: God he needs an update. Hes become the new sejuani where hes only there for his ultimate.
That'd be because the rest of his kit offers practically no methods of outplay.
Blennox (NA)
: Frankly speaking, I have no respect for any leader who would run into the middle of the fray without enough armor to stop a tank round. Dead kings serve no one.
To be fair, it's been well established that characters on the Rift don't always work how they do in lore. In lore, Azir is sitting in his palace and raising an entire nation from the sand.
AdeBug (NA)
: I wanna see 'One for all: Mirror Mode'
A lot of the modes just aren't in the new client yet. Riot said multiple times they'll bring them back.
Ralanr (NA)
: Mega Gnar is considered a tank believe it or not. Especially with all that hard CC.
Yeah but he has a point, Gnar spends like 90% of a match in his regular Gnar mode. Edit: huh, I thought Mega Gnar had a pic in the champion section- I was wrong
Ralanr (NA)
: It's not just a western thing. Eastern anime has this issue all the time. Shounen anime protagonists are always quick little fuckers.
Shounen anime EVERYONE tends to be quick little fuckers. Moving fast enough that you do the "I can't see them move!" trope saves artists a lot of time and effort since they don't have to depict the movement.
: The real TL;DR "just revert him already"... Old kit >>> new kit.
No it wasn't, isn't, and will not be. Malz's old kit was even unhealthier than what he has now.
: Wait, so if yi ults and then starts dancing, he dances faster than before?
Implemented with about as much pushing as this post, just for Yi instead of Rammus.
Sw4g3tti (EUNE)
: No. Just like he said Aatrox will have a gameplay update. Not a full VGU.
Well, now's as good a time as any to start working on my rework idea for him it seems.
Wulfy (NA)
: It literally never did.
R2D20 (NA)
: I mean, you don't pay a gold price, but you pay the price of a summoner spell, which is it's own risk/reward... I'm not saying you're wrong, I'm just saying you do pay a price.
Yeah but the price is entirely invalidating a champion- which is kinda a big deal.
Arakadia (NA)
: Dang. I'm not the last or second to last entry for once. o_0
: i think her traps should be annoying. it gives her a unique identity. but there are problems that make her overloaded and oppressive: 1.) E does not need to give her a head shot. the natural feel against a champion poking you from behind traps is to want to get to them. this gives her absurd damage on her ESCAPE. just remove the fact her E gives a head shot. it gives her a potential burst combo for fucks sake. she's already annoying to try to get to. she doesn't need damage for using something she was going to use anyway. 2.) traps need to time out UNDER YOUR OWN tower very quickly like EVERY OTHER TRAP. zyra plants, shaco boxes, etc. all time or get killed by tower quickly. cait traps dont? why the fuck not.
I like how these threads never point out the other abilities that aren't targeted by the tower- like {{champion:60}} spider spell or {{champion:57}} seedlings or {{champion:79}} barrel or {{champion:222}} traps or {{champion:99}} singularity or {{champion:61}} ball or {{champion:45}} walls or {{champion:112}} ultimate or {{champion:34}} wall. But Cait's traps? Those are **BAD** and need to time out faster under turret even though they're a super small area to trigger and you can see them be laid down, unlike a majority of the other traps. Want them to be targetable? Sweet- make them invisible like every other targetable trap. Champions with targetable traps: {{champion:202}} {{champion:76}} {{champion:35}} {{champion:17}} How about that? Every single one is invisible. I get the Cait hate, but the traps are not what needs hit, at least not in the knee-cappping method of making the duration cut in half under a turret. What SHOULD happen is what Riot already started doing, making it harder for her to push you to your turret to set up the siege by hitting her attack speed. Not only did they give her a nerf in that department, she got a specific nerf to make one of the attack speed items less viable on her.
: Wtf ? he has only 1,5 sec of invisibility. He's totaly fair (his invisibility is)... Wu is garbage btw
Those 1.5 seconds are all Vayne has as well, people bitch about that but Wukong is fine?
Wrathina (NA)
: > [{quoted}](name=SociopathFriend,realm=NA,application-id=A8FQeEA8,discussion-id=PEqowbpy,comment-id=000a00000001,timestamp=2017-06-18T19:02:46.613+0000) > > Yeaaaaah but of the current Star Guardians, 3 are straight-up human and the other 2 are similar to humans. > > Last I heard, Ezreal and Syndra were on the list as well, so 5 humans and 2 close to humans. > > Are you seeing a theme? I see a theme. Star Guardians are young humans (school age). > > Not ancient void abominations. Mind you, if we're 'bout to dip into some lore again, Yordles are NOT HUMANS; nor are they anything close to human race, despite their appearance to human beings, as they appear as old human beings to ACTUAL human beings in some of the Yordles' lore, such as Tristana's and Kled's (which you have to remember is completely different from how they actually look like, of course; yordles' appearances essentially change depending on each individual human being's perception). Yordles are ancient, timeless spirit creatures. You are likely confusing Yordles with the Vastaya who are humanoids — a race joined by animals and humans. So, your argument is invalid. Regardless, going back to what the Rioters said on the matter of Star Guardians... Star Guardians are from a completely separate universe — completely separate from Bandle City, Mount Targon, and The Void. Therefore, Vel'Koz is fully capable of being a Star Guardian.
> [{quoted}](name=Wrathina,realm=NA,application-id=A8FQeEA8,discussion-id=PEqowbpy,comment-id=000a000000010000,timestamp=2017-06-18T22:45:28.697+0000) > > Mind you, if we're 'bout to dip into some lore again, Yordles are NOT HUMANS; nor are they anything close to human race, despite their appearance to human beings, as they appear as old human beings to ACTUAL human beings in some of the Yordles' lore, such as Tristana's and Kled's (which you have to remember is completely different from how they actually look like, of course; yordles' appearances essentially change depending on each individual human being's perception). Yordles are ancient, timeless spirit creatures. You are likely confusing Yordles with the Vastaya who are humanoids — a race joined by animals and humans. > > So, your argument is invalid. > > Regardless, going back to what the Rioters said on the matter of Star Guardians... Star Guardians are from a completely separate universe — completely separate from Bandle City, Mount Targon, and The Void. > > Therefore, Vel'Koz is fully capable of being a Star Guardian. I'm inclined to disagree with your assessment and also your use of 'invalid' as it was a perfectly valid argument. The only instances of them appearing "different" is multiple times them appearing to be old and Skarl looking like a pony. That's an illusion- not physically changing shape. Considering we see Skarl perfectly fine as he is and see Trist as a young girl- everything points to the forms they take in-game being exactly what they actually look like- the "True Form" both Trist and Kled speak of. As such, they look close to human, a bit furrier and shorter, but still human by most standards. Even Rioters have spoken of these appearances. You only prove my point farther by mentioning how Star Guardians is its own universe. Guess what- all Star Guardians are two-legged, two-armed, children in a school at the moment. Guess what Vel'Koz will never be? A two-legged, two-armed, child in a school. He might appear as a villain in the line but nothing supports him being a viable candidate for a Star Guardian as thus far the criteria is unknown. However, we can look at existing Star Guardians and see what they have in common to determine an estimate of what is needed. Also, as my premises were true (All Star Guardians are visually human, Vel'Koz isn't visually human) and the conclusion (Vel'Koz likely isn't suitable to be a Star Guardian) is guaranteed to be true based on the premises being true. My argument is also sound because the premises ARE true (as opposed to only possibly being true). So my argument is both sound and valid.
