: it seems to be based on ampharos O.o
You are thinking of Mareep.
Stacona (NA)
: Baivy, the Blessing of the Clouds
# **UPDATE NOTES (2):** **Other:** Passive healing reduced to relieve frustrations when playing against Baivy, especially early on, and better focus for the active in-combat healing. This means poke damage is more meaningful in the early game, especially against Baivy. The entire premise is creating a healer that always has something to do and feels rewarded for doing the thing they are meant to do. **Hostile Blessing:** Healing increased to +45%AD +25%AP from +40%AD +25%AP **Charged Wool:** Base damage increased to 60/90/120/150/180 from 60/85/110/135/160 **Fluffy Cloud:** Cooldown increased to 22/19/16/13/10 from 10 seconds Cost lowered to 40/50/60/70/80 from 60/65/70/75/80 mana Duration increased to 5 from 3/3.5/4/4.5/5 seconds Base healing reduced to 3/6/9/12/15 from 6/8/10/12/14 per half-second [Total healing to 30/60/90/120/150 +50%AP from 36/56/80/108/140 +30/35/40/45/50%AP] **Rejuvenating Lightning:** Cost lowered to 55/70/85 from 75/80/85 mana Base heal reduced to 20/80/140 from 80/110/140 Base damage lowered to 90/150/210 from 110/160/210 ****
: Sorry, but it's free, and there's no denying it. It's free in the sense that it doesn't cost any mana, and you are literally just spam healing your teammates from lv 1-18 without using an ability. Even if it pushes the wave, you're literally saying "100/0 your target, or I'm going to passively, for no mana, heal them from any damage you deal, and there's nothing you can do about it." Poke is completely useless. That in itself is busted. Being able, even at a hugely reduced amount and thus more time, heal yourself to full for free on top of that is even more imbalanced, and there's literally no counterplay to it all. Took a lot of poke damage? Sit back and "AA" yourself til you're comfy. Teammate just got half-shot by a combo? disengage, and heal them to full for free. Who tf cares if the lane pushes? YOU NEVER HAVE TO B...so you lose a bit of gold, maybe, but you're lv 11 and your enemies are lv 8 from just the fact that you and your adc are IMMORTAL and only leave lane to spend your gold, which you'll still have more of even if you miss a lot of cs from the passive lane shoving, because the enemiy team has missed waves having to B while you're immortal. If you manage to get any kills/assists, that deficit is even GREATER. Unless the enemy jungler literally runs it 3v2 bot and ALWAYS ganks you, there's absolutely nothing stopping you from winning the lane without ever even picking a fight. And even if he does, unless he manages to kill you, HE'S LEECHING XP and likely cs from the bot lane and therefore puts them even further behind. Also, at 600 range, you literally don't even have to step up at all. Your adc can sit and farm from the caster line, and you can stand even further back and still just passively heal them from any punish they take from taking hits while farming. That's also farther range than the majority of marksmen, btw. Only cait, jinx with rocket, kog with W, and tris with a couple levels and her passive have longer range than your passive healing range. and you're still not even going to be anywhere near them, because your adc will obviously punish them for trying to get in range of you, and they'd literally have to get BEHIND your adc to even reach you unless they're one of those 4 champions. It's your champion concept, I'm not trying to get toxic about it, but in this champion concept's current state, you are literally saying "the only way to beat our bot lane is to play double burst mage and hope you can 1 shot one of us IMMEDIATELY, or you'll just passively lose lane over the next 15 minutes." The rest of your concept is great. But in its current state, that passive destroys this game.
Passive healing is being able to heal a lot from outside a threat range. Active healing is needing an enemy in some form to heal from. Poke spells cost mana too, so a heal that costs mana and poke that costs mana eventually just equal each other out. Where as poking out the healer that needs to heal actively will prevent their healing output, or reduce it due to fear of dying, or cause them to back off and go back to base. **** You need to be 600 range from the enemy yourself while still being 600 range to an ally.
: How does one "basic attack" themselves? That's my biggest design flaw spotted, but its easily fixed by simply meaning that she can't bless herself, which is both fair and aesthetic. I'd also consider nerfing her heal on attack, since it'sfree healing.
Well you are not actually attacking yourself, it is just the same action for simplicity on the player, it is just right clicking yourself or an ally and says this follows the same restrictions to someone else's basic attack. Really, it just allows you to attack an enemy with no allies nearby. Healing is massively reduced when self-healed in this way. **** It is not really free healing since you need to be within your attack range to the enemy. This entire element of being close to the enemy adds fairness and places her in a place to be killed, but being a ranged champion, not so close that it acts as a form of suicide. And if you heal from enemy minions, then you are auto-pushing the wave at that point, which grants the enemy an easier time to farm their minions when you do that. So even the "safer" form of healing from your passive still has a trade-off for doing it.
