: Illaoi's Tentacles interaction with Mordekaiser's ultimate.
My guess is because you are in the death realm, everything that is in the real realm is left behind, including pets such as Illaoi's tentacles. However, I am curious what the interaction between an Illaoi using E on Mordekaiser then Mordekaiser using R on the Illaoi while the spirit is still up; curious as to whether entering the Death Realm will proc the Vessel trigger on her E.
MaddMan (NA)
: Champions in "off meta" roles...
Illaoi is probably better as a carry due to her ability to farm and inability to save anyone; actually should work well with Pyke since the Spirit counts as a champion and _should_ proc Pyke's Your Cut.
: Can we look at reworking Black Cleaver into a solo damage-booster instead of an Armor-Shredder?
Honestly, as someone who plays juggernauts, I typically only get Black Cleaver for the Phage passive: the absence of tanks top lane, as well as noy building Lethality on juggernauts myself, means that the % armor reduction feels nonexistent on them. If anything, just increase the max stacks to 8 and decrease the armor reduced to 3% because if you are fighting a tank, the fight should be drawn out.
: > [{quoted}](name=RazorScythe,realm=NA,application-id=3ErqAdtq,discussion-id=KroOmpzu,comment-id=000b,timestamp=2019-08-10T18:56:06.901+0000) > > If I remeber right mercury treads and elixir of iron don't actually stack. > > Now if that isn't the case then the cc is just lowered by -0.76 seconds. > > Morgana per skill point: 1.24/1.49/1.74/1.99/2.24 seconds a root > Nautilus per skill point: 0.24/0.74/1.24 seconds a stun > Veigar per skill point: 0.74/0.99/1.24/1.49/1.74 seconds a stun They stack. They all stack, but mostly only multiplicatively. That they stack only multiplicatively for the most part, should tell you, that Riot considers Tenacity to be a broken stat. Mercs + Sterak's are additive. Iron + the initial %10/%20 bonus from Unflinching are additive.
This actually helps a lot ... already knew that multiplicative was how they were calculated before (even believe there were some patch notes regarding that), but since those two sets are additive, that changes things. For example, while in the the OPs example without Sterak's Gage the tenacity would be at 47% max (two summoner's activated for Unflinching), with Sterak's Gage that becomes a whopping 94% tenacity.
: Can we do something for skarner?
Skarner's emote: "I'm Viable!" (image of Skarner smiling with a tear in his eye)
Ieafboom (NA)
: What champs do you LIKE seeing on the enemy team?
With my mains, Yasuo. Actually got to Mastery 7 with Darius because of Yasuos.
: If I ever get filled to Mid, Malz is my go-to, so i guess i'm on the right track. But I will give Illaoi a chance, never played her so it will be interesting! Thank you for the suggestions!
No problem! Also Yorick if you want sustain and a lot of pushing power: Q and Ult both heal, and he absolutely shreds towers post 6 In general, pet champions are pretty good at securing objectives.
: Frustrated from trying to find a champ that fits me
How important is having CC to you? Would just staying alive be an acceptable option? If so, may I suggest Illaoi? Not necessarily a tank or even tanky by any means, but her sustain is pretty insane if you can hit a champion or spirit with multiple tentacles. Unfortunately her only CC is the slow on her E, but here's a little fun trick for you ... because her E doesn't deal damage or CC the champion it hits, enemies will not be interrupted while backing. And since their fountain will be outside the escape range, they will be slowed for a bit and a tentacle will spawn in their base. That might give you a little extra time to farm (which she does well). If CC is more important than the sustain itself but you still would love to have some form of safety, Malzahar is your guy. EDIT: In general, battle mages and juggernauts seem like they would work for you in this meta; just need to figure which ones are good at farming.
Durzaka (NA)
: Why arent you factoring in any AA from Pyke? No Pyke is just Q->E walking away. (unless they are dummy fed).
> [{quoted}](name=Durzaka,realm=NA,application-id=3ErqAdtq,discussion-id=ZBtxsLkO,comment-id=00020002000000010000,timestamp=2019-08-09T16:36:40.041+0000) > > Why arent you factoring in any AA from Pyke? No Pyke is just Q->E walking away. (unless they are dummy fed). Because my issue with Pyke isnt that he can 100-0 anyone; its that he can do so and still stay safe. That exercise was just because I was bored and also because 'base damage' is a bad way to balance anything when most items, runes, and even individual kits outshine base stats of the champions themselves. Not to mention that Pyke is only going to get one auto attack during the stun duration with the setup I suggested. Granted, that auto will proc Electrocute, but eh
: > [{quoted}](name=ImTheJuggernauty,realm=NA,application-id=3ErqAdtq,discussion-id=ZBtxsLkO,comment-id=00020002,timestamp=2019-08-09T13:20:41.506+0000) > > Correction: pyke is not funnier than blitz nor better. How is it better when blitz is actually fair and pyke is not? Also, he can use his engage and disengage IN THE SAME ROTATION. Like legit, he goes stealth, spears you, jumps THROUGH you, stunning you for an absurdly long time and walks away. By the time you go after him, he gets speed boost and runs away. So I believe it is a false argument to make the claim that his engage tool is also his disengage as though it's some kind of weakness. It's not, because done properly, his kit performs both functions at the same time. Both were fair before buff to Pykes R gold, with clear weaknesses. Funnier part is subjective, that's true. If he engages, he doesn't have tool to disengage quickly enough to survive, if so, your teams bad. > Also, the idea that he can't solo kill you unless fed is also sort of bogus in many circumstances, because he can easily 100-0 most non-tank supports, and run circles around the tank supports making them look like children. He can also 100-0 many adcs in lane and many mages THROUGHOUT the game without being massively fed or ahead. He simply has to not be behind, which is a general rule for most champs anyway.... Gonna need some proof of that, his current base dmg/ad ratios shows that unless he is fed, he won't solo kill anyone in first 15 mins, maybe Yuumi.
Level 3 Pyke (QWE) - 66 Base AD Starting Item - Relic Shield (3 Bonus AD with Passive) Q Damage - 75+1 Physical E Damage - 95+3 Physical Ignite total Damage - 110 True Level 3 Lucian - 743 Health, 34 Armor Damage from Q = 76 × 100 / (100 + 34) = 56 Damage from E = 98 × 100 / (100 + 34) = 73 Total Damage from Pyke (with Ignite) = 239 Percentage of Health lost by Lucian = 32% ... of course 15 minutes is a pretty long time, and Pyke should at least have ult by then if not other items. So let's go to level 6, maxing E first because ratios/base damage. Level 6 Pyke (QWE) - 72 Base AD Early Item - Targon's Brace (8 Bonus AD with Passive) Q (1) Damage - 75+4 Physical E (3) Damage - 155+8 Physical Ignite total Damage - 170 True R (1) Threshold - 250 base + 8 from bonus AD Level 6 Lucian - 1001 Health, 43 Armor Damage from Q = 79 × 100 / (100 + 43) = 55 Damage from E = 163 × 100 / (100 + 43) = 113 Total Damage from Pyke (with Ignite) = 338 Outside of Execute Threshold Percentage of Health lost by Lucian = 33% Not really in a mood to break down every little scenario, especially when it comes down to runes, other items, other summoner spells, etc. However I will make two observations based on what little research I did. 1. The stun duration for Pyke's E and the execute Threshold for Pyke's Ult scale with Lethality. With Sudden Impact and Serrated Dirk, Pyke's E will stun a champion for 1.42 seconds; with all three Lethality items and Sudden Impact, it will last 1.89 seconds. 2. The gray health on his passive has a level scaling, a bonus AD scaling, and a max health cap. It also lasts until Pyke heals or dies. In other words, Pyke has the staying power of Garen, the killing power of Zed, and, as of 9.14's Your Cut buff, the money making power of Draven.
