: nope thats not what you should be doing. if your a mage get {{item:3157}} {{item:3102}} {{item:3152}} (if you are about to get hit by it protobelt will get you just out of range). If your a support you can either get that or get {{item:3222}} If youre an adc or an assassin qss is almost as good of an option as {{item:3153}} {{item:3156}} {{item:3025}} (these mostly apply to adcs but im serious you should have no problem beating a morde 1v1 if you just kite his ass. He has NO mobility)
Does {{item:3222}} even work on Mordekaiser ultimate? I don't think you can use the active on yourself, and if your ally gets ulted by Mordekaiser, then how you target them to activate Mikael's on (unless there is a slight delay from the cast of his ultimate in which with perfect timing you can click your ally to free them before they enter the death realm).
: PBE Update: Demacia Vice Garen & Lucian
I don't even like Garen or Lucian (as champions) but I am much more excited about the Demacia Vice skins than thew newest batch of Arcade skins. These two designs feel fresh and creative. I hope the in-game models look as fun as the splash arts do.
: Revert Akali. 10 Nerfs after rework = rework was a failure.
The reason Riot has a hard time balancing a lot of their newer champions and reworks is that the champion development team has a hard time with constraint when it comes to skill ceilings of champions. Akali is a prime example of this. Her skill ceiling was one of, if not the highest, in the game at one point months ago. High damage, high mobility, sustain, great tower diving, great team fight clean up, etc... The only problem is that her strengths were only as good as the player playing her, and thus, in the hands of the average player, she was pretty meh, and in the hands of a good player she was godlike. If you were the average player, it was hard to hit the tip of your Q for the slow. It was hard to utilize her passive and manage her energy. It was easy to waste her shroud, and easy to mess up using the mobility possibilities from her E and W. To a similar extent, Irelia rework had the same problem. If you were the average player, it was easy to miss her E. It was easy to accidentally mess up your Q mobility by miss-clicking a target. It was easy to Q in and just die by not property setting up her passive on a minion wave. And Aatrox to a lesser extent too. If you were the average player, it was easy to miss the sweet spots of his Q, and it was easy to mess up timing his passive to reducing healing when going for a trade by wasting it on a minion. But these champions were literally overpowered when played optimally because their skill ceilings were way above most other champions and the only people who could capitalize on them were the very best players. If Riot doesn't want to make a balance nightmare for pro play, they they need to learn constraint when it comes to giving champions so much potential that only the best players can utilize.
: Rotating game mode (rgm)
It bothers me how there hasn't been a RGM in so long. I'd love to play Nexus Siege for a couple of weekends again.
: How To Teamfight as Diana
You kinda can't team fight as Diana. If you're behind, you either die as soon as you dive in OR you make an even 1 for 1 trade. If you're ahead as Diana, you usually pick up 2+ kills before you die (which is bad though, since if you're ahead you likely have a bounty on you so you're accelerating the rate at which you get outscaled). If you have a {{item:3157}}, your chance of surviving after going in increases significantly though, so this is a MUST buy in almost every game if you do plan to team fight. As Diana, you rarely want to engage a team fight yourself, and since she's quite squishy (even when built beefier), you'll want to make your move similarly to an assassin, and wait for major abilities of your targets to be on cool down or wait for them to be distracted. That said, Diana is better at 1v1s and 2v2s. In most games, your focus should be catching enemies that you can kill that are out of position without putting yourself in a bad position as a consequence. When Diana's R is down, she is one of the easiest champions for the enemy team to counter kill.
Larriet (NA)
: Random tangent, but please not Winter Wonder ;;
Oops, I forgot about Taliyah's release skin (it has been so long, lol), heh {{sticker:zombie-brand-facepalm}}.
: Pray tell, how would you think that Taliyah would get a Halloween skin over Yuumi, a cat flying on a spellbook? Yuumi's design beats you over the head until you bleed with "MAKE ME A BLACK CAT FOR HALLOWEEN."
It's likely there will be more than 1 halloween skin, and it's certainly possible Yuumi could get either SG, Halloween, or both (or even neither if Riot doesen't want to choose obvious candidates for those skin lines this year). Yuumi fits so many themes very well that it's only a matter of time before she gets these skins (unless she somehow becomes super unpopular in the near future, which is unlikely). It's also possible Taliyah will get neither, and maybe she'll get Pool Party, Project, Winter Wonder, or something else all together. Just my speculation xP.
im small (EUW)
: Star Guardian 2019 predictions!
My guesses would be: {{champion:350}} - Fits the theme too well and she's popular. {{champion:37}} - She's one of the few female enchanters left that doesn't have an SG skin (apart from Karma, but she just got a skin). {{champion:39}} - Popular and would fit the line well. {{champion:163}} - Not entirely convinced since she could also get a really good Halloween skin later this year too.
: Here's what the real problem with Yasuo's skin is.
I agree that Battle Boss Yasuo (and in fact, the other skins coming out too) feel pretty uninspired, but this is what happens when Riot is more focused on selling the skins than creating skins with a wow factor. It's possible to do both as Riot has shown in the past (Nightbringer Yasuo was amazing in 2017, and I bought it despite not even playing Yasuo except in the occasional ARAM/ARURF/etc...), but lately, I've found myself less and less interested in new skin releases because they're lacking in that special _something_. You know a skin is really good when you want to buy it for a champion you barely play, and Riot doesn't capitalize on that much anymore with a lot of their safe picks for champion skins.
EdgeLady (NA)
: The choices for the Arcade Event this year prove how safe Riot is playing this season
I've been wondering lately if Riot's choices of champions who get skins frequently (i.e., "safe" champions for skin sales) is a result of their waning sales over the last couple of years OR is it instead their choices of champions for these skins causing their overall sales to go down (or both). I can't prove it, but it feels as though there was more skin diversity 2-3 seasons ago compared to now. It feels as though 80% of skin resources go towards the same 20% of popular/safe champions, while the other 20% of skin resources goes to the other 80% of less popular champions. It didn't seem to be this skewed in the past.
