to this before Worlds when we were doing our World's patches. At that point Yasuo was already winning >50% of his games, and while the changes were targeted more at making him viable in pro play, it was also undeniably a buff to him and did not feel responsible given he was already doing well on Live. Would it have been better if we saw Yasuo in more games at Worlds for "our bottom line", probably, but we explicitly made the call NOT to take the risk for the live game, and even if we'd shipped it, the reason would have been having a high skill expression champion at our largest event at the year, not to "generate sales".
Question: What are your thoughts on, instead of Yasuo's Q giving Base damage with rank, it instead had a scaling AD Ratio based on rank instead? I'd personally like to see a shift away from early game power into late game, but then I'm _very_ biased: I'd be more than willing to deal with the consequences of a Yasuo who got to late game, if I felt like I could do anything meaningful to delay that powerspike.
DyQuill (NA)
: > [{quoted}](name=Xenos von Faneli,realm=NA,application-id=6kFXY1kR,discussion-id=z1dTsaQ6,comment-id=00000000000200040000000100020001,timestamp=2017-12-01T02:27:25.357+0000) > > No the core of his story was that ALL he had left was vengeance, to the point that he willingly let himself be consumed. Now the vengeance is barely even a part of the hosts (at least by the end of the comic) instead the vengeance belongs almost solely to the Darkin, who seems to not even be in control most of the time, instead this being about the quest of these two lovers to be freed from this curse that is the Darkin. The vengeance is now an afterthought, something they do their best to keep in check, which strikes me as extremely different from the tragedy of the old Varus. I think what you've said here (and in reply to Arakadia's comment) is extremely insightful. Was Varus' story more about a wife and child? Or a loved one? Was it more about the tension between family and duty? Or the tension between principles and desperation? Was he defined more by having nothing left but vengeance, and his "fall" when being willingly transformed into an instrument of darker purpose? Or was it the deep emotional trauma (realized or threatened) that drove him choose a "deal with the devil" in the first place? There's no right answer here. Players (and Rioters) saw (and still see) different parts of Varus' identity as the most primary. Some players absolutely hate what we changed because we changed the primary thing they loved - and you know what? We get it. We're not gonna try to tell you you're wrong, because you aren't. But some players really love what we changed, because they think (as we thought) it reinforced and evolved the primary thing they loved about Varus. We are reading through literally all of your comments, and we'll reply where we can, but I really want to stress this - you're all going to have different feelings about this, and we're ok with that.
> We are reading through literally all of your comments, and we'll reply where we can, but I really want to stress this - you're all going to have different feelings about this, and we're ok with that. I was going try and start a discussion about Varus' new lore. But I just want to put this out there, and hope the lore team sees this. I don't need a response, or a discussion, or an answer... I just... want some assurance that I'm not just shouting at the wind here. **I'm begging you**, if you really are reading _every_ comment, Lore Team: Please, just play it safe with the old characters. I know you want your characters to be big and important to the world or Runeterra, and you want them to stand out. But.... There's people who are still attached to the smaller characters, some who've even connected with them on a personal level, despite how old their stories are. No one should have to squint their eyes just to see a slight trace of the character they connected with. Not every champion has to have big, bombastic larger-than-life, world-changing stories. You can still have your scrappy underdogs that just want to prove their worth, and defenders that just want their loved ones to be safe. As generic or tired as the stories may be, people can still relate to these characters regardless: but I'm genuinely afraid that we're losing them with the lore rewrites. Sure, the updated characters might be fun to read about and play... but they're turning into these fantastical superbeings that you can't really relate with. Sure, you can't exactly make a champion about a regular guy who works a 9 to 5 job, but I just don't see anything I could relate to with the new Varus, because the situation is too fantastic. Even the conflict of "Valmar has to leave Kai behind for the sake of his duties" is dropped and moot as soon as Noxus invades. I just don't want to risk getting involved with lore anymore, because I'm genuinely afraid you'll decide things like: 'Rumble being the scrappy underdog is too cliche, and he'd be cooler and better off being an Ionian Fire Deity or something.' --- Please respond to this, Lore team. I don't need an discussion, I don't need to know if you agree or disagree with me, or even if you care about what I've said. Just getting "We read this", and nothing else would be wonderful. I don't want to be screaming into the wind over something that I care about.