: A mage that focuses less on damaging enemies and more on coercing enemies into favourable situations for you and your team, often by threat or use of crowd-control (stuns, slows, charms, etc) ,displacement (knock up, knock back, etc.) or a combination of the two. Effectively, their intent is to 'control' the flow of a team-fight. Damage is usually a secondary for them. Anivia, Azir, Cassiopeia, Fiddlesticks, Heimerdinger, Karma, Karthus, Lissandra, Lux, Malzahar, Morgana, Orianna, Swain, Taliyah, Veigar, Vel'Koz, Viktor, Zyra, Ziggs are all mages I find can do this with a moderate-to-exceptional degree of effectiveness, although there may be others who can do it with a certain playstyle. tl;dr - Control Mage = Mage that uses utility to control the enemy's actions and make openings for someone to make a good play.
This helps a lot, though I feel Soraka would be the quintessential control mage support.
: People need to change their mindset.
In a way, I agree as my own tilt is something I am trying to work on. Sometimes you just have to accept that there is nothing you can do or say to make a troll play seriously or for a flamer to calm down, and that point the goal is not to win as it is to do what you can to enjoy the rest of the game so you don't get stuck in low priority hell. Mute the trolls and flamers, and just play it out. However, I will argue that preventing these scenarios from recuring through suspensions and bans would be ideal. To me, having an automated leaver buster system in place but not something for flamers or inters is puzzling, especially when, if you have anger issues anyhow, you get punished for 'walking away and calming down'.
KazKaz (OCE)
: ADCs in solo lanes need to go
I dont exactly mind ADCs top; after all, Teemo, Quinn, and Gnar (mini) exist, and they can essentially build like an ADC or APC but still function on their own. And I dont mind mages and fighters going bot lane: still want to live the dream of Illaoi ADC with Pyke Support in a normal tbh. What I do mind is the lack of counterplay ranged autoattacks have, which is made even more obvious when base movement speed is much closer between champions than base range. For example, Vlad has 450 range and 330 base movement speed and Irelia has 200 range and 335 movement speed. Without considering abilities, items, or runes, Vlad could kite Irelia for 50 seconds (well more like 40 due to auto attack lag) before she could walk up to him. If Vlad only had 0.5 attack speed (conservative estimate, plus that's easy to work with), that is about 20 to 25 autos from Vlad before Irelia can get 1 in. Of course, range and movement speed dont exist in a vacuum, and chances are Irelia could simply dash to Vlad. However, during the early game, the value of being able to safely harass your opponent can't be undervalued.
: cuz that is what the casual player has done to league, it went from a strategy based moba to a mortal combat /halo hybrid and all people want is to do damage and get kills cuz its FUN the days of actual lane play and wave control/ denial of cs etc has been lost.
Funny how both you and the OP mention fighters as I was big into Shoryuken, Dust Loop, and Test Your Might prior to even playing League. And one of the things that pro players emphsize on those sites is knowing fundamentals: it doesn't matter if you can flawlessly perform tiger knee special moves or complex combos if you are losing to somebody just simply throwing you or punishing you with simple combos after blocking or evading your attack. In other words: fundamentals such as spacing, advantage, etc is how a fighting game player ensures they survive and defeat their opponent, and the combos and other techniques just make that easier. To put it League terms: the goal is to destroy the Nexus, the fundamentals such as map awareness, lane pressure, wave control, etc help in that way, and the individual kits of the champions makes that all easier.
: [Opinion] Lateral Buffs are always more interesting than Vertical buffs.
While I can agree as long the balance team knows when to take away those lateral buffs instead of compensating for them with nerfs to other parts of the kit, Katarina's ult already applied Grievous Wounds and as such this was a vertical buff in terms of duration and effectiveness for her.
: Your advice, while well intentioned, has several fallacies. Lets start with your advice from 1 and go down the list: .1. Malz will win vs Juggernauts (FALSE). Your advice (see below) suggest to build Rylai as the first 3rd tier item. BUT... It does NOT matter if Malz has Rylai, or Liandry and or Morello. This is because its NOT possible to obtain any first complete item build such as Rylai, Morello or Liandry and have enough MANA soon enough in the game to defeat the Top Lane champs because their ability to absorb damage and heal far exceeds Malzahar's Mana pool. This means that Malz MUST obtain a Mana regen / pool early (ie lost chapter) and only then can he start on Rylai (as suggested by you). So that means Lost Chapter + Rylai. Which means we STILL don't have any item that applies grevious wounds or %HP Damage. And he needs boots to have any hope of being able to land a spell / AA / or get his voidlings close enough to help him farm. The Mana Items DO NOT build into Liandry or Morello or Rylai. Which means Malz must either SPLIT his build or build a pure mana item first, which delays Morello or Liandry or Rylai ... and BY the time he does finish those items, Nasus, and Tryndamere have already built either spirit or life steal item that counters all the damage Malz can put out until he runs out of mana. So Yes, its true that Liandry and Rylai help... they can't help IN TIME due to the lack of a first tier item Build path that includes Mana that has enough utility to damage the top laners over the long haul. Echo works to build sustain, but it doesn't counter the healing / shielding that the top laners now have. You mention Doran's shield but that just delays the final Mana build. It does help offset the early damage received by other champs, but because of the delay in building a mana pool it hurts the long term chances later game. .2. Ignite doesn't work on Malz (Partially Agree): I usually run Flash and Ghost, and moved to Ghost and Ignite for the reason that I CAN get a better chance of killing an enemy champ with Ignite when I ult them, or sometimes when they are low. The real problem tho, is that the top lane champs have shields in their Kit, which reduces the chance of ignite working as well has hoped. Mordekaiser, for example seems to constantly have a life saving shield up his sleeve. .3. Runes: 90% of his dmg comes from the spells. I will say this, Most of the GOOD runes other people can use are fairly difficult to use with Malz, because he can't proc them since he is not going to do a lot of basic attacks. Most runes penalize range, AOE and DOT, and ALL of Malz spells are either AOE, or DOT or Non-Applicable (Voidlings). Therefore he gets the shaft. .4. Items: As I said, Malz must have mana to be useful for any kind of exchange, without mana he is useless. Its very very annoying how almost every champ never has to leave lane, where as Malz MUST return to base to get some kind of Mana item or he will lose the lane. It doesn't matter what lane (Top / Mid / Bot / Jg). .5. Lost Chapter is a Must: (100% agree) and this where my argument re: #1 comes into play. Malz HAS to build either lost chapter or the tear *which ends up being not as helpful* in order to survive. BUT just as you advise, HE CAN"T FREAKING FINISH the item, because now he has to build Rylai for the slow or / Liandry / Morello to get any kind of damage that lasts. Because of that, he "Mana POOL" is STILL too small to last long enough vs Nasus / Tryn etc because they heal and heal and heal and heal. So by the TIME that all happens, they have built a full item, and Malz is now has 2 unfinished items and he simply gets out traded and out sustained. .6. Boots: Meh, not worth debating. Ionian seems ok, but again... having CDR is meaningless for Malz when he can't use it. (WHY Can't he use it???) Because it simply means he will run out of Mana 10% faster. (I hope that makes sense?)... the cdr is GREAT, but without the MANA pool He can't use it. .7. Rylai as first item. (AGREED! But, ) If you review my last 20 builds you will see that I usually build Lost Chapter -> Echo or Lost Chapter -> Rylai... Again, this is out of 100% necessity simply because Malz must have mana. Rylai is necessary for Malz but it is NOT good enough. 20% slow just doesn't cut the mustard because there are so many champs that seem to be able to bypass the movement slowing ability of Rylai by using a spell that includes a Dash or Closing mechanic of somekind. Several enemy champs have ults that bypass slow completely. Calling me out on Jg Malz is meaningless, I almost Never do it. That was a rare exception. I do miss being able to jungle. Its simply very unfair that Malzahar's Voidlings can't tank any damage. It ruins Malz ability do damage. IF his voidlings did not die instantly, under AOE damage from champs, this would ALSO help his game significantly, and he might be be able to do better against top laners. As it stands, everyone knows all they have to do is wait for Malz to cast the voidlings and then counter with AOE to kill them all in 1 blast. Its basically a total loss at that point because of the CD for the Voidlings and the cost to cast them over and over. Another issue I have noticed is that his Ultimate power has no Sustain or Scaling like Veigar (Scaling) or other Champs like massive AOE Kat or like Velkoz (True Dmg) that seem to be sooo powerful late game. Malzahar's relies on his ULT to HOLD someone in place, and with QSS (or similar items ) they simply walk away. And Because QSS CD is much faster than Malz ult CD, it makes his ult almost useless. The fact that EVERY CHAMP CAN AUTOATTACK MALZ (IF IN RANGE) WHILE BEING ULTED BY MALZ is moronic. So, overall , You points are mostly good, but they don't address Malzahar's issues which are lack of a Build Path that doesn't split his build early while still being able to help counter the excessive healing and shielding of the top laners. You even admit he needs to build lost chapter first, then not finish the build. But that results in a very significant delay in his build... combined with Malzahar's lack of scaling and Juggernauts simply out last and out damage Malz... At the late game stage, Rylai is useless to slow enough. There is NOT enough damage output to stop the tanks. He has NO re-usable CC QWE. Its over.
