: How to Spot a Scripter From a Scripter
"3.Dodging a skill shot even if it means they will die. The best example of this is being chased by the enemy team and walking backwards or towards the enemy team to dodge something like a Lux E or Gragas Q." I don't think this is a good example because I'll actually do this because, while I am walking back to the enemy, getting hit by the ability won't just let them catch up but also deal damage to me.
: >What we're currently testing there is changing E to an active rather than a toggle I'm really happy about this, I always thought E would have a stronger 'feel' to it if it wasn't so passive. And it helps him hurt the front lines, too. Will his E still apply spell effects like Liandry? > Going to be exploring passive modifications for 7.14 you should make mana convert into a more helpful stat for Singed, since he already tends toward health items. Like movement speed, by a small amount, but enough to make him feel good about building RoA/Tear again. I liked him the most when he was a late game-oriented bruiser, and we're very short on the supply of late game fighters these days.
Maybe they should swap it around and make it so health gives him mana?
: Now you know how skarner players feel.
Still waiting on those passive changes they mentioned a year ago.
: Give "Bonus healing and shielding power" a name already.
They'd have to make it a general utility stat that applies to CC and other forms of buffs as well and then add ratios to abilities based on this stat. They seem hesitant to do this though which is why they've just made it an item passive. It's a lot of work that I was HOPING would be done in the Support Class update but now that they aren't going to do those anymore my hopes have been dashed.
: Funny, i can't remember GP getting buffs? Why should marksmen be allowed to exist early game ? Why CANT we nerf adcs early game but GP is still shit early game and has to scale like he always does? Why has one champ to suffer from that meta and adcs get a free out of jail card by buffs to their itemization?
................ Did you completely overlook what I said? I said, there's more, MORE, issues than just saying marksmen are too strong or reliable, you have to look at WHY they were changed to be that way. We need to make it so that games go longer so that marksmen can have their early game damage and reliability nerfed. I am, AGREEING WITH YOU. Nerf the early game and reliability of marksmen but marksmen currently don't have a late game to be influential in so even though nerfing their early is warranted, they need a late game to scale into.
: Marksmen are just too reliable
Unless Riot pulls back on the many snowball mechanics they've added then you can't nerf the early game of those ADC's because late game influence doesn't exist right now. I'm not saying you aren't right by the way, I'm saying that the issue goes deeper than just ADC's being too strong, there's a reason they're too strong which is that Riot has been working to shorten games for several seasons now, making it so where there used to be champions good early/mid/late, the effectiveness of a champion is now too consistent at all points of the game, good or bad.
Anu3isII (EUNE)
: Galio's number are too high imo. They should really lower his Q base damage, and maybe nerf the Damage Reduction on his W and Ultimate, and increase his ratios so that he actually has to build Magic Resist to be Tanky.
He needs that Q damage to function in mid lane, or at least they should reduce it but give it increased damage to minions so it's much worse for poke, and then they need to re-emphasize him being good against AP by reducing his effectiveness against AD and increasing his effectiveness against AP.
: Feelings of a jungler
For any that want to see the original image. http://i.imgur.com/wMfxXFi.jpg Mmm, that J4 package...
: I didn't make any suggestions of the sort, I believe that tower resets like Yi Q and fizz E shouldn't exist plus the fact they should do more damage on the first shot which affects everyone. If dying instantly in nearly any pvp situation is meant to offset tanking towers for over 20 shots, it's pretty clear that what Riot wants is a problem.
But the person I responded to first said this, > > -EITHER change damage to count as a special type of 'true damage' that can't be inhibited by resistance to make it more threatening to tanks. > > -EITHER change the % armor pen to flat armor pen alongside a scaling armor % pen that increases as an opponent has more armor to also be more threatening to tanks. Namely to make it threatening to non-armored opponents and make tanks suffer some actual damage while trying to soak hits. > > -EITHER throw in a % hp damage bonus where people with higher amounts of health will take much more damage in order to make tanks have just as much vulnerability to turrets then a marksman without a shred of health or armor/magic resist. > > -Give a 'reaction burst' passive for the turret so if an enemy who uses abilities under your turret and hits you to 'greatly' speed up the turret shots for the first 1, maybe 2 shots to prevent them getting away with relatively easy harass you and quickly walk out before the turret shot fires and they repeat the shenigan over and over again And stop trying to misrepresent my argument. I said tanks should be able to tank turrets since Riot won't let them tank carries, not that carries should melt them because they tank turrets.