Wrathina (NA)
: > [{quoted}](name=Kotex,realm=NA,application-id=A8FQeEA8,discussion-id=PEqowbpy,comment-id=000a,timestamp=2017-06-17T23:48:46.313+0000) > > Wouldn't fit at all. Velkoz is a creature that wouldn't be chosen to be among the ranks of Star Guardians. Rather he would certainly fit as their opposition in the Dark Star line. Star Guardians chose Jinx. That is all I'm gonna say on the whole "not chosen" thing. ALSO, the developers at Riot mentioned that the Star Guardian universe is completely separate from the lore we know.
Yeaaaaah but of the current Star Guardians, 3 are straight-up human and the other 2 are similar to humans. Last I heard, Ezreal and Syndra were on the list as well, so 5 humans and 2 close to humans. Are you seeing a theme? I see a theme. Star Guardians are young humans (school age). Not ancient void abominations.
: {{champion:62}} & {{champion:121}} are IMO.
Wukong isn't. He not OP but he sure as hell isn't "fair".
: First off all...the scaling of his souls is pretty meh if we're being honest (3 AP/Armor for every 4 souls...and usually get 2 souls per minion wave early on yayyyy). Second, just to have the same armor as a level 18 Nami (88 base armor) Thresh needs 96 souls which is pretty normal scaling speed for a Thresh. Thresh's AP scaling is pretty shit aside from his ultimate just to ensure he won't go for full AP builds with his passive. Finally, you said he gets 5 offensive and 5 defensive abilities. In reality, it's 4 offensive OR 4 defensive abilities. Because if Thresh wants to go all out offensive or defensive then he has to commit all of his abilities for that purpose. It's not both at the same time. Hooking an enemy for a pick won't magically stop divers. Flaying someone for peel won't magically pull squishy carries towards your team as well. It is one or the other. The problem right now for Thresh lies in his reliability to land a high amount of burst damage if he can land a hook due to his combo of Q > R > E > auto. It's a very high damage combo that is guaranteed unless you miss the hook or the enemy has a cleanse. If you truly want to hit Thresh, the ease of this combo should be removed by having it where casting an ability aside from Dark Passage while an enemy is affected by Death Sentence should remove the Death Sentence effect. In other words, casting The Box or Flay while an enemy is hooked should set them free, forcing Thresh players to have to plan out the use of The Box better and increase the skill cap on Thresh. TL;DR Thresh's actual power isn't the issue, the problem is the reliability of pulling off a full combo on one enemy once they are hit with Death Sentence.
To be fair, his abilities are supposed to chain together, everyone's are.
: Why Has Riot Done Nothing To Draven Yet?
Personally I'd like just a bigger dip in his theme. Lifesteal comes to him in two parts, a majority on-damage like normal and a bit when he catches the ax.
: Thresh is not only the most picked support but also the one with the highest winrate
Thresh is going to remain a hotly contested pick so long as he has his lantern. Nobody else in the game has such an effective way to save allies. Plenty of other characters can unload their full combo when landing a skillshot- that's intended. Thresh is unique in his ability to save any ally from a bad situation. Not melee-ranged like Kench Not just the Oathbound like Kalista Not with a giant channel like Ryze When it comes to saving your team, Thresh is the undisputed king. And that combined with his generalist nature plus being around long enough to have plenty of seasoned vets means he will have a good win and pick rate.
Echoing (NA)
: You've still got time during judging. I'll bother the judges so they know your circumstances and give you a second look when they wrap up, in case you find time. I'm sorry for your loss.
Alright, worked up some time and got my goal, everyone I reviewed had blank comments below them; nobody is going home without a comment on my watch! (or at least not the three I reviewed) I must say, some of the concepts showing up are rather sweet. I think if CCOS as a whole continues to improve as we go on- there will eventually be some **epic** concepts showing up soon, if not already. Thanks for the sorry, in truth it's not the sadness that gets me, it's just this unshakable lethargy it left me with. No matter how much I eat or how much rest I get- I'm still tired and have been for about a week as of today.