> [{quoted}](name=Mataka Tek,realm=NA,application-id=3ErqAdtq,discussion-id=68YQFl4g,comment-id=0005,timestamp=2019-08-07T18:41:56.666+0000) > > Your advice, while well intentioned, has several fallacies. Lets start with your advice from 1 and go down the list: > .1. Allow me to clarify: Malzahar does not win immediately in lane, at least not by threatening a kill; in fact his immobility and lack of range on his spells almost makes him a squishier juggernaut. However, between his spell shield, AoE silence on Q, and ability to clear the wave with E and W (and thus forcing the enemy to contend with lane minions), he can stay safely in lane as long as he has mana to spare. Lost Chapter is good in this regard, as is Manaflow Band in inspiration. Once he has Rylai's, he is able to kite juggernauts and pretty much anyone else by simply pressing W and releasing Voidlings to slow the enemy down. And, in a pinch, R can be used to suppress a single target long enough for other cooldowns, including passive, to come back online. Stop trying to deal damage to the champions then: Malzahar is not going to kill anyone without a few items. What Malzahar can do is stay alive in lane and farm/push to get the gold for that itemization. There's a reason why I suggest not upgrading Lost Chapter, and that's because Luden's Echo only helps him farm slightly faster, Archangel's takes forever to charge into something relevant, and the Hextech item, while somewhat viable, is just not as good as Rylai's because Malzahar has to be facing the enemy to use it, which doesn't help when retreating. Also Doran's Shield is there for both the synergy with his passive (as getting hit while the spell shield up can actually heal you) and, more importantly, the extra damage to minions to help early Es spread and regen lost mana. > .2. Again, stop trying to kill the enemy laner. Malzahar won't kill anyone by himself without items, hence why teleport and ghost work because randomly showing up to bot or top or a jungle invade and ulting an enemy so your teammate can kill them works. > .3. Runes: 90% of his dmg comes from the spells. I will say this, Most of the GOOD runes other people can use are fairly difficult to use with Malz, because he can't proc them since he is not going to do a lot of basic attacks. Most runes penalize range, AOE and DOT, and ALL of Malz spells are either AOE, or DOT or Non-Applicable (Voidlings). Therefore he gets the shaft. ... I'm starting to see a trend here: stop focusing on your own damage to champions. Arcane Comet because three of his spells are DoT and can rapidly lower the cooldown; not to mention that Arcane Comet is AoE (which helps with farming) and also works well with Rylai's once you get that. Manaflow Band because mana is a thing. Your choice of Celerity or Transcendence, depending on whether you want to move faster early game or having better pushing/farming potential mid game. And then any of the last tier: Scorch is obviously better early on and works with Arcane Comet, Waterwalking helps Malzahar's roaming potential, and Gathering Storm provides him with late-game AP, something he tends to lack with the itemization I suggested. > .4. Items: As I said, Malz must have mana to be useful for any kind of exchange, without mana he is useless. Its very very annoying how almost every champ never has to leave lane, where as Malz MUST return to base to get some kind of Mana item or he will lose the lane. It doesn't matter what lane (Top / Mid / Bot / Jg). While that is fair, the need to get Lost Chapter asap, as well as his lack of individual kill potential, is a major reason why Teleport and Ghost are better than ignite. Get 1300 gold, back, buy the book, then tp/ghost back. > .5. Lost Chapter is a Must: (100% agree) and this where my argument re: #1 comes into play. Malz HAS to build either lost chapter or the tear *which ends up being not as helpful* in order to survive. BUT just as you advise, HE CAN"T FREAKING FINISH the item, because now he has to build Rylai for the slow or / Liandry / Morello to get any kind of damage that lasts. Because of that, he "Mana POOL" is STILL too small to last long enough vs Nasus / Tryn etc because they heal and heal and heal and heal. So by the TIME that all happens, they have built a full item, and Malz is now has 2 unfinished items and he simply gets out traded and out sustained. Stop trying to kill; you don't win this game by simply killing champions. This isn't a stock battle in Super Smash Bros: you win by pushing towers and getting that Nexus, which Malzahar can do very well even without damage items. Not to mention that Morellonomicon, Liandry's Torment, and Rylai's Crystal Scepter all build out of the same three tier 1 items (Blasting Wand, Ruby Crystal, and Amplifying Tome) so it is very possible to get those three items after boots and lost chapter, and then make a judgment call on whether to upgrade to Rylai's to help stay alive or Morellonomicon/Liandy's to help kill. > .6. Boots: Meh, not worth debating. Ionian seems ok, but again... having CDR is meaningless for Malz when he can't use it. (WHY Can't he use it???) Because it simply means he will run out of Mana 10% faster. (I hope that makes sense?)... the cdr is GREAT, but without the MANA pool He can't use it. I am actually confused as to how you are running out of mana that much ... by the time I actually get these 900 gold boots, the combination of Lost Chapter or its components, the mana regen from E killing minions, and Manaflow Band increasing maximum mana up to 250 should be enough to at least help you stay out for a lengthy amount of time even with spamming basic abilities. > .7. Rylai as first item. (AGREED! But, ) If you review my last 20 builds you will see that I usually build Lost Chapter -> Echo or Lost Chapter -> Rylai... Again, this is out of 100% necessity simply because Malz must have mana. Rylai is necessary for Malz but it is NOT good enough. 20% slow just doesn't cut the mustard because there are so many champs that seem to be able to bypass the movement slowing ability of Rylai by using a spell that includes a Dash or Closing mechanic of somekind. Several enemy champs have ults that bypass slow completely. That is fair, but that he has a ranged AoE groundsource silence that can stop dashes, bypass Yasuo's windwall, and can be used on the predicted dash area to zone the opponent out. With Rylai's, it's essentially a Cassiopoeia's Miasma, but slightly better. Not to mention his Ultimate suppresses the enemy, which, if they get caught under your tower, just feels good, and the pool continues to exist so, even if you cancel the ult early, the pool will still slow them, and the suppression will still stop them mid dash. > Jg Malz My apologies; I do miss being able to jungle with Malzahar myself, though the viability of it conflicts directly with the viability of lane Malzahar, as if Voidlings were both durable and deadly, he'd probably be gutted. > IF his voidlings did not die instantly, under AOE damage from champs, this would ALSO help his game significantly, and he might be be able to do better against top laners. As it stands, everyone knows all they have to do is wait for Malz to cast the voidlings and then counter with AOE to kill them all in 1 blast. > Its basically a total loss at that point because of the CD for the Voidlings and the cost to cast them over and over. I'll give you that, and it is in fact why I tend to ban Talon while playing him, even though Malzahar can generally punish most assassins due to his safety and wave clear. Talon's W just denies Malzahar any sort of damage or wave clear. However, if you are using W to farm with E, then you just need the Voidling to help the E kill the minions, not to live. And if you are using W and E to damage (once you have items), then holding the enemy in place with R is pretty much necessary anyhow. > Another issue I have noticed is that his Ultimate power has no Sustain or Scaling like Veigar (Scaling) or other Champs like massive AOE Kat or like Velkoz (True Dmg) that seem to be sooo powerful late game. It is a utility spell: while it can do a considerable amount of damage with some setup, its main use is suppressing the enemy. In other words, you use it as CC first and Damage second. > Malzahar's relies on his ULT to HOLD someone in place, and with QSS (or similar items ) they simply walk away. And Because QSS CD is much faster than Malz ult CD, it makes his ult almost useless. The fact that EVERY CHAMP CAN AUTOATTACK MALZ (IF IN RANGE) WHILE BEING ULTED BY MALZ is moronic. I'll give you that, but QSS also applies to a ton of other ults, including Warwick's Ult, Skarner's Ult, Urgot's Ult (second cast), Mordekaiser's Ult, and even Yasuo's Ult if used with Flash (which something I was not aware of tbh). Not to mention if the enemy has QSS, don't waste your ult on trying kill them; if anything, once you have Rylai's, use the ult to bait the QSS out so your team can kill them while they are slowed. > So, overall , You points are mostly good, but they don't address Malzahar's issues which are lack of a Build Path that doesn't split his build early while still being able to help counter the excessive healing and shielding of the top laners. You even admit he needs to build lost chapter first, then not finish the build. But that results in a very significant delay in his build... > combined with Malzahar's lack of scaling > and Juggernauts simply out last and out damage Malz... > At the late game stage, Rylai is useless to slow enough. There is NOT enough damage output to stop the tanks. He has NO re-usable CC QWE. > Its over. While having an item to build Lost Chapter into immediately would be nice, it is simply there for mana sustain in the first place. And I will reiterate this one last time this post: stop trying to kill champions. Malzahar is not a 1v1 or 1vM champion: he is an MvN champion that will generally get kills secured or just assists through DoT and CC. Your goal in lane is to stay alive and farm, not to kill. (would say more, but character limit).