: > [{quoted}](name=SpecterVonBaren,realm=NA,application-id=3ErqAdtq,discussion-id=E43MuGK1,comment-id=00000001000000010000000000000000,timestamp=2017-06-21T15:07:15.600+0000) > > Except you're missing the point. Riot doesn't consider tanks melting late game to be a problem that needs to be fixed, in the words of Heimer, "Working as intended!" They don't see a problem with that and don't want to change it and we can't convince them otherwise. why in the hell should tanks melt anything, they're just that.. tanks. adc's are the damage, they shouldn't be tanking.
Tanks melting as in, the tank melts.
: tldr play support
I never roam as support because I have trust issues and can't trust my ADC to not die after 10 seconds of me not being within 8 Teemo's of them.
: make frozen heart good again
They could start by taking Randuin's active and putting it on Frozen Heart.
: except that wasn't your point? Your point was that tanking towers was somehow necessary despite all its current problems simply because tanks melt late game to carries. Tanks shouldn't be able to stay under tower forever. If they can't tank anything then, so be it. If a tank's late game power hinges upon tanking towers and melting to carries is intended, it just shows how much this intended weakness is actually a problem.
And my point was that if Riot wants tanks to melt to carries in the late game then tanks need to have SOMETHING they can tank in the late game, which are turrets. This doesn't mean staying under them forever, I never said anything of the sort, but your suggestions were ones that made turrets be especially good at killing tanks while all the high mobility champions that make turrets a joke would less effected.
Sw4g3tti (EUNE)
: We need more champions with accents
I want someone to have an Irish accent, and I mean like an actual Irish accent, not a, "They're after me Lucky Charms!" accent.
Hrd2H1t (NA)
: I think Yasuo's VA was trying to imitate japanese but the only exposure he had to the japanese language was 240p anime
Because it totally wasn't Riot that gave him a script to read...
Speedweeb (EUW)
: I think I figured out what the in-world "Summoner's Rift" actually is.
............... SHARJO!? Where are you?! We need you! This is an amazing theory bro, well done on thinking it up and writing up this post for it, hope you get lots of attention drawn to it too.
: Please Make "Target Champions Only" a Toggle
Would also help me not accidentally eat a minion as Tahm Kench when I was aiming for saving my ADC.
: No, Riot should fix either whenever they can instead of not fixing one simply because the other exists. That's like saying Kassadin with 90% winrate was justified purely because other assassins sucked
Except you're missing the point. Riot doesn't consider tanks melting late game to be a problem that needs to be fixed, in the words of Heimer, "Working as intended!" They don't see a problem with that and don't want to change it and we can't convince them otherwise.
: The two are separate problems and should have nothing to do with each other
Uh.... No they do? Riot wants tanks to melt to carries late game so they should at least be able to still tank _something_ by then.
: {{champion:75}} We will sell, they will buy
Banker Nasus. Every time he last hits with his Q there's a cha-ching sound and dollars pop out.
Fasmodey (EUW)
: Ah, okay. Did not know that. Though I'm happier because I feel like a singular champion means a more defined, explored character. Wolf of Kindred was a failure IMO.
That wasn't due to them being two entities though, Riot just gave them a boring kit that's too reliant on numbers instead of actual gameplay.
: That's master Yi's shitstick.
Well now the two can have an epic speed dance showdown.
: As a fellow lover of Rammus, I don't agree. His current dance is enjoyable to look at. Having him spin faster and forever, they might as well use his Q animation and turn it sideways.
Now you're just making me WANT to see them use his Q animation turned sideways.
: I had a 10 man zed match once. Good fucking times! the best part was that for some reason everyone ultied the same person from the opposite team.
I had a 10 man Ziggs match once. Took forever to end the game but it was hilarious seeing the map look like a reenactment of WWI.
: Because who doesn't love Ascension and Hexakill TT every other week?!!!???!?!?
We haven't had Hexakill in over six months, wtf are you talking about?
: PSA: Unbreakable destroys Windwall if it makes contact with it. Windwall counts as a projectile.
But can a Yasuo windwall a windwall?
GIaceon (EUNE)
: Order doesn't want allies, she wants slaves.
Chaos doesn't want allies either, only dead bodies.
: http://imgur.com/a/gcL5B
Should have used Mt. Fuji.
: Classic "State strengths but don't state weaknesses"
To be fair, Yasuo's kit is designed to circumvent its own weaknesses.