Stacona (NA)
: Baivy, the Blessing of the Clouds
# **UPDATE NOTES (1):** **Hostile Blessing:** Healing increased to 40%AD 25%AP from 40%AD 15%AP **Fluffy Cloud:** Cost reduced to 60/65/70/75/80 from 70/80/90/100/110 mana Healing per half-second reduced to 6/8/10/12/14 +5%AP from 10/12/14/16/18 +15%AP Now heals Baivy for the same amount while inside the cloud and healing allies with Hostile Blessing. **Rolling Ball of Wool:** Cost increased to 50 from 40 mana **** _(To balance out all of the healing, the healing needs to be active healing and away from passive healing as much as possible. Some passive healing is fine as it allows Baivy to come back into the game and be useful when behind, but too much will just make it super frustrating to play against her.)_ _(So the change here is simply reducing the amount of passive healing going on and put it into her passive's active healing instead, granting Baivy healing when healing an ally from Hostile Blessing since W was her main form of self-healing, which is needed for such a close range kit.)_
: I really like the idea of this, I'm not too great or familiar with what the average stats look like or what they typically should be on a champion but I really like the uniqueness of the design. Could be a great support champion.
I wanted a healer that is always involved and doing something, feels rewarding, and focused on that task. And your actions does not stop you from healing, but rather make you heal harder and reward the player for doing what they are supposed to be doing. The frustrations part is making sure the healer is active and is not super far back and safe while making the team healthy. If i can get the healer to play upfront and aggressive, in the face of danger while being squishy, then the healing output is balanced and healthy for the game since there is something realistically that the enemy can do about it. Also just having a super cute and adorable champion is something I want! {{sticker:sg-kiko}}
Rioter Comments
Rioter Comments
: Maybe I don't understand how it all works then. Though I'm pretty sure you can go bot and mount the wall close to tower and river and then just hit the enemy if they even try to cs. Or play mid and do the same thing. It's not like you can't move to dodge abilities while mounted.
Forgetting that the enemy can easily farm on the opposite side of where T-40 is, unless you are committing to an engagement, the opposition is not going to sit there letting him to freely attack them outside their own range. A lot of supports are also mages, also blitz and thresh are in the game, so if you are going to be predictable then you open yourself up to skill shots. Just seeing numbers is not good enough, you need to factor in what can and will break out, a lot of which involves actual gameplay to truly see how weak or strong something is. **** In a hypothetical vacuum at max items with 3 fire dragons and double elder dragon with elixirs, he is extremely powerful, and even in this super extreme scenario which will happen like 1/1000th of the time it is still not super oppressive since the enemy team also has 5 powerful (or 3) champions on their team who also can do powerful things. Can you safely say, even before the tweaks and changes that I made, that T-40 is stronger than Kog'Maw? All of Kog'Maw's abilities out range, has super range up more and more accessible despite being less range, and damaging abilities deal less damage, but can use them a lot more often, easier to hit, less delay, and has 5 of them (full kit).
Stacona (NA)
: T-40, the Ultimate Invention
# **UPDATE NOTES (2):** **Boom Boom Grenade:** Cooldown to 10 seconds from 11/10.5/10/9.5/9 seconds Cost to 75/80/85/90/95 from 80/90/100/110/120 mana Base damage lowered to 70/120/170/220/270 from 110/150/190/230/270 Delay increased to 1.5 from 1 second Attacking it no longer consumes your attack's charge (gives it an actual AD ratio instead of a fake AD ratio). Attacking it speeds up detonation by 30/35/40/45/50% still (faster now with a longer overall delay - fastest time between 1.05 to 0.75 second based on rank and when you shoot it [can be slower by waiting]) _(Need to use your stun well to land the damage and less free explosions. Less damage early on to better showcase T-40 as a late game champion with less early game damage.)_ **Defensive Protocol:** Cost increased to 50/60/70/80/90 from 20/30/40/50/60 mana _(Better showcases its effective power potential with the higher cost and more punishing spamming the ability off cooldown with draining your mana quicker. Keeping in mind marksmen do not build a bunch of mana items.)_ ****
: I can only imagine 2 ways for people to build him: AD. AP. AD: you out range everyone while on your wall, and aren't close to minions while doing it, so you can shoot them in lane without any risk given. You dismount and run away if they start running up to you. Bring a tank like Alistar with you and become unstoppable in lane. Building Stormrazor and rapid fire cannon(1,050 range) as your 1st items. Hence why I think dismounting should take a brief moment, so at least ganks against him are possible. And he doesn't dominate bot. Given, either way a support like Ali will be op. Full AP(1000): You have a 100% AP ratio shield, on top of 100% AD scaling(including base), and even 110 base shield. if he even gets to 90 AD at level 18 then you can get a 1,200 damage shield for 2.5 seconds every 4.5 seconds(which can affect nearby allies for 1,440 shield). A 1,470 damage grenade. And a 2,350 damage ult. That's 3,820 damage with 2 abilities. Full Veigar combo with max ult damage at 1,000 AP is 4,280 with 3 abilities. This is 3,820 vs 4,280, and the ult hits multiple champions. Unlike Veigar he has a shield and an escape in his kit. That is my main concern. Damage and utility are usually balanced out.
