Meddler (NA)
: We'll be assessing into solutions like that. First part of the process will be looking at different options (all up front? Bans mixed in with picks? Everyone at the same time? Bans selected before even getting to a game? etc). We'll then compare the costs and benefits of each model before we implement anything.
How about 2 bans per turn or 2 bans then 1 per turn?
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Rioter Comments
: (Rework Concept) Yorick Rework ..If I was Rito
They used my Yorick rework idea. :-) Still think mine is better. Didnt want them to spoil another rework.
: Pre-Worlds Early Game Update
@meddler These changes doesnt solve your problem and it just adding more variance to the game (as if elemental dragons werent adding variance already). The map is symetrical for a reason. Now botlane is going to be more volatile in SOLO Q. Botlane is going to be focus more heavily by Junglers and mid roaming there (1st 8min 4v2 botlane). Now we are going to be worried being in mid and our toplaner giving up 1st 2nd and 3rd blood with his tower. Too much variance! Not to mention cannon minion Alternate spawning. How about reducing the cost of the outer tower gold To solve this Lane Swapping dilemma? The tower global gold is what cause lane swapping to be so prevalent now. Make Top n Bot tower no longer give global gold and reduce the local gold. The time it takes for 3 or 4 players to take a low-cost tower early it would be better spent in lane to get gold and exp.
Rioter Comments
: Awesome design idea. Maybe publish this out on more sites and get the word out. This design maintains Yorick's theme and leaves plenty of room for balance. I also agree that perhaps a poisoning Q, although following the theme of pestilence, ads too much dps onto a single ability. Perhaps the mark could be a ghoul damage increase mechanic instead? Thanks again for putting some effort into this design. Yorick is my main top and I have been waiting for the rework to see which direction they take him.
sorry for the late reply >Awesome design idea thanks >I also agree that perhaps a poisoning Q, although following the theme of pestilence, ads too much dps onto a single ability. Perhaps the mark could be a ghoul damage increase mechanic instead? I am thinking about making the 3 summon ghouls do the 2nd part of the damage that is damage overtime.
Jacknife (NA)
: The Mordekaiser Rework we need and deserve!
As a morde main his kit is fine you just have to build him correctly. Build Rylais 1st then tanky health items. Get tier 2 boots early and steraks gage is core on him. Max e last except against poke champs. For runes dont take AD runes because he has good base AD. I take mpen marks & glyphs, health per lv or armor seal vs ad and AS quints. AS quints because of his good AS growth, I dont build Nashor tooth on him and to land that 3rd Q faster. For Keystone SRS but I use DFT. I play him top mid and jungle. For jungle I build my tier 2 jungle item skip cinderhulk to rush boots and rylais. I read your Morde rework by the way but his kit doesnt need a rework
Rioter Comments
: Balance suggestions: I would hit the scaling on his Q, specifically in damage per level. Remember that it's an AoE that has amazing scaling. Alternatively, I would remove the 'poison damage' since it does summons ghouls. You do realize that Yorick's E passive could grant him a total of 1000 bonus health right? Since he is undead, and potentially decaying, I would provide a counterplay statistic in which he loses stacks over time, and since their are only 9 other champions, I would max the 50 health stacks at 9 and provide a 10 health bonus when he kills large monsters. (Also increasing his potential niche as a jungler.) The ult is powerful, (140-300 damage per second multiplied by up to 10 seconds), but it's balanced well enough for that. The one thing I would change is make the cooldown a little longer. He'll already have it up every teamfight (where its most useful anyway) so he should be punished more for misusing it early game. (I would make it's min CD 80 seconds. His kit is heavily CDR reliant, and so you're going to practically cut that time in half anyway. He shouldn't be able to spam it.) Also note, don't decrease the damage, but decreasing the intervals between strikes might be a good idea. (About 1.2 or 1.4 seconds.) This means that War won't stick to you as much with Rylai's Crystal Scepter. ~CrimsonCobra3
Thanks for replying > Balance suggestions: > > I would hit the scaling on his Q, specifically in damage per level. Remember that it's an AoE that has amazing scaling. Alternatively, I would remove the 'poison damage' since it does summons ghouls. > Yorick Q does 50% damage on hit and 50% damage over time (approximately) instead of the total damage on hit > You do realize that Yorick's E passive could grant him a total of 1000 bonus health right? > If they are 20 deaths of ally and enemy that doesnt necessary mean he will have 20 stacks. Reaper ghouls vanish when they consume a dead body and they spawn periodically. If they are 3 deaths botlane and 1 reaper ghoul on the map only 1 dead body will be consumed. Also if they were 1st blood and you didnt put a point in E you will have no ghoul to consume that dead body. > The ult is powerful, (140-300 damage per second multiplied by up to 10 seconds), but it's balanced well enough for that. The one thing I would change is make the cooldown a little longer. He'll already have it up every teamfight (where its most useful anyway) so he should be punished more for misusing it early game. (I would make it's min CD 80 seconds. His kit is heavily CDR reliant, and so you're going to practically cut that time in half anyway. He shouldn't be able to spam it.) > He wont be able to spam it because Yorick has to farm his E to create revenants of minions and small monsters to sacrifice so he can use his R to summon War. >Also note, don't decrease the damage, but decreasing the intervals between strikes might be a good idea. (About 1.2 or 1.4 seconds.) This means that War won't stick to you as much with Rylai's Crystal Scepter. > War does damage every 1sec interval at melee range; there is counter play such as kiting him when hes about to do damage and killing him between intervals. Increasing the intervals between stike to about 1.5sec is a good suggestion.
