: Rakan isnt a sexy female hyper carry why would you think he'd get buffs.
He is a flashy playmaker support though. Which is the type of thing Riot likes.
: Why not just name them Brawler's Gloves like they are on SR?
That purely comes down to the fact Brawler exist as a class in TFT.
: > [{quoted}](name=Ralanr,realm=NA,application-id=3ErqAdtq,discussion-id=NNpvGm1j,comment-id=000000020000000000000000,timestamp=2019-08-12T17:18:34.772+0000) > > So, you’re saying that Eve can’t choose to maximize her damage unless her ult is up to escape. While that's true, I don't see the point in bringing that up; no champion can be played to its maximum without a ready ult.
It matters when a fairly significant portion of their damage (At least in the early-mid game), and the only true escape they have (true all game long), is their ult, and it is also on the longer side of ult CDs on someone who rarely will get a lot of CDR fast due to core itemization not being able to support it. Some champions are at like 70-80% power without their ults (Renekton for instance), some are at 30% or less (Malphite for instance). Eve is more on the lower side of that bar. Around 50-60% perhaps. Without her ult, she is very unlikely to solo kill until after 15-20 minutes at least, and only on a squishy.
: Right, but once they set the champions origins/classes their set. So why not introduce the ability to apply a skin then. Unless they have plans to move champions into different origins/classes. Just doesn't seem like something they would do.
Because they do? They are planning on swapping sets in and out consistently. Current goal is to have 60 champions (they plan to add 2 per patch for the next few months), and then start rotating sets in and out to introduce variety and shake the meta up fairly often. So while we currently have a mostly "vanilla" setup, there are plans for an Odyssey universe set (Dark Star, Cosmic, and Odyssey are all part of the same universe), or a Project set.
: "Yasuo, what does the Scouter say about that Poro's log in position?"
lol. If you want an accurate number, at least as of a few hours ago there was 375k people in the queue to get in the PBE when I gave UP on getting in ahead of me because by that point, I knew that by the time I got in, the Friday night patch would drop and the queue get reset anyway (and I can't play Friday night anyway due to work). There is a reason it doesn't ever seem to drop below 9000. For people wondering how to see it, check the logs folder for the PBE client. The client states your queue position and tracks it, even if it doesn't show the number to us directly unless it is below 9000.
: then there would be no point because hourglass offers offense and defense the point of having both was that you could stack defenses. You could even throw banshee's in there if you wanted, though that'd be a rather gimped build but very durable. Swain might do it, but he's more a fan of mana
GA offers a reactive defense to Zhonya's proactive. And old GA was dual resist, which REALLY works well with how much raw HP a lot of mage items have.
Barcid (NA)
: My favorite was when I was Caitlyn and during my GA animation not only got off my E but also fired off my empowered auto _and_ an additional one on the enemy ADC. Still didn't kill him, but we both shared a moment of "Lolfuckingreally?"
Cait can queue up a LOT of empowered autos to go off with animation canceling, and so long as she isn't dead, they WILL go off. I think the limit is 4 empowered autos going off in less than half a second after a properly done full combo.
: > [{quoted}](name=Steelflame,realm=NA,application-id=A7LBtoKc,discussion-id=AKGEKLMT,comment-id=0007000000010000,timestamp=2019-02-13T21:10:12.387+0000) > > It does because it is worthless as hell without Rapidfire cannon or Statikk Shiv. If you are not building either of those, ideally while using Fleet Footwork, building Stormrazor is building one of the most inefficient items in the game hands down. All those items will have same passive
Stormrazor is specifically designed to enhance other Energized passives. It makes rapidfire have a larger, higher damage radius, increases how many targets Shiv bolts will hit (And again, increases their damage), and makes ALL energized damage apply it's slow. AKA Shiv is a massive AoE slow. And makes Fleet Footwork a stronger heal with more MS granted. It has it's own energized damage that will be overridden by any other Energized damage (Other that Fleet footwork's non damaging one), yes, but that is just so that it has something resembling a passive at all if you are dumb enough to rush an item designed to be a third or 4th item.
Seenan (NA)
: > [{quoted}](name=Ahris,realm=NA,application-id=3ErqAdtq,discussion-id=FoH5L6TF,comment-id=00110000,timestamp=2019-02-13T22:08:44.681+0000) > > He is a melee that uses mana who cannot build tanky and has no escapes. His early is also very average and not as strong as many champs. > > I think it is fully justifiable for him to have good sustain. Think like Ekko. Has no escapes? I can assure you, he has plenty of mobility to invoke an escape. Ekko doesn't have 'sustain' until level 6. I don't think any AP assassins have any kit/non-ult healing right now, except Sylas if we call him an assassin.
Sylas only has mobility INTO a fight other than a very small E dash away. The only way he has escapes is generally if he steals one from the enemy's ult.
: Yeah he is another mid laner with a great heal move in his kit. Akali had her's removed tbh Sylas should have his removed too if that's gonna be the case.
The difference is the conditions of those heals. Sylas only heals in champ combat. Akali healed while waveclearing minions or champion combat, from a longer range too. If you play Sylas mid and vs a Xerath for instance, good luck ever getting one heal off without blowing flash, dashing in with E1, and landing E2 to get in range. Range that is almost without a doubt under his tower.
: > [{quoted}](name=ProfDrDeath,realm=EUW,application-id=A7LBtoKc,discussion-id=AKGEKLMT,comment-id=00070000,timestamp=2019-02-13T17:31:35.243+0000) > > AS items tied to Crit: > > {{item:3087}} {{item:3085}} {{item:3094}} {{item:3046}} {{item:3095}} > > AS items not tied to Crit: > > {{item:3153}} {{item:3115}} {{item:3124}} {{item:3091}} {{item:3006}} {{item:1419}} {{item:3078}} > > Most AS items are tied to crit, indeed. Remove Stormrazor from the crit list, and move it to the bottom one. It doesn't have any direct connection with Crits anymore.
