Smyrage (EUNE)
: The Pyke problem started earlier than his release
I still think the problem is that champions are now designed around lanes not roles, and then balancing based on lane and not role. Every champion adapting to meta by moving lanes gets nerfed.
: > [{quoted}](name=Saezio,realm=EUNE,application-id=3ErqAdtq,discussion-id=1z0IMGbN,comment-id=0001,timestamp=2019-06-03T22:00:17.846+0000) > > OP, how many times have you played pyke? Serious question. Give me a number of games you played as Pyke. > > Edit: 0 games on this account. Not even when he was free rotation. U got other accounts? Indeed, I proudly don't play this April Fool champ =) <3
> [{quoted}](name=Ir Sun,realm=EUW,application-id=3ErqAdtq,discussion-id=1z0IMGbN,comment-id=00010000,timestamp=2019-06-03T22:04:45.725+0000) > > Indeed, I proudly don't play this April Fool champ =) <3 Best way to understand a champion is to play them.
Rioter Comments
Stacona (NA)
: I pretty much opened with saying what the current system is. Having two numbers to create a redundant system is flawed. It is a lot simpler and easier just to say the reduction value, especially since base defensive stats mean absolutely nothing. Change their defense values just with their base HP, makes the system a lot more streamlined and clear for everyone and a lot easier to balance for. That health state is a lot more clear, has more impact, easier to understand and if you need to mitigate damage then have it with items which also offers a very clear system that says exactly how much damage that champion is currently mitigating and for what damage type. Think how r%%%%%ed it is to have to have this number that means nothing to the player and needs to mouse over that number to see how much damage it is mitigating and on top of that that number constantly changes and fluctuates for no real reason. You can easily control stacking in a much simpler fashion and pretty easy to stop squishies from being tanks since the big defensive boosts offer no offensive power. Having a simple system with clarity is leagues better than something that makes you go 'what the hell am I even looking at' that also needs a billion different things around this system just to make the system work. And even then, the system is still flawed, and all you ended with is an absolute mess of a system that fails at fulfilling something that should be straight forward and simple! **** This is basically mean stating "Poop is not chocolate, it tastes disgusting and will make you sick!" and you arguing with "Poop is yummy and is good for you too! You are wrong!". What the hell man, poop is still poop, saying the poop is delicious and nutritious does not make it true, it is still waste that smells bad, tastes bad, and could kill you if you eat it. Warping reality does not change reality.
> [{quoted}](name=Stacona,realm=NA,application-id=3ErqAdtq,discussion-id=sw0lAE4s,comment-id=00000000,timestamp=2019-04-19T07:58:40.611+0000) > > I pretty much opened with saying what the current system is. Having two numbers to create a redundant system is flawed. > > It is a lot simpler and easier just to say the reduction value, especially since base defensive stats mean absolutely nothing. > **** Current system is 1% effective hp per 1 resistance value. What's the effect of 23% magic reduction on your effective hp? The problem with "squishies being tanks" is that League's defensive item system is broken and the values are overinflated. It's also why % penetration is a required option in the game. In addition I don't think having equal base growth in defense against both physical and magic damage is fair. How do you manage base resistance growth? Again if you think the entire game needs an overhaul so be it. Changing this defense system means every value in the game needs to be reviewed. Just changing the defensive item setup won't be the end. I think the current system is flawed but functional. > This is basically mean stating "Poop is not chocolate, it tastes disgusting and will make you sick!" and you arguing with "Poop is yummy and is good for you too! You are wrong!". What the hell man, poop is still poop, saying the poop is delicious and nutritious does not make it true, it is still waste that smells bad, tastes bad, and could kill you if you eat it. > > Warping reality does not change reality. Your analogy has no arguments and nothing to respond to.
Stacona (NA)
: The LoL Armour/MR System is Flawed.
Well, you get to diminishing returns on the % reduction the items you have.... So it becomes more confusing! The current system is 1% effective hp against selected damage type per resistance value. Combined with a hover tooltip for % reduction value, it's good enough.
Dynikus (NA)
: That's really, really broken.
> [{quoted}](name=Dynikus,realm=NA,application-id=A8FQeEA8,discussion-id=wzsRxPUG,comment-id=0000,timestamp=2019-04-08T19:18:51.983+0000) > > That's really, really broken. I thought these runes are very weak. They seem to not be in the right tree either.