He is a damage dealer, so that is what he is meant to do. As long as he is built squishy is the plan, so AD or AP offer different gameplay focuses, but still fulfill the same goal. To get to your long range you need to remember that it is telegraphed no matter what, so you can prime a skill shot when he misuses his terrain-Q and sacrifices half of his total stun time (assuming he can land the skill shot) in the process. Full AP is closer to 500-600 AP, in EXTREME conditions it is 600 - 800 AP, you get 1k AP with a bunch of fire dragons and amp'd up with Elder Dragon. Reminder that this is a late game 6 item build with expensive items and needs to remember there is a early and mid game to get through as well (this is a newbie mistake only focusing on the end game build and not the entire game). Q dash is blockable since it either hits an enemy or terrain, so you can tank the stun to stop the escape. Plus still a dash so you can hit him mid dash or when he exits the dash, being a lot more telegraphed to where he can use it offers a lot more counter play innately and is not like a Tristana E. **** Also for damage values, you are only factoring true damage and not the magic resistance, so damage is mitigated, and it is always delayed giving time for the player to escape its range (delay can be adjusted, still pretty long at the moment without proper setup beforehand). Also he has a 2 nuke kit for AP, which means the two nukes will be higher than average. **** he could be strong with alistar, but also weak against him and Bard as well and Vayne, you are looking at everything in a vacuum without seeing what everything else can do around him and too focused on the end game build when his role is a late game role. 500 AP is the number to balance for with AP, anything higher is not relevant.
: R is paying homage to HEIMerginger? His AP ratios are a bit too high. 120% on an ability that isn't DOT is kind of insane. 90% AP for a shield is also INCREDIBLE high. That gets up to be a 1,000+ shield on full AP, which beats any reason to build tanky. Lower some of his ratios and he isn't too bad. Not AD though, those might be too low if anything. If you want double damage on R marked targets, you can just say that it crits for 200%. I'd also add a delay to him dismounting walls, to make his high range more risky.
You are not supposed to build tanky. Also his AP ratios are fine, his viable build will be standard marksman items, but for a fun off-build he can go AP and really all in on his W+R damage. Math is wrong with the shield, even with the 20% shield amp. He does not need a delay to dismounting, there is a delay to mounting no matter what, so there is always time to respond to his super range. The delay will be long when standing still by a wall or a short delay when using his Q which varies based on distance he has to travel, both allow the opponent to walk away to some degree and since he cannot move for the range it makes it feel fair. Also dismounting halves his attack range and he is immobile, only mobility spell is getting to terrain, but he has nothing to get away from it. Plus if he is punished for dismounting then players will never want to mount since the trade-offs with the risk will never make it worth it. **** If anything the AD ratios would be too high since you have to remember his attacks are based on attack damage, AP does nothing more than what is specifically on the kit. Plus AD crits, Q+W both factor in critical strike chance for their damage, and only AD ratios can critically strike.
Stacona (NA)
: T-40, the Ultimate Invention
# Quick Update Notes: **Grapple Hook:** Damage lowered to 25/30/35/40/45 +60%AD from 20/25/30/35/40 +75%AD physical damage _(Too much damage since this can stun and the stun allows for free hits in. Reminder that this can double its damage if it critically strikes.)_ **Defensive Protocol:** Shield increased to 30/50/70/90/110 +100%AD +100%AP from 10/35/60/85/110 +85%AD +90%AP _(Too weak of a shield in general, especially at the early ranks, I don't want it to be a super power mega shield (unless you are going full AP), but I also do not want it to feel useless. AP build involves having long delays to deal your damage, so the shield is very much needed in order to actually deal your damage, where as AD can still rely on dealing sustain damage from attacks and is not locked to long delayed damaging abilities and has life steal so the shield can be a lot weaker.)_ **Hyper Energized Intuitive Machine:** Attacks against targets now cause those targets to take 33.35% to 100% increased damage, up to 100% increased damage, based on the attack's charge; from all attacks, regardless of their charge value, to increase the laser damage against marked targets by 100%. _(This is to add in better skill implementation and utilizing the charged attacks mechanic even among the ultimate, granting the player the choice to wait and fire off one attack to instantly charge the target to take max damage from the big laser or just rapid fire a bunch of weaker attacks with the risk of not getting max big laser damage against your target(s).)_ **** By the way, Runaan's Hurricane bolts is 40% of the main attack's damage, so they get modified the same way as the main attack would just to clarify for that item interaction and can help charge up multiple targets during the ultimate's charge up time.