: Pretty well fleshed out but lacking reviews- let's see if I can fix that. Since you put the kit first- kit first it is! Disclaimer- I rarely play Energy champions so I'm not sure how effective this stuff is resource-wise. _____ Kit > Blinded by the Light (innate): >Whenever Tendu causes an enemy to gain the ‘blinded’ debuff, he becomes invisible to that enemy, only being revealed by enemy turrets. Tendu will remain >visible to all other enemies. > >In addition, whenever Tendu takes damage that brings him below 15% of his max health, he drops a bundle of alchemical flash powder that explodes after a >brief delay, blinding nearby enemies for 0.5(lvl 1)/0.75(lvl 9)/1(lvl18) second. This ability has a 180 second cooldown. (Range: 350 radius) > >The flash powder will not drop if Tendu is stunned or suppressed, but will still be dropped if he is rooted, knocked up, or otherwise disabled. Once dropped, >the powder will always detonate, even if Tendu becomes stunned or suppressed, or if Tendu is slain. How long does he remain invisible to the enemy? If it's only so long as they're blinded then this comes across as slightly redundant- they already can't see him. Imagine if Graves became invisible to people in his smokescreen- doesn't do much does it? If it lasts longer then it's no longer redundant and seems like a fairly cool innate (though the length of time should be elaborated on). Combined with the secondary part (why will stunning or suppressing stop it? That seems odd and specifically weakening him for little gain- it's not THAT strong) I'd say it's a fairly sweet take on the ninja fantasy. > Quick Strike (q): >Cooldown: 2s >Energy Cost: 70/60/50/40/30 >Range: 600 (width 75, speed 3500) >Cast Time: 0.15 seconds. >Tendu launches a needle quickly through the air,dealing 50/75/100/125/150 (+90% ad) physical damage to the first enemy hit. If this ability kills a unit, Tendu >regains 35 energy. > >If this ability strikes a bundle of air-born needles from Catch the Eye, the strike will ricochet, going 600 units farther at an angle based on where it struck the >needles, and restore 20 energy. While a cool angle (badum tsst) I don't think the bounce is a good idea. Remember how Alistar had to be changed because it's hard to balance around something that latency makes too much of an impact on in terms of who can do it? This sounds way worse in that regard and fairly limited in terms of angles. I think your interaction with the W is cool enough as-is. Slight note for your scaling- Total AD isn't Base AD- I don't know which you're using. >Catch the Eye (w): >Cooldown: 8s >Energy Cost: 50 (15 for additional casts) >Range: 500 >Cast Time: 0.25 seconds >Tendu tosses a bundle of needles into the air for 1.5 seconds to distract nearby enemies, allowing him to strike more quickly. Tendu gains 10% attack speed >until the needles lands. The needles deals 120/150/180/210/240 (+60% ad) physical damage to all nearby enemies when it lands. (200 units) > >Each rank Tendu puts into this ability allows him to cast it an additional time before it goes on cooldown, gaining more attack speed for each bundle of >needles in the air. Tendu must throw each bundle of needles into the air within 1.5 seconds of the last bundle being thrown. This ability will go on cooldown >after the last bundle of needles is thrown, or after Tendu has gone 1.5 seconds without throwing a bundle of needles into the air. These additional casts only >cost 15 energy. > >If Tendu strikes the bundle of needles with a Quick Strike, the shot will ricochet off the needles at an angle, going farther, cause the needles to catch the light, >blinding enemies beneath it for 1 second, and causing the needles to land immediately. > >If Tendu would throw a bundle of needles into the air where a bundle already occupies, it will bounce off, going 500 units in a direction at an angle. I **like** this ability, I do. You have the potential for serious damage but a drawn-out time period to give the enemy time to react and an interaction with another skill. I have a slight dislike for the bounce mechanic though- Teemo gets away with it because Riot wanted to mess with his shrooms- it doesn't sound quite a viable with bags of needles. Now, stacking the bundles to increase the AoE and refresh the damage? That would be a neat trick if you ask me. Your call since I like it as is but I'm not found of Teemo's bouncing either. It's generally unsatisfying for him to use and I'm not sure it will be any more fun on Tendu. >Light on his Feet (e): >Cooldown: 16/14/12/10/8s >Energy Cost: 90/80/70/60/50 >Cast Time: Instant >Tendu passively gains 5% bonus movespeed when moving towards blinded enemies. This can stack up to 4 times. > >Tendu can activate this ability to gain a burst of speed, gaining 35/45/55/65/75% move speed for 1/1.125/1.25/1.375/1.5 seconds. During this time, Tendu >reduces all damage dealt to him by auto-attacks by 5/7.5/10/12.5/15%. > >This abilities cooldown is reduced by 2 seconds each time Tendu strikes an air-born bundle of needles with Quick Strike or each time Quick Strike kills an >enemy. Again I find myself with few issues. You're gonna make me have a bad review because I frankly like where most of this stuff comes from and can't find many ways to improve them! In theory I just dislike the idea of an ADC having DR at all but you've very effectively limited Tendu to only being able to access it when playing well and properly utilizing all aspects of his kit. >After Image (r): >Cooldown: 150/125/100s >Energy Cost: 100 >Cast Time: Instant >Tendu moves so quickly that he creates a semi-real duplicate of himself for 8/10/12s. This copy follows behind Tendu, copying Tendu’s actions with a slight >delay. Each of the After Image’s attacks and abilities only deal 50% of Tendu’s original damage. The After Image applies the same on-hit effects as Tendu does. > >The After Image has it’s own health bar equal to half of Tendu’s health, and takes damage whenever Tendu does. If the After Image loses all of its health, it >disperses, and the effect ends early. The After Image cannot be damaged by any other means, only taking damage when Tendu does. > >At second rank, the After Image gains it’s own After Image that will deal 50% of its damage, have 50% of its health bar, and copy all of its abilities with a short >delay. At third rank, the second image also gets its own After Image that deals 50% of its damage, have 50% of its health bar, and have a short delay on its >abilities. (First Image 50% Tendu’s damage, second 25% Tendu, third 12.5% Tendu) > >If an After Image would auto-attack a unit that has already died, they will instead attack the nearest living enemy within attack range. If no enemies are within >attack range, the after-images will not attack. If Tendu’s attacks would be augmented in some way (I.E multiplied with Ruuan’s Hurricane, gain extra range with >Rapid Fire Cannon, send a string of shots with Help! Pix!, ect) then each of Tendu’s After Images’ auto attacks will be similarly augmented, though with >appropriate damage reduction. > >Only Tendu’s original abilities regain energy. (I.E killing an enemy unit with an After Image’s Quick Strike or hitting an After Image’s Catch the Eye will not reward >energy for Tendu.) As a player of the NES classic, "Demon Sword" I approve. As a League of Legends player I think I hate this ability. It sounds borderline impossible to use/implement. The latter isn't actually a big problem since these are concepts but the former is. How can it copy Tendu's basic attacks? The target will no longer be where they were when Tendu performed the attack. That's why you get movement speed I suppose but it still comes off as really weird. Although it kinda has to be harder because **The After Image applies the same on-hit effects as Tendu does**. That sounds like super-hardcore-problematic-abuse even worse than Lucian. Think of BotRK for a moment. Even if you're factoring in the decreased damage that's (Tendu)8% + (AI1)4% + (A2)2% + (A3)1% of their current health every AA salvo. 15% of their health for every AA salvo. And if you've played correctly they're blinded and you're invisible to them so they can't fight back unless they're near a tower. Even if they can see you and can hurt you- you've a burst of DR to help nullify them so your After Images can get additional salvo's in. Currently I'm trying to imagine a Guinsoo + Runaan + Full Afterimages Tendu and my mind _literally can't grasp it_- not sure if that means this is a resounding success on your part or a failure on mine. Guinsoo + any on-hit item sounds broken on Tendu though- you essentially get to... 4x abuse it? Twice for the Guunsoo and then almost twice again for the after-images? Even with the damage reduction per After-Image at max ranks you might well be unstoppable. What tank besides maybe Rammus could stand against you? What ADC could hope to outduel you? What assassin could hope to burst you? At lower levels this doesn't seem as bad but you might well have the most hyper-carry of all the hyper-carries here. And I frankly worry about the possibility of tank builds because unlike everyone else who's tried it- you actually gain power from building health since your after-images last longer. It sounds cool but also sounds hopelessly broken in a bad way. Unfortunately I don't know how to fix it while retaining the essence of the skill. In this regard I have failed _____ Lore And again I find myself unable to offer much in the way of assistance. The lore is brief but not too short. You get an idea of the character's past and what they're working towards in the future. References to the kit exist and are used fluently. There's a few spelling errors so running it through spell check won't hurt you. Slight nitpick though > Tendu watched as the bright light drew the butlers eye as he dashed past him through the open door, using one of his needles to shatter the airborn distraction before it gave away his position and presence. Thematically appropriate as this is- aren't you still revealing your position and presence? Most people are alarmed at small explosions of glass happening above their heads.