: How to fix all of League's current problems
Good One. Please play Heroes of the Storm instead of League, DotA, HoN, or another MOBA. Thanks.
Pikmints (NA)
: What is your stance on the idea of items with negative stats?
No, because choosing to purchase one item should be an automatic opportunity cost for another stat or another effect. Negative scaling is just a lazy way to achieve some sort of balance within the global item pool.
: Ekko is about 75% of the time played as a tank
Because he is not reliable enough to play as an assassin that creates Early Game Advantage And he is not fast (or reliable) enough to play as an Eraser in late game His assassin build is not good because it's an underwhelming assassin kit. His kit as a durable fighter is much better, seeing that he has low CD gap closers AND good combination of slow and stun. A % missing health damage rework isn't going to fix that Ekko's current kit works as a durable fighter and not as an assassin.
La Spork (NA)
: Is flat armor ever better than scaling health?
Melee AD assassins in mid also should take flat armor So that they dont lose every trade to minion damage
yogozin (NA)
: I played a game yesterday. (Not league related.)
: WARNING THIS THREAD CONTAINS RE:ZERO SPOILERS also animu/waifu pics
>Is Ram the sloth priestess, if she is not, is she part of the witch cult? which leads us to Roswaal, if Ram happens to be part of the Witch Cult is he related to it too? No No No
: Slows don't stack that well. Get more penetration or CDR
> [{quoted}](name=PPPPPPPPPPPP270,realm=NA,application-id=mNBeEEkI,discussion-id=UpgjZGAk,comment-id=0005,timestamp=2016-08-30T19:32:28.472+0000) > > Slows don't stack that well. Get more penetration or CDR By that, you mean they dont stack at all now.
Chrio (NA)
: I honestly think it's time for ekko and jhin to just be removed.
>AP ekko was extremely strong, His blink would honestly erase almost any squishy champion. Gimme some of that weed please That's like if Brand hits you with 1 Pillar of Flame you die instantly
: Why is Shen getting a nerf each patch wtf lmao
If you have an entity targeting playmaking skill you are bound to be hit with the nerf hammer over and over again. In this case, it's Shen's ultimate. They won't nerf the ultimate directly but they can hit him everywhere else until he won't be picked.
darkdill (NA)
: When Irelia gets reworked, I hope she'll have a more interesting ultimate
>Weak damage, even weaker healing in team fights Oh boy. One of the highest base damage ultimate at any rank, bonus AD ratio valued at 2.8, and heals for 25% of all AoE damage dealt to champions and 10% of all AoE damage dealt to minions. And it's supposed to be "Weak damage"?
Verdade (EUNE)
: Champions who missed the mark
> [{quoted}](name=Verdade,realm=EUNE,application-id=3ErqAdtq,discussion-id=btYFzEgE,comment-id=,timestamp=2016-08-26T11:16:17.836+0000) > > {{champion:50}} - According to lore he's extremely determined and efficient general, master tactican and stuff. There are like 2 sentences about his bird, but nothing that seems imporant. In-game we got demon-possesed bitter man with all of his abilities centered around his birdo/demon. What. Also, what is even more weird, lore portraits him as front-line fighter (his duel with Jarvan back on crystal scar?!). So is he brilliant general or man/demon frontline fighter? > Why not both? Who said brilliant generals must be incapable in frontline combat? His kit already centers around planning to maximize battle results. It's thematically relevant.