Lakrosin (NA)
: > [{quoted}](name=SpecterVonBaren,realm=NA,application-id=3ErqAdtq,discussion-id=Egh6hPig,comment-id=0007000100000000,timestamp=2017-06-20T19:33:47.638+0000) > > Saying that the problems are, "accessibility, duration, what it does, and its hitbox." is the entirety of the ability, you didn't just say, "the hitbox". The combination is the problem. I don't know what is so hard to understand, The wall itself isn't the problem. It's the fact it has too much in it for something that isn't an ult. I can put Soraka's W on shorter CDR, make it not damage her, decrease the mana cost, have it heal an extra amount overtime for an entire minute, and make it give attack boosting. Does that mean the W is the problem? Or does it need fixing/tuning up?
If one of your complaints is "what it does" that's EVERYTHING.
: If a champion's dance speed scaled with their movement speed...
{{champion:267}} The fish has become a helicopter.
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.
Avienal (NA)
: > [{quoted}](name=MrFawknSunshine ,realm=NA,application-id=3ErqAdtq,discussion-id=E43MuGK1,comment-id=00000001,timestamp=2017-06-20T14:34:19.843+0000) > > riot has been dumbing down the skill of the game over and over multiple times. and its just continues they want to attract the casual fan/player and have an easier time learning and playing the game instead of the grind it use to take to become decent at the game They need to take a swing at tower 'dumbing down', namely the counterplay part. Currently towers pretty much dish out physical damage which makes them notoriously easy targets for 'armor stacking tank champions. even with a 30% armor pen on 'bullet turrets' and if the lasers still existed (75% armor pen), they still allow 'tanks' to rather easily soak up attacks, especially ones who already have 500~1000 health which lets do some math. If a outer turret 'tops of' at 180 AD at the 10 minute mark then in order to deal 1000 hp before it applies' its bonus damage stacks, before we even include 'armor reducing the damage a champion takes, then it would take roughly 5~6 shots. Now if we include the 3 stack bonus it becomes (180, 252(180 +40% of its base), 324(180 +80% of its base), 396(180+120% of its base). By the time that 4th shot hits the amount of damage it dishes out before modification becomes 1152, which basically means you break 1k by the 4th shot instead. I'm not going to go into the math with the armor and armor pen, but clearly its 'barely a difference' between taking turret shots before the damage bonus (which CAPS at 120% bonus) vs ones without it. Here's some changes i believe they really need to do. -EITHER change damage to count as a special type of 'true damage' that can't be inhibited by resistance to make it more threatening to tanks. -EITHER change the % armor pen to flat armor pen alongside a scaling armor % pen that increases as an opponent has more armor to also be more threatening to tanks. Namely to make it threatening to non-armored opponents and make tanks suffer some actual damage while trying to soak hits. -EITHER throw in a % hp damage bonus where people with higher amounts of health will take much more damage in order to make tanks have just as much vulnerability to turrets then a marksman without a shred of health or armor/magic resist. -Give a 'reaction burst' passive for the turret so if an enemy who uses abilities under your turret and hits you to 'greatly' speed up the turret shots for the first 1, maybe 2 shots to prevent them getting away with relatively easy harass you and quickly walk out before the turret shot fires and they repeat the shenigan over and over again. Ultimately turrets need to provide a better threat on opponents since we have a insane number of champions currently that can easily wall jump {{champion:64}}, EZ tank turret shots{{champion:23}} {{champion:14}} {{champion:223}} and many more and so many other issues. EZ safe poker champions with insanely strong hits at early levels {{champion:43}}(Seriously NERF her damn Mantra damage combos! Slow+AoE dmg with barely a wind up and barely any scaling demand on the ap side for the strong damage is annoying enough as it is!), {{champion:202}} {{champion:51}} {{champion:161}} {{champion:134}} {{champion:14}} {{champion:50}} {{champion:150}} . Not saying the latter of that bunch are broken, but they all basically can do a rather 'EZ' job at harassing you under your own turret and likely still cover minion kill CS with not much of an issue, where i feel like a jungler 'being a guard dog for you' is just making the jungler suffer and allow the enemy jungler more EZ roam power with your jungle busy playing babysitter then opportunity ganker. {{sticker:slayer-jinx-unamused}}
Tanks melt to carries come late game though, tanking turrets should be something tanks are capable of doing late game since it's the only thing they WILL tank then.
Lakrosin (NA)
: > [{quoted}](name=SpecterVonBaren,realm=NA,application-id=3ErqAdtq,discussion-id=Egh6hPig,comment-id=00070001,timestamp=2017-06-20T17:25:45.267+0000) > > So his windwall in its entirety. Learn 2 read. As I said. kthxbai. Fixing hitbox isn't his windwall entirely.