So it turns out there's a character limit and I hit it- guess what you get is what you get.
: Champion Idea: Tendu, The Hidden Light
Pretty well fleshed out but lacking reviews- let's see if I can fix that. Since you put the kit first- kit first it is! Disclaimer- I rarely play Energy champions so I'm not sure how effective this stuff is resource-wise. _____ Kit > Blinded by the Light (innate): >Whenever Tendu causes an enemy to gain the ‘blinded’ debuff, he becomes invisible to that enemy, only being revealed by enemy turrets. Tendu will remain >visible to all other enemies. > >In addition, whenever Tendu takes damage that brings him below 15% of his max health, he drops a bundle of alchemical flash powder that explodes after a >brief delay, blinding nearby enemies for 0.5(lvl 1)/0.75(lvl 9)/1(lvl18) second. This ability has a 180 second cooldown. (Range: 350 radius) > >The flash powder will not drop if Tendu is stunned or suppressed, but will still be dropped if he is rooted, knocked up, or otherwise disabled. Once dropped, >the powder will always detonate, even if Tendu becomes stunned or suppressed, or if Tendu is slain. How long does he remain invisible to the enemy? If it's only so long as they're blinded then this comes across as slightly redundant- they already can't see him. Imagine if Graves became invisible to people in his smokescreen- doesn't do much does it? If it lasts longer then it's no longer redundant and seems like a fairly cool innate (though the length of time should be elaborated on). Combined with the secondary part (why will stunning or suppressing stop it? That seems odd and specifically weakening him for little gain- it's not THAT strong) I'd say it's a fairly sweet take on the ninja fantasy. > Quick Strike (q): >Cooldown: 2s >Energy Cost: 70/60/50/40/30 >Range: 600 (width 75, speed 3500) >Cast Time: 0.15 seconds. >Tendu launches a needle quickly through the air,dealing 50/75/100/125/150 (+90% ad) physical damage to the first enemy hit. If this ability kills a unit, Tendu >regains 35 energy. > >If this ability strikes a bundle of air-born needles from Catch the Eye, the strike will ricochet, going 600 units farther at an angle based on where it struck the >needles, and restore 20 energy. While a cool angle (badum tsst) I don't think the bounce is a good idea. Remember how Alistar had to be changed because it's hard to balance around something that latency makes too much of an impact on in terms of who can do it? This sounds way worse in that regard and fairly limited in terms of angles. I think your interaction with the W is cool enough as-is. Slight note for your scaling- Total AD isn't Base AD- I don't know which you're using. >Catch the Eye (w): >Cooldown: 8s >Energy Cost: 50 (15 for additional casts) >Range: 500 >Cast Time: 0.25 seconds >Tendu tosses a bundle of needles into the air for 1.5 seconds to distract nearby enemies, allowing him to strike more quickly. Tendu gains 10% attack speed >until the needles lands. The needles deals 120/150/180/210/240 (+60% ad) physical damage to all nearby enemies when it lands. (200 units) > >Each rank Tendu puts into this ability allows him to cast it an additional time before it goes on cooldown, gaining more attack speed for each bundle of >needles in the air. Tendu must throw each bundle of needles into the air within 1.5 seconds of the last bundle being thrown. This ability will go on cooldown >after the last bundle of needles is thrown, or after Tendu has gone 1.5 seconds without throwing a bundle of needles into the air. These additional casts only >cost 15 energy. > >If Tendu strikes the bundle of needles with a Quick Strike, the shot will ricochet off the needles at an angle, going farther, cause the needles to catch the light, >blinding enemies beneath it for 1 second, and causing the needles to land immediately. > >If Tendu would throw a bundle of needles into the air where a bundle already occupies, it will bounce off, going 500 units in a direction at an angle. I **like** this ability, I do. You have the potential for serious damage but a drawn-out time period to give the enemy time to react and an interaction with another skill. I have a slight dislike for the bounce mechanic though- Teemo gets away with it because Riot wanted to mess with his shrooms- it doesn't sound quite a viable with bags of needles. Now, stacking the bundles to increase the AoE and refresh the damage? That would be a neat trick if you ask me. Your call since I like it as is but I'm not found of Teemo's bouncing either. It's generally unsatisfying for him to use and I'm not sure it will be any more fun on Tendu. >Light on his Feet (e): >Cooldown: 16/14/12/10/8s >Energy Cost: 90/80/70/60/50 >Cast Time: Instant >Tendu passively gains 5% bonus movespeed when moving towards blinded enemies. This can stack up to 4 times. > >Tendu can activate this ability to gain a burst of speed, gaining 35/45/55/65/75% move speed for 1/1.125/1.25/1.375/1.5 seconds. During this time, Tendu >reduces all damage dealt to him by auto-attacks by 5/7.5/10/12.5/15%. > >This abilities cooldown is reduced by 2 seconds each time Tendu strikes an air-born bundle of needles with Quick Strike or each time Quick Strike kills an >enemy. Again I find myself with few issues. You're gonna make me have a bad review because I frankly like where most of this stuff comes from and can't find many ways to improve them! In theory I just dislike the idea of an ADC having DR at all but you've very effectively limited Tendu to only being able to access it when playing well and properly utilizing all aspects of his kit. >After Image (r): >Cooldown: 150/125/100s >Energy Cost: 100 >Cast Time: Instant >Tendu moves so quickly that he creates a semi-real duplicate of himself for 8/10/12s. This copy follows behind Tendu, copying Tendu’s actions with a slight >delay. Each of the After Image’s attacks and abilities only deal 50% of Tendu’s original damage. The After Image applies the same on-hit effects as Tendu does. > >The After Image has it’s own health bar equal to half of Tendu’s health, and takes damage whenever Tendu does. If the After Image loses all of its health, it >disperses, and the effect ends early. The After Image cannot be damaged by any other means, only taking damage when Tendu does. > >At second rank, the After Image gains it’s own After Image that will deal 50% of its damage, have 50% of its health bar, and copy all of its abilities with a short >delay. At third rank, the second image also gets its own After Image that deals 50% of its damage, have 50% of its health bar, and have a short delay on its >abilities. (First Image 50% Tendu’s damage, second 25% Tendu, third 12.5% Tendu) > >If an After Image would auto-attack a unit that has already died, they will instead attack the nearest living enemy within attack range. If no enemies are within >attack range, the after-images will not attack. If Tendu’s attacks would be augmented in some way (I.E multiplied with Ruuan’s Hurricane, gain extra range with >Rapid Fire Cannon, send a string of shots with Help! Pix!, ect) then each of Tendu’s After Images’ auto attacks will be similarly augmented, though with >appropriate damage reduction. > >Only Tendu’s original abilities regain energy. (I.E killing an enemy unit with an After Image’s Quick Strike or hitting an After Image’s Catch the Eye will not reward >energy for Tendu.) As a player of the NES classic, "Demon Sword" I approve. As a League of Legends player I think I hate this ability. It sounds borderline impossible to use/implement. The latter isn't actually a big problem since these are concepts but the former is. How can it copy Tendu's basic attacks? The target will no longer be where they were when Tendu performed the attack. That's why you get movement speed I suppose but it still comes off as really weird. Although it kinda has to be harder because **The After Image applies the same on-hit effects as Tendu does**. That sounds like super-hardcore-problematic-abuse even worse than Lucian. Think of BotRK for a moment. Even if you're factoring in the decreased damage that's (Tendu)8% + (AI1)4% + (A2)2% + (A3)1% of their current health every AA salvo. 