It does because it is worthless as hell without Rapidfire cannon or Statikk Shiv. If you are not building either of those, ideally while using Fleet Footwork, building Stormrazor is building one of the most inefficient items in the game hands down.
Zaghyr (NA)
: What are your thoughts on {{champion:498}}? She has been fairly weak for nearly 7 patches now and the ADC changes have done little to help her. Do you have any plans for buffs for her?
They are buffing ER, a historical rush item for her, so I suspect that they don't want to touch her till ER is buffed.
GreenKnight (EUNE)
: Urf was pretty bad for me till i got to play Olaf. Brushing all those CC's off every 20 seconds is a pure bliss.
And then you get to try and chase a Lucian. And suddenly it isn't again.
Sasogwa (EUW)
: > [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=3ErqAdtq,discussion-id=6gAAPsIT,comment-id=0009,timestamp=2018-12-28T00:56:37.927+0000) > > Can you actually define the difference between %pen and true damage conversion? A resistance (armor or mr) divides the amount of damage taken by 1 + resistance / 100 %pen reduces the amount of this resistance by a percentage, making it directly less effective, but still relevant. %true damage conversion makes a part of the damage completely ignore the reduction, while the other part follows the formula like before. So if it's 20% true damage conversion there's 20% of the damage that goes through and 80% that is normally divided by ( 1 + resistance / 100). Against high resistances, the 20% true damage remains while the rest is divided so badly that it becomes negligible, making the true damage insane in comparison to the non-true damage part. %pen on the other hand reduces the impact of the resistance, but doesn't tend to nullify it. While true damage conversion tends to X% of the damage goes through no matter what, %pen just makes armor a bit weaker, proportionnally to the armor you have in front of you. A guy with 1000 armor will still have a good 650 armor post pen, while he'd just get outright shit on by true damage.
There is something else to account for. %true damage will completely bypass %DR, such as Warwick's W, Annie's E, or even Knight's Vow bonus helping protect an ADC perhaps. %arpen wouldn't do that.
Zeanix (OCE)
: “Karthus is performing noticeably better”
There is a multitude of reasons Karth is doing good, not just DH (Although some of them are indirect symptoms of Dark Harvest). Basicly, Karthus has something that is good on midlane currently. The ability to either expend your entire load before dying and having been useful (Brand is a good example, so long as he gets his kit off he can die and still have done a ton of damage to the entire enemy team), or sustained threat even after death (Read, Karthus). A lot of this is caused by Dark Harvest having significantly increased the damage output of a bunch of champs, and the fact that Karth is both good at "countering" it and good at using it is why he is very potent currently.
: After seeing the PBE changes to Ornn W.
Honestly, I'm fine with the shield being removed from his W. But it should have been put on his E when he destroys terrain with it. That way he doesn't have a 1 button win condition like the current version has, but depends on a combo of abilities.
: My entire team DCed???
same thing in the ARAM I was in. Server issues it seems. I can't even log back in currently.
: copy pasting from the wiki PASSIVE: Slow icon Slowing or Stun icon immobilizing an enemy champion marks them for 4 seconds. Allied champions (excluding you) who basic attack marked enemies heal for 5 (+ 1% of your maximum health) over 2 seconds. says excluding you. You can't heal yourself for it. This rune is dead if you are in a solo lane.
> [{quoted}](name=flibitydoo,realm=NA,application-id=3ErqAdtq,discussion-id=xs7e0sjA,comment-id=0005000100000000,timestamp=2018-10-25T03:41:17.013+0000) > > copy pasting from the wiki > > PASSIVE: Slow icon Slowing or Stun icon immobilizing an enemy champion marks them for 4 seconds. > Allied champions (excluding you) who basic attack marked enemies heal for 5 (+ 1% of your maximum health) over 2 seconds. > > says excluding you. You can't heal yourself for it. This rune is dead if you are in a solo lane. Unless it has changed from the Rioter who was specifically talking about the rune (which has received no changes from the time it was made) it should be. Wiki's are not always right, and this could be just assuming it works on the same mechanic as old Bond of Stone (which notably the heal from Bond of Stone worked differently anyway, and was able to apply effects like Ardent and such), and if it isn't applying the heal, it implicates the rune is bugged.
: The fact that I came back 1.5 years later and Diana still has not been updated disgusts me.
They did a pass on Diana a while back to try and open her up more to DPS patterns and less around burst, but she is in the same state as Wukong currently. Worthless if can't 1-shot, otherwise overpowered with little to no counterplay other than "Don't be on her screen" Ultimately, she needs her W, E, and R reworked. If W was something that rewarded her for building bulky (AKA health scalings over damage scalings, on both its damage component and its shield component, and the distance of the orbs changed so that she doesn't just instantly pop all 3 by dashing on someone, meaning she actually has some of its power back loaded in a fight), and her E and R changed places in her kit (with related balance changes) she could be a great initiating AP bruiser, with strong chase potential from chaining QEs to stay on someone with a powerful teamfight ulti letting her actually teamfight outside of hoping to 1 shot someone as she goes into zhonya's.