Hi im 12 (EUNE)
: i mean if you're good at jungle you'll be in dia in 100 games, i get that there are unlucky games but people that have 5k games in bronze and are like "its not that im bad its just not a 1v1 game!" are idiotic.
Sorry, but while the Law of Averages would suggest that eventually a player will climb after enough games won, that law is an erroneous generalization, and unless a player is in Iron IV with 0 LP, that player has a positive chance of both going down and going up. And since this is a team game where an individual player must work with four other players to defeat the other five players, that chance to go up or down ranks fluctuates from game to game depending on the quality of both teams. Being individually good does help, but being good as a team helps more.
: Aatrox E shouldn't be a auto reset then, because you're saying any auto attack resets in kits makes the kit overloaded (therefore abusing the item)
> [{quoted}](name=Ragnaveil,realm=NA,application-id=3ErqAdtq,discussion-id=i8ENEqm2,comment-id=00030000000000000000000000000000,timestamp=2019-08-05T17:49:48.238+0000) > > Aatrox E shouldn't be a auto reset then, because you're saying any auto attack resets in kits makes the kit overloaded (therefore abusing the item) Uh no ... overloaded kit means having an extremely versatile kit with sustain, mobility, immobilizing or displacement CC, and maybe even an assortment of damage dealt or resistances. Pre-rework Irelia is the posterchild for a champion with a overloaded kit, which is part of the reason she was nerfed so much prior to being reworked, which, while she is still overloaded, has a bit more skill expression possible. Like I mentioned before, top lane Shyvana uses Spear with her Q, which is similar to Renekton using it with his W. The big difference is that Renekton has a stun, a two-part dash that shreds armor, and an AoE heal without itemization, meaning a Renekton only needs Spear to do work but still gets better with other items. Not to mention several other champions have auto resets: Darius W, Garen Q, Wukong Q, Mundo's Masochism, Trundle Q, Nasus Q, Vi E, Rengar Q, Volibear Q, and Yorick Q off the top my head. Oh, and Illaoi W, but I wont argue that the item complicates her despite her lack of mobility and CC simple because her W and ult are closely tied together anyhow.
: No champions in the game have been balanced around an item like this existing. Until that happens, it shouldn't exist.
Nice catch 22: so are you saying we should go back to Madred's Bloodrazor instead of Blade of the Ruined King? Maybe get rid of Unique passives, especially named ones, and go back to the League of Cleavers/Warmogs/Sunfire? Champions werent balanced around them, so that applies right? While I agree some items should be removed or changed because their limited but powertul niche makes them overpowered (namely Innervating Locket on low cooldown champions like Udyr), the fact Spear has opened up more opportinities for champions with auto-attack resets should be an indicator that the overloaded kits themselves need to be addressed.
GigglesO (NA)
: removing his automatic heal on ulitmate* Its a skill check rather than a get out of jail free just because I mannaged to spin at the last second and my r auto healed me. Atleast he could fuck up. as for spear of shojun Riot season 2-3 "We are removing atmas because damage defense items don't work well" Also riot, heres this cool spear thing that gives a shit ton of stats, super exciting cdr when you ulti, and yep, that about sums up this item.
Well aware of what you said about tryn and it is still ignoring the issue of him getting lucky with a few crits without crit itemization. Oh he heals after R? Grievous wounds. And him healing after R ends is not to stop him from using lifesteal crits to heal before then, or Q to heal while he has the rage to do so. Funny you mention Atma's and Spear like you just did, because both were at one point being worked on in season 7 or 8. I believe they renamed Atma's from Impaler to Reckoner and built out of health instead of armor, but the effect was still reminiscent. Spear, however, was entirely different and granted the AD equivalent of Fizz's current passive. Pretty sure they only released it as it is now because Essence Reaver, a pure damage item, no longer has that same passive after another rework.
: It just needs to not give the cdr on hit shit. It causes a ton of abuse situations if its good. So far Ren and Jax are the ones abusing it (Riven did for a time but shes got other options)
Renekton only abuses it because his W counts as two to three auto attacks and stuns the target. Shyvana top (which does exist in the Korean meta from what I gather) does the same with her Q once she has Spear, but it isnt as oppressive I guess because her kit is limited in CC, sustain, and mobility compared to Renekton. Pantheon post-rework might be similar as his Empowered W also counts as three hits and his ult grants him max stacks, but we'll see how that goes. Jax has an auto-reset himself with W, highly versatile mobility with Q, an attack speed steroid passive, and an AoE stun with E. Not to mention the health is actually good with him because of passive armor and magic resist from ult. Not a lot of champions compare to that; Yi comes to mind but he trades CC and resists for sustain and true damage. But in general it is because Renekton and Jax have versatile kits and a way to cheese the effectiveness of Spear's passive that makes the item so oppressive on them.
Hi im 12 (EUNE)
: >Thank you: rank is just a measure of your success, not a measure of mental acuity, and neither necessarily influence the other. when talking about jungle it sure is a measure of "mental acuity" since having correct pathing already secures you plat+
My apologies: I meant to support Barkley's argument that 'low rank' does not necessarily imply 'low intelligence'. In general knowing how to play one's position and play it well grants a better opportunity for one to climb, but Summoner's Rift isn't just one player versus another one; it is five players versus another five. And since jungle's influence is spread out over the entirety of the map at the start of the game, a jungle's success is more dependent on their team's success.
: Hunter's Potion Removal
I wouldnt mind if they compensated for its removal by shifting some of the health and mana sustain to the smite buff item, as that is what it was for. But simply removing it just reinforces the gank-focused jungle meta.