Terchio (NA)
: For me, the problem with Ekko isn't even 100% how high his base skill values are... His problem is where his scaling lies. Take his Q, for example: Outward Magic Damage: 60 / 75 / 90 / 105 / 120 (+ 20% AP) Returning Magic Damage: 40 / 65 / 90 / 115 / 140 (+ 60% AP) What does this tell me? This tells me that Ekko needs only 233 AP to double his base damage for the returning of max level Timewinder. However, that outward projectile is going to stubbornly stay at a weak state, only doubling in damage after **600 AP!**. This means that Tank Ekko's Q outward shot, the easy part that's almost guaranteed to hit, would never have been much better anyways. Meanwhile, the real power that lies in the skill (somewhat...), the return, has much more power when he's high AP, he just doesn't have the tankiness to really bully an enemy into it. So, what are the AP values that his ratios double in effectiveness (in relation to level 18 Ekko)? Passive: 237 (requires stickiness) Q: 600 (easy hit) - 233 (telegraphed hit) W: 300 (Passive, low HP assassinate) - **106.6 (prediction shield)** E: 350 R: 300 (telegraphed damage) - 300 (self-heal; only percentage portion counted) I will note that this is a *lot* of AP ratios. However, I'd say that he only really has 3 ratios that don't require some high amount of prediction, which I can count in his actual combo: E (350), Q out (600), and generally, the passive (237). Meanwhile, his main 2 telegraphed values are low: his return boomerang (233), and the miniscule amount needed for shield (106.6). So, what does this mean? This means that in order for Ekko to deal his base damages, he needs *no skill*. Now, I don't mean no skill as in he can set his dog at the controls, but we're close. Q out, E, and passive, and he does 450 damage with base values only. In order to double that, he needs 321 AP to get 900 damage out of that combo, and even that is discounting the inherent damage from autoattacks which aren't going to improve a bit from AP. However, his telegraphed skills need 233 AP and 106.6 AP to double up, no AA involved. These are the abilities that require the actual *gameplay proficiency* to use, corralling the enemy into their return Timewinder, and timing your Parallel Convergence to a spot you won't get caught out. So basically, you put the power in his keystone, difficult-to-use abilities, but only after investment. But here's where the problem comes in. AP Ekko, despite having a very high ceiling because of this, also has a high fizzle rate. Now, this probably is why Ekko has 8 AP ratios and feels so bad. If Ekko makes his main combo, he generally only needs one of his two (or more) potential "fizzles" to hit in order to secure the kill most of the time. This leaves a *LOT* of damage potential if, say, he somehow lands both. Or maybe he completely misses his target, but hits another enemy trying to protect. Or he gets a 1.75 second stun thrown in to root the enemy and secure his fizzles from happening altogether. Now, Ekko is designed to basically be a crap-shoot who hits his main combo, and then depends on a flurry of possibilities to knock the enemy low enough to kill. But, there's one thing that makes Ekko 10x better at landing this combo: *tankiness*. Tankiness gives him the freedom to AA without feeling overwhelmed on the front lines. It allows him to guide his Timewinders better. It helps to feel safer when trying to hit your bubble. Basically every potential fizzle in his kit suddenly becomes attainable when he's not squishy. You can guide the enemy into your Timewinder, or simply use it as a corral for your stun/shield. You can also lead the enemy, who is already slowed from Timewinder, to get hit by the return with near certainty (with a little aid from E). Ekko has a lot of intended combos which are just not available to him in his AP form because his reliable combo has been stripped down to base values, and he has limited capabilities once people learn his tricks. So, all in all, Ekko needs to have stability tossed into his kit. Either he builds the stability through HP, or AP. If he goes tank, that is his stability, and his base values need to fall on stable skills to accommodate that. Meanwhile, his stable skills need to have high ratios to make assassination feel more stable for AP Ekko, but drop the impact of the randomness in his kit by lowering the ratios on his crap-shoot skills. If you want to balance Tank Ekko in, you can try raising the base values on his crap-shoot skills. All in all, here's what I would do: Passive - ~~20-190 (+80% AP)~~ > 20-100 (+80% AP) Too much free damage. Needs to fall off lategame. Q out - ~~60-120 (+20% AP)~~ > 40-120 (+40% AP) Q in - ~~40-140 (+60% AP)~~ > 40-120 (+40% AP) This makes bases 20 weaker all game, but frontloads much of the AP ratio on the outer Timewinder. Bases aren't too high here. W passive - Not changed? Don't