Kat XD (NA)
: And a Mountain at any point in the game trumps them all! In all seriousness though I agree, people underestimate the power of a %movespeed buff. The base movespeed is already in the hundreds so any percentage increase is going to be a significant boost to mobility. As far as ocean goes, I see your point in a slower paced lane but I prefer to play all-in champs :S
> [{quoted}](name=Useless Kat,realm=NA,application-id=3ErqAdtq,discussion-id=84vFKr7h,comment-id=0000,timestamp=2018-10-25T01:45:44.258+0000) > > And a Mountain at any point in the game trumps them all! > > In all seriousness though I agree, people underestimate the power of a %movespeed buff. The base movespeed is already in the hundreds so any percentage increase is going to be a significant boost to mobility. > > As far as ocean goes, I see your point in a slower paced lane but I prefer to play all-in champs :S Its great for all-in champs too on ocean. Generally when you all-in, you come out rather low if it was even, and likely will have to back. This lets you stay in the lane to press the advantage and build a massive xp lead. And in general, people massively overestimate Infernal drake. Unless you are Veigar, you are only getting something like a 3-4% damage increase at best from a stack, now that Jhin's interactions with it have been brought in line when they fixed his Rageblade stuff too. Bruisers get almost nothing, tanks get nothing, supports generally get nothing, so only carries really felt it, and a few% increase from multiple stacks isn't as big a deal as significantly buffed objective power, constant sustain, or the insane mobility that Cloud can give you. 2% MS from cloud is far more valuable than bonus 8% AD/AP, as MS is the most powerful stat overall, especially when that MS gets you over very important break points (AKA the point at which you can flat out just walk away from someone and them not be able to catch you, or let you catch someone who would have been able to just walk away from you untouched). A post going over it (note the jhin info is fully out of date now, but it was a VERY big deal then) https://boards.na.leagueoflegends.com/en/c/gameplay-balance/4k2qiuM9-the-true-value-of-infernal-drake-a-nuanced-damage-analysis?show=flat
: Serious question, not trying to be negitive on the Karma change but....
Karma's RW is a bit more conditional than old Raka's E. Also, Karma can't HEAL someone other than her, so she isn't able to just turn into a mobile fountain. The rework to her passive also means Riot can now better balance between the best and worst case scenarios for Karma (Extremely good ones who constantly weave autos and land spells to minimize mantra CD) and bad ones (Ones that... don't) meaning they can better balance her between pro play and regular play, meaning she may actually be allowed to be a champion with actual numbers in regular play and not completely dominate the pro scene as support.
: Your other options in that row have always been Demolish, a damage rune, that only really works if you somehow out-1v1 your enemy as a tank and get to bash their tower... or a font of life, a rune that only works if you're with a teammate, and only benefits your teammate. They could literally have put legend bloodline (the scaling lifesteal rune from precision tree) and people would have run it over the other two options. What tank players and players in general want out of the defensive tree is freaking defense to cover their ass. Which is something Riot "We stopped listening since season 5" Games can't seem to provide.
> [{quoted}](name=flibitydoo,realm=NA,application-id=3ErqAdtq,discussion-id=xs7e0sjA,comment-id=00050001,timestamp=2018-10-25T02:32:01.508+0000) > > Your other options in that row have always been Demolish, a damage rune, that only really works if you somehow out-1v1 your enemy as a tank and get to bash their tower... or a font of life, a rune that only works if you're with a teammate, and only benefits your teammate. > > They could literally have put legend bloodline (the scaling lifesteal rune from precision tree) and people would have run it over the other two options. > > What tank players and players in general want out of the defensive tree is freaking defense to cover their ass. Which is something Riot "We stopped listening since season 5" Games can't seem to provide. Wrong, Font applies to yourself too. The old rune it was based off of Bond of Stone was ally only, but part of the rework into a minor rune was letting champs proc it for themselves, in trade for it being weaker in it's best case scenarios (3-4 allies procing it).
: instead theyre making turrets worth 3 to 4 times the gold. if im reading this correctly, an outer turret is going to be worth 800 gold.
> [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=RqN8hFkW,comment-id=0001,timestamp=2018-10-24T00:14:26.046+0000) > > instead theyre making turrets worth 3 to 4 times the gold. > > if im reading this correctly, an outer turret is going to be worth 800 gold. Only if you can do the full tower in the first bit of the game, with the tower being exceptionally more durable at 5k hp and rapidly growing resistanaces (that scale based on the number of nearby enemy champs to boot, so multiple people won't make it much faster).
: Mastery 8, I even designed it for you!
Something I'd be very wary about with missions for mastery 8 is that it promotes NOT winning the game right away in most cases. While the best play is always to seek to end the game ASAP, you will not get 33k damage in a 15 minute game where you stomped so hard as to force the enemy to just give up. Lets have this happen in Ranked, where 4 people are trying to win, but the 5th is trying to farm his illusive mastery 8 token and keeps stalling the game to get it.
Parznip (NA)
: What if Tryndamere's Passive Gave Him Attack Speed Instead of Crit Chance?
A good solution would be to make his rage increase his physical damage dealt by 10% at full rage, and move the crit component to his ult. 10% crit at rank 1, 20% crit at rank 2, and rank 3 gives +25% crit damage. This means that with Shiv/PD + IE, he hits 80% crit at rank 1 ulti, and 100% at rank 2, and gets stronger crits at rank 3. This actually fixes one of Tryn's problems (No real reason to rank ult up after rank 1), gives some support to his damage dealing abilities as either an on-hit carry (Bork+Rageblade), caster/AP (Stronger E spins), or a crit carry (+10% damage on physical attacks is +10% damage for an auto focused carry), and makes him far less binary and RNG focused. Sure, his ult will give him some occasional crits even on a non-crit build, but it fits better into the general pattern of building for crit tryn, with incentives to rank it up further as well other than an insanely marginal CD drop, and completely removes low level RNG from his kit, meaning his design can be much healthier.
: If Dark harvest gets nerfed and Graves gets a compensation buff....