Cojak (NA)
: I would say most of the time (cause exceptions always exist) Jinx has a weak early. levels 1-3 is when she gets stomped the hardest (unless she's ruined differently than a reg adc). Her** support** is what wins the lane and gets her to mid game. In my opinion certain tanky supports suit her best except for braum. Hard cc types that can push them past, or hold them to, a certain line so she can place traps and chain the cc. When laning with most other supports, trapping is difficult, and thus the lane suffers. It still falls mostly to the support to make the lane work even in those instances. If you want to beat jinx, make those early early ganks and keep her shut down in lane. Then, unless your team is boosted, you should be able to group and mow down objectives without her making an impact in the fight. Again, in my opinion, Jinx is a niche pick. If she has the right support, and the other team lacks jg presence, she can get out of control by mid game. If that same jinx keeps it together and groups then she can be unstoppable throughout the match. Randuin's and tabi are a must for going against a jinx. CC is a must for going against a Jinx. When you decide to fight her, commit 100% to getting on top of her and bursting her down. There can be no maybes.
Agreed: support with immobilizng CC can make Jinx really good once she gets E and, in hind sight, may have been why I had trouble laning with a Yuumi support some time ago. If the support only offers utility, she won't be able to do as well. Morgana is especially evil as Morg Q+W into Jinx E into Jinx W means the opponent wont be moving for a long time.
GigglesO (NA)
: What I was going for was removing some of the extra stuff that they either have, or have acquired over the years. Sometimes even just removing some of the extra shit theyve gotten would put them in a better place to play against/balance. They don't need alot of the extras they have. Like in trynds case its just a skill check removal when he auto heals.
The idea I get, but the execution is off. For Tryndamere he seriously just needs to stop feeling like a slot machine prior to any crit itemization. That alone would give him a better skill check than reducing or removing his heal (which is 1000 gold to item check currently). Zed needs to be punished harder for bad dash choices. Yasuo ... honestly not too worried about Yasuo outside of his Ult dealing its damage all at once. Actually tend to eat Yasuos with KDA Wheaties. Pyke just generates too much gold now; they already gutted his solo lane viability so while he could still 1v1 solo laners, he couldnt do much for wave clear or defensive itemization. Spear of Shojin, again, needs a tankier build path and that's it. It and the version of essence reaver before it has brought a lot champions out of obscurity. Remember when the Renekton bar was obsolete? That was before Essence Reaver was reworked the first time. Or how about top lane Shyvana? Riven, Jax, Yi, etc. should never be used as a measuring stick for items because they get good with items in general. Jax and Yi broke Sated Devourer and Guinsoo's Rageblade, possibly even Feral Flare/Wriggle's Lantern (though that mat have been more of Udyr's fault), and Riiven can pretty much build any AD assassin or bruiser item and still do well.
Barkley (NA)
: And for the record, I've been gold twice and hit 2 wins in my plat promos once. But (and downvote me all you want, I'm used to it and don't care) every season the goddamn stupid ranked system starts me back at the top of bronze or the bottom of silver and I have to climb through the cesspool all over gain, which takes WAY too long. The minute I'm out of silver, I climb rapidly. As I said -- gold twice, almost plat once -- the few times I managed to hack my way through garbage ass silver troll bullshit. But it doesn't matter, and I don't care anymore -- because silver is dog shit and takes forever to climb through with all the AFKs, inters, feeders, flame, and other miscellaneous bullshit. Why you don't just keep your rank from season to season I'll never know. I'd be gold/plat for many seasons now if I didn't have to deal with silver every goddamn time. But w/e. This post will get downvoted to oblivion and people will say "silver is so easy to climb out of" "you're where you belong" blah blah blah, I've heard it all 10000 times, I don't care. Point is, when I get out of silver I climb rapidly. Takes me damn near a whole season to get out of silver, but then it takes me less than a week to almost hit plat -- RIDDLE ME THAT, BATMAN. But then the season ends and I go through placements for the new season, and guess what -- I'm right back down to high bronze low silver and have to do it all over again. Its tons of fun and not infuriating at all. It must be so fucking nice to end a season in diamond and then get placed in plat or diamond the next time. Never have to deal with low elo. Don't even know what its like. And sure, for people that play carry-style champs, assassins, that kind of thing -- its probably really easy to climb through and carry yourself. But I don't play stuff like that. I play tanks. I play setup champs. I play things like sejuani. Amumu. Tank jarvan. If I get a bad team, I'm just screwed. You're never gonna hard carry a game on a tank. It just doesn't happen. And I just don't play well on hard-carry champs like riven, yi, trynd -- that sort of thing. Its just not my style. So i CANT carry myself all by myself 1v9, I'm not that good. I'm just not. But I'm DEFINITELY not a goddamn silver player, and the fact that I climb RAPIDLY once I get out of silver is a testament to that. I climb RAPIDLY once I have team mates that actually know wtf they're doing. People that will follow a call. People that don't go 0-10 in lane in 10 minutes. People that don't go suicide into a baron that's already taken. People that don't run it down mid because they died once and "GG GAME'S OVER GO NEXT" I don't play champs that can handle that sort of adversity. I don't play solo carry "yolo q hero" 1v9 champs. I don't have the mechanical skill for it. And I'd never claim to be Diamond+. I'm platinum AT BEST, probably more like mid-high gold. What i DO HAVE, however, is macro play, strategic knowledge, and excellent team coordination. Well.....That doesn't work unless you have a team. Downvote me. Flame me. Rank shame me. I don't care. Ranked sucks, its an unnecessary stress fest and its just not even worth my time anymore to try. This is why I'm so glad to hear that high elo has become as toxic as low elo has been for a literal fucking decade. I'm glad. SUPER glad to hear it. maybe now you high elo condescending holier-than-thou princesses will understand what we've been dealing with down here for a LITERAL DECADE. Welcome to hell, motherfucker. We've been here for 10 years. Its nice and cozy and warm.
I might create twenty smurf accounts just to like that post twenty more times. Well said.
Barkley (NA)
: No. Its wrong to have farming be a negative option, and a last resort. Farming your jungle is almost always a worse option than just ganking repeatedly in the current meta. Jungle experience is a joke. Unless you're getting kills or AFK farming your jungle, you fall behind. So much so that you become irrelevant. And since AFK farming means zero jungle pressure, and therefore a probable loss -- ganking quickly becomes your only option. And god forbid you make a mistake with your gank and die, or don't get a kill -- then you begin falling irrecoverably behind. Its absolutely punishing, and not very fun to play. Basically whoever gets more successful ganks off, wins. Counter jungling means nothing. Catch up XP is a joke. And games snowball so hard right now that really all you need to do as a jungler is get a couple early ganks off to get a lane ahead, and the game just snowballs from there. Power creep has become such a readily apparent issue in this game that literally everyone can 100-0 everyone else (wtf are resistances?), and so the minute someone gets ahead in lane -- the lane is just over. There is no come back. There is no 1-for-1 tit-for-tat, both laners come out 3-3. None of that. If you get an early kill, you just win the lane, period. And so this has devolved the jungle meta into "Gank as much as humanly possible all the time and do nothing else or you're SOL" Jungling used to be the most cerebral and strategic role to play which is why I fell in love with it and main it. Nowadays its probably the most braindead. Inb4 "Shut up silver scrub low elo trash fk u" even though everything I've said here is accurate, because in this community rank == intelligence, apparently.