: Patch Chat with the Playtest Team - 7.23
TL;DR - Why do Gnar players seem to prefer Attack Speed runes, when the bonus seems insignificant mathematically. Also is Press the Attack a 'win more' rune for Gnar Matchups, or does it still have value when you want to play cautiously? ---- So since the play test team is comprised of players who are infinitely more skilled at league than I am, maybe they could help me with this: Why does everyone playing Gnar seem so obsessed with getting early attack speed through runes? I get that it's supposed to make him proc W more often but... his base AS is only .625: Every 20% of extra attack speed would add about .125 more, just barely more than a tenth of a second. I could just be bad at Gnar, but I'm having a hard time seeing how that can make such a big impact, especially in lane when those early stats matter the most. He gets a huge amount of attack speed just from being Mini anyway, that I can't see how much of a difference the rune bonus could have. I'm just having a hard time seeing how the attack speed is better than taking another rune path that gives an AD Bonus Instead, since it makes your poke better, and I don't think the DPS would be that much difference in any realistic in-game. And maybe I'm just having a hard time seeing PtA as anything more than a 'Win More' Keystone against matchups where they can't really do anything to stop you. But when you want to play more cautiously, I couldn't get my first proc until 10 minutes into the game!
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: November 17
On the topic of Tristana: Do you think her strength is just a numbers issue, or will she need some work on her kit? (Like a Shyvana or Singed-level rework?)
Sparkle (NA)
: :c This is a hard answer to give because I totally love having Aery around too. In the past, she showed up all the time and was given equal "visual weight" in all of her states - her ready state, the active and the cooldown state (where she travels back to you and actually needs the most player attention). Unfortunately, we found in testing that this made it really hard to tell all of those states apart. We want to give each rune the appropriate amount of gameplay visibility and even though having Aery float around all the time is satisfying (because I love herrrrr) it's actually not great for clarity - if she's around all the time in ready/active/cooldown it actually makes it harder to tell which state she's actually in for everyone who needs to play around that info. Adding to the problem, she also has more states than similar keystones like Comet. Thus, we made the call to have her be present for her most important states that need play for them (active/coming home) and to act more like a buff for her ready state (which she kinda is because she is a rune, after all). We've found that this change makes her significantly easier to track and play around for both enemies and owners. PS I like to think that when Aery goes away she's actually returning into your heart though, where she came from. 💕
Question: Is it that people with the Aery Keystone had a hard time telling the states apart, or people against/with another player with Aery, or both? If it's the latter, would it make sense for Aery to only display for the player with the keystone? It shouldn't be any different than what it currently is now, if enemy readability is an issue. Also, I'm not a VFX person, so I don't know how much help it'd be, but would it help at all if she glowed more/less brightly in her different states? Like if she was more translucent in her 'ready' state? Or maybe have a case for in/out of combat? EDIT: Also, personally, I think it's weird that the state where you can't see Aery at all (not counting the buff icon) is the state when she's ready to deploy.
Meddler (NA)
: Quick Gameplay Thoughts: November 10
This is a bit out of left field, and I know it's not really your department, but would you happen to know if there's a Rumble Update (Visual or otherwise) on the radar? https://boards.na.leagueoflegends.com/en/c/story-art/md2njOEE-riot-champup-team-is-a-rumble-update-on-the-radar
Rioter Comments
Broporo (NA)
: That rune came from having owned one of the 'special' runes like the Razer Runes or Intel Runes. Basically any of the unusual ones.
Ah, gotcha. Thanks for letting me know!