15% of their health for every AA salvo. And if you've played correctly they're blinded and you're invisible to them so they can't fight back unless they're near a tower. Even if they can see you and can hurt you- you've a burst of DR to help nullify them so your After Images can get additional salvo's in. Currently I'm trying to imagine a Guinsoo + Runaan + Full Afterimages Tendu and my mind _literally can't grasp it_- not sure if that means this is a resounding success on your part or a failure on mine. Guinsoo + any on-hit item sounds broken on Tendu though- you essentially get to... 4x abuse it? Twice for the Guunsoo and then almost twice again for the after-images? Even with the damage reduction per After-Image at max ranks you might well be unstoppable. What tank besides maybe Rammus could stand against you? What ADC could hope to outduel you? What assassin could hope to burst you? At lower levels this doesn't seem as bad but you might well have the most hyper-carry of all the hyper-carries here. And I frankly worry about the possibility of tank builds because unlike everyone else who's tried it- you actually gain power from building health since your after-images last longer. It sounds cool but also sounds hopelessly broken in a bad way. Unfortunately I don't know how to fix it while retaining the essence of the skill. In this regard I have failed _____ Lore And again I find myself unable to offer much in the way of assistance. The lore is brief but not too short. You get an idea of the character's past and what they're working towards in the future. References to the kit exist and are used fluently. There's a few spelling errors so running it through spell check won't hurt you. Slight nitpick though > Tendu watched as the bright light drew the butlers eye as he dashed past him through the open door, using one of his needles to shatter the airborn distraction before it gave away his position and presence. Thematically appropriate as this is- aren't you still revealing your position and presence? Most people are alarmed at small explosions of glass happening above their heads.
: (Champion Concept) Sharla, The Imprisoned
Hello fellow CCOS contestant, I realize I'm a bit late but take heart, if the judges haven't got to you yet then this could still be useful to you. That said, your lore does come off as a bit wonky. This mysterious man sounds like he really should be the concept- someone who forces souls into bodies to serve him? That's a powerful figure in the Shadow Isles lore! But really, that's kind of the odd point, why does he do it for Sharla? If he lives in the Shadow Isles he's got access to plenty of souls and unliving beings to play with for these armors- there's no reason for him to be halfway across the world in Shurima. And he's no reason to do it for her anyways- let alone give her freedom to run off on her own. The guy basically does a bunch of work and gets nothing out of it. "Here's a body, all yours, have fun!" You do seem to imply she wasn't going to be able to leave but then the very next line is that she left- hopefully your tune-up will address this. But in a general sense (since LoL has no overall plot anymore) it seems like a decent lore. ______ Now for your kit- note that lacking numbers in some areas makes it harder to judge: > Passive- Last Gasp Upon dying, she temporarily leaves the suit, appearing as a sand-colored dust. Her move speed is multiplied by 1.5, and she has 5 seconds to travel to either an enemy or an ally. If an enemy, slow and damage them. If an ally, heal and speed them up. Depending on numbers, this sounds like a reasonably ability, although you should mention if she's untargetable like Kog'Maw; the implication is there but certainty is better imo. > Q- Spear Pierce Jabs her spear in a skillshot-based melee attack. The pierce pulls the first enemy hit by it to her, while slowing all others. 15 Seconds cooldown, Goes down by 1 per upgrade. Scales with AD. What is a skillshot-based melee attack? If it's melee-range for how far it can go you virtually will never get the "slowing all others" bit. I imagine it's a short range by your description. Cooldown-wise it seems a fine ability. > W- Bodyblock Shields an ally for 3 seconds, resulting in them only receiving 60% of damage. The other 40% is sent towards Sharla. Cooldown starts after the shield ends, lasts 12 seconds, down by 0.5 per upgrade. This sounds like Braum's shtick where you jump in front of an ally- is this what Sharla does? Or does she conjure a magical shield that absorbs a part of the damage and deflects it to her? There's also no reason to rank the skill AFAIK, because it does the same thing regardless of how many ranks you put into it. I would recommend altering this slightly to give you a reason to rank it up beyond cooldown. As it stands you can freely give an ally Damage Reduction, something that sounds like an ultimate ability in its own right (in fact I believe the only ways to give an ally DR currently are all ultimates). The fact that it can be cast from range also has some consequences for a possibly unliked laning phase. > E- Enduring Strike Her next auto attack does slightly larger damage, while also healing her for 8% of her missing health. Increases by 2% per upgrade. Alright, this one needs some fixing pure and simple. Just healing 8% of your missing health for autoing something is not good. Scalings are your friend, they allow abilities to not be overbearing without putting itemization efforts into it. Really the biggest issue is how your enemy laner can't stop you from doing this at all. Darius has counterplay to his heal, Illaoi has counterplay to her heal, Vlad has (less) but still counterplay available to his heal. There's a pattern here, your laner needs to be able to have a say in how well you do. The only way to stop this heal is to never let you walk up to a minion. > R- Last Resort Passive- Gains a 100 health shield whenever an ally is nearby. This shield increases by 50 for every other nearby ally. 50+ Health shield, 25+per extra ally per ult upgrade. Shield strength also scales with her max health. Active- Drains 30% of her health in order to boost an allied champion. Increases their attack speed, cooldown reduction, and a shield equal to 25% of their max health. If casted on herself. it instead drains 50%, but also provides a bonus to Armor and Magic resist, Has a 150 Second cooldown. Goes down by 15 per upgrade. This ability is not altered by cooldown reduction. This comes across as iffy and a very unclear ability. Does the shield constantly trigger back and forth as allies walk in and out of range? That sounds very hard to keep track of in a game for both you and your allies. It's not like resistances like some allies passively give you- can you just walk out of range slightly and then walk back with a restored health-scaling shield? That's a crazy amount of power and it's not even the main part of the ability. That said, your active is painful. **30% of your health**? _50% of your health?_ This is so ungodly painful to yourself! There's a difference between working hard and sacrificing to help your allies and then just throwing your life away to boost them. The former is alright but the latter isn't. I'm unfortunately going to say (in my opinion) to axe this entirely and get a new ultimate active. Regardless of what the actual effect is- almost nothing makes losing 1/3 of your health or more a good trade-off for an ability and even less makes it a good idea gameplay-wise. I don't want to use the T-word (Toxic) but I am going to say this is unhealthy gameplay design. Honestly a big thing is you don't seem quite clear on what you want from your concept. You have a Support Innate to hurt or heal, a Close Quarters pull, a damage reduction shield, a personal healing move, and a passive shield Plus self-nuke that buffs allies or yourself. Even your lore seems to have this issue. You've a Shuriman spirit locked in a Shadow Isles suit of evil armor and looking for a child- but the kit has a ton of self-sacrifice in the kit that doesn't imply staying power at all. Sorry if this comes off as a bit negative (not the best mindset at the moment I will admit) but your concept needs some work.