: New Arcade skin : Yasuo , Kai'sa , Qiyana , Cait
The splash arts are nice, but I'm personally a bit disappointed. Maybe it's just me, but I feel like non-human champions fit the line much better. I've always preferred Battle Boss Ziggs, Brand, Corki, Veigar, and Blitzcrank, over Miss Fortune, Riven, and Ahri, but maybe that's just my opinion. I think {{champion:518}} {{champion:101}} {{champion:38}} would have all fit the theme better. Also, at first, I thought the splash art for Battle Boss Qiyana looked kinda like Super Galaxy Elise.
Investa (NA)
: As a Lux support I really hate the idea of taking aftershock on her. It's only done because of the tank stats it offers and that full resolve has good synergy with her kit. Guardian doesn't go well with her team-wide shield and has a longer cooldown than a similar keystone like Aery. So to go resolve primary aftershock is the only real option. If they made it melee only it'd make Guardian the only option then. I still prefer other rune-setups, and I don't like maxing W first because then I have no damage as a poke support. W max second is way more preferable. Can't help finding it funny though that for years Lux was considered a troll pick in support, but almost nothing has changed but the meta and what people pick then you have pros and challengers pick it and now it's way OP. I've mained her support since her release and it's been solid, granted I've never gone above a gold level. Best option though would be some nerf of aftershock to make it less attractive on non-engage and buffing their other options. Maybe don't make the rune melee only but the tank stats melee only, and give ranged a different passive as a tradeoff.
"Can't help finding it funny though that for years Lux was considered a troll pick in support, **but almost nothing has changed but the meta** and what people pick then you have pros and challengers pick it and now it's way OP." That's not true though. Over the last few years, Lux has received buff after buff after buff. Her Q cooldown used to be 15 seconds at rank 1, and now it's 10. Her W shield has been buffed significantly too (in particular, the return shield). Her E cooldown and mana cost has been reduced and the slow has been increased, and her R got a partial reset mechanic in season 7 (or 8, I can't remember). When Lulu, Janna, Orianna, and Karma got their shields nerfed after the Ardent Meta, Lux got hers buffed. The only nerf Lux has received in the last 3 years is they made her E a little bit more difficult to land. Personally, I've thought Lux was sleeper OP for awhile now and at the very least, overtuned, and now more and more people are realizing it. In this high damage meta, Lux's kit fits perfectly, oddly enough. She has good, long ranged damage, CC, and provides a massive low cool down shield to soak up huge amounts of damage for her team. Aftershock helps prevent her from feeding in its current state too, but she's still strong with Arcane Comet and Aery too.
Jøkèr (NA)
: New Champion Teaser!
This is an unexpected surprise. I didn't think we'd see a new champion for awhile considering Yuumi's recent release and Mordekaiser's reworking coming live soon.
Theorex (NA)
: What was the reason behind keeping Ryze's R?
Realm warp was (in my opinion) the worst change ever given to Ryze. Riot KNOWS teleportation ultimates don't work well in solo queue and are too strong in pro play. Riot's poor balancing of {{champion:98}} over the years, reworking of {{champion:421}}'s ultimate, and rebalancing of {{champion:3}} and {{champion:223}} ultimates over the last couple of years shows they're at least aware of the discrepancy in power in these abilities. These ultimates take up too much of the power budget for balancing a champion around pro play.
Sir Gusi (EUW)
: What's your most hated champs to play against
At the moment, {{champion:266}}. Once he has his core of {{item:3071}} {{item:3812}} {{item:3065}} paired with Ravenous Hunter and Conqueror, he is nearly unkillable by any AP champion, even with grievous wounds and void staff. He heals for so much. 20-30% spell vamp against champions from his E, and then 40-70% increased healing from his ultimate essentially gives him 28-52.5% spell vamp against champions from his kit alone, which is absurdly high IMO... And there is bound to be someone on your team who gets hit by all the sweet spots of his Q to heal him for nearly half his health bar. And if he does end up getting a kill during his ult (which he likely will), he becomes an even bigger pain to deal with because if you let him go unchecked, he drain tanks your entire team, and if you focus him and he does manage to die, have fun killing him again (or even a third time with Guardian Angel).
KazKaz (OCE)
: Damage meta is just not fun
I personally really hate this high damage meta we've been in, mainly because it erases the lines between the various classes of champions in the game. Which champions become meta become meta are those with the best combination of relatively high damage and durability compared to the rest of the roster. Need a high damage champion to deal with the enemy back line? Welp, you're now not limited to assassins, because so many bruisers can do the exact same thing while being a bit more durable. Need more control and CC? Welp, no need to necessarily pick a tank because certain mages have tons of CC and are overtuned in the utility and damage too. If you do end up picking a tank, they better be able to near one-shot too. Everything is about damage, damage, and damage. You pick for damage first and then for durability and CC/utility later, and it's becoming more and more frustrating to deal with.e
: I Exclusively Fill in Ranked and...
I'm not surprised so many people don't want to play this role. Jungle is such a volatile position to play. Making just one mistake in the jungle can lead you to a downward spiral of uselessness that is further amplified in this snowball meta.
Naalith (NA)
: Do Soraka and Karthus ultimates interact with people in Death's Realm?
I wonder how Mordekaiser's ultimate will interact with {{champion:98}} {{champion:238}} {{champion:141}} {{champion:164}} {{champion:223}}. Also, I wonder if {{champion:56}} ults during Mordekaiser ult, then does Mordekaiser's whole team lose vision or just Mordekaiser (or perhaps, Mordekaiser has truesight of his opponent while in ult)? Also, if {{champion:4}} ults during Mordekaiser ult, does TF still reveal all enemies? I guess we'll have to wait until tomorrow to see all these possible interactions.
KazKaz (OCE)
: So....what's happening with Aatrox?
Personally, I think that Aatrox heals way too much, and that's largely due to having healing from his passive, passive on E, and passive on ultimate, alongside with synergy with conqueror, ravenous hunter, {{item:3812}}, and {{item:3065}}. And if he gets a kill during his ultimate, good luck killing him twice (or even 3 times if he has a Guardian Angel).