  Rioter Comments
: Patch Chat with the Playtest Team - 7.22
So there's been a lot of talk of "We think Eve will be strong in Runes Reforged", So what builds would you recommend? I know you posted that one video, but are there any other options you've had success with, at least for when you don't think you'll be able to snowball all that easily?
: Hey! I play a fair amount of Ekko. Unlikely he'll be getting additional base stat increases specifically, but if he turns out to be weak on Runes once everything's settled then we can look at buffs for him. In terms of options for him, I think there are 3 Reasonable keystones: Electrocute: Similar to Thunderlords obviously, but much harder for him to proc now due to Q not counting for 2 hits. Means you have to do a 2nd auto after Q/E to trigger it, which is certainly worse. Is much more damage than old TLords in all-ins though. Fleet Footwork: This has pretty strong synergy with his trade pattern, as you can Q/E in and use the immediate movespeed from autoing with your E to resposition to land the Q2, then your passive will kick in and let you disengage like normal. Basically this gives you the most guaranteed trade pattern by allowing your previously conditional Q2 to be more reliable. The healing also scales very well with AP and while most mages are deterred by the AS bonus from Precision, it's not bad for Ekko as you mentioned. Dark Harvest: This is fairly strong in lane on champions who can reliably force trades with the proc. If you're in a matchup where you can trade pretty aggressively, this will allow you to win those trades pretty handily every cannon wave with upfront damage that won't make you change Ekko's normal harass pattern. Also scales very well and gives you insane tower damage for split-pushing later in the game in combo with Lich Bane.
What are your thoughts on an Inspiration build with Unsealed Spellbook? Not enough Damage, or does having freedom with your summoner spells counterbalance this? (Ignite for an early all in, Ghost for Roaming, TP for getting where you need ASAP, etc.) Plus I think you get more of a base stat bonus from taking primary Inspiration, as opposed to Domination or Sorcery.
: New Runes For ALL CHAMPIONS
What are your thoughts on either Presence of Mind or Manaflow Band for Sivir? She has pretty costly spells early, so I feel like one or both of these could go a long way to have her keep up the pressure early.
Rioter Comments
: are the runes and pages BE boost that huge?
Nah, that's just altogether, including my current IP (18,000) and Blue Essence (Which'll get multiplied by 6.5 when preseason roles out). Only about 14,000 of my total is from runes.
: New Runes For ALL CHAMPIONS
I'm sort of disagreeing with the Rumble build, just because you're underestimating how much of a playmaker Zhonyas is for him. I think he could reasonably run an Inspiration Page with Glacial Augment; The longer you can force them in your Flamespitter, the better! Granted, it has been a long time since I've played Rumble, so I could just be out of the meta. Even if you're not going to make it your main tree, I feel like getting a Zhonyas effect early and perhaps the Approach Velocity effect (You've got slows with your harpoons) can be pretty useful for what Rumble wants to do: Burn everything he can for as long as possible.
: One week until preseason, so what's your Blue Essence looking like?
Got about 3250 blue essence. If I've got my math right, by the time preseason rolls around, I'll have over 54,000 BE! There's a few champs I'm looking to get ({{champion:497}}{{champion:516}} {{champion:240}} {{champion:69}}) , plus some chromas I assume will be on sale (Hopefully DIno Gnar, Firecracker Jinx, and Sandstorm Ekko will be on sale), and the exclusive ward skin that should be released for 6000.
Meddler (NA)
: Quick Gameplay Thoughts: November 1
I know with preseason and runes, everything will be in flux, so specific champion balance might have to take a bit of a backseat. But I'm curious what your thoughts on Tristana are? I know she's been taking about as much flak as Twitch has, and I'm wondering if you think it's just a numbers issue, or if Tristana might need to get a small ability rework?
Meddler (NA)
: Quick Gameplay Thoughts: November 1
Would you care to share any more of those word clouds? Kind of want to see the results for some of my favorite champions. EDIT: Also, on the topic of runes, has there been any consideration for updating the Resolve Tree? I still feel like the second line (Iron Skin/Mirror Shell/Conditioning) feels very underwhelming and low-impact compared to other runes, or at least doesn't provide much meaningful gameplay. Or is this the intent, something simple you can opt into if you know it's going to be a rough laning phase?
iLBGAMing (EUW)
: What if Yasuo windwall costed flow to cast?
