Meddler (NA)
: It's not a mechanic that really gets used for its intended purpose though (when did you last see TK use a W CD to rush an ally towards enemies?). Narrowing it as a result likely means it's basically just relevant when running away, it's just less consistent and feels more like a roll of the dice for both teams. Testing just removing it as a result, though that's not a locked change yet.
What about this this: "While Tahm Kench has an allied champion in his belly, he gains bonus movement speed when moving towards enemy champions marked by An Acquired Taste."
Venowolf (NA)
: PLZ! Back Face of the Mountain Active and Ruby Sightstone Passive
Sukishoo (NA)
: I for one liked the FOTM but hardly ever got it alongside the Ruby cause it just took up more space. Having the single support items was much more worth the gold value.
: > [{quoted}](name=Venowolf,realm=NA,application-id=3ErqAdtq,discussion-id=fgEIEAvP,comment-id=00010000,timestamp=2018-03-09T22:37:55.496+0000) > > Yeah in some cases that new quest thing take too much time! At least they need to put some new kind of ward at the store for example: {{item:3363}} > > The supp tanks needs some kind of shield in order to be more protective. Because Enchanters and Healers are too goog and overplace in almost all the phases of game. if adc didnt have burst per second would wouldn't need to buff assains to have op shit like {{item:3147}} then we wouldnt need OP shield and healing. all of this goes back to damage creep and ADC
Sukishoo (NA)
: That they probably weren't going to use that passive again either.
Awwww... Both of that passives They were forgotten forever.
Sukishoo (NA)
: They said Face of the Mountain wasn't being done cause it was the least used of the 3 actives.
: > [{quoted}](name=Venowolf,realm=NA,application-id=3ErqAdtq,discussion-id=fgEIEAvP,comment-id=00010000,timestamp=2018-03-09T22:37:55.496+0000) > > Yeah in some cases that new quest thing take too much time! At least they need to put some new kind of ward at the store for example: {{item:3363}} > > The supp tanks needs some kind of shield in order to be more protective. Because Enchanters and Healers are too goog and overplace in almost all the phases of game. if adc didnt have burst per second would wouldn't need to buff assains to have op shit like {{item:3147}} then we wouldnt need OP shield and healing. all of this goes back to damage creep and ADC
: i coudlnt honestly care less about FOTM.. but... ruby.. needs to come back. onestly i would perfect if they just didn't fuck with any of these things in the first place. why the hell they go out of thier way to break something that is working fine idk
Yeah in some cases that new quest thing take too much time! At least they need to put some new kind of ward at the store for example: {{item:3363}} The supp tanks needs some kind of shield in order to be more protective. Because Enchanters and Healers are too goog and overplace in almost all the phases of game.
Venowolf (NA)
: PLZ! Back Face of the Mountain Active and Ruby Sightstone Passive
Rioter Comments
Melori (NA)
: Locket gave shield to your whole team. Janna chooses one person to shield at a time.
That is exactly what I want: THE ACTIVE OF THE FACE OF THE MOUNTAIN{{item:3309}} ... I mean if Shurelyas and Twin Shadows {{item:3905}} are back in order to replace actives of {{item:3306}} and {{item:3312}} respectly. Why not create a new item with that same pasive? Also the Supp Tanks needs a couple of items to have more optimization, I want save my adc of the mischeavous ignite with quick reflexes and be a hero! I really love that sensation! Please create a new item
: Nobody wants shields. There is no counterplay to hitting a button that just instantly adds a shield to someone. The new Solari Active does some really good stuff if it's placed properly and your team plays well around it.
But Janna does that and a lot pepople sitll love her... Counter play or not is a way to help others with champs that does not have healths or shields as Braum or Leona for example. Both of them are Supp Tanks that relies on itemization to protect burst damage.
: 8.6 Duskblade and related changes
Why change the Solari Active without a shield? I mean why not create a new item with that effect? After removing Face of the Mountain we lost all the shield active on items. Please add a new Shield item to tank support. The Remnant of the Aspect was nerfed and now the Solari active is changed
Venowolf (NA)
: Resolve Tree
Someone knows if a potential change have been working in order to balance this tree in order to give more tankiness?
Ertagon (EUNE)
: > [{quoted}](name=Dragfin,realm=NA,application-id=3ErqAdtq,discussion-id=TOU64v0r,comment-id=00000000,timestamp=2017-12-20T17:12:19.270+0000) > > Math and todays gamers don't get along. We live in a society where many want right this minute. They will never understand or realize that by playing the game the same way they did before that they are getting pretty much the same thing they were getting before when playing the game. You can't change a player like that. They either need to adapt or go play something else because no matter how much whining and bitching they do, it's going to stay this way. I personally like this new way because being allowed to level your account means you always have a goal to get to the next level. > > Instead of getting rewarded for each game, you get rewarded for each level. Technically you do get rewarded every game through experience but so many people are spoiled that it's not enough. In a free to play game even. Thanks for the assumption I did the maths in a different discussion. I'll collect the data again and prove you wrong.