: The heck does Stash mean in this? Can you store tokens or something?
If you haven't purchased the Trial's Pass, any tokens you would have earned by playing PVP Summoner's Rift or ARAM are put in your token "Stash". If you decide to buy the pass at a later date during the event, you unlock all of the tokens in your stash. I believe you can view your stash in the missions tab (again, provided that you haven't bought the pass yet).
: This is a thread about nerfing him, not buffing. chill.
Pretty sure you didn't even read my post, but if you did, not sure where in my post you think I'm calling for Pyke buffs. The thread is about newer champions having their kits overloaded. My post was talking about Pyke in particular, whose kit I believe is overloaded, in particular his R with its gold generating mechanic on kills, and his W being so overloaded at rank 1.
: Pyke and Sylas are emblematic of the problems with more recent champs/reworks
There are two things that have always bothered me about Pyke. 1. Death from Below granting both him and the most recent assisting ally full kill gold is just bonkers to me. That's so much extra gold generated for his team when he kills. I've always felt it should grant Pyke the assist gold, and his assisting ally the kill gold. 2. There's almost no incentive to putting more than 1 point into Ghostwater Dive. The ability is very strong for a rank 1 ability, and putting points into it only reduces the base cooldown by 0.5 seconds. The mana cost, duration, and movement speed bonus stay the same. I've always thought that this ability should be weaker at earlier ranks.
: > [{quoted}](name=Targon,realm=NA,application-id=yrc23zHg,discussion-id=El9XMnbA,comment-id=0017,timestamp=2019-05-23T14:51:58.136+0000) > > What bugs me is that these changes don't push Diana into wanting to build like an AP bruiser or auto-attack reliant champion at all (which was Riot's goal a couple of years ago). Diana is a weak fighter and loses early to every other fighter, and is out-scale by almost every fighter too, including {{champion:24}} {{champion:39}} {{champion:5}} {{champion:164}} {{champion:114}} {{champion:157}} etc... Her bruiser build is her weakest build, because {{item:3115}} +{{item:3027}} gimps her so hard. Build Nashor's Tooth first and you're too squishy to duel, and build ROA first and you have no damage. By the time you're built both (in whatever order), you're already out-scaled by any combination of two of {{item:3078}} {{item:3071}} + {{item:3074}} {{item:3748}} {{item:3161}} {{item:3812}} {{item:3053}}. But also: > > * Her pre-6 early game is among one of the weakest in the game. Her base AD is the lowest of all melee champions in the game, except for Kayle (but she becomes ranged later), and her base attack speed is amongst the lowest too. So she has to be a Q-poke bot until level 6, and if she gets engaged on, she has to rely on W and running away, or maybe using her E to pull enemies under tower since she's constantly forced under tower. > * Her innate survivability is super weak. She only has her shield to keep her safe. She has no sustain and can't build sustain and her CC can barely interrupt damage with how long her Q and E cast times are (compared to say Riven who can stun you before you AA her and burst you while you're stunned). > * Her damage is super easy to counter since it's pretty much all magic damage and Diana can't viably buy Void Staff. Almost every other fighter has either mixed damage, synergizes with Black Cleaver, has pen build into their kits, synergizes with Conqueror, OR has true damage in their kit. > > These changes don't make Diana a better fighter. They reduce the damage on her 3-hit passive and compensate with a movement speed buff and an E CD reduction? Well, the MS is nice, but Diana doesn't really need more sticking power since she has 2 targeted dashes + her E. The E CD reduction is nice, but she literally cannot use this ability against ranged opponents in lane, and it's not like she'll even land more than 1 in a team fight anyways. As far as I see, these changes make her a WORSE AP fighter, and consequentially, these changes also nerf her glass cannon builds too - the only somewhat viable build she has. > > There are so many ways they could shift Diana's power to make her an AP fighter, but the last major changes from season 7, and these current changes are poorly thought out. If they want to reduce her third hit AP ratio to 60% AP, at least give her, say a 15% and 25% AP ratio on her first and second attacks so that her damage is less burst and more sustained, and so that her overall auto attack DPS as a MELEE isn't lower than virtually every other ranged AP auto-attack reliant champion in the game. Increase her survivability with her W so she does't just explode in team fights (whether it be increasing the ratio on her shield from 60% to 90%, where Sylas's current is, or giving it an additional % max health scaling to incentivize bruiser builds) and/or give Diana some sort of health sustain. THEN reduce her burst potential from her R and/or W once the power has been appropriate shifted. Before they can make AP Fighters who aren't OP, they need to itemize for them. lol Sylas works because he's broken. He has so much defense that he can build mage items and survive. The real problem is itemization. If there was a proper set of AP bruiser/fighter items, then they could incentivize AP bruiser/fighter design more easily.
> [{quoted}](name=Eleshakai,realm=NA,application-id=yrc23zHg,discussion-id=El9XMnbA,comment-id=00170000,timestamp=2019-05-23T16:11:22.559+0000) > > Before they can make AP Fighters who aren't OP, they need to itemize for them. lol > > Sylas works because he's broken. He has so much defense that he can build mage items and survive. > > The real problem is itemization. If there was a proper set of AP bruiser/fighter items, then they could incentivize AP bruiser/fighter design more easily. In my original post, I mentioned items being a problem, in particular, Diana's bruiser build of Nashor's Tooth + Rod of Ages being subpar compared to AD bruiser builds. Personally though, I think the problem is both itemization AND her kit. Her kit facilitates burst so well, similar to Wukong's current kit. While Wukong has the option to build AD bruiser items and does okay with things like Black Cleaver + Steraks as first and second buys, he's usually more effective building {{item:3147}} {{item:3142}} first just to one-combo his opponents because his kit doesn't offer enough sustained damage or survivability (and then as a third and fourth item, build Black Cleaver and Death's Dance so he can survive to get his burst off).