Rioter Comments
Stacona (NA)
: Mincci, the Misfit Yordle
# **_UPDATE NOTES (4):_** **Run and Gun:** Every 5th attack's bonus damage changed to physical from true damage. Now every attack causes Mincci's other attacks to ignore 20% of target's armor for 1.5 seconds, stacking up to 100% armor ignore. _(Just placing more skill here, now you need to work for that true damage value rather than always have it on every 5th attack (first 5 attacks now ignore 80% armor from 100%).)_ **Take Cover:** Cooldown increased to 70/65/60/55/50 from 60/57.5/55/52.5/50 seconds Cost lowered to 35 from 50 mana Cooldown reduction on attack lowered to 5% from 10% Bonus attack speed gained passively lowered to 9/13/17/21/25% from 10/15/20/25/30% Total movement speed increase during the active period lowered to 200% from 250% [300% from 350% total movement speed value] **Pulling a Rocket Out of the Ass:** Cooldown lowered to 110/85/60 from 130/100/70 seconds Stun radius increased to 300 from 125 units Stun duration lowered to 1.5 from 2.5 seconds ****
: As the champion is a doll, I will stow my "time of month" jokes away on this one...but phrasing. :P Like I said, the only way you're going to *always* get max damage on everything is to literally sit on top of someone while their team murders you, or to jump someone in a side lane. Frill has very clear weaknesses in the fact that she requires proximity for her maximum damage potential, and most teams worth their salt are going to punish that proximity with wombos...so she's never going to get the *full* extent of her damage, and has to be a good judge of how much damage is enough for the scenario. She's definitely gonna be harder to control early game, and she's definitely going to struggle more if she can't snowball into mid/late from those proximity issues...that's a good thing. It's a sign of a balanced champion that requires good judgment and a level head to properly master. Like honestly, I'm terrible with numbers, so I commend that yours look overall balanced.
Darkness is to be used to keep her alive, and then she murders the enemy tank line during that time. She is able to make squishies explode if she can ever get on top of them, but that is risky and has a lot of telegraphed play to it, so she will be about murdering melee champions on top of her. Weakness is anything that out ranges her which is most ranged champions. Especially skill shot based champions since those do not get affected by darkness nearly as much, but may affect player accuracy. Strength is murdering melee champions, especially while influenced during the charm duration.
: *reads just the part of kill securing...already upset* In all serious though, the concept is actually really great. But I read that part and had PTSD to all my stolen pentas. xD
It balances out assassins and allows for them to have a place in the game, to help get targets low she has crowd control and tankiness by going squishy with her E, that way she is not being completely useless until the moment to strike. In a way she is an engage champion that cleans up later. Much better balance than a super mobile champion that is all about bursting you out.
: seems more of an annoying harpy than an angel tbh, and that passive is just a broken warwick W
Her name is Angel.
: Its definitely true that the only way you're getting that maximum, busted damage is by basically inting into someone and hoping to trade 1 for one when their team murders you, so I see the damage as balanced enough. I actually like this concept...though those are the fastest day/night cycles in the universe. xD
It is fastest month cycles since it is full moon to no moon, that is what it represents. The moon either shines at its brightest or does not shine at all. Your damage is really for tank shredding and utilizing your charm well, since charms harmlessly cause the target to move towards you. Visually it will be pretty clear of how much damage it is doing with the height and power of the wave as it reduces as it spreads out. Q will have a weak animation for minimal damage and super powerful animation as well for its critical damage, it will look and sound strong when the big damage happens for the Q. I balanced around the idea that she will be fighting tanks most of the time, but still be rewarded if she can somehow get to squishy target to blow them up like a high damage burst mage is expected to be able to do. W total damage being super high is also split up into one-third damage intervals, so not only is max damage hard to pull off, but also hitting all three damage as well and very reliant on crowd control. Which her charm is very powerful and allows her to get off her damage, but at the same time there is tenacity and cleansing effects for the counter play, plus being innately immobile allows for a lot of room to not get charmed - despite being invisible, you know she has to wait the full 0.75 second delay before the charm and can only move so fast, so if you walk away then chances are you can dodge her most powerful ability (not impossible to land, but I did want to make sure the opponent does not feel cheated by being charmed and die to the burst without anything the player feels like they could have done about it to avoid death).
: Dolls are one of the simplest forms of toys. It can still stand to reason that there are a variety of ways that a doll, even one of immaculate quality, can find its way into Targon. Shit, it can be Zoe's lost toy, for all intents and purposes, with the darkness being anger from being abandoned by a now-basically-timeless entity. But the Lunari, with your aesthetic, would make the most sense.
She is meant to be somewhat Pinocchio story of being a normal toy that gains life and free will. Anything outside of that could be adjusted besides for being brought to life from magic and the moon in some form. The entire kit also reflects things about the moon.