have any real opinion on this at this point. Might change to flat because he and Fizz use % missing HP tied with AP ratio too well. W shield - ~~80-160 (+150% AP)~~ > 40-120 (+100% AP) W stun - ~~1.75 seconds~~ > .75 seconds (NEW) - W damage (if stunned) > 40-120 (+50% AP) Shift some shield and stun to damage. This utility was more than warranted, anyway. Also, shield was never utilized by AP because 150% ratio was nuts high. 100% is more usable on AP Ekko, maybe a bit lower, but gets some damage to tie with it without being too utility OP on stun. As another option, would like it if bubble acted like blinding ground, forcing vision of enemy units to be only within the bubble until outside, similar to Graves' Smokescreen, but with clear vision within the bubble. E - ~~40-140 (+40% AP)~~ 20-100 (+60% AP) [possibly with cooldown compensation]. R - Reworked, essentially to be a less-telegraphed W bubble. Ekko still flies to the position he was 4 seconds ago, but instead of bursting obscene amounts of damage, he gives a small bit for plopping the bubble, and then the typical stun/shield, with possible healing on top if the consistency with the old kit was needed. Would be nice if the bubble-smokescreen idea from W was in effect here, too. Possibly add another effect on top, like a damage amplifier or something within this bubble, if needed. Generally, though, keep the inherent damage low on this. Edit: Maybe just rework R into this and make a new W. Not 100% sure where to go with this. It's not perfect, but I feel this is more the direction Ekko needs to go in order to be healthy with such wildcard type skills available to him. I'd like to reduce the kiting or something, but I feel his E and W *should* be a viable combo, and R is going to be too expensive to just toss. I'd like to modify the innate, too, as he's one of the easiest champs to reliably combo in laning phase; basically throw Q's all day until one lands, and then E-Auto before they can leave vision. Ekko shouldn't feel the win on the trade that easily, I think, considering this will basically be granting him Rengar-esque instakills lategame. My opinion is to increase stack time *a lot* and remove passive stacks from autoattacks that aren't his E. That way he has two choices: either stack by landing all 3 hits on Q and E, or land 1 Q and pop passive when cooldown comes back. In the latter case, the enemy always has the option of backing off until stacks reset. TL;DR Ekko's reliable-hit skills have bases that are too high, keeping those ratios low, and forcing the telegraphing skills to be too impactful. Having more powerful reliable skills after AP investment makes room for more meaningful utility outside those skills without relying on those skills to be a hail mary (and therefore enabling tank strategies which already steer the battle the direction they want it to).
>-snip- The problem is you are taking more and more base damage out of his kit, therefore nerfing his early game even more and nerfing both AP Ekko and Tank Ekko at the same time. Because all League champions need some form of early self-sufficiency regardless of their game scaling. Reducing base damage will definitely nerf the effectiveness of Tank Ekko but it is also just an overall nerf to every playstyle that the champion has. I don't think AP Ekko will see any significant change from this - it's still a bad build for kit component issues and lack of reliability (as you have said) and speed (that is crucial to assassins), which I believe is not the point of your changes. Further decreasing the early kit power of Ekko and I won't be surprised to see him disappear completely. Conclusively, Ekko still need a full rework to solidify his kit around a certain build, be it Tank or Assassin.
: Block changes @Riot
Empowered Autoattack change is necessary because inconsistency should be fixed. Pretty sure this was a bug that occurred from HOW Riot decided to implement the fix above. Riot should change this of course
Hay5eed (NA)
: Something about "Channeled" abilities
Here's a tip: Channeling Spells disable movement. For the most part.
Helltoken (EUW)
: So is Yasuo in need of a nerf now?
Fervor of Battle needs nerfs because that one mastery is a buff to all bruiser build.
: How to balance Gnar and Frozen Mallet at the same time
Or we can just make Frozen Mallet and Iceborn Gauntlet Melee Only
Woook3r (NA)
: please restore my ap ekko
Full AP Ekko has been garbage for at least a year. Riot just doesn't care about nerfing his main build :) His main build is tank now, his secondary role is assassin.
: Im not good with titles so its a good thing that this isnt a titles thread its an animu/waifu thread
: Why is corki all magic damage even when he buys all ad items?
Because Riot screwed up his rework and put way more emphasis on magical damage on Corki, enough that MR is a much better buy if only Corki is a threat.