> [{quoted}](name=Barkley,realm=NA,application-id=3ErqAdtq,discussion-id=6WGKLddh,comment-id=00000000,timestamp=2019-08-05T05:06:11.830+0000) > Inb4 "Shut up silver scrub low elo trash fk u" even though everything I've said here is accurate, because in this community rank == intelligence, apparently. Thank you: rank is just a measure of your success, not a measure of mental acuity, and neither necessarily influence the other. As for fixing the jungle itself, I have a few ideas: 1. Increase experience gains at level 1 from lane minions for laners: This doesnt help the directly, but by often as a jungler I see I am the first to hit level 2 because of clearing the first buff. 2. Increase experience gains at level 2 or 3 on from jungle camps for junglers: Likewise, after a certain point, the experience gained from the jungle feels like a joke. 3. For Monster Hunter, convert lost gold from lane minions to experience: This is more of a crazy idea, but it would help junglers that fall behind after a bad gank get back in. Would need to be balanced heavily though. 4. Rework Krugs: I have started to ignore this camp all together. Not only does its location prevent easy access compared to Gromp, Murkwolves, or Raptors, but the constant splitting after death makes this camp incredibly tedious. If you want to keep the split mechanic, just have two medium Krugs that each shed off two small Krugs at half health. Granted this might open up abuse by simply letting the medium Krugs live, but that could be remedied by throttling gold and exp gains from small krugs.
GigglesO (NA)
: Unpopular Opinion: S9 Updates worse than S5 updates
S5 Updates were bad because of timing; they released them just prior to Worlds and pros had little to no time to practice against Darius, Skarner, and Mordekaiser. That was a major reason why the Ardent Censer meta wasnt fixed immediately years laters; they didnt want to make massive changes like they did before. As for the changes, a lot of them miss the mark: Tryn - The complaints I see are on his passive crit chance and him relying on crits in trades. This to me is simple to fix: give him 100% crit chance at max rage, and 0% crit chance until then. This gives his opponent a clear idea of when he is about to go ham, and actually provides a bit of tension with Q's active heal. Zed - The dashes are what make Zed, well, Zed, but the bigger issue is that there is little incentive for him not to use one or two of the dashes. I would either add a debuff of some kind to the dash so that predicting his dash feels more rewarding, or have a successful dash pop all shadow clones but also give Zed stealth of some kind for a very short duration. Yasuo - This one is a bit more tricky for me to tackle as while the Ult is what I have the most issue with, its because CCing him during his ult doesnt prevent the damage last I checked ... in fact it pops it sooner. If each of the three strikes dealt a separate amount of damage, I would feel better about stunning Yasuo out of his ult. Riven (aka Spear of Shojin/Black Cleaver) - Just give Spear a more tanky build path; Phage is the important part of Black Cleaver for Darius, and he could use Trinity Force just as well depending on matchup. Pyke - Reduce gray health, but more importantly revert the buff on Your Cut or just half the amount of gold provided by it. One good ult by Pyke and his team gets a massive gold lead.
: Malz spell shield is a joke. Many of the top laners have shields that regen with QWE, vs Malz shield takes 3 times that amount of time. Also, top laner shields absorb lots of AA damage, Malz spell shield pops with ANY amount of dmg on it. His shield needs to be given some fading CC protection after popping like it used to have. The reality is Malzahar simply cant compete with the likes of Morde, Irelia, Olaf, Nasus, etc in a standard 1 v 1 and these guys are migrating into Mid because they KNOW it.
Alright I'm calling you out here. You see this? https://i.imgur.com/CASByfU.jpg That's your visible match history according to the data Riot has aggregated and published. Very easy to find, and other external sites like OP.gg might have more data. Aside from ignoring my advice as someone who plays Malz when mid and is only a token away from M6, you also tried jungle Malzahar, something that even when it was viable wasnt without flaws (when I tried it out post rework, found out voidlings messed with the hostility timer on Herald and Malzahar couldnt clear it). Not to mention you lost to Yasuo, Vel'Koz, Zed, Tryndamere or Nocturne, Mordekaiser, and Ekko, won against Yasuo, Vlad, Veigar, and Ziggs in your past 10 ranked games as mid Malzahar. While Mordekaiser is indeed a juggernaut, all of those champions are viable mid (except maybe Tryndamere/Nocturne). Also, before you try to bring up the whole 'Iron IV; argument is invalid' excuse, I just finished my placements a few weeks ago and have been holding off on trying to climb because I admit I am a bad jungler (also because of how much I tilt).
: Nerf Deaths Dance
Eh ... as someone that rushes Death's Dance on Illaoi in most games as her, Death's Dance is a case of everything working together so well on it. Base stats are already noteworthy: 80 AD is comparable to Infinity Edge and maybe Bloodthirster atm, and it comes with 10% CDR. The 15% healing from all damage (which includes true damage for all you Conqueror and Electrocute fans out there) works well with those stats because more CDR = more frequent abilities and more AD = more powerful abilities. The damage conversion to bleed, while not a bonus by itself (actually a nerf if the fight goes longer than 3 seconds), it gives the champion with Death's Dance to make up for lost life with the sustain. So, aside from the 'build Grievous Wounds' argument, I will suggest increasing the frequency of the bleed ticks. Maybe adjust the duration as well as the amount converted, but that is really risky.
: Top Lane champs dominating Mid Lane Malzahar
Just looked at your recent match history and I'm wondering if you actually know how to play Malzahar effectively. 1. Malzahar has very terrible burst, but that's fine because he about wave clear and sustained damage, which is great for pushing structures and securing dragon. Once he gets Rylai's, Liandry's, and/or Morello's, he will win against juggernauts. 2. Teleport and Flash > Ignite and Ghost. I dont believe I need to speak for Flash, but as for Teleport, Malzahar is not a burst champion and thus can't get the enemy low enough for Ignite to secure a kill. Teleport helps with his roaming potential as well as his laning phase prior to getting Lost Chapter or a full Manaflow Band. Ghost is an option here as he is highly immobile. 3. Can't see runes, but I will just say Sorcery primary, and Domination, Resolve, or Inspiration. Domination provides Ravenous Hunter and Cheap Shot, Resolve provides Demolish and Overgrowth/Second Wind, and Inspiration provides Biscuit Delivery and the potion rune. 4. As for items, I can get behind the Sapphire Crystal + Refillable Potion start as his E's mana sustain scales with mana. However, I will suggest to keep Doran's Shield and Doran's Ring in mind as well: both help his E by helping him deal more damage to minions with auto attacks. 5. As for your first tier 2 item, Lost Chapter is a must, but don't upgrade it right away. You just want the mana on level up early on, and none of the tier 3 upgrades actually give Malzahar any kind of immediate lower spike. 6. For boots I prefer Ionian Boots because while Malz deals a lot of magic damage, I get more utility from reduced CDR. 7. For your first tier 3 item, I actually suggest Rylai's unless you are winning hard, in which case go with Morellonomicon or Liandry's based on the enemy team. Rylai's is just great on Malzahar not because it helps him catch anyone, but because it keeps others from catching him. Just use his W and either they will stop to attack the voidling, or the voidling will hit them and slow them down.
Gëcko (NA)
: Who truly likes this game?
Yes: I like the game, and while I do complain about mechanics a good deal, that's because I've been playing on and off since prior to Xin Zhao's release and can still see potential here. I also like the part of the community that supports the game through artistic endeavors. What I dont like is the part of the community that focuses entirely on gameplay to the point of being overly competitive and toxic af, as well as executive decisions that cater to the professional players, their viewers, and the aforementioned portion of the player base, at least with the current driection they are headed in.
: Who is the weakest supp champ right now?
Due to the aggressive nature of the laning phase now, passive/reactionary tanks like Braum and Alistar are extremely weak currently. Braum is an easy fix: change it so that dealing damage with an ability or auto adds a stack per ability or auto, not just from an attack. Alistar is a bit trickier as while his WQ combo is a great engage tool, his passive is a great source of sustain and pushing power as long as your ADC farms instead of harassing. Unfortunately, since Alistar has no safe harass, the ADC has to take that burden on themselves. Personally, I would like a different E to help with this, but that's me.