3 base AD on a jungler is going to frequently be an increase on camp kill time of at least 1-2 seconds early game. Especially if it's a threshold value where it impacts how many attacks it takes to kill a small monster (Chickens, wolves, or medium krugs) Honestly, a big nerf that would impact Graves specifically would be to make his autos only apply 1 stack of Black Cleaver. The fact a single auto is a full shred potentially heavily impacts how quickly he starts destroying people, and would push him to longer fight patterns so that he can get the most from his abilities, rather than AAQR being at almost full damage from the get go.
: Is anybody gonna talk about how Ezreal's rework is a straight buff?
People are worried about his W, but all it is is making him a better tower killer in solo/siege situations, it's worse in team shove situations because he isn't able to provide the team wide AS buff, or give it to himself either that current Ezreal does with his W. What this does do is make him better at siege situations, similar to a more up-front Trist with less raw potential turret murdercating.
: What? Kayn didn’t get any attention patch 8.11 nor .12, the fuck are you talking about? As a matter of fact, none of your patch numbers line up. Kayn did get some buffs this season, but hardly anything major beyond a total of .35 BONUS AD ratios on W and R combined. This was patch 8.6 His passive to transform was rescaled in 8.7 so he could get at 7-10 mins, rather than 14-16. Lastly, the most recent buffs, aka world’s patches, was only buffs to his E early ranks and a nonsense Blue Kayn buff that doesn’t do anything but provide a placebo.
> [{quoted}](name=Spank the Fox,realm=OCE,application-id=Ir7ZrJjF,discussion-id=yLbl5iMb,comment-id=00040000000000000000,timestamp=2018-09-24T11:04:14.735+0000) > > What? Kayn didn’t get any attention patch 8.11 nor .12, the fuck are you talking about? > > As a matter of fact, none of your patch numbers line up. Kayn did get some buffs this season, but hardly anything major beyond a total of .35 BONUS AD ratios on W and R combined. This was patch 8.6 > > His passive to transform was rescaled in 8.7 so he could get at 7-10 mins, rather than 14-16. > > Lastly, the most recent buffs, aka world’s patches, was only buffs to his E early ranks and a nonsense Blue Kayn buff that doesn’t do anything but provide a placebo. Infact, Kayn's buffs have all been after item nerfs that he used after the first batch or two. First set was on the general assassin item nerf/DB nerf, then another buff because he still struggled, the passive buff so that Kayn could even be a champion in the rediculously fast-paced meta of the time, and the latest one was because Duskblade AND tons of runes ate a nerf, all of which hurt him a lot more than many other champions.
: i only wish the augment that makes mines magnet towards enemies would make it magnet towards allies when you have hexhealing equipped. you wouldnt be as reliable on your teammates understanding that the mines heal them, and pick them up. by the way, im not sure if ziggs is better than sona as a healer. she has quite some powerful healing augments aswell.
> [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=JWgJsouz,comment-id=0001,timestamp=2018-09-19T15:15:34.785+0000) > > i only wish the augment that makes mines magnet towards enemies would make it magnet towards allies when you have hexhealing equipped. > > you wouldnt be as reliable on your teammates understanding that the mines heal them, and pick them up. > > by the way, im not sure if ziggs is better than sona as a healer. she has quite some powerful healing augments aswell. Honestly, homing mines are hard for healing because they run the hell away from you to go for the enemy you probably don't want to get in melee range of. Ultra-mines ziggs though is REALLY fun. All 3 Q augments, and homing mines and mine refresher. Press QE, and get about 50 mines homing in on an enemy, and a Q that can potentially hit for over 2k damage upfront before the mines do another 2k.
: Pyke getting buffed
Honestly, when I heard Pyke buffs, I was figuring AD ratio increase on Q/E. That is something that doesn't disrupt high level play (where Pyke is almost exclusively played with full tank build, and minimal AD) but buffs him in low level play (Where he isn't doing that hot, and people build him more AD centric).
Akaśhí (EUNE)
: Yeah I would like to play against Pyke with 4000+ health waiting behind and executing. He would be so balanced...
> [{quoted}](name=Akaśhí,realm=EUNE,application-id=3ErqAdtq,discussion-id=sBVcPLAP,comment-id=00030000,timestamp=2018-09-19T15:09:02.641+0000) > > Yeah I would like to play against Pyke with 4000+ health waiting behind and executing. He would be so balanced... They don't want him to get HP. They want it so that what HP he SHOULD have counts toward those item's HP ratios. It would be nice for support Pyke, if nothing else, if things like Locket could even be allowed to work on him.
: Entering a Odyssey Lobby be like...
Malphite is by far the strongest champion in the mode when you have Landslide+Sharpened. The insane AoE and single target DPS it puts out just hard carries by itself.
: Thanks for the answer, though I hope you don't mind a followup question. I missed Star Guardian as I have been mainly playing Killing Floor 2 and only recently picked up LoL again around the time Versus came out. How does the difficulty compare to something like doom bots?
As someone who probably had the most SG event games because how many people I helped through it, if the team worked together well, it was easier than Doombots, but more than 1 person fucking around and it was impossible to finish some of the missions. Also, the "meta" builds for many champs was radically different than anything you would see in a normal game due to the constraints the mode made on you. In Star Guardians, Ahri was best played as an on-hit carry rather than a mage, and Syndra had a "bruiser" ap build that was far more consistent than a normal mage build.
Leto GT (EUW)
: I can't actually believe they're buffing rengar, yi and kayn. Wth?...