: Very nice concept, with one major flaw: abuse. This word covers a lot of things so let me break down my points. 1. I know someone has already tackled this point, and you already responded, but the passive makes it very easy to overfeed the enemy lane (even though responsibility is on the player, this mechanic can make games unwinable for new players bc they don't know what they're doing, and encourages trolling) 2. The ultimate is by far the most abusable part of his kit due to the fine print that says: "Spawn that aren't killed will reappear during the next Pack Hunter at full health. There is no limit to how many Spawn can exist for a Pack Hunter". Now while this is based off of egg positioning, Iniquien simply has the option of laying all of the eggs in base, and then saving them up for one final push, leading to him having 20-30 of these things during a teamfight. Otherwise, very clean idea. I like it.
I think the first point is a risk/reward aspect of the champion- you have to know when to respawn and when to play it safe. I would also argue that at the level where a new player wouldn't know when it's better to stay dead is the same level where the opponent (who should be a similar level) won't know to be careful by knowing the enemy could come back. So it should even out. Even then, new players aren't supposed to have more complex champions- that's why IP costs exist. However, the last is indeed something I've been worried about. The Eggs really are the "neat part" of the champion and the idea of Spawning a horde is meant to pretty much be the allure. I'm changing the ultimate to get a minimum number of Spawn plus Eggs in range in order to prevent the strategy you just listed. Although I'm not sure how useful an Iniquien without the ult would be for the first 20 minutes. Without significant help from the Jungler I can't imagine it would do well if the ult is never used in lane. Thanks for the feedback.
: Scratch that, commander. Storm hit my townhouse complex and bust a drainage pipe, now everyone on my block is flooded. Living room and kitchen are three inches underwater, had to move everything upstairs and take the cats and girlfriend to a hotel. I'm not making this up. I'll be ducking out of this one as well, won't have time to finish anything with this nonsense. Maintenance men coming tonight to rip up the carpet and replace furniture. Good luck to the contestants, I've got two killer concepts in the works that will blow the next two CCOSs out of the park.
Seems everyone is getting knocked down a peg this time around.
vSuperG (NA)
: Not to mention pantheon can have a full passive plus 3 charges for his next one so clarity would be a bit of an issue.
Echoing (NA)
: [CCOS] June CCOS Entry Time! Enter Here!
I'm not withdrawing but my grandmother died this week so time really hasn't been on my side to give genuine in-depth and helpful reviews. Sorry for anyone who did me a favor or had a cool concept but there's been a lot of hospital-sitting in the last 7 days. Some of the concepts look really neat but I'm just not gonna get the chance to give them the looking over they deserve. I'd hoped to make a more triumphant comeback but I guess that'll have to wait for next time.
: Wow playing against Cait is so interactive
So the Cait pushed you all the way to your turret even by maxing W to get "her wall of traps"?
: So not excited for Star Guaridan Exzreal. I just hope they at least go a Tuxedo Mask direction.
Every Q is throwing a rose to stab someone in the chest
wyrmwurm (NA)
: [Concept Champion] Mifello, The Celestial beast
Heyo fellow CCOS contestant. A review for your concept: First off, you probably want more lore if you want a higher score. What you have is pretty bare-bones and is more like a summary. Nobody needs a novel but it does help to flesh out your concept and help figure out how "thematic" your kit is. Who, What, Where, When, Why- try to start with these and elaborate. Mifello is a star-traveling brawler? How was he born- where did he come from? Did he simply burst forth from the smoldering remains of a dead star? Did an errant mage play with forces beyond his ability to control a millennia ago? Give examples of his play, describe his interaction with a single world and the locals to help flesh out your concept. That said, let's look at your kit. > Passive- Painful play: basic attacks inflict Grievous Wounds for 3 seconds. That's gotta go. It's too little and too much at the same time. You'll either do nothing to an enemy not focused on healing or you'll utterly cripple a champion that does. You need a new innate ability. > Q- Scourge: Next basic attack damages for 65/110/155/200/245 (+50% AD, +40% AP) magic damage, if shielded ignores shield and applies 50/95/140/185/230 (+40% AD, +30% AP), true damage. Hold up- I think there's something very wrong with an ability possibly dealing MORE damage through a shield than it would otherwise. AFAIK shields still factor in resistances so you might well do more damage to a shielded target. Instead I would replace that mechanic with a by-rank system where every rank of an ability allows a greater percentage of the damage through the shield but still have it as magical damage. Something like 20/40/60/80/100% That means at max rank you still get to ignore shields- something no other unit in the game can do. > W- Excited Pound: AoE attack centered around Mifello. Deals 55/90/135/170/210 (+65%AD) physical damage. Enemies in the center of impact are stunned for 1 second and damaged, those outside the center but still within the radius are only damaged. Can be cast 3 times in succession each time costing additional mana. This is one of those abilities where the fine details are what tells how it truly will work. How rapidly can this be cast? What's the area it will hit? As it stands I can feasibly get onto an enemy and knock them up 3 times in a row to deal almost 630 + 200% of my total AD in damage with no way for my enemy to fight back since you can't reduce knock-ups. That's something you need to note- TOTAL AD is your total AD score. BONUS Ad is only the AD you buy. Some abilities scale off of Total AD, some scale off of Base AD. This is an ability that should probably use Base AD. Say I have 400 Total AD and get the triple knock-up. That's 630 + almost 800 physical damage from one **non-ultimate** ability if I can land every part. ESPECIALLY with your ultimate giving free AD. This needs fleshed out more as an ability but otherwise, depending on the area, cooldown between casts, and mana cost, it could be pretty fair. Although having the possibility for 3 knock-ups from one ability might not be found suitable by the judges. > E- Unbound: provides a 10%/20%/30%/40% (+5%AP) movement speed, if CCed removes the CC and gets 15%/25%/35%/45% (+10%AP) movement speed instead. That's a lot of free movement speed for doing nothing, might want to tone down the passive numbers. Cleansing CC is alright but you shouldn't get a burst of movement speed for doing it- that's the wrong way to go I think. Try something else, a brief increase in AA range, empowered auto-attacks for a short duration, get that brawler theme going strong. > R- Joyful fervor: Temporarily decreases the amount damage taken by (20%/35%/50%) for 6 seconds. Passive: for every 10 health missing adds 1 to AD and 1 AP. So, if you have 3000 health and are missing 2000 of it, you get 200 free AD and AP? Without doing anything and always on? That's powerful enough to be an ultimate **by itself**, without the damage reduction. I'd take your passive and just add it to the active, get the DR and the free stats for 6 seconds when you activate the ability. But, put scaling into those free stats, please. Consider changing it to a percentage as well. Ex- "For every 15/10/5% HP missing, gain 10 AD and 10 AP." or "For every 10% health missing, gain 5/10/15 AD and AP." Overall- Overall you have some neat things here, particularly the ult and the shield negation, but you need a brand-new innate ability that goes with your kit and some of your numbers need some work and more details are needed to gauge how powerful some of your abilities are.
