Meddler (NA)
: Quick Gameplay Thoughts: October 24
Find it kinda ridiculous that Riot is fine with tank Viktor toplane due to it being "cool to see a champ getting played in a different way as an evolving reaction to other champs being common/strong" when they made tank Ekko unplayable because of how he was strong against the meta champions.
: Preseason Dev Update Number 3!
Most of these changes seem alright, maybe except that bounties scale of minions and monsters, which is kinda lame. The main thing I wanted to touch on was the separation of the stat bonuses from the runes. This is a good change, but it is exactly how the runes and masteries worked in season 6 and 7, but objectively worse. If I recall, the reason for combining the runes and masteries into runes reforged was because Riot believed that many of the runes were simply background stats that were chosen without much thought or reasoning, which is just not true at all. On his youtube channel, Akaadian has a Graves guide in which he spends roughly 5 minutes explaining the runes he takes as opposed to other rune options. This is the same for his Rengar guides that he made in season 5, which can also be found on his youtube channel. In his second Rengar guide, he explains why he changed his runes from the last guide and how his play style changed because of it. I also remember Dyrus releasing a Galio guide in which he explained in detail his reasoning behind the different rune pages he took for that champion. If the runes were simply background stats that seemed to have little impact on your gameplay, why would these professional level players have this much to say about their rune choices. The old runes were an expression of skill, as finding the most optimal runes for your champion and adapting them match by match was the mark of a good player. The old runes weren't simply background stats, they were strategic choices that allowed you to customize how you wanted to play the game. Changing the system again this season because of how bad it was in season 8 is a good move by Riot, but an equally bad move is not simply reverting the runes to how they were before season 8. Limiting your pre-game stat bonuses to now only 1 offensive, 1 defensive, and 1 free choice is almost just as limiting as having the stats being decided by the rune trees. In the proposed system, you can not even choose how much of a certain stat you want specifically, the amount is predetermined for you. In the old system, each rune (except quints) gave a small amount of whatever stat you wanted. The best example of this was taking a single crit chance mark, so you would have 1% crit chance, which some players saw as valuable and a strategic option. If this were present in the new system, you would only be able to have the option of taking 0% crit chance, or 10% (most likely). All in all, the runes should be reverted to how they were in season 6-7. There is very little to gain and much to lose from continuing to "streamline" (a synonym for streamline is dumb-down btw) this system, and this can already be seen by the fact that the system is being changed after a single year. The old system offered much more skill expression and customization of gameplay. While the new system does improve on how the pre-game stat bonuses worked in season 8, it is still nowhere near as good as it used to be, and I quite frankly don't see the point in having a mediocre system now when there was already a better system previously. Also, for everyone who says that the new rune system is better because you don't have to pay for the runes, I agree that that single part of the new rune system is better, but Riot has already changed it to where runes are free, so if they were to be reverted, they would have to keep them free.
: why on earth can I not down vote " dev diary". These changes are too rapid and not well thought out, I thought we were finally getting to the point where you guys would stop making changes for the sake of changes. Guess that was a big lie. First 8.11, now this shit. I'd really hate to have to learn dota, but I might have to at this rate.
These are the proposed preseason changes, and preseason is typically the time where big changes like these occur. I agree patch 8.11 was pretty bad, but these changes have been in development for ~4 months, so they aren't rushed. I don't agree with all of them, but still preason is the time to make changes this drastic.
: Put simply: No. Put longer: Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo. http://na.op.gg/champion/reksai/statistics/jungle Outside of the pro scene, Rek'sai is a surprisingly strong pick. Over all she has the 6th highest jungler win rate in the game, sporting the 3rd and 5th best winrates from 15-25 and 25-30 minutes respectively. She's also in the top 20 winrate champions (not junglers, -champions-) for diamond within the last month. Challenger as well, but there are so few games in Masters and Challenger that those stats are kind of neglible. Rek'sai is not bad. She is not weak. She is not subpar, lacking, or deficient. She is well balanced. Rek'sai's niche is instituting a reign of terror for the first 20 minutes of the game and setting her team far ahead. She is one of the best junglers in the game at this. Her E gives her tricky and murderous gank routes, her W gives her strong gank engage, and her damage makes him very tough to survive. She's more than capable of slaughtering enemy junglers and taking over their jungle. With that said, Rek'sai falls off like a rock. As has been stated, she lacks the tankiness to be a main-line tank in the mid game. So once laning phase is over she has depend on her lead, & laners she set ahead, to carry the day. Even then she's still dangerous. When it comes to picking up out of position enemies, tremor senses make Rek'sai second to none. She's also great at protecting her carries, and in a pinch you can engage with E > W > immediately ulti to go untargetable and (hopefully) live. Buffing Rek'sai will absolutely put her over the top and make her too strong, which will warrant heavy nerfs and see her weaker than she currently is. Reverting her W would be one of those buffs; giving her freaking Malphite R on a 4 second cooldown, with a mere 10 second lockout, is not the correct way to balance her. If Rek'sai needs ANY changes, it's to her passive (the healing could be safely doubled to 4% and she'd be fine) or her tremor senses. Atm tremor sense is bugged so that there's a 1.5 second delay between someone -entering- its detection range and them showing up, which is frustrating. More-over though it renders her entirely blind to close-by enemies, and it's hilariously easy to juke her if you're nearby but not within her miniscule vision range while burrowed. Giving her a couple of 'rings' for her derection, say 1.5 update on the outer, 1.0 on the middle, and 0.5 on the inner, would go a long way towards helping her fulfill the 'apex predator landshark' fantasy without actually giving her much more strength.