> [{quoted}](name=wG Got2Cool,realm=EUW,application-id=3ErqAdtq,discussion-id=R3iilr06,comment-id=0005,timestamp=2018-08-22T01:14:47.571+0000) > > I can't actually believe they're buffing rengar, yi and kayn. Wth?... Kayn at least I can see. He wasn't busted even when the runes were stronger, and they just took a lot of power out of those runes he was using. Kayn felt those rune nerfs MUCH harder than other champions, because Kayn's (at least SA Kayns) passive acted as a multiplier for them. Kayn lost power twice over, both from the base value of the rune, and the further scaling his passive provided further from that base value. And they aren't buffing his damage, but his mobility, so it's a "safer" buff than just giving him back some of the damage he lost from the rune changes. Lets look at all the ones hit. 1. Electrocute. Obvious, he lost the flat damage on his major all-in. He also lost some further scaling that came through his passive on it. 2. Sudden Impact. Reduced Lethality reduces the total physical damage he dealt (reducing damage, and damage dealt by passive), AND reduced Mpen further reduces his passive's damage. Double wammy. 3. Celerity. Kayn could build up insane bonus AD from Celerity. This bonus AD got applied through his W's 1.5 AD ratio if Kayn was smart and opened with it just as he got into range through E, Mobis, and Ghostblade's MS. This AD just got chunked by 1/3rd. So thats an easy 20 damage off his W, and further off of his Q and auto. 4. Scorch. Guess what. His passive amped it. Oh, they halved the flat value. Well I wonder how that hurts Kayn's application of damage... Kayn easily lost several hundred damage through all of these nerfs on the runes, and a large %age of that damage was unique to him compared to other assassins, because it is directly coming out of his passive's %amp. So he felt these nerfs more than other assassins.
: Why has no one mentioned DFG Garen yet?
DFG Garen isn't as viable (As if it was in the first place) because Lichbane has lost a large chunk of AP ratio over the years (Seriously, it is at a .5 AP ratio from the original 1.0 AP ratio it had), and lower raw AP values in general means there isn't as much scaling vector for the ratio on DFG and the Lichbane anyway, which were the only two AP ratios Garen even had to apply for the build.
: > [{quoted}](name=Sylvester Dylone,realm=NA,application-id=yrc23zHg,discussion-id=ofTmLWA6,comment-id=0003,timestamp=2018-08-19T17:10:55.952+0000) > > Seems kinda silly that whoever did it would want to keep it a secret. Why would they want to remain anonymous? I don’t know though, the game is a world-wide known game. Maybe she just doesn’t want the spotlight. Plus, she’s the one who tells you that the enemy is legendary. I don’t think she’d want to reveal herself haha.
> [{quoted}](name=MlND THE GAP,realm=EUW,application-id=yrc23zHg,discussion-id=ofTmLWA6,comment-id=00030000,timestamp=2018-08-19T17:23:26.430+0000) > > I don’t know though, the game is a world-wide known game. Maybe she just don’t want the spotlight. Plus, she’s the one who tells you that the enemy is legendary. I don’t think she’d want to reveal herself haha. There is a stigma in the voice acting career/profession where their unions may ban you if you are public about doing VA work for games. Some don't care, having steady enough work otherwise or making enough just dedicating themselves to game VA, but for some it can be quite crippling, and as such they don't announce that they do it directly.
: Thats very high pick rate. If it was 10%, I would see him once a match, because 10% of 10 players is one. 7% is not that far behind.
> [{quoted}](name=DarkinPrime,realm=NA,application-id=3ErqAdtq,discussion-id=MVlPfTEe,comment-id=00050000,timestamp=2018-08-07T02:35:38.556+0000) > > Thats very high pick rate. If it was 10%, I would see him once a match, because 10% of 10 players is one. 7% is not that far behind. Dude that isn't how pickrate is calculated. Its calculated on PER game. Otherwise, no one gets over 20% pickrate ever. Guess what. Plenty of champs are listed far far higher then that.
: We were playing on an iteration yesterday that was 5%. I ended up going something like 16/2 going full tank mumu. I was also able to pick up an early bramble and tabai which helped, but between that test and a few others it did feel like 5% was pushing it a bit too far. It's weird because we're talking about an order of magnitude that looks like (3% or 5%) but it felt like it actually went too far. This gives us another good lever to tune in the future should we need it though which is nice.
> [{quoted}](name=Maple Nectar,realm=NA,application-id=3ErqAdtq,discussion-id=P4eh9Or5,comment-id=00010003,timestamp=2018-08-03T19:58:18.609+0000) > > We were playing on an iteration yesterday that was 5%. I ended up going something like 16/2 going full tank mumu. I was also able to pick up an early bramble and tabai which helped, but between that test and a few others it did feel like 5% was pushing it a bit too far. It's weird because we're talking about an order of magnitude that looks like (3% or 5%) but it felt like it actually went too far. This gives us another good lever to tune in the future should we need it though which is nice. It makes a lot more sense than it looks when you remember that Amumu's E flat damage reduction is one of the only cases of it applying a flat reduction after EVERYTHING else. Hell, in the past, his E could let him take negative damage, charging up effects like that old passive shield rune and filling it with more health. A 300 armor (0 bonus MR just for ease in this case) amumu taking a 200 damage auto with this buff will change from taking 40 damage (50 post resist, -10 from E) to taking 30 damage (-20ish physical from E), a 25% damage reduction. Even with the current 3% number, he gets 5 flat reduction from Gargoyle Stoneplate. People with low damage autos may as well not even bother auto attacking Amumu, they are more likely to do more damage to themselves via thorns then actually to him. His E also doesn't care much about the true damage crits from IE, unlike people who depend on %damage resistance or resist buff based resistance. It still applies the same total damage reduction to the rest of the auto regardless of the fact the IE had some true damage. The only case where the IE actually can penetrate his E is if Amumu's E would be resisting 100% of the physical damage anyway, which implicates that Amumu probably won't care anyway, as he is only taking 10% damage output from the enemy carry.