Saying that the problems are, "accessibility, duration, what it does, and its hitbox." is the entirety of the ability, you didn't just say, "the hitbox".
Lakrosin (NA)
: Most of the problems stem from his wind wall accessibility, duration, what it does, and its hitbox.
: Ryze at least definitely has to stop to deal DPS. His movement speed helps compensate for casting 5 spells in a row, so he may seem fast, but to machine gun properly, he stops.
Ryze also has hard CC to help that and his DPS is faster.
: But if you go with the second option, he turns into another high DPS backliner mage like Cassio.
Cass isn't a back liner though. She can zone but if she actually wants to do damage she has to get in close.
: Idea for range reduction isn't to make him not a back line champion, just reduce his range so its not such a pronounced strength. He would likely function at ranges similar to Cassiopeia/Ryze if we take direction 1.
The issue with that is that unlike Cass or Ryze, Azir can't kite since he needs to stand still to auto with his soldiers and he can't continuously move his soldiers to hit his enemy.
Ralanr (NA)
: Yeah, tank damage should be less reliable than fighter or assassin damage. This doesn't hurt their jungling either.
If their damage was made less reliable then it would have to also go up though, at which point people might no longer even play them as tanks.
: No need to be snarky. From my experience eating the ADC and running is a surefire way to acknowledge that you lost the trade.
From my experience it tilts the hell out of the enemy support. Also, how dare you sir, I was BORN to snark.
Khâmul (EUW)
: English natives,don't suck at speaking your language
Everyone sucks at speaking their native languages.
: after you've made doran ring passive unique
At least give him back his W damage that they took two years ago...
: Guide on how to out stall and out smart a baron enemy team.Long read but worth when enemy has baron.
Only thing you overlook is that most of the time the enemy has gotten one of your inhibitors down before going for Baron which skews your strategy since it's very difficult to push out an inhibitorless lane in a speedy fashion, even with a wave clear mage. Do you have any tips for how to deal with that scenario?
Sw4g3tti (EUNE)
: So assassins are not allowed to 1-shot but marksmen are?
They could try giving him a small rework. Turn his Q into his new passive where he always creates a spinning axe with every auto and reduce its damage but make his damage ramp up, the more axes he catches. Then give him a new Q of some form. Or something like that. The issue is that one Q+auto from him chunks too hard when the weakness of his Q is meant to be him needing to catch the axe multiple times.
: "X Rioter made a bad gameplay design in my opinion and therefore should lose their job!"
Hey man... toppings are important. But in seriousness, I too dislike when people act like they know at all what goes into game design and do things like what you've said. I will admit though that I HAVE said "I have no idea how this guy still has a job at this point" but in my (weak) defense, I was talking about CertainlyT and he's been slowly redeeming himself for his abominations by turning out some good reworks.
: When you fight taliyah in worked grounds
Then she tries to use her passive down the river to gank bot. http://larkable.com/wp-content/uploads/2014/02/hoverboards.jpg
: well, i guess it's too late to eddit now but everyone understood me cait traps are sieging tools, but she doesn't need 90 sec duration on traps to siege, this just makes her laning phase zoning incredibly toxic if she needs a lot of traps to siege, reducing her trap cd+duration at the same time might balances her laning phase as she would end up oom more often if she wants to zone you in early game
Make the duration lower but scale up with E ranks?
: Preferably you eat them before said damage/CC hits. Then there is no risk.
That runs the risk that the Thresh will hit you or is anticipating this and will be aiming for you anyway. If you can spot it and do it then yes, that's the best thing, but it's also not something you want to bank everything on.
: No, Tahm Kench is literally showing his hand and admitting he wants to lose the trade by eating an ADC and trying to run. If the Tahm wants to win a trade when an ADC gets hooked, he gets in between the ADCs and stuns then Devours the enemy one. Thresh is an easy hook to Devour but not an easy lane for Tahm in the slighest.
No he isn't. You win the trade by denying Thresh everything. Your idea that you can just run after the enemy ADC who's going to use minions to body block your Q and be autoing you while you waddle after them AND who's support, the Thresh, is going to just turn around and start attacking YOU, then I have no idea how you can call yourself a Tahm player. A Thresh lane for Tahm is one of the easiest lanes in the game for him.
Moooose2 (NA)
: I guess in my 1200 thresh games all diamond 4+ all the way to master I haven't played against TK.
As a Tahm main that's in diamond 5+, I can also easily testify that RLVER KLNG has no idea what he's talking about with this match up.
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SpecterVonBaren

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