Rioter Comments
: I guess without previews pretty much all abilities get misunderstood. So my bad. I definitely think making the ult more utility focused would add more personality to her kit. As right now it is heavily focused on deadly but not cute. Trying to balance that out with more than 1 "cute" ability would be nice.
The ultimate keeps rotating even while active, so using it during the deadly 3 seconds does not mean it will stay for the full 3 seconds, so how long you spend in shining and not shining moonlight is dependent entirely on when you use it.
Stacona (NA)
: Frill, the Moon's Reflection
# _**UPDATE NOTES (1):**_ **Reflecting the Black:** Effect range increased to 850 from 800 units (Reduced sight radius is still 500 units, same with all other near-sight / darkness effects.) Duration lowered to 2.5 +0.5 per 100AP from 3 +1 per 100AP seconds **Dark Light:** Increased damage against enemies inflicted by Darkness and can see Frill changed and reduced to 95/140/185/230/275 +125%AP from 190/205/220/235/250% damage (based off of 70/80/90/100/110 +50%AP) [varied between 133 - 275 +95% - 125%AP] Minion and monster damage stated to be 140/160/180/200/220 +100%AP from 200% damage [unchanged] **Dark Waves:** Cooldown lowered to 10/9/8/7/6 seconds from 11/10/9/8/7 seconds Cost changed to 50/65/80/95/110 from 60/70/80/90/100 mana Damage increased to up to 55/90/125/160/195 +80%AP from 60/90/120/150/180 +70%AP [compensation for ultimate change] per wave (three waves per cast by the way) **False Hope:** Duration after invisibility lowered to 2.5 +0.5 per 100AP seconds from 3 +1 per 100AP seconds, to match darkness duration, also reduces zoning time when activating E-ability of when to really be afraid of Frill Now cannot cast summoner spells while invisible, in addition to unable to basic attack or use abilities. **Moonlight:** Cooldown changed to 10/8.5/7 from 12/9/6 seconds Cost changed to 70/100/130 from 100 mana Range increased to 700 from 500 units Shining Moon: Healing changed to 30/90/150 +50%AP from 60/90/120 +50%AP per second value Slow reduced to 25/35/45% from 30/40/50% Not Shining Moon: Damage removed and now ignores magic resistance of struck enemies for 1.5 seconds for up to 50/70/90% based on closeness for all of Frill's damaging abilities from up to 60/75/90% magic resistance ignore only for this ability's damage Now also applies grievous wounds for 1.5 seconds to struck enemies Interval for when these effects apply increased to 0.5 from 0.25 second (healing is one-half from one-fourth, per second value does not change) ****
Chikaku (NA)
: Hello there Lad, Just a note. Like Void said it isn't bad conceptually bad but I don't feel "cute doll girl" with this kit, thematically (for me) it feels off and a bit weird. From the kit I wouldn't be able to say that, I would probably say Shadow Mage or Assassin. I think maybe you should incorporate something that would give me the idea of, okay so this doll was blessed by the moon. Maybe some connection to Diana? Diana is in search of the remaining Lunari, maybe she infused the doll as a vision tool or something. {{sticker:galio-happy}}
Annie is a supposed to be a cute little girl and a real killer with fire! Though with Annie, she is more misunderstood and cannot fully control her powers while under certain emotions; where as Frill is cute, she is intentionally a merciless killer and uses her sweetness and cuteness to fool the enemy and destroy them that way. She is technically a shadow mage now, darkness hides her presence from the enemy damage and destroys their friends while they cannot see anything. Her immobility and short range will naturally make her strong against tanks since she will be fighting the closest thing to her, with Flash in the game I guess she can Flash + Charm someone and try to burst them out that way (I don't like Flash at all, it ruins the balance of the game and makes it harder to make cool champions with powerful effects, but I guess it is "fair play" since other immobile mages are granted the same benefits and is not an exclusive assassin pattern only she can do with the summoner spell). So she is less of an assassin and more just a burst mage, strong utility effects to substitute her lack of mobility and more damage than a mobile champion because of this, but she is just about dealing a lot of damage rather than trying to deal damage to a single target (though it is technically open to do so with clever gameplay). **** She COULD be a part of Diana, I am thinking her origin makes the most sense in a large city like Piltover that will have toy shops in it, Diana is from the opposite of the world, but it would make Runeterra feel more connected with Diana was involved with her existence in some way, but went things south fast.
: Conceptually not a bad champion. Number-wise she is beyond broken. Able to deal 125% + 70%x3 + 60%x12 for a total of 1,055% Ability Power ratio over 3 seconds. If she got even 800 AP she would be dealing 8,440 damage, with 5,760 of that ignoring 90% of MR. Not counting base damage here of 275 540 and 1,960. Definitely put a HARD nerf on those ratios. R can be 20% at 4x a second for 240% over 3 seconds.(Fiddle R does 225% over 5 seconds).