Nishant (NA)
: Riot, now that the Akali rework is live, please don't make the same mistake.
Honestly, she falls off like a rock because her base damage growth is absolute ass, with no way to really fix it, because the stuff you need to do to access your damage leaves you stupidly vulnerable. Her Q has a 125 base damage IIRC. That is pathetic. Even with the 50% AP ratio and 65% bonus AD ratio. Sure, she can cast it 3 times fairly quickly... but it still is really low, and once she uses those 3 cast, she has NOTHING for a long damned time because of it costing 40% of her resource pool. She just runs out of steam the moment she uses those 3 Qs. Her E damage is fairly low, and she has to invest in W to get the energy return to even triple-cast that Q. Everything else is on her ult and passive. Her passive countered by staying inside the circle and not just running from her/chasing her to let her proc it as she runs, and running opposite to what direction she runs to try and proc it, and her ulti is a long ass CD, and has a long delay between the two cast, with the second cast being the part with the actual damage growth. She will need buffs. One of the first I'd give her is just making her Q faintly longer at the tip in the center of the hitbox, as the standard radius cone AoE isn't really match the animation anyway, having it be more of an icecream cone would be a bit more accurate. Smidge more range so that she can actually land it and proc it more reliably, so that she can use the rest of her kit, and I'd tighten up her passive AoE size just the smallest bit. Perhaps just to 450-475 range, instead of 500 range, or scaling down with level. As is, if she hits you in the center of her shroud, she has to completely leave the shroud to even get the passive proc. This will actually let her use her passive (Which restores up to 30 energy later in the game) and does a fairly significant part of her damage potential. Bit less need to be stupendously flashy to even utilize her kit, and I think she'd be good for the time being until people really start to master her.
Ashenvall (EUW)
: Fizz is cancer af. Maybe he is ignored in pro play right now, but he will be more busted soon thanks to riot.
> [{quoted}](name=Ashenvall,realm=EUW,application-id=3ErqAdtq,discussion-id=OHqR7dTn,comment-id=0003,timestamp=2018-07-29T23:41:23.231+0000) > > Fizz is cancer af. Maybe he is ignored in pro play right now, but he will be more busted soon thanks to riot. The only reason they are buffing him is because his mini-W rework left him at 45% win rate. But then again the Fizz haters would only be happy when he is at a 0% win and play rate.
: can we buff warding?
I would def not let it be full regen equal to normal regen rate. I'd say that it can regen wards as long as your other trinket isn't on cooldown, and you have built the upgrade. This would be balanced enough IMO, as it means that you are not actively sweeping.
dubahel (EUNE)
: Melee Nightstalker damage reduced to 30 - 200 (based on level) from 65 - 320 (based on level). They already nerfed the damage significantly, so the damage proc from duskblade isn't overbearing anymore. The phase of ad assassins abusing what is essentially the active of gunblade is over. In curiosity, how would you rework duskblade?
> [{quoted}](name=dubahel,realm=EUNE,application-id=3ErqAdtq,discussion-id=HBsNf34t,comment-id=000100000000,timestamp=2018-07-29T00:15:00.442+0000) > > Melee Nightstalker damage reduced to 30 - 200 (based on level) from 65 - 320 (based on level). > > They already nerfed the damage significantly, so the damage proc from duskblade isn't overbearing anymore. The phase of ad assassins abusing what is essentially the active of gunblade is over. In curiosity, how would you rework duskblade? My rework to Duskblade would be 2-fold. 1. Split the item into two entire items. One vision focused, one damage proc focused. First item is Serrated Dirk + Oblivion Orb + 300 gold. Makes an adaptive item for 50 AD or 80 AP, 300 HP, and grants both types of penetration at the same time (Uses Oblivion Orb's unique passive shared with Morello to prevent double-stacking that penetration, so the assassin is making a choice in anti-heal or anti-vision on their orb upgrade). Has the Blackout passive, buffed to a 60 second CD. This allows both AD and AP to play into the vision game equally, and not be so utterly biased towards ADs. Also serves as a nice item for hybrid damage type champs who tend to struggle to build penetration. 2. Second item is the damage proc side, with the proc being made to be 3 seconds out of combat for melee or 10 seconds for ranged. Notably, it ISN'T out of vision. This is so that you can't use it to "vision test" and to make it more consistent, and to weaken ranged abuse in the later parts of the laning/early skirmishing phase from bushes. > [{quoted}](name=WayOfTheOutlaw,realm=NA,application-id=3ErqAdtq,discussion-id=HBsNf34t,comment-id=0004,timestamp=2018-07-29T03:17:42.120+0000) > > Same with {{champion:555}}, His passive triggers when not seen by enemies, so he can just walk though bushes after getting hurt intentionally or not and see if they're warded or not. At least Pyke requires him to have been in combat with enemy champs to get the effect, and it will end once he heals off the grey health, now that they fixed the bug that let his passive animation continue indefinitely past him healing up.