: Wait, so we're supposed to be angry about a change that people told Riot they were making a mistake on and so they decided not to go through with it because of that? I frankly don't get it. These are bad changes sure, but none of them are going to happen and we're still supposed to be mad. Are we supposed to be mad because Riot tells us about their plans and lets us chime in? Or are we mad that Riot would ever dare change things about certain champions?
> [{quoted}](name=AngelNipata,realm=NA,application-id=yrc23zHg,discussion-id=El9XMnbA,comment-id=0012,timestamp=2019-05-23T13:54:44.306+0000) > > Wait, so we're supposed to be angry about a change that people told Riot they were making a mistake on and so they decided not to go through with it because of that? I frankly don't get it. These are bad changes sure, but none of them are going to happen and we're still supposed to be mad. Are we supposed to be mad because Riot tells us about their plans and lets us chime in? Or are we mad that Riot would ever dare change things about certain champions? I think people are mad because the proposed changes are so far off from what sort of changes Diana really needs.
: Riot Zhanos destroying diana on purpose
What bugs me is that these changes don't push Diana into wanting to build like an AP bruiser or auto-attack reliant champion at all (which was Riot's goal a couple of years ago). Diana is a weak fighter and loses early to every other fighter, and is out-scale by almost every fighter too, including {{champion:24}} {{champion:39}} {{champion:5}} {{champion:164}} {{champion:114}} {{champion:157}} etc... Her bruiser build is her weakest build, because {{item:3115}} +{{item:3027}} gimps her so hard. Build Nashor's Tooth first and you're too squishy to duel, and build ROA first and you have no damage. By the time you're built both (in whatever order), you're already out-scaled by any combination of two of {{item:3078}} {{item:3071}} + {{item:3074}} {{item:3748}} {{item:3161}} {{item:3812}} {{item:3053}}. But also: * Her pre-6 early game is among one of the weakest in the game. Her base AD is the lowest of all melee champions in the game, except for Kayle (but she becomes ranged later), and her base attack speed is amongst the lowest too. So she has to be a Q-poke bot until level 6, and if she gets engaged on, she has to rely on W and running away, or maybe using her E to pull enemies under tower since she's constantly forced under tower. * Her innate survivability is super weak. She only has her shield to keep her safe. She has no sustain and can't build sustain and her CC can barely interrupt damage with how long her Q and E cast times are (compared to say Riven who can stun you before you AA her and burst you while you're stunned). * Her damage is super easy to counter since it's pretty much all magic damage and Diana can't viably buy Void Staff. Almost every other fighter has either mixed damage, synergizes with Black Cleaver, has pen build into their kits, synergizes with Conqueror, OR has true damage in their kit. These changes don't make Diana a better fighter. They reduce the damage on her 3-hit passive and compensate with a movement speed buff and an E CD reduction? Well, the MS is nice, but Diana doesn't really need more sticking power since she has 2 targeted dashes + her E. The E CD reduction is nice, but she literally cannot use this ability against ranged opponents in lane, and it's not like she'll even land more than 1 in a team fight anyways. As far as I see, these changes make her a WORSE AP fighter, and consequentially, these changes also nerf her glass cannon builds too - the only somewhat viable build she has. There are so many ways they could shift Diana's power to make her an AP fighter, but the last major changes from season 7, and these current changes are poorly thought out. If they want to reduce her third hit AP ratio to 60% AP, at least give her, say a 15% and 25% AP ratio on her first and second attacks so that her damage is less burst and more sustained, and so that her overall auto attack DPS as a MELEE isn't lower than virtually every other ranged AP auto-attack reliant champion in the game. Increase her survivability with her W so she does't just explode in team fights (whether it be increasing the ratio on her shield from 60% to 90%, where Sylas's current is, or giving it an additional % max health scaling to incentivize bruiser builds) and/or give Diana some sort of health sustain. THEN reduce her burst potential from her R and/or W once the power has been appropriate shifted.
Lock On (NA)
: Why punish me for doing well? (Ranked)
Matchmaking should instead make it so that both your team and their team consists of players in your rank with ~63% winrate, and similarly, players with 40% winrate should be playing with and matched with 40% winrate players. Eventually you'd plateau but at least you'd plateau based on your skill level and not based on luck.
: I ran away from my home
It really sucks to be stuck in a situation like that. It must feel like your Mom is betraying you. She is your mom, and she should be able to see that her not doing anything to establish a safe and stable home environment for you is in some sense, negligence on her behalf. Your stepdad seems like a jerk and your mom tolerates it, and you need to know that is NOT right. Man, I really feel for you because I experienced a similar situation when I was younger. It's frustrating needing your parents - and in your case, your Mom in particular - to be there for you and to feel hurt when they essentially turn their back to you. If you can, try to focus more on yourself if possible. You need to gain as much control in your life as you can, and it's hard being in high school doing that, but you mentioned you've improved your grades and that's good. Try to focus on yourself, get yourself into as many high school activities as you can if possible so that you can minimize the amount of time you spend in that toxic environment.
: Riven's WinRate graph for 9.10 fills me with sadistic joy
Any time that a CD-reliant champion such as Riven gets CD changes, it is bound to substantially impact their winrate since it completely changes how they performs their combos now. I also believe that Riven's win rate will stabilize to above 50% again once people figure out how to work around her higher E cooldown and lower Q cooldown.