So, throwing my two silver cents in this "Yasuo's balance" Train: I'm actually okay with most of what Yasuo can do; yes even the no cooldowns, windwalls, yada yada nonsense. The problem is, it feels VERY difficult to actually keep Yasuo from getting to his power spikes, because of how safe his early game is, and how much value he gets out of Crit. I could tolerate a lot of what Yasuo can do late game, if I felt like there was a way you could reasonably delay that late game. But his early game is actually pretty damn safe, and in some matchups he can even be an outright lane bully! --- I've only got a few relatively small changes in mind (Or I'd like to think they're small). First off I'd like to see an iteration of Yasuo with a Scaling AD Ratio on his Q, instead of getting only base damage as it ranks up. Even discounting crit multipliers, it's essentially a bonus 20-100 AD to an autoattack. This, combined with it's low cooldown and AoE nature, makes it very easy to keep up in farm, even if you were against an opponent who could bully him out of lane. However, I feel like shifting power from the Base Damage into a Scaling AD Ratio would move power away from his early game, and into the mid/late fantasy he has. Also, it might be a good preventative measures against any sort of Tank/Bruiser build that Riot's had issues with in the past. And of course, the infamous "Literally gets double of a stat" passive. I'm all for Yasuo scaling with Crit and having it be a core stat, but it's been nearly 4 seasons since Yasuo's release: SURELY the team could think of a more nuanced way he can interact with Crit. You have marksman like Ashe and Jhin who have unique interactions with Crit Chance. --- **EDIT:** I realized I never actually finished that last thought because I was in a hurry to get somewhere. The just of it is "I believe that the balance team has gathered enough creative experience in the past 4 years, that they could give Yasuo a different passive that still allows him to scale well with crit, without putting a huge powerspike on his first couple of items."
Meddler (NA)
: Quick Gameplay Thoughts: October 27
This is a bit out of left field, but what are your thoughts on Twisted Fate? {{champion:4}} I don't really see anyone talk about him at all, and that's a bit of a sad state for the champion that got me into League in the first place (The Twist of Fate cinematic, at least). Do you think he's just outshined by other picks, or is he in a good spot, but just under-appreciated?
: Patch Chat with the Playtest Team - 7.21
Since Ardent Censor has been tuned down, how is Lucian looking for being an ADC again? {{champion:236}} Since the Ardent users aren't crowding him out as much. Do you think he may need some work, or help from Runes Reforged? --- EDIT: And on another topic, what are the playtest team's thoughts on Twisted Fate? {{champion:4}} I feel like no one really talks about him _EVER_, which is kind of sad for the champion that got me interested in League. Do you think he's in a good spot, but just outshined by other picks, or could he use some work?
Ąkąli (NA)
: These Eve Buffs are Spot ON.
I'm sort of expecting not all of these changes are going to go live, but if nothing else I'm glad to see the stealth and R changes. I'm personally not _that_ excited for the AD Ratio; I started playing league in Late S3/Early S4, back when Deathfire Grasp was in the game. So I'm used to Eve being an AP Assassin, and it's **STILL** hard for me to think of her as anything else after all this time. But the people who stuck with Eve longer than myself seem happy (or at least content) with it, so I'll just be happy with you. Worried it might make her synergize TOO well with Gunblade, but we'll just see.
Meddler (NA)
: Quick Gameplay Thoughts: October 27
{{champion:28}} So I've noticed a lot of buffs to Evelynn on the PBE; Shorter passive lockout when taking damage, AD Scaling on E, going invis after ulting, etc. I'm not expecting ALL of these changes to go live, it feels like most of them are just to test the waters, but I'm sort of worried about overbuffing her. In particular, I feel like Gunblade might end up VERY strong on her with the E ratio buff; Is this the intended effect with the E buff, to have gunblade be a core item? I know a lot of Eve players have felt she's weak (I agree that she needs help, but I feel like she's stronger than people make her out to be), but I feel like it'd be a disservice to overbuff her and draw in the FotM crowed, just to inevitably nerf her later.