Echoing (NA)
: [CCOS] June CCOS Entry Time! Enter Here!
Just an fyi but for anyone I said I would return a review for if you dropped by my concept- there's a slight caveat to that statement. If you have multiple reviews already for your champion, I may decide to forgo reviewing yours (at least a full, 100% review) to get to someone who has nothing. It's never a good feeling to enter and get no reviews and I intend to try to make sure that doesn't happen. But, my time is limited, so we'll see what transpires.
: Well yeah, you kind of re-iterated my point, albeit in a more informative way. From first glance 50- less units on a spell doesn't seem like much.
That's why percentages are so great. 275 to 225? That's almost a 20% size reduction. Doesn't seem quite so small now, does it?
: The problem with draven and what needs to get nerfed
Alternatively, could Draven get a unique fix to better supplement his playstyle? Say for example, only getting part of the lifesteal on an auto unless he catches the axe?
: {{champion:41}} and {{champion:157}} and {{champion:240}} can both also be played
Two of those sound like suicide against Fiora if that's what you mean.
Illâoi (EUW)
: Could Teemo get a Tracking mechanic?
E works best as a skill because you rank it. You can choose between nuke teemo or shred teemo. Nuke teemo maxes Q and tries to burst Shred teemo maxes E and is one of the few champs to get use out of stuff like Nashors.
: ***
When you consider the percentage of balanced/unbalanced champions, they are doing a good job.
VulDread (NA)
: I guess it's unfair to whoever dies first. However, one of them is supposed to do that kind of damage in a short period. LB. (Maybe not, because she became a "kite mage" now?) Twitch isn't. Or maybe he is. He's the assassin ADC, supposedly. If he is an assassin, he needs to be treated like the others and have his burst window reduced.
The person mentioned Twitch needing 7 AAs to kill her, I consider that perfectly fine for killing a squishy.
: oh another tid bit, I almost feel like the Iniquien are void creatures rather than anti-void. they sound like kind of the hoard monsters that would pile through the rift if it ever oppened a permenant link between worlds. The violent bodily fluids, predatory nature, unworldly appear built to consume. Yeah. I could almost see them being a linked intelligence like ant's and are collective pieces of the greater conciousness of the void. Haha, love the fact your lore refrences the Voodoo forest from annies lore. My champion is Annie's mother, so it makes me happy to see other player's itterations on it.
Just replying since I think a good part of a review is a conversation that stems from it. A lot of problems stem from sheer information barriers and text not conveying the right idea. > This lets him either die so many freaking time's he over feeds his lane or say he can die late game where the death timers are to help close the game. its fun in theory but oh my gosh is it broken. I would disagree for the first. Feeding is bad no matter what champion you do it with. Singed is pretty much the only champion that can get away with dying repeatedly due to his kit. Feeding someone double the kills in half the time is not going to turn out well. However, that's entirely in the player's hands. If Darius just all-inned you and dunked you- you should know full and well he can still do it again if you immediately respawn. Also bear in mind it's possible for the ult to summon NO Spawn if you abuse the Eggs too heavily- or the enemy destroys them- there's a very real consequence to that happening. Also if he dies lategame with a ready Egg nearby- he deserves it because he managed to prep the area accordingly and he also sacrificed his ultimate to do it. Because unless he has an Egg just near the right time- an Egg ready to be used for the Respawn will be used for the Ultimate. I will take your idea into consideration, perhaps instead of single Eggs he can instead lay a nest that spawns Eggs or something. > W: I'd change the follow effect to simply a root or something. Warwicks already pretty famous for himself doing that To a degree, although this is different since you (Iniqiuen) have no control over where the champion moves or where you move during this time. Warwick can choose not to jump behind you and usually has his howl ready to push you in the direction he wants. This concept has no CC at all and there's no choice- you AA someone and where they go- you go. That means if they Flash under their turret- you're under their turret. > I almost feel like the Iniquien are void creatures rather than anti-void. they sound like kind of the hoard monsters that would pile through the rift if it ever oppened a permenant link between worlds. I did debate about them being void-creatures but I found the idea of them being an ancient weapon developed to combat the void somewhat cooler- the Void has been a threat forever as evidenced by Icathia- there's already a barrier to stop them from just walking in so an ancient weapon made to fight them should be just as viable. The problem is the weapon is rather indiscriminate in what it eats- which is why all that's left of the Voodoo Lands are the petrified trees. > My champion is Annie's mother, so it makes me happy to see other player's itterations on it. I'll review your champion (later, bit busy now) since you did mine but- I'm fairly sure existing lore says her parents are dead. You're free to retcon this mind you, Annie hasn't been part of any lore revamps recently so she's due to be overhauled anyways, but I thought I'd mention it anyways.
VulDread (NA)
: There's literally a post on the front page of Twitch being a godlike assassin, and an LCS match where Twitch was a better assassin than LB.
To be fair, that same post has someone down near the bottom who points out the LB missed her kit and misplayed horribly both times that happened along with giving a play by play of what happened. In contrast to the OP who just said, "Twitch killed Leblanc twice- OP!"
Almighty (EUNE)
: Lux should be the Battle Training tutorial mage.