: > [{quoted}](name=Targon,realm=NA,application-id=3ErqAdtq,discussion-id=AXxuVRpG,comment-id=0001,timestamp=2019-05-15T03:13:23.158+0000) > > The balance team STILL seems unsure of what they want Diana to be, which is indicative on the PBE as the current change list makes her worse as an AP bruiser AND worse as an AP assassin. > > If they want to rework Diana into an auto-attack reliant AP bruiser (which I personally hope that's still their intent) then there are tons of obvious changes they could do. Nerf her burst and spread her damage to be more sustained while increasing her survivability. Changes I'd personally like to see are: > > 1. Change Diana's 3 hit passive from 80% AP every 3rd attack to something like 15% AP 1st attack, 25% AP 2nd Attack, 60% AP third attack so that her DPS is more consistent. This would reduce her burst post-6 trade combo of 2AAs on Minions > R > W > AA > Q, but would allow her to most consistently duel, since only Diana's 3rd auto attack ever hurts. The rest of her autos are literally wet noodles since she doesn't buy AD. (And so something about her abysmal base AD - which is the second lowest of all melee champions just above Kayle - so that she can actually last hit). > > 2. Increase the scaling comparable to Sylas' shield OR make the shield scale off of bonus health too. Diana NEEDS a better defensive tool to not get blown up in 1 second. Her shield is weak compared to Sylas, Riven, etc... The only upside to it is that is has a long duration, but that doesn't even matter when it's so easy to pop. > > 3. Add SOMETHING to her E to make it less useless (and please reduce the horrible cast time). Personally, I'd love it if her E healed her for each enemy it pulled in so that she could better survive the laning phase. Perhaps the heal could increase if her target is afflicted with moonlight (or yet another idea: grant her some % bonus magic resistance penetration on targets affected with moonlight so that she can actually duel an Irelia/Jax/Camille with an MR item) Anything to make this ability interesting and usable pre-6 against ranged matchups, and overall, more rewarding. > > And then consider nerfing the damage on W and/or R to remove her unhealthy 0.01s burst rotation. I like these changes, Even out the damage on passive like that is actually pretty clever. What about making it so her E gives resistances based on how many people she pulls in? That ability is pretty worthless as it only gives passive AS and a shitty form of cc that only encourages burst Diana to pull people into her shield to increase her burst. Lowering the AS to balance out for the resistances would be a nice change, but i ain't a main so Idk
Added resists could work too, but I'm not sure it'd be enough, since Wukong's Stat Passive and Jarvan's Shield haven't proven to be enough of a defensive steroid for their bruiser builds in full on team fights unless they're very far ahead. By comparison, the Aftershock rune was good on Diana (before its changes) and definitely added to survivability, the problem being that it was near useless in lane pre-6 again. But if the stats were good, a full 5 man pull could be quite rewarding, because as it stands now, Diana never actually wants to pull in more than 1 or 2 people because it's almost always a death sentence otherwise. But I'd definitely still appreciate it if they added it because something is better than nothing on her boring bland E {{sticker:slayer-jinx-wink}}
: Can you not buff Diana the way you do in the PBE?
The balance team STILL seems unsure of what they want Diana to be, which is indicative on the PBE as the current change list makes her worse as an AP bruiser AND worse as an AP assassin. If they want to rework Diana into an auto-attack reliant AP bruiser (which I personally hope that's still their intent) then there are tons of obvious changes they could do. Nerf her burst and spread her damage to be more sustained while increasing her survivability. Changes I'd personally like to see are: 1. Change Diana's 3 hit passive from 80% AP every 3rd attack to something like 15% AP 1st attack, 25% AP 2nd Attack, 60% AP third attack so that her DPS is more consistent. This would reduce her burst post-6 trade combo of 2AAs on Minions > R > W > AA > Q, but would allow her to most consistently duel, since only Diana's 3rd auto attack ever hurts. The rest of her autos are literally wet noodles since she doesn't buy AD. (And so something about her abysmal base AD - which is the second lowest of all melee champions just above Kayle - so that she can actually last hit). 2. Increase the scaling comparable to Sylas' shield OR make the shield scale off of bonus health too. Diana NEEDS a better defensive tool to not get blown up in 1 second. Her shield is weak compared to Sylas, Riven, etc... The only upside to it is that is has a long duration, but that doesn't even matter when it's so easy to pop. 3. Add SOMETHING to her E to make it less useless (and please reduce the horrible cast time). Personally, I'd love it if her E healed her for each enemy it pulled in so that she could better survive the laning phase. Perhaps the heal could increase if her target is afflicted with moonlight (or yet another idea: grant her some % bonus magic resistance penetration on targets affected with moonlight so that she can actually duel an Irelia/Jax/Camille with an MR item) Anything to make this ability interesting and usable pre-6 against ranged matchups, and overall, more rewarding. And then consider nerfing the damage on W and/or R to remove her unhealthy 0.01s burst rotation.
: Small Diana Gameplay changes coming to PBE
Could Diana get a small buff to her base AD? It is really hard to last hit with her with it being so low, especially since she gets bullied pre-6 pretty hard by nearly every matchup. Her current base AD is 53, which is the second lowest of all melee champions, only above Kayle (who eventually becomes ranged and hyperscales anyways). Other AP melees like Katarina (58), Ekko (58), Sylas (58), Fizz (58), Kassadin (58.9), and Akali (62.4) have much high base AD. Also, I think that reducing the AP ratio on her passive disincentivizes her attack speed build a lot. Dealing base damage + 60% AP every 3 auto attacks (even if it a small AOE) is pretty weak on a melee champion lacking an escape. Neeko has the same ratio on her 3 hit passive. Kayle, Teemo, Varus, and Azir all have the same or higher total AP scaling over 3 attacks, and they're all ranged. If you want to reduce the AP ratio on her third hit (and keep her base AD low), maybe adding a ratio to her first and second autos would help. Maybe 15% AP on first auto, 25% AP on second auto, because a big reason why her attack speed build isn't that great is because ONLY every third auto actually hurts, and you usually only get 1, maybe 2 empowered autos off in a fight.
meepsson (EUNE)
: Yasuo
The major problem with Yasuo is when played correctly, his kit provides an answer to almost everything. Need to fight the enemy ADC? Windwall their autos. Need to fight the enemy mage? His E dash makes it hard to land skill shots, and of course windwall Need to fight the enemy tank? Ultimate Armor Pen. Need to fight the enemy assassin? Passive shield mitigates some burst. Need to fight the enemy fighter? He can out DPS other melee fighters with his Q and crits. Even if you manage to put Yasuo behind, his double crit passive allows him to outscale most champions since he has more build room after his 2 item 100% crit core, and thus, a large lead against Yasuo isn't always as large as it seems. Plus, there are so many failsafes in his kit, such as his R placing him out of tower aggro, Q applying 100% lifesteal, Windwall's huge hitbox and blocking projectiles from behind and granting him projectile immunity if he stands in it.