: I think it's because of the change of how interactive the champion has become with the game. In old LoL, it felt like when they spoke, those were idle feelings or memories, but now it feels like they're actually experiencing what they go through. Also, I feel like new Galio is the part 2 of old Galio. Old Galio refused to move on from his sorrows and mistakes, basically living a depressing, melancholy existence until the day everything was gone. New Galio has moved passed the sorrows of saying goodbye and has decided to live in the moment, and savor everything he can while he is still moving. If I had only minutes to live at a time, I wouldn't spend that time mourning, I'd be out there doing what I love to do, which is exactly what new Galio does. I sometimes feel like Old Galio players liked him because he was like them, sad or depressed with the weight of their mistakes on their shoulders. But New Galio is what they need, moving past the mistakes to jump headfirst into life and embrace it.
Fair enough, and I can agree with you in that part, new Galio being like a part 2, or at least having the kind of determination and confidence that Galio would want to have. But that being said, I don't know how realistic it is to expect people to go from depressed to Boisterous and lively like that. It's one thing to move on and learn from your mistakes, it's another to act like they never happened at all. But then I'm not a psychologist or whatever, so what do I know? In that case, I think I'd prefer a middle ground between the two; a Galio who HAS failed or messed up in the past, and while he's stopped letting it define him, it's encouraged him to try harder and improve himself so it doesn't happen again.
: I have seen this said about literally every vgu one way or another. Also I disagree they didn't kept anything about the character, they kept his taunt and his anti mage aspect.
The taunt and the anti-mage is the KIT, though; the character, Galio's personality, was changed entirely from my opinion. I'm personally fine with the kit, though I'm sure others disagree. It's just that I'd rather the kit had gone to "I fight to protect Demacia!" Galio rather than "Imma fite all teh tings cuz fighten is fun!" Collosus
Ralanr (NA)
: What about old Galio’s character do you miss?
I guess I just liked the melancholy about him; Someone who literally lost his purpose in life, who had trouble coping with it, and had to find a new purpose. I always thought of him as someone who would be introspective, trying to find his place. I also liked how, despite his intimidating appearance, he still seemed like a pretty nice guy who you could sit down and have a pleasant chat with. And I get there's still some melancholy in the colossus: He can't move without magic, and has to watch Demacians die without him being able to do anything about it, and even when he can move, as soon as he fufills his purpose, he has to go back to sleep. But it very rarely comes out in game, because he's too busy talking about how much he loves fighting. His VO makes it seem like he doesn't care that much about protecting anyone, he just wants to fight for the hell of it. Maybe I'd feel better about it if they had emphasized "I'm fighting to protect my fragile Demacian allies!" rather than "Fighting feels good, I want to fight all the time, what's a demacian again?!" Maybe I'm just nitpicking or reading too deeply into things. I didn't even really play him all that much, his old kit was pretty boring to me at the time, but I'm sad I just lost the character. I know they've had their stance on making new Traditional Skins, but I can't help but feel like Colossus' character is such a departure from Galio's that it would have been warranted.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: October 25
I'm still curious about the Resolve tree; at least the second 'line' with Iron Skin/Mirror Shield, because it's very boring. Have you considered replacing them with more interesting runes?
: Patch Chat with the Playtest Team - 7.21
Question: Has the team tried out the summoner swap rune on Ekko? I feel like it could actually be pretty good, and I feel like a lot of the Inspiration tree really fits with Ekko's "Outsmart your opponents" playstyle.
: We're potentially testing a stronger version of that line in the future and, because of that, Stashu decided to pull the change since he's not comfortable with shipping that line only to revert/change it at a later date.
Thank you for the update, very appreciated!