SiG DxD (EUNE)
: if assasins as a whole die ,then squishy mages and especially ADCs will run rampart ,with no one to gapclose and kill them in chance
> [{quoted}](name=SiG DxD,realm=EUNE,application-id=3ErqAdtq,discussion-id=sutH76JA,comment-id=0004,timestamp=2016-08-14T21:25:45.013+0000) > > if assasins as a whole die ,then squishy mages and especially ADCs will run rampart ,with no one to gapclose and kill them in chance Bruisers and Assassins share the same Dive position and if Assassins die off Bruisers will take their place. They won't instantaneously kill them but will cause enough disruption/damage through their gap closing attacks to win the game if his team coordinates well. Assassins just don't need team coordination to achieve that goal.
: Wouldn't the Fizz be using his E to avoid your Q? How would you Q so it hits him before he Es?
> [{quoted}](name=Votable Jester,realm=NA,application-id=3ErqAdtq,discussion-id=YRT2wgd8,comment-id=0003,timestamp=2016-08-14T10:34:47.021+0000) > > Wouldn't the Fizz be using his E to avoid your Q? How would you Q so it hits him before he Es? Noobs
: Fizz E tooltip
Yes, invulnerability with no cast time is not a good combination... If only Riot figured that out without destroying all his other abilities...
Hibeki (NA)
: Tank stats should be incredibly effective, but overall reduce your damage output.
It would make sense if League wasn't a MOBA game. League just didn't figure out how to balance the cost-efficiency and slot-efficiency of some items. It doesn't mean the idea of one item giving both defense and offense options cannot work.
: I'm pretty sure its going to be a point and click Dash attack like in the splash art.
> [{quoted}](name=taleofsonata,realm=NA,application-id=3ErqAdtq,discussion-id=cvfBKY9i,comment-id=00000001,timestamp=2016-08-06T16:03:18.123+0000) > > I'm pretty sure its going to be a point and click Dash attack like in the splash art. And that is going to Kill Talon for me. Nothing is more core to his kit than an actual blink gap closer. Shadow Assault (both AoE and invisbility parts) is not, Noxian Diplomacy (with its retardedly high scaling) is not, his damage amplification on Cutthroat is not, his Rake is debatably a staple of his kit considering all other Assassins and their AoE farming capabilities but still is NOT the core of his kit. The blink on his gap closer is. It is one MAJOR advantage (instantaneous movement often causes longer reaction time by enemy + blink moves Talon immediately behind target and ignores projectiles in flight towards him) Talon gets over all other assassins and of course, Riot decides to remove the most iconic part of Talon. His silence on Cutthroat was not core. He can still be played without the silence, but losing the blink is going too far. > [{quoted}](name=JZ Jora,realm=NA,application-id=3ErqAdtq,discussion-id=cvfBKY9i,comment-id=000200000000,timestamp=2016-08-06T04:23:08.742+0000) > > Full crit is best. > > I miss when Trinity Force had crit. That shit was _good._ I miss when Infinity Edge had 25% crit so that I can build another item while still keeping high AD and 100% Critical Hit Chance. ADCs with base resistance gets killed just from AA+Q and I don't need to use anything else. And that's why Critical Hit is absolutely broken when you pair it with AD assassins. Not saying that it's broken only on AD assassins... because Critical Hit System is basically *inflated Marksmen Scaling towards End Game*.
: b-but i love talon the way he is full crit talon
> [{quoted}](name=JZ Jora,realm=NA,application-id=3ErqAdtq,discussion-id=cvfBKY9i,comment-id=0002,timestamp=2016-08-06T02:49:55.058+0000) > > b-but i love talon the way he is > > full crit talon Rework needs to make Q a single target cast and not an AA modifier :^) Seriously though, critical hits should be disabled for AD assassins (and converted to another stat, similar in function to Jhin) if Riot wants some sort of balance to them. Because two critical hits improves an AD assassin's single rotation damage by almost 90% and there isn't one AD assassin that doesn't like at least a decent amount of Critical Hit chance.
: Talon Rework and Your Thoughts on it
>Answering another set of questions, Statikk also confirmed Talon will be losing his "blink" effect from E but that we'll have to wait and see what replaces it: One phrase. Go fuck yourself Riot.
: Decision making is all you need to climb
Decision making skills and game consciousness rates above mechanics in terms of playing MOBAs
: Episode 18 of Re:Zero seals the deal, best anime of 2016 and maybe of all time.