While it's undeniable that Rek' sai has a pretty high win rate, that statistic is skewed for a few reasons. One of them is that almost every champion in diamond has a higher win rate than they actually have. In the last month, over 113 out of 141 champions have a win rate of 50 or higher, which statistically doesn't make sense, especially because the lower win rate champs usually have very low play rates. Also, Rek' sai has a play rate around 1-2%, meaning that only the OTP's play her, and they of course have way more knowledge on the champions and her match ups than everyone else. I actually am a diamond player and I haven't seen Rek' sai in one of my games in probably 80 games. I would estimate that her actual win rate is somewhere between 50-51%, but of course I could be wrong. I would also argue that she only has a decent win rate currently and for the past few months due to how short the games are. As you stated she is a pretty decent champ up til 20 minutes, but the average game length from diamond to challenger is ~26 minutes. This leaves her very little room to actually fall off. Rek' sai isn't the only champ that can end games fairly early too. Of course I cant know this for sure, but I'll bet that after the preseason changes when the games are hopefully made to last longer, her win rate will drop off to some extent. Reverting her would make her less of an early game menace and transfer her power to later in the game, which I can only assume would make her better in season 9 (tentatively). Rek' sai's tremor sense isn't actually a very good tool for picking off enemies. While you can see the blips that indicate that a champion is there, you don't actually have vision of the area where the blips are, making tunneling in extremely dangerous as the whole enemy team could be waiting there. On old Rek' sai, because you built tank mainly, it would be more ok to tunnel in in a situation like I described above because you wouldn't die instantly like you do now. Whenever I do play Rek' sai, the experience is pretty annoying. She feels very clunky, especially while using her ult, which I already expressed is a terrible ability. The damage is fine, but typically an assassin type champion wants to kill squishies as fast as possible. An ult with a 1.5 sec cast time and probably another 1.5 sec animation time isn't exactly good for killing champions quickly. Another thing to remember about win rate is that it is not an end all be all. Garen has a higher win rate than Rek' sai, and he's one of the worst champs in the game. LS has expressed the danger of relying solely on win rate as indication of a champion's state in the game.
Rioter Comments
: Buff Ekko Jungle again?
The idea I have had for a long time is to make his passive a 3 second CD on monsters and remain a 5 second CD on champs. It would help his clear considering he can hardly do 3 camps without having to back.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: October 10
I saw that Rek' sai was mentioned in the previous update and I wanted to express my thoughts on the champion currently. Rek' sai has been pretty underwhelming for almost the entire season, and I feel that she needs to be reverted so that she is played as a full tank. Currently she is the worst champion in the game after 15 minutes. A former LCS analyst agrees with me on that point. She has the same pitfalls as Rengar before his initial rework, being that she is a squishy champion that has to dive into a team and will either trade a kill or simply die. Rek' sai is even worse than old Rengar because she cant simply instakill a squishy target, due to the fact that she has to first knock the squishy up, Q-AA-AA in order to get full rage and then E for the true damage. Most of the time this isn't even enough to kill a squishy, whereas old Rengar could simply triple Q and instakill. Furthermore, Rek' sai's ultimate is one of the worst abilities in the game. This is due to the fact that it is so telegraphed; everyone can see the animation begin, and the animation is quite long. Additionally, her ultimate can be dodged by every single champion in the game because essentially everyone takes flash. Champions with a dash such as Lucian or Graves can also avoid her ultimate simply by dashing away. Her ultimate does a good amount of damage, but it's simply not enough to make up for how bad the rest of it is. Also, if a champion survives your ultimate, it is very difficult to continue chasing them down with autos because of the animation of the leap. This is one of my biggest problems with this champion. She feels clunky to play in that regard. Rek' sai is also very immune to CC, which isn't a problem only she faces, but when built damage oriented, she gets blown up before she can do anything. Another glaring problem with Rek' sai is her W. Her W is very bad currently, much worse than it was before her rework. The knock-up only affecting one target is pretty bad, considering most champions can simply just kite away from her. Another obvious problem with her W is that it does not prioritize champions. This leads to situations where an enemy can simply run into a minion wave to avoid being knocked-up, which makes Rek' sai's ganks useless. This would be solved by reverting her so that the W can knock-up multiple champions, with the knock-up duration dependent on how close Rek' sai is to the enemy