koshkyra (NA)
: (repost) Can we stop nerfing stuff like quinn and wukong and just remove duskblade
Duskblade intrinsically isn't a problem. Its how overloaded Duskblade is that is a problem. Duskblade needs to be split into two items, so that it's overloaded mechanics can be split properly into a set of items, and you actually have to make choices when playing an assassin. Item 1 - Duskblade (Blackout focused). First adaptive stat item, building out of Serrated Dirk and Oblivion Orb, and granting both penetration types concurrently (Note that this wouldn't stack with Morello's Mpen, as it uses the.) Either grants 50 AD or 80 AP, and 300 HP, depending on what your current adaptive stat bias is, along with 15 Lethality and Touch of Death : 15 Mpen. Blackout passive is buffed to a 60 second CD, but otherwise no changes (Note, that this is a NERF to Blackout passive if you know how it works with Nightstalker... which is no longer a thing with this rework. This is that you can permanently use Nightstalker as a free ward check by seeing if it is going on CD or not. If it is starting to go on CD, you know a ward, minion, or champion has you spotted. You can probably figure out really quick which this is. Once you know you got spotted, you just turn on your backup Sweeper/pink ward) This opens up the vision game for both AD and AP assassins (And anyone else for that matter). Very vision focused, although still a great damage up for champions who have dual damage types, even if it is only granting either AD or AP. Item 2 - Stormsurge Stilletto - 55 AD, 10% CDR, 15 Lethality, and the Storm's Edge (Stormrazor's unique passive) passive, changed to be that your next attack is a crit for 150% damage, scaling to 200% with Lethality, with the CD reset reworked to 3 seconds out of combat for melees, or 10 seconds for Ranged. This fixes assassins from getting/abusing Stormrazor AND Duskblade for stupidly high up front hits (Especially if they went Duskblade-Stormrazor-Shiv). Only other change to lethality items is that the other 2 lethality items lose 3 lethality each, just to accommodate the increase in total lethality available. You still have more total Lethality available, just less at each item until 3.5 items.
: Actually no. There's always been 3 used Armor pen/Lethality items. It used to be {{item:3142}} {{item:3156}} {{item:3147}} . Then Lethality was removed from Maw and added to {{item:3814}} . Well..... okay..... up until Season 5 Duskblade didn't exist, so for awhile there were only 2.
> [{quoted}](name=Illabethe,realm=NA,application-id=3ErqAdtq,discussion-id=HdNVyx6z,comment-id=0008000000000001,timestamp=2018-07-24T00:45:42.141+0000) > > Actually no. There's always been 3 used Armor pen/Lethality items. It used to be {{item:3142}} {{item:3156}} {{item:3147}} . > > Then Lethality was removed from Maw and added to {{item:3814}} . > > Well..... okay..... up until Season 5 Duskblade didn't exist, so for awhile there were only 2. This is the same dude who stated that the season 2 change to arpen to be % then flat was "recent" years.
PB4UAME (NA)
: And more items were added, and the values of it changed, and it pens after % pen, where as originally flat pen was first. There are hugely important and impactful changes that have happened to it in recent years.
> [{quoted}](name=PB4UAME,realm=NA,application-id=3ErqAdtq,discussion-id=HdNVyx6z,comment-id=000800000000,timestamp=2018-07-23T22:43:56.831+0000) > > And more items were added, and the values of it changed, and it pens after % pen, where as originally flat pen was first. > > There are hugely important and impactful changes that have happened to it in recent years. Dude. Flat pen after %pen has been around since season TWO. That isn't "recent years." The values of flat pen have changed, yes. They changed it from overpowered early worthless late (Old Brutalizer shit-stomped current Serrated Dirk/Caulfield's Warhammer, but built into all of 1 item), to more moderate throughout the game by giving half the value up front, and half over the level ups. They allowed (AD) Assassins to have more than a 2 item game where after that they become worthless (Hint, to keep them balanced in such a state, they had to be WAY more overbearing before and during that phase of the game). Duskblade itself is the problem, it is extremely overloaded an item that needs to be split into two entire separate items, partially so that it's "Hidden Mechanic" that in part makes it overpowered can be fully removed. That mechanic being that you can use the Nightstalker passive to act as permanent passive ward detection from the moment you build the Duskblade onward, even when the Blackout passive is on cooldown. Item 1 should be the Duskblade, refocused on it's vision control mechanics. Build it from Serrated Dirk and Oblivion Orb, and make it the first adaptive stat item (Granting either 50 AD or 80 AP), while granting dual-pen and 300 HP. Combine cost should be 300 gold I'd say. Give the Blackout passive a 60 second CD (From 90 seconds), keep the ward 1 shots mechanic. This also allows AP assassins or other champions to opt into the vision game, just as ADs could by buying current Duskblade even if not an abuser of it, but at the cost of their Grievous Wounds access. Second item would be the upfront hit damage item (Stormsurge Stiletto), 55 AD, and other Duskblade stats (At the same cost), but the proc reworked to be Out of Combat for the reset, rather than out of vision. I'd say 3 seconds out of combat for melee or 10 seconds for Ranged would be a fair timeframe to allow the reset. It means you only have to worry about it triggering 1 time per fight, MAYBE 2, not potentially up to 3-4 times on certain champions who can abuse it, who push the item to it's break point where its a major balance problem on.
: Tooltips Update
I think the biggest change you should keep in mind is Total vs Bonus AD ratios as well. We need clarification on them, especially if base AD granting items return in the future.
YuGiHo (NA)
: karth ult cd is never lower in urf than {{item:3157}} cd. even if your an ad champ its worth picking up so you dont lose half your hp every 30 seconds
> [{quoted}](name=YuGiHo,realm=NA,application-id=3ErqAdtq,discussion-id=ApLryxrQ,comment-id=00000000,timestamp=2018-07-11T06:37:51.859+0000) > > karth ult cd is never lower in urf than {{item:3157}} cd. even if your an ad champ its worth picking up so you dont lose half your hp every 30 seconds ADs just get Edge of Night.