Shahamut (NA)
: Another Skarner rework Idea
I like the overall idea, but a few ideas: Crystal Song - I love this. Crystal Energy - While I'm a bit more reserved about this as I personally am terrible at playing manaless champions, this is actually great as it helps solve his mana issues by simply removing them. Sheen is still a good item as well due to the Q change proposed. Frenzied Strikes - This is good as far as putting emphasis back on his Q and not his W or E. Only things I would change is the root on Smash to grounded+slow and the slow on Sting to root; smaller hitbox + more build up = stronger CC. Exoskeleton - I would just make it a moderate health shield in general and grant him bonus armor while the shield persists. Otherwise very nice. Fracture - I do have one suggestion here, and that is to add a tap/hold mechanic similar to Pyke's Q that changes this from a short-range cone to a long-range line; while it is definitely a dream for me to stun multiple enemies easily with Fracture, his current Fracture is useful for catching opponents while ganking. Impale - His ult is iconic in terms of gameplay, and the only thing I would add here is maybe synergystic passive with Exoskeleton (like Sivir's ult and Ricochet) that grants Tenacity while it persists.
Shahamut (NA)
: >Now, as for mechanics, and anyone who even remembers Skarner will know what I will say here: the current passive is a complete balancing nightmare. However, I think it has some merit, as the buffs the spires provide are actually crucial for Skarner as jungler. The spires are not "crucial" for anything that Skarner does. As someone who has posted a great deal on the spires passive, I can only reiterate that they are not a "balancing" nightmare, but a gameplay nightmare. What the spires do is irrelevant. The problem lies in that he has no personal agency over them that is greater than anyone else on the map. Ergo, if your team is winning, you will control the spires. What they do is still irrelevant, because your team is ahead and will probably carry you. If your team is losing, you will NOT control the spires and therefore never gain the bonuses, no matter what they are. The spires locations also keep his power locked into the jungle, which prevents them from being a part of winning the game (taking/defending towers and nexus) More about lore when I return. Gotta grab some groceries XD EDIT: AND IM BACK Lore: Personally, I love Skarner's lore. I think it is beautifully written, and gives Skarner a great motivation for being out and about in the world. I DEFINITELY agree though, that it could be more integrated with other aspects of the league universe. The only lore based interaction that I can get is that Jayce is in trouble if Skarner ever finds him (I believe Jayce's weapon is powered by one of the stolen life crystals). That being said, he is (now anyway) in the shuriman dessert, and has no interactions or acknowledgments from any of the other shuriman characters. Did Azir/Nasus/Renekton know of the Brackern? What do the Brackern know of them? Was Sivir's group of bandits the group that awoke Skarner? There are so many ways to deal with it. Has Skarner met with any of the Xer-Sai in the desserts as he searches? Overall, lore good, but needs improvement
Apologies for taking so long to respond; I have been taking a break from League to help control my anger issues, with yesterday being an exception because of my friend's birthday. Anyhow, I agree the spires themselves are useless: however the buffs from them, notably mana regen and attack speed, help improve his clear. Which, in hindsight, proves to be even more feast or famine as without the Spires, Skarner can't even farm effectively. As for the story, I'm glad you agree that his lore has potential and could be improved. And the Jayce angle is actually pretty clever, since if that is true it would actually tie Piltover and Shurima together, which could open up more potential plots for future champions.
PavLoo (NA)
: Urgot needs some major nerfs
Not going to lie, Urgot is annoying to fight, but that's because he works with so many runes set ups because W applies on-hit effects. This means he can run Grasp of the Undying to get super tanky, Glacial Augment to make himself extremely sticky early on, Conqueror to help him sustain early on, etc. I wouldn't be surprised if somehow Press the Attack worked with his W (not saying it does for sure, but that would be a pure damage option for him other than maybe Electrocute). Maybe even Kleptomancy Urgot might be a thing? If an Urgot knows the matchup well, they can counter before items with the right rune setup. And that's before considering mobility and shield on E, an execute that doubles as an AoE hard CC with R, etc. Ironically, because his W is what gives him a lot of power and it counts as an attack, Rammus is actually a really counter; even when Urgot was bugged to where he could rapidfire his W, Rammus just pressed W and won without attacking.
: While not all reworks Riot have done are great, Pantheon is looking good and promising
I believe what separates the Pantheon rework from other reworks is how little they changed from his original kit, and it works well. Some previous reworks have been a bit more adventurous, and their success has largely depended on how the champion feels before and after the rework. Old Sion was ... a mess in all honesty. Not bad, just not very cohesive with him basically being an pseudo-hybrid juggernaut with only one CC and just a lot of staying power. New Sion is actually a tank and ... well ... plays like it. Old Nunu was just boring, and was pretty much like Old/Current Pantheon with Snowballs instead of Spears; in fact keeping his ult and consume similar actually helped in my opinion. On the other hand, there is the Aatrox rework which I still hear some complaints about. As far as minor reworks go, I believe Gangplank post-Burning Tides and Malzahar after the mage update are the best examples and show that Riot has a good track record here.
: Pantheon's New Kit
Hmm ... the combination of Ult granting all five stacks of his passive and his W counting as three auto-attacks when empowered, he seems like a prime candidate for Spear of Shojin; ult, W, auto, E looks like his bread and butter combo for trades post 6.
: > [{quoted}](name=Düff McWhalen,realm=NA,application-id=3ErqAdtq,discussion-id=jEAj4nZO,comment-id=0000,timestamp=2019-07-30T18:24:38.436+0000) > > Hold This button and then click - ( ~ ) it's the button directly to the left of the number one on the top of the keyboard. I'm assuming that's the target champions only button? If yes then I've tried it already
I dont know if your settings were changed, but going through the Riot Games directory, in the League of Legends/Config directory, there is a file named 'input' that can be read as a .txt file in Notepad. From it, Alt seems to be self cast, and Shift seems to be something called 'smartcast'. F1 through F5 are also referred to as 'Select Ally/Self', but since this is for allies only, I assume this is only something like instant camera panning. This assumes you are on PC though. EDIT: Found the 'evtChampionOnly' trigger; others are right in that it is ` (which is the un-shifted version of ~ on a qwerty keyboard)
Cloud273 (NA)
: Unpopular opinion...Volibear is actually fun and balanced in his current state
Honestly I would just like to see his passive and ult reworked somehow. Passive - Increased health regen based on missing health outside of combat; increased lifesteal during combat based on missing health during combat. Plays on the duality of him as a mystic and a warrior in his lore. Ult - Passive: Dealing ability damage heals Volibear based on his missing health. Active: Same, but allow for an attack speed steroid and possibly a damage buff that applies to targets with certain health thresholds. Right now, his ult does not live up to what it does in his biography. There, he calls upon his newfound power to come back from certain defeat against the Ursine Triumverate, ascertaing his place as their chieftan. In game? It tickles. Otherwise, his abilities are good.
Rioter Comments
: Well the reason I was proposing a mastery requirement is generally a long the lines of preventing players from first timing a champion in ranked. You are correct, it doesn't reflect the skills.. but it does reflect experience with that champion. At mastery 1 you might be able to play a champion well... but by mastery 5 you should have a strong understanding of that champs inner workings. You would definitely have played enough champs to know... OK they took this champion and they wreck havok on my Yi Jungle (example) i.e. who is going to hard counter you and who you're going to wreck. Ranked isn't really the place to be first timing a champ in my opinion. As far as Reworks go... anyone that plays a champ to mastery 5 can generally adapt to the changes presented. I mained WW, Raka, Nunu, Taric, Poppy, and Mordekaiser (and a few others) all before their reworks and when they changed.. it wasn't too hard to adapt. For the most part the "essence" of the champ stays the same... you just might be doing line shots instead of point and click. I feel like if you put yourself into character, you do more successful with that champion. I try to think how the champion would behave and play to that "method".. when I play WW I tend to try and think like a wolf hunting in the forest. As far as new champs go.. I think they should be on the rotating ban list for at least the first month after release. Countless times has a champ released and wrecked havok with several patches of dialing back before finding its niche. League is about adapting.. but my main objection comes from players taking those champs into ranked having NEVER played them.. I've worked too hard to get where I am for "you" to experiment with something untested in ranked. New champs being autobanned for at least a month gives RIOT time to get them balanced live, without some overbearing factor appearing.