: Patch Chat with the Playtest Team - 7.21
So I know for a while on PBE, Evelynn's passive wasn't being reset by minion damage, but I don't see anything in the patch notes about it. I take it the change was reverted, but is it off the table entirely, or could it come back in the future (Maybe after Evelynn's power has been assessed post-Runes Reforged?) **I'm totally fine with the team wanting to wait and see how Evelynn does because of her skill curve**, but this seems like something strictly Quality of Life to keep her passive's lockout clear. Obviously any sort of QoL buff is still a buff, but I still feel like I'm missing why the team is so cautious about this particular change.
: A rather spooky Vaulting of skins
Wait, Loch Ness Cho'gath wouldn't be that cost if it were on sale, it's 520 RP for full price. Would you happen to mean Jurassic Cho'gath, or is the price just wrong?
PhRoXz0n (NA)
: AP Itemisation Context
I would say adding new upgrades to Lost Chapter may help a bit in diversity. The item itself does a lot to help early mana issue, and I'd say that "Mage group A has item X, group B has Y, etc." is at least a bit than "All mages build X". Also, I'd prefer to see Morellonomicon keep Grievous Wounds, but just be less of a general pick. On one hand, I'd want to keep the meme of Morello's healer vendetta alive, but on the other, having GW tacked onto an item that everyone in a certain class will buy just makes things needlessly difficult for champs that rely on healing. And finally, a bit more flat Magic Pen options would be nice. With MPen runes being removed, all we'll have are Sorc Shoes (Which can be overlooked for other boots, depending on the situation) and Haunting Guise/Liandries (Who's statline/effects are more suited to a sustained damage mage, rather than the assassins that'd want to pop squishy targets),
Broporo (NA)
: 2017 Ranked Rewards Help Desk
May I ask if you've come to a decision on what to do for the honor wards?
: Who would fall prey to the Agony's embrace?
Similar topic, would Evelynn try to prey on a super-masochist like Mundo, or does she need her prey to be mentally anguished as well to sustain herself? She could basically torture Mundo forever with his incredible regeneration, but since he loves being in pain and actively seeks it out, would she not feel anything out of it? This is the same Mundo that sleeps on a bed of sharp knives and rusty nails, because that's apparently what's comfortable to him.
Meddler (NA)
: Runes update will be a bit of a balance reset overall, so we'll be looking at the roster as a whole with fresh eyes. Eve's performing fairly well in jungle for a champ with some learning curve, definitely doesn't seem out of line though. At one point in testing we saw her laning be really dominant via some really low counterplay stuff and we built a number of restrictions into her kit to avoid that being a problem. Looks like we did more than was necessary there though, so at the least we'll likely ease off on some stuff that'll help laning Eve out a bit/might buff jungle Eve slightly (e.g. Q having a lower CD, and lower refund on monsters, E rank 1 damage higher).
On the topic of Evelynn, I recall hearing that you'd test 'Minion damage does not reset Demon Shade's cooldown' for Evelynn. Have you decided whether this would be an appropriate change for Evelynn, or are you worried it would overbuff Lane Eve (I admit, her passive seems like it'd be a pretty good way to say in lane if your opponent doesn't have the tools to burst you down quickly)?
Meddler (NA)
: Quick Gameplay Thoughts: October 11
So now that Evelynn's rework been stalking the rift for a bit, what are your initial thoughts? It's probably too early to get a read on power, people getting used to her and all, but I'd still like to hear your initial thoughts. Do you think she'll need some numbers tuning, or would you rather wait and see how she fares Preseason with the new runes? Personally, I don't think she's particularly weak, and I'd apply a lot of it to being a meta thing (Can't snowball botlane as early and easily as other junglers, and strong shields/peeling from supports makes her job as an assassin more difficult) (That being said, 'Minion damage no longer resets Demon Shade's cooldown' would be a welcome Quality of Life buff, in my opinion.)