: A suggestion from a Leona main
Or you could have made it so that Leona can proc her own passive with her own autoattacks, but she can only proc Sunlight herself once every 10/8/6/4 seconds, scaling down with 1/6/11/16 levels. Her allies can still proc Sunlight if Leona's Sunlight activation is on CD. And then you don't need to change anything else on her kit. It's a weak buff but it helps her solo laning.
Kuzja1 (NA)
: > [{quoted}](name=Noam2Kill,realm=EUNE,application-id=3ErqAdtq,discussion-id=BKpQZ1EU,comment-id=00000000,timestamp=2016-07-29T19:10:19.573+0000) > > I don't really like option 1, but if they choose that, then they must increase E shredding at later levels to deal with tanks. Wait a minute, people actually suggested choice number one? A nerf? What? So they can keep killing him with other adc's that deal tons of damage like {{champion:21}} ? Easily?
> [{quoted}](name=ViceN53,realm=NA,application-id=3ErqAdtq,discussion-id=BKpQZ1EU,comment-id=000000000001,timestamp=2016-07-30T03:54:16.676+0000) > > Wait a minute, people actually suggested choice number one? A nerf? What? So they can keep killing him with other adc's that deal tons of damage like {{champion:21}} ? Easily? How is choice 1 a nerf? The proposal increases the passive damage by 4%/6%(should be 7% here)/10%.
: Gonna blow post-rework Malzahar players' minds
So can shaco boxes Which is great when fighting champions reliant on a single-target skillshot to win fights
: kills > assists in rito grading hun you need atleast 1 or 2 kills to get an S
> [{quoted}](name=theragingnerd,realm=NA,application-id=mNBeEEkI,discussion-id=karmvwk1,comment-id=0000,timestamp=2016-07-29T05:29:59.738+0000) > > kills > assists in rito grading hun you need atleast 1 or 2 kills to get an S Which is pretty stupid.
: What Are Practical Ways That League Could Be Come Less Snowbally?
Make higher tier items less cost efficient than they are now. Reduce death timer, especially early to mid game Giving players an actual way to move about the map and take the correct space, without taking a longass time walking to one lane, go home, then walking to another lane....
Br4ndon (NA)
: > [{quoted}](name=Hebiki,realm=NA,application-id=3ErqAdtq,discussion-id=cjyIA0rX,comment-id=00020000,timestamp=2016-07-26T22:41:03.791+0000) > > 3 damage is nothing Exactly, real nerfs are 20+ damage taking away. These are just placebo nerfs that will cause everyone to stop playing a champion for no reason. See basically all of fizz's nerfs.
> [{quoted}](name=Br4ndon,realm=NA,application-id=3ErqAdtq,discussion-id=cjyIA0rX,comment-id=000200000001,timestamp=2016-07-27T03:36:23.527+0000) > > Exactly, real nerfs are 20+ damage taking away. These are just placebo nerfs that will cause everyone to stop playing a champion for no reason. See basically all of fizz's nerfs. Lol making Hecarim's base AD 35 instead of 55? Gr8 balance m8 8/8
: Can we make assassins AFRAID of tanks again?
Assassins are afraid of tanks/support peeling in teamfights. Assassins should not be afraid of tanks in 1v1 if said tank is a champion with low offensive potential outside of disables.
: > [{quoted}](name=SouL1ess,realm=NA,application-id=mNBeEEkI,discussion-id=Fb1T5inp,comment-id=0005,timestamp=2016-07-26T05:30:23.110+0000) > > Were you using windows 10 while windows 10 forces you to run at 100% disk usage for prolonged time No, I fixed that pretty early on when I got Windows 10. Really stupid bug though.
> [{quoted}](name=BLU Medic,realm=NA,application-id=mNBeEEkI,discussion-id=Fb1T5inp,comment-id=00050000,timestamp=2016-07-26T06:35:35.460+0000) > > No, I fixed that pretty early on when I got Windows 10. Really stupid bug though. I see. Just wondering, what was the cause for you? My computer upgraded from win8 to win10 and it always enters a 100% disk use stasis for at least the first 5 minutes of startup. I disabled windows update service and it seems to be working...
: Why isn't Kha disabled? He's immune to several ults while he's invisible.
: My laptop's hard drive died
Were you using windows 10 while windows 10 forces you to run at 100% disk usage for prolonged time
: Shen rework was a failure, and here's why ...