Rioter Comments
: Mid Year Mage Updates - Cassiopeia Direction
> [{quoted}](name=RiotRepertoir,realm=NA,application-id=A7LBtoKc,discussion-id=n7lt68uM,comment-id=000c0000,timestamp=2016-03-01T05:25:14.818+0000) > > Maybe I should have said spammable. "Twin Fang as a spammable spell." How about giving Twin Fang an ammo system like rumble E and gangplank Barrel? making Cass stores a charge of Twin Fang periodically up to 3 charges every 4sec. This way she wont be relying on landing her poison to feel useful. Also making a kill refresh twin fang and it 3 charges.
: Maybe I should have said spammable. "Twin Fang as a spammable spell."
How about giving Twin Fang an ammo system like rumble E and gangplank Barrel? Cass stores a charge of Twin Fang periodically up to 3 charges every 4sec. This way she wont be relying on landing her poison to feel useful. Also making a kill refresh twin fang and it 3 charges.
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Danjeng (NA)
: Ryze has the lowest win rate (for about half a year), but his kit is considered very toxic. This is because of his ability to permaroot when his passive is up. With a 6.25 second passive, he'll be as broken as he was before. The reason they put the 5 spell cast limit is so he can only chain two Rune Prisons in one rotation (if I'm wrong, someone please tell me). This patch was supposed to be a nerf, because of how oppressive Ryze is. Honestly, Ryze would be stronger if his passive lasted 2.5 seconds the whole game than having a 5 spell cap. Your suggestion would make Ryze a monster! In the late game, Ryze's ultimate comes off cool down by the time he's finished using it. So he would pretty much have Arcane Mastery charged up to full duration whenever it's up. However, Ryze would lose a lot of his power if he activates Despower outside of Arcane Mastery. Therefore, I think that Ryze would have much more potential when fully charged, but much weaker if his rhythm is broken (for example, crowd control). I would be interested to see how it turns out, though I doubt it will be implemented.
How many resets you think he can get with his passive supercharge being 2.5sec? > [{quoted}](name=Danjeng,realm=NA,application-id=3ErqAdtq,discussion-id=NFvcX8e4,comment-id=000000000000,timestamp=2016-02-22T21:34:48.401+0000) > > Ryze has the lowest win rate (for about half a year), but his kit is considered very toxic. This is because of his ability to permaroot when his passive is up. With a 6.25 second passive, he'll be as broken as he was before. Ryze wont be as broken as before because he will only get the increase duration on his passive when he activate his ult. Was thinking not making him able to reduce the cooldown of his ult. >The reason they put the 5 spell cast limit is so he can only chain two Rune Prisons in one rotation (if I'm wrong, someone please tell me). This patch was supposed to be a nerf, because of how oppressive Ryze is. Honestly, Ryze would be stronger if his passive lasted 2.5 seconds the whole game than having a 5 spell cap. My suggestion is to balance ryze not nerf him. Before the spell cap nerf he had a 3 4 5 6sec supercharge (rank by his R). Am just making activating his ult increase the 2.5 duration. His ult would have a 75 60 45 CD (it was 80 60 40 CD) with 50 100 150 mana cost to balance his lategame.
Danjeng (NA)
: Why are there down votes, but nobody responds? Personally, I think that having the passive scale off ultimate is a good idea. In fact, that was how it was originally in the rework. I disagree with the mana costs on Desperate Power. It's named so because you can use it to turn the tides (example: low on mana, need to retreat, so use MS from ultimate). Also, his passive would last too long. 2.5+2.5+3.75=8.75 He can kill a whole team in 8 seconds. If you meant that his passive no longer scales with overload, It's pretty much Ryze before nerfs. But I think this change gives more power on his ultimate than it being just a random 5th ability they've thrown in. I recommend using it more aggressively in lane.
Hey thanks for replying I meant activating his ult extends the duration of his supercharged passive. Making his passive 2.5sec at all ranks and activating his ult extends the duration by 2.25/3/3.75. Instead of having a 5 spells cap to limit the amount of resets. Tell me what you think.
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Specilord

Level 30 (NA)
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