: Patch Chat with the Playtest Team - 7.20
On the topic of Rune keystones, what kind of pages has the team been using for Gnar? {{champion:150}} I was just testing out a build with Arcane Comet, of all things, as a keystone, and pleasantly surprised. Not too sure about the runes in the tree, but I feel like Nullifying Orb, Transcendence, and either Gathering Storm or Scorch work okay. About the only thing I'm fairly sure about is that Cheap Shot looks _really_ nice for Gnar to add to his poke damage. I'm not really feeling any of the Resolve Keystones because his two forms make both Grasp and Aftershock underwhelming (Range restriction, and no hard CC in mini, respectively). _Maybe_ the new Press the Attack keystone or Fleet Footwork, but I'm worried how often you could get those autos off consistently, and the rest of the Precision Tree isn't too interesting or helpful in my eyes (Save for the tenacity one, and even then).
Meddler (NA)
: Quick Gameplay Thoughts: October 11
Obligatory Evelynn Questions! {{champion:28}} (Who apparently needs a new forum icon, at the time of posting this) So first of all, I've seen you're going to test a version of Demon Shade where minion damage will not break the passive. If everything works out right, and you feel the change is appropriate, would you want to micropatch it into this patch as a Quality of Life buff, or would you want to wait until 7.21 to be absolutely sure it's the right change to make? On that note, it's my understanding she was partially balanced with Runes Reforged in mind, so I'm worried her power may be incongruent on the live patch, compared to your playtests. if she ends up over- or underperforming this patch, would you be willing to make a hotfix buff or nerf to get her in line, even if it means you'd have to revert it when Preseason starts?
: Patch Chat with the Playtest Team - 7.20
{{champion:157}} Does the team have any plans to look at Yasuo's kit? I feel like Riot has come a long way since Late Season 3/Early Season 4, and they could apply this new experience to help Yasuo towards the 'Melee ADC' role he was designed to be. Namely, I think his passive could be more nuanced. I'm all for making him scale with crit, and at the time double crit was probably necessary to have him function as a melee ADC. However, nowadays, I feel like Riot could give him something more interesting and interactive. Maybe something along the lines of Ashe's interaction with crit (Sans permaslow of course) where his base attacks are naturally increased with crit chance, or 'Every X Attack or Q is a guarenteed Crit, X decreases based on crit chance" Also, I feel like his Q could benefit from a total AD Scaling that increases on level up (Say from 80% at level 1, up to 160% at five, not really going for exact numbers). I don't think scalings like that were introduced until Heimerdinger's Rework, and this could help push his power more towards a late game fantasy.
: On ally cast, her W should polymorph allies into a cute critter, increasing their Movement and Attack Speeds, but making them melee.
I for one, am all for a world where Lulu can turn an entire teamfight, both allies and enemies, into a Disney musical number with fluffy animals! Why fight when everyone could be cute and fluffy instead! \ ('u') /
: Patch Chat with the Playtest Team - 7.20
What kind of Keystone do you think Aurelion Sol would take with Runes Reforged? I don't believe Phase Rush would work for him as well as Stormraiders does on him live. I'd be okay with taking Arcane Comet for thematic reasons, but what other build paths do you think could work for him? Or does he just fit in that subset of "Mages without a clear Keystone" that seems to be brought up recently?
: > Of course morellonomicon will be built - it’s literally the only non-scaling mana option and mages have to have mana. Just like if there was only one lifesteal item it would be built constantly. That's pretty much exactly why we give the item grief, it feels like it is just a catchall for champions that have mana. We hate on it because it's so clearly a hard-solve to "this champion is a midgame spiking character and wants mana and damage and also can't build tear". It fits a wide generalist pool of mages rather than being something to be excited about for specific scenarios. It doesn't feel uniquely powerful nor is it really situational on most champions, it's currently just the best because it's just a giant ball of powerful stats that other items can't compete with. Diverse itemization is something that we strive for/aspire to achieve.