Maximum damage output is 275 +125%AP + 540 +210%AP + 480 +180%AP = 1,295 +515%AP This is under conditions of landing all of your damage, before magic resistance mitigation, being close to the enemy, and over a 3 seconds time period which also involves perfectly timing your ultimate. Damage per second applying every 0.25 second means the damage is one-fourth of the per second damage, the damage per second does not change. Only the ultimate damage ignores magic resistance, and the ignore varies based on distance, not any damage you deal. Granted it might be more interesting to have an utility only ultimate and have it ignore MR for Q+W damage instead, making it still feel strong and since she is a short ranged, immobile mage she will be fighting tanks more than squishies anyways. So moon on heals or slows while moon off ignores magic resistance for your abilities based on closeness. **** Also I balance with a realistic number which is 500 ability power and/or looking at similar abilities already in the game to see where her power will be at. Q damage is reliant on your passive and being closer than 500 range while W damage is only high when super close to the enemy, hard to do with lack of mobility, is still damage over time and dramatic damage fall off beyond 500 range, 350-500 has a fall off as well from the max damage, but not as extreme since she should still feel like a ranged mage. **** Turning ultimate into an utility ultimate will help solve your issues and grant Frill a better identity as a tank busting mage, using her darkness to avoid damage from long range threats (I might increase darkness radius a little more, the massive sight reduction is the same with all other darkness/near sight effects - Quinn, Graves, and Nocturne).
Rioter Comments
Rioter Comments
Rioter Comments
: Pretty Subjective statement and pretty dumb points imo the game is fun you should probably learn to play it before complaining about it.{{sticker:sg-miss-fortune}}
I have been here for over 9 years. How much longer do I need before I know about the game, huh?
: The main problem with Tank Metas is the ongoing "Damage Meta" that keeps on persisting throughout. All champions in the game suffer from too much damage, too much mobility and just too much ease with connecting to and killing their targets. Damage needs to be reduced across the board.
Right now, the health pools are too low to properly balance the damage in the game, that is where the troubles are happening. The other half involving armour and magic resistance can be reworked to be a much simpler system and easier to understand by everyone, with it allows for tanks to always feel tanky when building their defense items. Straight up, you can double the health pools of every single champion in the game, and from their see how things pan out in the next two or three patches and adjust accordingly, with tuning the extreme outliers of too weak or too strong. Because right now we are using DECIMAL VALUES for damage tuning, that is not right, that tells me that the defense in the game is far too low and with higher health pools it makes it a lot easier for that fine tune balancing because you are working with bigger numbers and can make larger value changes at a time. Recognize how crowd control durations have been getting lower and lower because time to kill is faster and faster, that is a sign that maybe we should slow down time to kill and allow for higher CC durations as well where appropriate. **** I think removing pen, lethality, shreds, armour, and mr is better for the game and everyone starts with 0% mitigation and only worry about health. Having the items to give either physical damage reduction or magical damage reduction by % values, up to a cap from the items of like 60% and absolute hard cap of 90% when ability damage reduction gets added on if the champion has it (mostly only tanks get this). Also tank meta has not happened in forever and I like them since time to kill slows down and makes it more fun, but the last tank meta was still pretty bursty so it was not as fun as it should have been.
: Personally I would like just a 20% damage reduction to everything in the game. It would make it so much more fun to play.
I think a change to the system overall would be better as it allows for fine tuning with outliers being too weak and too strong even with an overall defense overhaul.
Rioter Comments
: > [{quoted}](name=Stacona,realm=NA,application-id=3ErqAdtq,discussion-id=NwaBE8WO,comment-id=00010000,timestamp=2018-12-06T01:40:23.237+0000) > > Assassins need to be reworked into a broad category that splits into multiples: > > Assassin being the broad term and in that: > > **Executors** - Those that CANNOT get targets low, but are excellent at cleaning up the fighting and murdering low health targets. They do not have dashes, or rarely will have them, but they will have movement speed abilities that either chase down targets (like what Warwick) especially when the target is at low health values or able to quickly get to their target from an out of combat to combat state (like what Quinn has). > > **Disruptors** - Those that make a target useless through single target crowd control. Blinds, disarms and silences will be very common here and damage-less suppression on occassion - blinds, silences, and disarms make you useless however and not adds to kill potential. They will feel more like a support-esq class or jungler (mainly support due to ability to protect and lack of kill potential), cannot do much on their own, but deadly with teammates or able to keep allies alive by making the enemy backline useless while your own backline does work. > > **Distractors** - Those that cannot execute at all, but decent poke damage, rather than through range however it is trying to sneak around and get creative angles through the use of mobility. They slowly go in and out and skirt around the outside of the fight to chip away at their target(s) to make targets irrelevant not through brute force killing them, but by making them scared of death through making them low. They rely heavily on executors to clean up their kills or other members of their team. > > **** > > By splitting up assassins into three categories, with Assassin being the broad term, it really balances them out and makes them serve an actual purpose and not feel bull shit to play against with a super mobile character coming out of no where to one shot you with no counter play. In general, the entire game is like this at the moment, but it is especially bull shit when it is a mobile champion doing it. > > But yea, I think giving assassins a real purpose rather than overloaded kits will be healthier for the game and make them more unique and interesting to each other. You can do a lot more separating them into categories like this and really come up with creative new kits for players to enjoy and opponents to not rip their own hair out and quit the game over. It’s be great to see this. But I doubt it’ll ever happen. Because then all the assassins mains will cry that they are basically supports.