: How to fix Talon, Quinn and Wukong
Duskblade in it's entirety could use a rework. Having assassins damage output be amped up (Especially with quite a few who have damage multipliers for it or the ability to hard reset it (Zed, Shaco, Kayn, Wukong, Kha'zix, Talon, Pyke, and even Quinn and Graves when in situations where it is a 1v1 with no other vision sources around) on something as basic as an auto isn't healthy, and they have to become balanced around it. Which means they either become more feast or famine generally, as they become powerful with the item, but weak without it. The fact that it further plays into the vision game in THREE ways makes it overkill, and too mandatory a rush. (For those who don't know the 3 ways, first is ward disable while moving though the area once procced, second is the ability to reveal and kill said wards instantly, and the third is permanent passive ward/"vision" detection from Nightstalker). The item does too much by itself. It would be healthier to split it into 2 seperate items, the Duskblade (Blackout passive CD reduced to 45, keep ward instakills, remove the proc entirely), and the Duskblade proc moved onto a new Lethality item. Said item would change the proc to after 3 seconds out of combat, reset proc, and otherwise be similar in nature. Splitting the anti-vision assassin item and the duskblade proc one means there is an actual choice into what you opt into, rather than just being shoehorned into one, and removes the largest chunk of hidden power the item has for people who are very observant, the fact that you can use the Duskblade's Nightstalker passive to passively detect enemy wards, and even stealthed/in bush champions for the rest of the game by watching if your nightstalker proc starts ticking down the remaining duration. If you want to make Duskblade's assassin boosting tools more equally distributed between AD and AP, you could even consider making it the first Adaptive stat item, and having it provide dual penetration with adaptive AD or AP. Notably both AD and AP assassins generally are fine with having a bit of the other penetration type, as most of them do at least a little of the other damage type (Zed's passive, Shaco's... well, everything is mixed up a bit, Kayn's passive, AP assassin's autos that they should be using, Kong's W, potential shiv purchase if comboing with Stormrazor for ADs, AD from Gunblade for APs) and lets both AD and AP have equal access to the vision game, rather than have it so lopsidedly biased toward AD Assassins and champions in general.
: Season 1 Veteran here; Riot has NEVER suceeded with the Assassin class.
Assassins have had specializations and such that could keep them relavant. Ekko is one of the strongest waveclear assassins, along with Kayn. The two of them have by far the strongest waveclear of all assassins, and more than most mages too. SA Kayn that is even or ahead can flat out delete not just the backline, but also the frontline minions with his W. Only Cannons can survive his W. Fizz is the "fisherman" assassin in that he can fish for picks with his ult for his team. Talon has historically been the suicide bomber, who may just suicide to drop a big nuke on the enemy team (That "Alpha" strike as you called it), Zed is among the strongest duelist and can split insanely hard as a result, while Kass has unparalleled mobility late game and can do similar then. What the problem is is not that assassins are doing their job too well, but that damage in general is too strong. Assassins CAN afford to not 100-0 a target instantly, so long as that target can't just instantly 100-0 them back if they fail. But because that fail case exist, they have to be balanced around the 100-0. If damage and sustain were reduced across the board, assassins could be pushed into having to perform multiple rotations to do the job, requiring smart use of their abilities to avoid damage and get the needed time to finish the kill. But as long as ADCs can just have insanely high DPS right clicks that heal them, this can't ever happen. Giving them mediocre base damages with good scalings would push them into building actual damage, and not tank (cough Tank Ekko/Fizz/Akali/Katarina cough), with decent enough innate durability as to afford to build that damage. I'm not saying make them have bruiser levels of innate durability, but somewhere between a mage and a bruiser. Bruisers need their burst across the board reduced, along with healing potential, mages need less raw poke (although all in can remain fairly similar) and ADCs need nerfs to DPS and sustain through itemization, with buffs to base durability and stats. Honestly, league's biggest problem is just how much number bloat has grown in ALL ways. Heals got bigger, so damage had to get bigger. Damage got bigger, so durability got bigger. Durability got bigger, so penetration got bigger. Penetration got bigger, so shields were buffed to be stronger. Shields got bigger, so damage had to go up to compensate. Rinse, lather, repeat, and you start to get the story of how league has just grown more and more "bigger" on everything, and this bloat has come at a cost to balance. Pure raw complexity is fine, but the number bloat that has come with complexity in many cases not so much. About the only thing that has gone down over time is vision, with more and more mechanics to counter it or reduce it, and more and more nerfs to it.
: I think u should be careful with that phrasing. CC is NEVER a valid only counter to a champion because EVERY champion is bad when standing still doing nothing for 2 Seconds. If a champ has only CC as a weakness it is straight up a bad design. Making tenacity stronger won't help much either. All new champions just got way to overloaded kits, everyone has a CC, some truedamage and special mechanic XYZ with them. The only real thing u can do is try to abuse the broken stuff harder then ur enemie and prey to the elo gods.
> [{quoted}](name=Cptn Han SoloQ,realm=EUW,application-id=3ErqAdtq,discussion-id=mfOUy28F,comment-id=00020000,timestamp=2018-06-22T12:54:54.929+0000) > > I think u should be careful with that phrasing. CC is NEVER a valid only counter to a champion because EVERY champion is bad when standing still doing nothing for 2 Seconds. If a champ has only CC as a weakness it is straight up a bad design. > > Making tenacity stronger won't help much either. All new champions just got way to overloaded kits, everyone has a CC, some truedamage and special mechanic XYZ with them. The only real thing u can do is try to abuse the broken stuff harder then ur enemie and prey to the elo gods. Actually, there are many champions who can mostly ignore CC if played well. Illaoi can bypass almost all non-displacement hard CC with her Q by just queueing up her Q just before the CC is applied, leaving only extremely long duration hard CCs actually impacting her, and her R can flat out make her have true CC immunity for a split-second, completely letting her bypass ANY CC, even Stasis like Bard's ult.
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Steelflame

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