Also, don't forget the Grievous Wounds! For a mechanic like GW that is meant to be a reactionary tool (i.e. Enemy team has a lot of sustain), having it on such a generalist item makes it less "I should buy this item to deal with that Mundo!" and more "I'm building this item anyway, and I guess I'll just make Vladimir Very Sad too while I'm at it?" (That being said, I'm all for keeping GW on Morello's, just not with Morello's also being a generalist item. Gotta keep the meme of Morello's vendetta against healers alive!)
Ender L (NA)
: And I'm just over here imagining Teemo with a zip line zooming through the jungle to gank botlane....
I'm probably the weird one, and I don't play Teemo, so I should *NOT* be trusted with anything regarding a theoretical rework. But I think it'd be cool if he was reworked to be a jungler in mind. Roaming around the map, doing things like setting traps for monsters (Or enemy junglers), and popping up out of nowhere to attack sounds like a jungler, and fits the Scout theme more than sitting toplane and making people sad. (No I'm not making this suggestion just to get Teemo out of toplane, i swear I think it might be a cool direction to take his kit!) >_> And I sort of thought it'd be interesting to make his Shrooms into a basic ability instead of his ultimate. They might need to be made less powerful, but you could give them more interaction with the rest of his kit, or add new cool stuff to them to compensate!
Ender L (NA)
: What would you like to see from an AP assassin item?
> (Tl;DR - I'm _super_ overthinking this, and don't really have an exact answer. Probably more Flat Pen, and _maybe_ some utility options like the Lethatlity Items have, so that it isn't just an "i kil u ded fastr" item, and could present a choice of why you might want an AP assassin over an AD) --- Off the top of my head, more flat magic pen options would probably be a step in the right direction, especially with MPen runes going out the door soon. Currently the only options are boots (Which can be situational in some circumstances), and Liandries (Which has a statline and passive effect better suited to Battle Mages, honestly) --- Might have to go deeper into the question of "In what situations would you want an AP Assassin over an AD assassin", besides matchups and whether your team has enough AP or AD, of course. Or, should the champion's independent strengths be enough without some special items to work with? Reason I bring it up is because Assassins have {{item:3147}} for vision denial and extra damage for stealth specialists, {{item:3142}} for extra movement speed to get on a target, and {{item:3814}} for a spell shield against comps with some debilitating skills that can stop an assassin in their tracks. (Though for this last item, I feel like {{item:3102}} provides a similar enough effect to act as an AP replacement.) --- Yeah I'm probably just overthinking this. Not exactly saying AD Assassins are inherantly better because of their item selection (AP Assassins tend to have more situational hard CC, compared to their AD counterparts, which is a _definite_ strength). But it'd be interesting to see something like "You can go Zed, and have access to bonus movespeed, vision denial, or a spell shield. Or, you can go LeBlanc, and have access to tools X, Y, or Z"
: Patch Chat with the Playtest Team - 7.20
I've heard that Evelynn's rework was designed with Runes Reforged in mind, and that the playtest team feels she's pretty strong with the new runes. However, I'm kind of curious, since it's not everyday a champion is reworked right before a major gameplay system change: * If Evelynn on live, with the runes/masteries we have now, was shown to be underperforming, do you think it'd be appropriate to give her a small bandaid buff mid-patch to keep her afloat, even if it meant you had to take it away the very next patch? (And sorry if this question isn't really something the team can answer) --- **EDIT:** Also, is there any particular item build /runes /masteries the playtest has had success with Evelynn? I'm eager to get back into playing her and showing off my Masquerade skin after all this time!
Broporo (NA)
: 2017 Ranked Rewards Help Desk
Just want to confirm: if I've been hit with LeaverBuster, would I still be eligible for both the ranked **and** honor rewards? My family has the _uncanny_ ability to need me the second I get into the loading screen, and never any earlier where I could still bail out of the queue and save everyone the trouble.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: October 3
About the uncapped Leveling: I understand you now get a guaranteed chest on every level up. Is this going to be the only way to get chests, or will you still get them from Champion Mastery?
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Siachi

Level 37 (NA)
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