champion. Additionally, her passive healing is pretty much negligible; when clearing with her you still get relatively low. Reverting her to her previous form would fix all of these issues. When built as tank, she could dive into a fight and knock up multiple champions. She still has no escape, but she is meant to soak up damage so this is not an issue. As tank, she can also face-check without dying instantly. If reverted, she could also get multiple knock-ups off in a single team-fight, due to the fact that she would be tankier and her per-target knock-up CD would be lower. As a said before, current Rek' sai is completely useless in team-fights because enemy champions can simply walk away from her to avoid the knock-up. Tarzaned recently released a tier list video and he placed her in the lowest or next to lowest tier. Valkrin also expressed that Rek' sai is an awful champion. It would make sense for her to receive the Rengar/ Leblanc treatment. TL:DR Rek' sai is a bruiser with assassin scaling. Her passive, W, and ultimate are very bad abilities with glaring problems that have yet to be addressed. Even after her recent buffs in patch 8.14, she is still one of the worst junglers in the game at all levels of play. Rek' sai needs to recieve the Rengar/ Leblanc treatment. Her old kit was much better than her current one. Tank Rek' sai is much more useful and reliable than damage oriented Rek' sai.
Meddler (NA)
: Quick Gameplay Thoughts: October 5
I saw that Rek' sai was mentioned in the previous update and I wanted to express my thoughts on the champion currently. Rek' sai has been pretty underwhelming for almost the entire season, and I feel that she needs to be reverted so that she is played as a full tank. Currently she is the worst champion in the game after 15 minutes. A former LCS analyst agrees with me on that point. She has the same pitfalls as Rengar before his initial rework, being that she is a squishy champion that has to dive into a team and will either trade a kill or simply die. Rek' sai is even worse than old Rengar because she cant simply instakill a squishy target, due to the fact that she has to first knock the squishy up, Q-AA-AA in order to get full rage and then E for the true damage. Most of the time this isn't even enough to kill a squishy, whereas old Rengar could simply triple Q and instakill. Furthermore, Rek' sai's ultimate is one of the worst abilities in the game. This is due to the fact that it is so telegraphed; everyone can see the animation begin, and the animation is quite long. Additionally, her ultimate can be dodged by every single champion in the game because essentially everyone takes flash. Champions with a dash such as Lucian or Graves can also avoid her ultimate simply by dashing away. Her ultimate does a good amount of damage, but it's simply not enough to make up for how bad the rest of it is. Also, if a champion survives your ultimate, it is very difficult to continue chasing them down with autos because of the animation of the leap. This is one of my biggest problems with this champion. She feels clunky to play in that regard. Rek' sai is also very immune to CC, which isn't a problem only she faces, but when built damage oriented, she gets blown up before she can do anything. Another glaring problem with Rek' sai is her W. Her W is very bad currently, much worse than it was before her rework. The knock-up only affecting one target is pretty bad, considering most champions can simply just kite away from her. Another obvious problem with her W is that it does not prioritize champions. This leads to situations where an enemy can simply run into a minion wave to avoid being knocked-up, which makes Rek' sai's ganks useless. This would be solved by reverting her so that the W can knock-up multiple champions, with the knock-up duration dependent on how close Rek' sai is to the enemy champion. Additionally, her passive healing is pretty much negligible; when clearing with her you still get relatively low. Reverting her to her previous form would fix all of these issues. When built as tank, she could dive into a fight and knock up multiple champions. She still has no escape, but she is meant to soak up damage so this is not an issue. As tank, she can also face-check without dying instantly. If reverted, she could also get multiple knock-ups off in a single team-fight, due to the fact that she would be tankier and her per-target knock-up CD would be lower. As a said before, current Rek' sai is completely useless in team-fights because enemy champions can simply walk away from her to avoid the knock-up. Tarzaned recently released a tier list video and he placed her in the lowest or next to lowest tier. Valkrin also expressed that Rek' sai is an awful champion. It would make sense for her to receive the Rengar/ Leblanc treatment. TL:DR Rek' sai is a bruiser with assassin scaling. Her passive, W, and ultimate are very bad abilities with glaring problems that have yet to be addressed. Even after her recent buffs in patch 8.14, she is still one of the worst junglers in the game at all levels of play. Rek' sai needs to recieve the Rengar/ Leblanc treatment. Her old kit was much better than her current one. Tank Rek' sai is much more useful and reliable than damage oriented Rek' sai.
Rioter Comments

UF Decimus

Level 82 (NA)
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