You really just want to be right, don't you? I even agreed that untested champions shouldn't be taken into ranked, and offered a solution (aggregation of match grade data from normals for said champion). Maybe more leeway can be given for having higher mastery and in fact nothing should a player with m6 or m7 from playing as those two require multiple S's to get, but basing allowance into ranked on Mastery, which is based on experience and not necessarily skill, is not a good solution. Ok; let's take Old Sion vs New Sion then. Old Sion could be built tanky AD thanks to attack damage provide with E and massive lifesteal from Ult and could be built AP thanks to 100% AP ratio on a 2 second point and click stun and and an aoe shield. New sion now has a pseudo-revive passive, has an AoE channeled knock up, an armor shredding slow skillshot, and an ult that makes it clear he is a tank. Only his shield is similar. Or Old Taric vs New Taric: Old Taric also had a point-and-click stun with damage and duration varying based on distance, a point-and-click heal that worked better on himself, an aoe attack that passive granted armor to all allies, and an ult that gave him and him alone a massive offensive steroid. Or Old Urgot vs New Urgot: outside of the Q and maybe a case for his old ult and shield now being his E, nothing is the same here. He even builds much differently now. Even champions that only have parts of their kit reworked can play and even build differently: Singed losing health from mana mean that rushing RoA and Tear wasn't as good, Skarner getting the spire passive pretty much restricted him to jungle, Gangplank getting barrels and the flaming sword made him a bit more nuanced.
: Who should a wood tier play?
Support: Yuumi or Alistar; both dont need high mechanical execution except maybe Alistar's WQ combo, and both dont need to be active in lane as Alistar can heal the ADC as they farm and Yuumi just sticks to the ADC. ADC: Sivir and Ashe are both pretty straightforward and don't require mechanical nuance. Mid: Malzahar; the most mechanically advanced thing you'll do is powering up W with Q and E. Only issue is mana early on, but getting to 1300 gold for Lost Chapter helps. Also Talon for similar reasons (combo is QW auto) but you want to gank and kill instead of push and farm. Jungle: None; saying this as while jungle can be a fairly micro-lax role depending on the champion, it also one where the macro is more important. Top: Garen, Mundo, Renekton, Nasus, ... honestly a lot of top champions could be considered mechaniclly simple. *Renekton is mentioned due to having sustain, mobility, CC, and a fairly simple yet useful ult. **Nasus is mentioned due to relying on his point and click Q; although his late game is dependent on his early game macro in terms of wave control, his micro is pretty simple.
: Not every AD champion can use AP, but every AP champion can use AD because every champion can autoattack. That's just the game working as intended. It's fine for some(because few do) AP champions to go AD and it's illustrated by the fact that TF and Kennen have some AD scaling. Some AD champions are encouraged to build AP(Ezreal, Kaisa, Tryn, and Illaoi) as well so I don't understand why it frustrates you because there's nothing unfair about this.
Minor nitpick, but why would Illaoi ever build AP? Maybe Lost Chapter or Tear of the Goddess if the player is hard pressed for mana, but that is for mana, not AP. If you want examples of AD champions building AP or Hybrid, I suggest Kog'Maw as an example.
Laura ß (NA)
: if my team consists of terrible late game scaling champions is it worth dodging?
Dodging, no; surrendering, yes. You even said that your team was winning and even close to getting the nexus before the late game, so why would you dodge before the game even starts? Not to mention that their composition is a little bit better than yours; Maphite will body Nautilus hooks all day and laugh at MF's Lethality, Jinx has better farming and pushing potential, range, and CC than MF, Yasuo combos well with Malphite and a well-timed windwall negates Zilean's bombs, Poppy is a decent choice though as a Warden she's better when playing defensively, especially since her ult is pretty useless in the enemy base, and Elise can help snowball Nasus by comboing Irelia to death. Not saying this to make it seem like the game was lost based on picks alone; I'm saying that despite having questionable matchups across the board, your team still outplayed them.
TakaDama (NA)
: I agree with everything except the Mastery 5 qualifications for Ranked Requirements for two reasons: 1. Mastery sticks with a champion regardless of any changes to that champion, including reworks. This means that someone who mained a champion prior to being reworked like Aatrox, Mordekaiser, Urgot, Yorick, Malzahar, Taric, Kayle, etc. will still be able to play the new version without any time invested. 2. From the other end, the Mastery system is only half as old as the game itself, meaning that it's entirely possible for players who have had years of experiencing playing come back to the game and have 0 mastery for any champions. Not to mention mastery also limits the use of newly released champions. My suggestion, if a skill/knowledge metric is to be used, is to aggregate grades for recent matches with that champion on relevant maps/modes.
I'll reply here as I just now read the solutions proposed and the implications they have on gameplay. While I agree with the issues presented, the solutions provided are not well thought out.
: Nerf Illaoi Please
I apologize for prying as I'm actually interested in how Rumble, a champion with mobility and damage mitigation with W and the ability to make use of both Morellonomicon and Liandry's Torment--two great items against Illaoi--had trouble with Illaoi mid to late game. According to the build paths of your recent match you rushed Liandry's while Illaoi was rushing Death's Dance. This was a bad decision; while Liandry's works well with Rumble's kit, it is absolutely terrible against Death's Dance as the DoT applied gets filtered through the bleed passive, and the natural sustain provided from Illaoi and DD means all that DoT is easy to heal back, especially since the Illaoi had no HP items yet except for Doran's Ring (which I can kinda get, but what). Morellonomicon would have been better to rush, not just for her but Sona and Caitlyn (lifesteal) as well once the laning phase ended. Also you started out giving Illaoi first blood; this does not mean the lane is lost outright as you did get four kills on her after that, but it is a considerable gold advantage especially since Illaoi can stay in lane if she is healthy enough after the trade. By the end of the game the player had 177 cs to your 119 cs. Overall, the problem I have with Illaoi is that so much of her damage, sustain, and even income early game via Kleptomancy (which is a lot, I am not denying that at all) is tied to landing her E.
Xylua (NA)
: Archangel's/Roa Build order
I dont play Cass, but I have used this core in ARAM for various champions and I highly recommend building tear, then building RoA, then building Staff. The active for Seraph's is kinda unexciting and, with shield breaking back in the game, a bit of a risk. Not to mention that RoA provides 300 mana right away and an additional 100 mana once fully charged, which will provide more AP for Staff once it is built on top of HP and the eternity passive. However, doing this means you pass up on a key early item for mages; Lost Chapter, and that is something to consider imo.
: What I (a game designer) would change to improve League if I was in charge.
I agree with everything except the Mastery 5 qualifications for Ranked Requirements for two reasons: 1. Mastery sticks with a champion regardless of any changes to that champion, including reworks. This means that someone who mained a champion prior to being reworked like Aatrox, Mordekaiser, Urgot, Yorick, Malzahar, Taric, Kayle, etc. will still be able to play the new version without any time invested. 2. From the other end, the Mastery system is only half as old as the game itself, meaning that it's entirely possible for players who have had years of experiencing playing come back to the game and have 0 mastery for any champions. Not to mention mastery also limits the use of newly released champions. My suggestion, if a skill/knowledge metric is to be used, is to aggregate grades for recent matches with that champion on relevant maps/modes.
: thats the result of it not doing its function not its biggest issue
If an item does not work as intended, and its intention was fairly niche to begin with, then that is a major issue with the item. On top of that, my post didn't say that Thornmail didn't do its function; it said that Bramble Vest, a component for Thornmail, performs that said function with slightly less effectiveness and a much more manageable cost. And that is a major issue; there should be some incentive to upgrade to Thornmail depending on the circumstances, but there literally isn't any currently.
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TakaDama

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