I agree, Shen's rework was terrible and basically removed all synergy between abilities from Shen.
Bdoom (NA)
: I'm good at everything... except this game...
I can coach you on a regular basis until you hit Bronze V Can I get some knowledge on Solidworks 2016/any version?
: [Gameplay] [6.14] Mundo Gets Extra E autos
Did you forget that Mundo's E has another effect where he gains AD based on missing health?
67chrome (NA)
: When I wrote passive auto-attack and on-hit steroids, I intended "passive" to apply to both. Orianna's clockwork windup, Teemo's Toxic Shot, Cho'Gath's Vorpal Spines, Jax's Grandmaster's Might, Darius's Hemorrhage. No passive aa steroid or on-hit steroid costs any mana. Also: the AA steroid part of Darius's E doesn't cost any mana to access. It's active 100% of the time.
> [{quoted}](name=67chrome,realm=NA,application-id=3ErqAdtq,discussion-id=EmuBTEnE,comment-id=000400000000,timestamp=2016-07-23T23:03:43.350+0000) > > When I wrote passive auto-attack and on-hit steroids, I intended "passive" to apply to both. > > Orianna's clockwork windup, Teemo's Toxic Shot, Cho'Gath's Vorpal Spines, Jax's Grandmaster's Might, Darius's Hemorrhage. > No passive aa steroid or on-hit steroid costs any mana. > > Also: the AA steroid part of Darius's E doesn't cost any mana to access. It's active 100% of the time. This is the most strict version of double standard in League I have ever seen. Even worse than Riot's balancing lmao. Steel tempest is an active ability, but it should be considered "an AS/AD steroid that is more interesting than other AS/AD steroids" because apparently, doing AoE damage and having a conditional stun isn't enough to justify it being more than a "simple AS/AD steroid". I don't know what to say about Talon's Noxian Diplomacy costing up to 60 mana at rank 5. It does more single-target damage and reveals the target's location for 6 seconds, making it much more like an AS/AD steroid skill. That skill should have been manaless to cast because it is an AS/AD steroid that is more interesting than other AS/AD steroids.
: What? I don't own Sona, so I can't verify HER numbers. All her numbers on those two seem less to me... especially according to the league wiki. I mean I guess that I'm no math professor.. but 482 seems lower than 543 or 540... Like I"d rather have $540 over $482. [Sona ](http://leagueoflegends.wikia.com/wiki/Sona) base HP : 482 [Sona ](http://leagueoflegends.wikia.com/wiki/Sona) Base Armor: 20.5 [Sion ](http://leagueoflegends.wikia.com/wiki/Sion) base HP : 543 [Sion ](http://leagueoflegends.wikia.com/wiki/Sion) Base Armor: 23 [Shen ](http://leagueoflegends.wikia.com/wiki/Shen) base HP : 540 [Shen ](http://leagueoflegends.wikia.com/wiki/Shen) Base Armor: 25
> [{quoted}](name=Chamuel85,realm=NA,application-id=3ErqAdtq,discussion-id=lZEEoIgI,comment-id=00000001000000000000,timestamp=2016-07-23T23:48:37.614+0000) > > What? I don't own Sona, so I can't verify HER numbers. All her numbers on those two seem less to me... especially according to the league wiki. I mean I guess that I'm no math professor.. but 482 seems lower than 543 or 540... Like I"d rather have $540 over $482. > [Sona ](http://leagueoflegends.wikia.com/wiki/Sona) base HP : 482 > [Sona ](http://leagueoflegends.wikia.com/wiki/Sona) Base Armor: 20.5 > [Sion ](http://leagueoflegends.wikia.com/wiki/Sion) base HP : 543 > [Sion ](http://leagueoflegends.wikia.com/wiki/Sion) Base Armor: 23 > [Shen ](http://leagueoflegends.wikia.com/wiki/Shen) base HP : 540 > [Shen ](http://leagueoflegends.wikia.com/wiki/Shen) Base Armor: 25 Sona gets higher HP per level than Sion and Shen and would have more HP than those two tanks by level 18.
Bombardox (EUW)
: Why hasn't anyone yet thanked riot about this ?
I do like URF better because I am a tryhard assassin main.
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SouL1ess

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