Sundusk (NA)
: How fitting...
At first I thought the "View Champion" was the joke, but then I saw the number {{sticker:slayer-jinx-wink}}
: My thoughts on Brand buffs on Pbe and the champion as a faulty designed champ
I think there is two main reasons why Brand is played support over mid: 1. The base damage on his passive is extremely high, to the point where he can still deal good damage on a support budget. 2. The explosion on his passive and his ult are more difficult to deal with in a 2v2 lane compared to a 1v1 lane. If Riot wants to push Brand back into mid lane, they'll need to shift his power budget around.
: Low reward? She can wiff her Q and it STILL hits. You don't even have to skill shot it. It's an aoe in front of where she lands. Not hard at ALL. I can pick her up at any given time and go 12+ kills in Summoner's rift, and I maybe have 12 games on her since her rework. That's how "Low reward" she is. About the only thing I suffer from with her: I die more because I don't main her.
What I meant is that her risk is high relative to her reward. It can be difficult to hit all vitals against a competent opponent. You have 1 gap closer and her only defensive ability is situationally strong but unreliable (it roots you, it can miss, and it can be cast too early or too late). Compared to say Riven, who has 4 gap closers, an easier to time defensive ability, faster burst, and can unload her whole combo more readily. Plus Riven is better as escaping ganks and collapses with her higher mobility, and is even more useful in team fights or when behind due to her AOE and easier to land CC. Many other top laners are easier to play and more consistent too, like Jax and Renekton. I just don't see why anyone would pick Fiora over these other easier and more dominant champions **in this meta** unless they really like playing her or are really really good at playing her for those reasons. Of course, Fiora in the right hands can be strong but the effort required to play her to achieve the same impact as the champions listed above is much much higher. (Also, this is a month old thread?)
: You forgot that unlike most enchanters she has the highest survivability by sticking to tankier champions. Her ult is extremely wide, making it really hard to miss, plus the 7 waves make it so that the enemy team has to stay away for longer. Her numbers might need some tuning for sure but her concept is not weak at all, she denies her own death in teamfights while providing healing, stats and cc.
Mastering landing her empowered Q also has a significant amount of power with it, since it's harder to side step and dodge, especially on immobile champions. Plus, Yuumi will probably have on of the best synergies with {{item:3174}} with her long range and difficult to side-step Q (again, once a player reliably learns how to land it), compared to say a champion like Sona has to be in near auto-range to stack Athene's and thus puts herself in more danger. Plus the passive stats she grants herself and the ally that she's attached to could be pretty significant. I imagine she'll want to build more similarly to Morgana and Karma (a mix of damage and support) than Lulu and Janna (pure support).
Nadeokí (EUW)
: It's Normals, why care?
You could say something similar for ARAM and TT too. Why care? You can even say it for ranked and instead argue, "it's just a game, why care?" The whole defeatist attitude or just not caring at all is what is ruining the fun of League of Legends. So I care because poor matchmaking (even in casual norms) is a poor gameplay experience, both for the a person up to 4 ranks higher getting stomped, and for the player 4 divisions higher doing the stomping.
: Scaling that bug me, or AP and AD champions that should be the othe scaling type
{{champion:163}} seems as though she throws those rocks using her magical power. So while getting hit by a rock would seem to inflict physical damage because you have a physical object hitting you, the same could be applied to say, Nami's R which is a wave of water smashing into you, in which case it would only really make sense for an ability to deal magic damage if the magic is directly what is doing the damage (e.g. Ryze, Xerath, Vel'koz). {{champion:236}} is a bit confusing though, because his Q does physical damage while his W actually does magic damage despite it coming from the same source.
: I hate playing Normal game because of the sh!t matchmaking...
I played a norm a few days ago (I'm Silver 4 to be the exact), and the rest of my team consisted of a medley of other ranks, including unranked, gold, plat, and diamond 2 player. In fact, many of the norms that I've played in the the last few days consist of plats and diamonds on both my team and the enemy team, and just by looking at my match history, it tends to be that these players out perform the lower ranks on their team (unsurprisingly). So while their norm MMR might be lower than usual, and my norm MMR might be higher than usual, it's incredibly frustrating because there's still a significant game-influencing skill discrepancy between a silver 4 and a diamond 2 player.
: > if this isn't a testament to power creep in the game, then I don't know what is Half the buffs (to mana in particular) are due to simultaneous changes in items and everything together is mostly neutral. Same for the AS@level1 vs AS growth, it's mostly neutral, just make CS'ing a bit easier in early levels, but I don't think "easier CS" is what people have in mind when they complain about power creep. And on the other hand, the two nerfs to E, even if they take only two lines, are huge, and were compensated with the changes to Q/W. I'd argue that the only buff she got with no string attached is the R refund. So yeah, there's *a bit* of powercreep. But nowhere near as much as you paint it out to be.
The most significant buffs to Lux aren't her base stats though. I just listed them here for completeness. The CD reduction on her Q, E, and R are perhaps the most significant, especially to Q, since Lux generally maxes that ability second. But you're right in that this does NOT show the whole picture. It's just a snapshot of the overall champion changes she's had in the last 3 years. The game has changed significantly since then. Runes and masteries, and as you mentioned, items, have changed drastically since then. Lux's kit itself has been power creeped when she was relatively weak at the time; to stay competitive with other midlaners and supports.
Rioter Comments
: Most Satisfying Sound(s) In League?
Announcer: "Pentakill" and "Hexakill" The amount of enthusiasm the announcer has is so satisfying.