Remember, the tutorial isn't only for learning the game, it's also learning games in general. It may well be the first time the user has ever even played a computer game- that's why the beginning champions comprise the most forgiving kits in the game. How do you mess up being Garen? Ashe has the most forgiving skillshot in the world with her W. And Annie has one skillshot that's just as hard to miss. I upvoted because I thought you meant Lux's VA would be the one in the rift talking to the new player, an idea I support, but Annie is the starter champion for mages right now. In the future she might be reworked- sure. But that doesn't avoid the fact that right now she's the simplest mage in the game.
: > [{quoted}](name=ZenonTheStoic,realm=NA,application-id=3ErqAdtq,discussion-id=AR7o7E0u,comment-id=000d,timestamp=2017-06-09T19:15:19.638+0000) > > I'd be sad to see Taric use E while running away just to path through minions. would it be possible to give him ghosting only when he's going _toward_ other champions then? maybe also make it so he only goes through minions, and not champions as well? there are so many times where i'll be trying to line up a dazzle and get redirected by pathing around minions at the last second, i would just like this change :(
Slapping a "only when moving towards enemies" effect is a band-aid solution.
: > [{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=AYUihrQy,comment-id=00120002,timestamp=2017-06-09T19:22:38.130+0000) > > Not sure why the best method of balancing tanks in the jungle is making them take forever to clear it. Just not fun for the tank player. There's a whole bunch of levers we have to balance tanks in the jungle. Clear speed is only one of them. OP is coming at this problem from a solution-first perspective though, without defining well what the goal is and what the intended change is. If your goal is just "make TK a better jg", there's a bunch of things you can do and it's not obvious to me why letting him devour buff monsters is the best way to execute on the goal. And like I said, whenever you consider changes to move toward a certain goal, you have to consider their unintended consequences. In this case, he's in a great place support, so any change that runs the risk of requiring nerfs after the fact harms a much more valuable state of things, namely that he's in a good place for his most played role.
Technically the issue is approached many ways, not only solution first. An example of problem-first is mentioning the disparity between Syndra W and Kench W. The lack of equality between the two effects that are otherwise similar ability irks some players.
: Are we also forgetting that Twitch is an assassin too? Here's what happened during the fight: Leblanc used her E just a bit earlier in the skirmish (and missed) Twitch snuck up on her with his q and used his ulti (giving him both a high attack speed and ad steroid) while also having botrk and its active) and got off 3 auto attacks before LB hit him back Leblanc blew her load with q ult w and gunblade active so her passive wasn't proc'd LB ran away while Twitch shot her in the back and killed her with his E Twitch made a play on LB only having 3/4 of her kit up while getting the jump on her in the fight LB then proceeds to not proc her passive This is mostly a misplay by LB if anything If she had her E up or even just waited for her passive then Twitch, in all likelihood, would have died. Instead, LB did not play to her kit strengths and then tried running away after realizing her mistake. Twitch then proceeded to lay waste to the retreating Leblanc before executing her with Expunge. Lifesteal didn't make any real difference in this fight either as Twitch only was able to get health back during the course of LB's retreat (was full health> LB got some burst> twitch auto attacked and got like 100-130 health back while taking no return fire) Twitch killed LB here with 8 autos (7 were on the real lb and one on the clone) and killed her with a full 6 stack expunge Edit: The next part is even better Twitch is up on LB in items Twitch 3 complete items (botrk, runaan's, and IE) to Leblanc's 2.5 items (gunblade, morello's, and nlr with a blasting wand) Leblanc has no gunblade active, no ult, and 80% health Leblanc uses her W to get over the wall and actually FLASHES on top of the full raptor camp Twitch uses botrk active and pops ulti Leblanc hits her E on a raptor and hits Twitch with ONLY her Q Twitch gets 2 autos off which both crit Shen uses his ult on LB because she just got chunked for about 800 damage from Spray and Pray Infinity Edge crits to the face LB has nothing left to use and Twitch fires another auto at her then uses Expunge Twitch fires another crit empowered auto at Leblanc and cancels his last auto as LB just now gets and uses her ult Kennen and Kha'Zix are coming through the bush Twitch Flashes away Fnatic disengage Seriously, when LB actually engaged Twitch she had no gunblade, ult, or W as she used to get over the wall instead of flash. So in the end she had 2 abilities to kill (or even chunk) the rat with and she failed to land the most important one by hitting a raptor. #LCSbigplays If LB was full health at this point Twitch would have needed another 1-3 autos depending on luck from rng (3/4 of his autos were crits with 50% chance at this time)
It's always nice when people complain about sonething in the LCS but don't include links or context. It's nicer still when someone provides the context.
: When i think about twitch i think about a lategame carry. A lategame carry who boasts an average 54% winrate in a meta where early game is dominating in soloQ. Raises up some questions doesn't it?
I always wondered why Twitch is supposed to be "late-game". I mean, in theory his chances of being jumped the moment he pops out of stealth should only increase as the game goes on. Is it the true damage?
abdul569 (EUW)
: Scuttle needs a buff icon to show how many skillshots have missed her
Or just get a buff like control wards do when they live long enough.
: I've always wanted to see two mastery level seven {{champion:27}} fight in the top lane, I think it would be hilarious or at least interesting
And thus did neither turret ever see an enemy creep ever again- both Singed's just camp between the enemy turrets
SatomiKun (EUW)
: I don't think it is like they want to strictly forbid Tahm Kench to be a jungler. But he was designed to be a support and top laner. So why should they put work into making a champion viable in a position he was never really intended for? Imagine everyone would do that. Boards would be flooded with request like "I want this change to make Jinx a viable top laner!" "We should work on this stuff so Udyr is able to go bot lane!" A champion doesn't have to be viable in every position. You can play the champ in every position you want, but you can't expect Riot to make changes just so your champ becomes viable everywhere you want to play him.
Well one of the major comparisons is how Syndra can pick the buffs up with her W, and unlike a lot of board comparisons, it does make some sense; there's no reason Syndra should be able to move a buff with W and Tahm shouldn't be able to do the same.
: The support role has never been so fun and balanced
> Supports have one of the highest damage output until 10 or 15 min in the game all without a single exception outdamage an adc in early game (with the exception of janna that uses her adc to do damage) To be fair, a lot of that is that the Support won't have to focus on the CS and can spend essentially every AA and ability to get damage off on their enemy.
Echoing (NA)
: [CCOS] June CCOS Entry Time! Enter Here!
Aha! For once I've found it on time and with a concept ready! Entering "Iniquien - One of Many" https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/645Y0QN8-ccos-entrant-spawning-horde-champion
: {{champion:22}} {{champion:21}} {{champion:80}} {{champion:59}} {{champion:420}} {{champion:9}} Im "supporting" right?
Fid is actually pretty potent as Support. The Q is a free "go away" tool and the E bounce is not to be underestimated.
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SociopathFriend

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