"Oh my goodness, how DARE you make my assassin cause me to actually THINK for once and use STRATEGY to win the game!!! HOW DARE YEEEE!!!!" To be fair, only one out of three sub-classes is for dedicated supports or fulfill the same purpose. One is active mobility with skirting around, and dipping in and out with short ranged poke, using that mobility in substitute to long range poke champions - more risk for an easier time to land the poke, but need to be more clever to the gameplay. While the final aspect gets the glory of the kills like Darius, Quinn, or Warwick - I guess Pyke would be moved into more of an executor role for his balance. I do think a majour assassin rework DONE RIGHT THIS TIME is desperately needed. Paladins is actually making significant changes to the game for their season 2 and 2019, so why cannot Riot who has a lot more staff, resources, and money at the ready better their game as well...
: I mean. Riot let assassins cry their way into the meta. And this is the result.
Assassins need to be reworked into a broad category that splits into multiples: Assassin being the broad term and in that: **Executors** - Those that CANNOT get targets low, but are excellent at cleaning up the fighting and murdering low health targets. They do not have dashes, or rarely will have them, but they will have movement speed abilities that either chase down targets (like what Warwick) especially when the target is at low health values or able to quickly get to their target from an out of combat to combat state (like what Quinn has). **Disruptors** - Those that make a target useless through single target crowd control. Blinds, disarms and silences will be very common here and damage-less suppression on occassion - blinds, silences, and disarms make you useless however and not adds to kill potential. They will feel more like a support-esq class or jungler (mainly support due to ability to protect and lack of kill potential), cannot do much on their own, but deadly with teammates or able to keep allies alive by making the enemy backline useless while your own backline does work. **Distractors** - Those that cannot execute at all, but decent poke damage, rather than through range however it is trying to sneak around and get creative angles through the use of mobility. They slowly go in and out and skirt around the outside of the fight to chip away at their target(s) to make targets irrelevant not through brute force killing them, but by making them scared of death through making them low. They rely heavily on executors to clean up their kills or other members of their team. **** By splitting up assassins into three categories, with Assassin being the broad term, it really balances them out and makes them serve an actual purpose and not feel bull shit to play against with a super mobile character coming out of no where to one shot you with no counter play. In general, the entire game is like this at the moment, but it is especially bull shit when it is a mobile champion doing it. But yea, I think giving assassins a real purpose rather than overloaded kits will be healthier for the game and make them more unique and interesting to each other. You can do a lot more separating them into categories like this and really come up with creative new kits for players to enjoy and opponents to not rip their own hair out and quit the game over.
Rioter Comments
: Although I agree balance-wise it probably makes sense to make him an ap champion, it doesn't make sense thematically.
Who cares, gameplay should trump everything, separate theme and story from the game and you open up a whole new world of possibilities and also helps with balancing the game. The system ABILITY POWER was meant to enhance abilities and make them more powerful - damage or effects - while ATTACK DAMAGE increases the damage on your basic attacks - there was never meant to be ability scaling with AD and it broke the balance of the game in the process.
Alzon (NA)
: But he’s literally balanced around Lethality, with FOUR Lethality ratios in his kit. An assassin cannot function anymore without flat pen (the exception being Kassadin).
Pyke should be a team-reliant assassin and he also has his ultimate for executes. Easier to balance by controlling things this way, assassin as they currently stand are completely overpowered and needs a complete class massive rework to properly give them a purpose to the team. What they tried to do before with assassins was try to give them uniqueness, but did not give them an actual purpose for the team, they need a purpose and not to be unique for the sake of being unique.
Rester (NA)
: That passive is gonna need a cooldown otherwise it does become an abuse case. But I think Pyke is fine as is, just needs better numbers tuning.
He is a melee champion though, plus squishy melee so creates risk, based on missing health on the target, and physical damage. All of that should be fine, remembering that he deals 100% bonus AD on his attacks all of the time now while buffing up his abilities, this has a lot more control over the balance and makes it more defined to his role.
Alzon (NA)
: Fully AP but physical damage kit? Would make sense for one ability, but not for all of them.
It removes any magic pen abuse cases. Also he does all physical damage now so I wanted to keep it consistent and just stream line his build and allow an easier time to balance him, while keeping what he does the same including his damage type.