: Here's my problem with this line: 1) It isn't adhered to. Champs with significant Ban rates are often BUFFED (Zed for example, Ezreal, Yasuo have all been buffed when the metrics of this graph are violated.) 2) It uses inaccurate information on why bans are happening. Mids can ban Morgana as a Support, etc. 3) It doesn't extrapolate WHY they are banned or how to adjust them. 4) Skill Caps play a role in creating Win/Ban curves. This leads to misinformation. 5) Champion balance needs to take into account Champion vs Champion interaction, not just raw stock information on one champ (Nami shouldn't go from countering Yi to being an automatic 1 shot death to Yi as a result of a change. Ornn shouldn't go from being hard countered by Yasuo to Hard countering Yasuo in one rebalance). 6) Setting a high bar line where only a few champions violate it results in a philosophy where you are always creating a consensus that pressure by those below that line should rise toward that line, and those above it should be reduced, even though 1-5 are contradictions. In other words..... It's not balancing around a median performance. It's balancing around HIGH performance.
Point 3 is really important to note. For example, the reason people ban Morgana VS the reason people ban Riven are completely different, and just looking at the % ban rate to help determine whether a champion is OP or not does not take in to consideration other factors. One of those factors is that most of the time, the role you ban for is the role you're directly laning against. If you're playing support, you're more likely to ban an opposing support instead of an opposing top because you won't have to deal with that top until later in the game. The toplane champion pool is much larger than the support champion pool, so it makes sense Morgana would be banned more. Another factor is the reason each of these champions are banned - as you mentioned. Riven gets banned because she has a lot of agency if played correctly, even against her counter matchups if played correctly. Meanwhile, Morgana gets banned because she directly counters a lot of other popular supports (e.g. Blitzcrank, Thresh, Leona, Pyke).
: Vandrils rant video
Everything that is bugged always takes forever to get fixed. Heck, League Voice Chat for Mac has been down for 5 months (since December 5th of last year), and the service status page says "We are aware of issues with League Voice on Mac OS Mojave and _are currently investigating_." which I doubt at this point. What's sad is Riot doesn't care about keeping their client _optimized_. They only care about keeping their client _operable_ so they can continue to generate revenue from skin sales... which by the way, is the ONLY thing Riot cares to be consistent at. Heck, Riot doesn't even put the resources in to keep their own website up. Many pages on https://na.leagueoflegends.com/en/game-info/champions/ have been broken/inaccurate/missing for YEARS.
nelogis (EUW)
: AP Bruisers will always be a balance nightmare with the current set of items
I agree completely. As a {{champion:131}} main (or former main), she just simply cannot function as an AP bruiser. Her only ever "bruiser" build of {{item:3027}} + {{item:3115}} is pretty much unviable and is nowhere near as strong as taking a combination of 2 of: {{item:3078}} {{item:3071}} {{item:3161}} {{item:3074}} {{item:3748}} {{item:3812}} {{item:3053}}. You get outscaled so quickly against AD bruisers if you try to actually build as an AP bruiser with what the current itemization offers. So you're forced to build as an AP nuke and hope you can get as much damage out as you can before you die. Some key points with poor itemization for AP bruisers: 1. **There's no viable way to keep AP bruiser damage relevant except for buying more damage items.** For magic pen, ou could build {{item:3135}} for a bruiser build, but that's as ridiculous as buying {{item:3036}} for an AD bruiser build. So you're forced into building flat pen, the easiest source being {{item:3020}} which is both a blessing and curse. Great item as it gives you early pen, but most AP champs are near reliant on Sorcerer's shoes to do relevant damage, meaning that {{item:3047}} and {{item:3111}} are much less viable on most AP bruisers if you want your damage to stay relevant... but then you can't get the AA damage reduction or tenacity the defensive boots offer. Meanwhile {{champion:164}} {{champion:86}} {{champion:122}} {{champion:59}} {{champion:75}} {{champion:421}} {{champion:114}} have true damage and/or built in armor pen; while {{champion:39}} {{champion:24}} have mixed damage; {{champion:92}}{{champion:120}} have absurdly good synergy with conqueror (along with the aforementioned Jax, and Irelia); and {{champion:240}} {{champion:420}} {{champion:150}} {{champion:6}} have % max health damage to keep them relevant. 2. **There's no viable sustain for AP bruisers.** AD bruisers have Ravenous Hydra and Death's Dance, and heck, even the new Wit's End. AP champions only have {{item:3146}}, which is weaker on all AP bruisers you mentioned. Hextech Gunblade is literally an Akali and Katarina item. 3. **Defensive AP Items are Suboptimal for AP Bruisers** {{item:3102}} is more of an AP assassin / poke-mage item that easily gets popped these days from things like a stray Luden's proc. {{item:3157}} is really strong but again offers very little defense outside of its passive. You only buy it for its passive because time is critical in this burst meta. Apart from its passive, it offers as much protection as {{item:3156}} for AD bruisers, and you rarely see Maw built on AD bruisers despite the buffs it has gotten. So if you want to be beefier, you need to dip into tank items. But AD Bruisers have the luxury of being able to buy tank items without their damage falling off as hard, unlike AP bruisers.
Zoli Ben (EUNE)
: Chose a VGU for 2020
https://vignette.wikia.nocookie.net/leagueoflegends/images/6/6b/Dr._Mundo_Render.png I can't believe the they said Mordekaiser was the last of the "pizza feet" champions, when Dr. Mundo's feet still terrorize the rift.
: Champion balance and skill.
I main Diana, or well, I used to. Diana hasn't been meta in at least 2 years. She's a very easy champion to play with a low pick rate, so you'd think she'd have peaks of a 52-53% winrate here and there like Annie and Malzahar. Unfortunately, that's not the case. Her win rate is almost always from 47-49% depending on the patch. She's a champion that is actually weak early game (pre-6), has a good mid-game only if you get there unscathed, and then falls off like a brick. I get that she's unhealthy because her combo can be unleashed very quickly without retaliation. But Riven and Jax can do the exact same thing and they're much harder to counter because they get to do it while being able to sustain better and become much tankier through items and runes. Diana doesn't need a buff - at least not directly. In fact, many "weak" champions don't need buffs. A lot of meta and overpowered champions just need to be nerfed (especially in the damage department) so that the "weaker" champions can actually have a fair chance. But time and time again, Riot makes the same dumb mistake of handing out 3 buffs for every 1 nerf, so power creep keeps going up.
: Every patch makes it harder and harder to play my champ
I assume you're talking about {{champion:131}}? Diana's early game (pre-6) is really bad. She probably has the worst pre-6, perhaps tied with Kassadin and Kayle (though Kayle is mostly top now) since Akali's rework. Since damage it so high, it has become harder and harder to survive the early game. Her base AD is one of the lowest for melee champions (53-104), compared to other AP melees midlane like {{champion:38}} (58-125.2), {{champion:517}} (58-109), {{champion:245}} (55-106), {{champion:105}} (58-109). Her attack speed and attack speed growth are also the lowest amongst these champions. This makes it so difficult to CS with her early despite her clunky attack speed passive. If you somehow get to midgame, you're usually outclassed by other champions who can do your job better as a fighter/diver such as {{champion:92}} {{champion:39}} {{champion:5}}{{champion:24}}{{champion:164}}. Itemization for her is super limited. She doesn't get the luxuries of an all-you-can-eat buffet of stats like {{item:3078}}. She can't get good healing items {{item:3074}} or {{item:3812}} ({{item:3146}} AD is nearly wasted on her since she doesn't scale off AD and all her damage except R is AOE). Her best fighter build is {{item:3027}} + {{item:3115}}, but Rod of Ages takes ages to stack and delays her midgame, while Nashor's Tooth hasn't been a good melee item in forever (and Stinger was nerfed 1-2 years ago). So she's forced to build into an unhealthy AP-nuke by starting either {{item:3907}} (which she only buys for the stats - she can barely make good use of the passive) or {{item:3152}} (which is horribly slot inefficient). Plus, Diana has horribly synergy with runes - especially keystones. Her best rune is Electrocute but you usually can't use it until level 6. She can't use conqueror effectively until level 6 too, and you've usually used your entire rotation by the time you get 5 stacks. You can't use Aftershock until level 6 too (unless you're in a melee matchup). And if you ever get to the late game, you've fallen off in relevancy most of the time. I get that a lot of people dislike Diana because of her unhealthy burst combo, but that's literally the only thing she can do at this point, and not even that well anymore. They changed her passive nearly 2 years ago and then just gave up work on her it seems. She seems like she's not high priority on the mini-rework or balance changes list, but she's barely functional as it is. According to OP.GG, she frequents a 46-48% win rate most of the time, which is abysmal consider her low pickrate and how she is a relatively easy champion to play.
: Damage and Cooldowns are the only balance levers
I thought the exact same way when they buffed {{champion:31}} Q last patch, reducing the CD from 9 seconds to 7 seconds - an AOE ability with very high base damage, very high scaling, a 1s knock up, and a 1.5 second slow attached to it. Then there's {{champion:555}} who got a buff last patch too despite being at almost 49.8% win rate, reducing the CD of his Q by 2s at rank 1 - an ability that almost guarantees a flash or kill if he lands it on an immobile ADC or squishy support. {{champion:67}} & {{champion:75}} Q cooldown reduction from casting his ultimate. {{champion:99}} Ult CD refund if she kills a target, which was later buffed to grant her the CD reduction if she killed a target within 1.75 seconds of casting her ultimate instead. There were plans for {{champion:266}} to have reduced CD on his abilities when he casted his ultimate too. Not sure if they were scrapped. {{champion:6}} W doesn't even have a cooldown by level 9 if he maxes it first. {{champion:25}} The changes to her W last year, which reduced the cooldown of the pool when monsters, cannon minions, or enemy champions are in it. {{champion:45}} Similar changes to Veigar's W 2 years ago reduced the cooldown as he got more and more stacks. {{item:3161}} makes cooldowns on {{champion:24}} {{champion:92}}{{champion:58}} and others that can abuse it near negligible. {{champion:517}} I don't think he's OP, but him having a 15s cooldown on his ultimate at rank 3 would not have passed if he was released 4 years. {{champion:150}} {{champion:202}} On the PBE, Gnar's his R cooldown has been changed from 120/100/80 seconds to 90/60/30 and Jhin's trap recharge cooldown is being reduced too. {{champion:412}} His Q CD was reduced significantly before Worlds last year. He only recently has the CD increased a couple of patches ago. Then there's Presence of Mind and Ultimate Hunter which further reduce ultimate cooldowns. Then there's Transcendence, Cosmic Insight, the scaling CDR rune. Almost every tree has some sort of CD reduction as an option. The list goes on and on. These sort of changes over the last couple of years have made a significant contribution to the damage creep in the game. There used to be windows to punish champions who missed their abilities and skills shots. Those windows are closing more and more each patch it seems.
: Annie didn't age well vs all these new champions,
Annie's Q base damage isn't as high as some other champions because it has a very short CDR (4s), is point and click, and half the cooldown is reduced by killing an enemy with it. Compared to other spammable Qs for mid-range mages like {{champion:127}} {{champion:50}} {{champion:8}} , her damage is quite good. Her W damage isn't low either and has quite a high ratio for it being AOE and practically instant. Her R damage is quite low, and the ratio is too. But you have to take into account that Tibbers aura and attacks deal quite a lot of damage, especially early. Also, her W deals some (albiet small) damage when enemies attack her or Tibbers while active. Also, Annie has one of the highest AA ranges in the game and I believe the highest mid. I don't think Annie's damage is why she hasn't aged well. I think it's more so that her kit lacks counter play. Annie's only two strengths are having flash available and her opponents not knowing how to deal with her when she doesn't have flash available. She can dish her entire combo in 1 second and most of her kit is near unavoidable if you're within a certain range. I agree, she probably needs a rework, but at the same time, her kit is almost necessary to help keep assassins and divers in check. Same with Malzahar, Lissandra, and Lulu to an extent with their point and click CC.
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Targon

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