Rioter Comments
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: This seems to be a weird ranged Warwick who has a support ability randomly. Could you give me an identity you wanted Olivia to fall under? She seems to be a close-quarter ranged assassin/support.
She is an utility marksman that is about finishing off kills. That is why she can chase down low health targets with anti-healing. She can also play as a long range - very low damage - marksman and be more like a back line healer, great for tower sieging with her attack range for that since towers do not take decreased damage in combination with her team healing. So she fits in with a poke comp and when the targets get low, she finishes them off.
Meddler (NA)
: Quick Gameplay Thoughts: November 28
Make Pyke ability power based. Doing this allows for a SIGNIFICANTLY easier time to balance him and offer exactly what you want out of him - squishy high-risk and high-reward support-assassin that cannot solo kill. There is way more control over ability power ratios than attack damage and lethality and allows him to be strong without exp and gold leads - which is what you want from a support.
: > [{quoted}](name=Stacona,realm=NA,application-id=A8FQeEA8,discussion-id=NqM26IgT,comment-id=0000000000000000,timestamp=2018-11-28T08:25:11.533+0000) > > He still has a dash. And he can still ult and then dash, it is just less bull shit feeling, but still spooky. Yeah I know, but you'll know it's coming 'cause he's already close enough for you to see him, I guess.
Hide in brush, ult, walk up - he won't be seen, but you know you can be dashed to when he lands his Q on you. Combined power is still there, it just feels less cheap overall, with the benefits of having a gap closer as a melee champion up significantly more often and using your ultimate for a lot more reasons - defensively, offensively, and protecting teammates. Right now his ultimate, being with his global dash, has one use only and you cannot see multi use scenarios with it which removes skill expression from the ability, detaching the dash from the ultimate opens up skill expression. His passive has skill expression since you can choose for quick damage or walking in a large group for maximum healing potential.
: > [{quoted}](name=Stacona,realm=NA,application-id=A8FQeEA8,discussion-id=NqM26IgT,comment-id=00000000,timestamp=2018-11-28T04:44:29.670+0000) > > The ultimate is strong enough just for a global ultimate, also the global dash had no counter play to it and is too strong. His Q now has a dash component instead of the trail that grants movespeed and AD, helps him gank pre-6 and close the gap more often, saving his ultimate for utility purposes (plus still sets up his new dash), the second attack makes it feel better than bonus AD and grants less invisible power (also less power overall). > > A lot of changes I done here is improving how it feels to play as Nocturne and toning back his power. When the champion feels better, he feels stronger, even when he is weaker than where he was before. The problem with Nocturne is not him being weak, he is too strong right now actually, but he is just does not have very feel good abilities for the player so players do not want to play him. Plus some things are just not healthy for the game and offer no counter play, like a global target dash while removing sight, with his spell shield, and then everything guarantees the fear and death with nothing you can do about it - not fun to go against. I can get it, but I think that's the reason it was made; Nocturne is a nightmare, and with his ult you didn't see anything, and you're always scared that he might come to you. That's quite perfect thematic-wise. But again, I can get you :)
He still has a dash. And he can still ult and then dash, it is just less bull shit feeling, but still spooky.
Rioter Comments
: Why did you get rid of the dash in the ult? Also, I feel like Nocturne should be scarrier, he's like an actual nightmare, and you did that already quite well but still...
The ultimate is strong enough just for a global ultimate, also the global dash had no counter play to it and is too strong. His Q now has a dash component instead of the trail that grants movespeed and AD, helps him gank pre-6 and close the gap more often, saving his ultimate for utility purposes (plus still sets up his new dash), the second attack makes it feel better than bonus AD and grants less invisible power (also less power overall). A lot of changes I done here is improving how it feels to play as Nocturne and toning back his power. When the champion feels better, he feels stronger, even when he is weaker than where he was before. The problem with Nocturne is not him being weak, he is too strong right now actually, but he is just does not have very feel good abilities for the player so players do not want to play him. Plus some things are just not healthy for the game and offer no counter play, like a global target dash while removing sight, with his spell shield, and then everything guarantees the fear and death with nothing you can do about it - not fun to go against.
Stacona (NA)
: Ellie, the Bumbling Healer
# **UPDATE NOTES (1):** **Weightless:** Ratios increased to 15%, 30%, 60%, 120% from 10%, 20%, 40%, 80% respectively Now applies the bleed from Blood Stinger as well, but only at half the duration (meaning half of the total damage) _(This is to add some flat damage to Blood Stinger so it is not all % missing health damage.)_ **Lethal Sting:** Cost lowered to 60% from 65% current health Reward time against the stung target increased to 7 from 3 seconds _(Too restrictive and does not allow for skill expression. I want this to be used both for protecting an ally and help to secure a kill, but with a low duration for the reward would just encourage aggressive use only against a low health target and never use it defensively. Also health cost might have been a little too punishing.)_ ****
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Stacona

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