Please share the link with that data I´m very curios about that.
: > [{quoted}](name=Venowolf,realm=NA,application-id=3ErqAdtq,discussion-id=yQbZQjVK,comment-id=00000000,timestamp=2017-12-20T07:13:17.356+0000) > > Completely agree with the early game problem. With this tree as a tank jungler you felt stuck in the early stage of the game and in the first camps too. Font of Life needs to be more oriented in the user part not only reward the ally. Thanks by the way by answering with your thoughts on this topic. Well it's not even just for tanks. Tanks don't need to be super strong early, defensive items are cheap. But for squishies who want to build into some resistances against some super tough matchup, there's basically no point at all because they get one shot either way. Those resistances don't do anything for them, but you can tell they want people to use the resolve tree, but no one does for the exact reason that it's not enough defenses against all the damage. Some of the runes themselves SEEM like they're meant for early game, but they're so pointless for the early game that you might as well not even get them. But yeah, I agree on Font of Life. If only because I enjoy a certain off meta build/champion/playstyle that Bond of Stone really helped with, lol.
Yeah maybe an extra buff or a completely change in the Tier 2 - Resistance of the Resolve Tree. Right now are too meh.
: Nah tanks don't need good runes they're op just ask the boards.
Obviusly no.. You are wrong or maybe don't have any idea or what I talking about...
: Justice for SKARNER!
There are some champs as Leona, Diana, Skarner that does not received the update yet.
: I felt this way as well. Resolve doesn't seem like much of an early game tree at all, in fact most of it is late game focused and the early game ones suck. I will say Grasp needs something different than a max health increase. That shit doesn't feel fair to play against. That's the one thing I feel like makes people tankier, but in an unfair way imo because it discourages trading with the person who has grasp, as they get free HP from it. My biggest annoyance is with the second tier. 5 armor/MR is not really that great on it's own and 8 of both after 10 minutes isn't gonna do a whole lot either. The healing from pots might be useful but overall I feel like these are all weak. I also agree with Font of Life. I agree though and feel like it'd be better if it also healed it's user for a bit as well.
Completely agree with the early game problem. With this tree as a tank jungler you felt stuck in the early stage of the game and in the first camps too. Font of Life needs to be more oriented in the user part not only reward the ally. Thanks by the way by answering with your thoughts on this topic.
Rioter Comments
Shahamut (NA)
: Remember, his title was given back in the day when "Vanguard" wasn't a term they used to define sub classes of tanks. Skarner was a "fighter", in the day that "fighter" simply meant a melee damage dealer. Old School Terms: Tank: Melee Damage soaker- front line initiator/backline peelers Fighter: Melee Damage Dealer Mage: AP spell slinger, focused on burst and utility Marksmen: Ranged damage dealer If Skarner was made today with the same general concept as his initial creation, he would be a Slayer- Skirmisher. He excels at dealing sustained damage and chasing/locking down single targets. He's a hunter. He's after the jerks who took his brothers' crystals, and he will kill them all... one at a time... as he finds them... Like any other Skirmisher, he has some other situational utility to offer, since if he is not even or ahead, he can't really duel efficiently: Fiora- Front line killer- Her %MAX HP True damage can kill a front line tank quickly. The heal from her ultimate makes it where fighting the tank first is less punishing. Yasuo- Zone control with Windwall Skarner can play like a Warden, peeling off divers and assassins with his single target lockdown. I don't think they should "transform" Skarner again... he should be reverted back to what he was supposed to be. A duelist, hybrid fighter. Thats my opinion.
So in that case is aMUST chamge the vanguard in his bio profile if the reverted him to a Skirmisher... Maybe he needs a whole change in his base stats if he will be a Skirmisher because Skarner is too tanky right now to be a full Skirmisher, He definetely is not a light fighter... I prefer him more oriented to the tank class specifically as a Vanguard. But I also enjoy play him as a Juggernaut/Skirmisher hybrid thing with tons of AD. This new buff can put him in a good position. Thats whats I hope.
Shahamut (NA)
: If you dont mind me sharing: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/LM6KvNAQ-skarner-rework-idea? This is a thread I started and have put my thoughts in many of the replies there in. Short version: Skarner was (when he first made his appearance) advertised as a hybrid fighter. Back then, Fighter simply referred to melee damage dealers without much distinction. If you look at Skarner's kit as a whole, you can easily see it focuses very well around one thing: Fighting 1v1. He has/had :( high sustained damage through auto attacks and crystal slash. A low cooldown shield, a slow+stun, and a single target suppression. In my opinion, if Skarner were made with his original concept in modern day, he would be a Slayer- Skirmisher. Perfect for jungle or top lane. He would be a strong ganker (in jungle or as the laner) with his single target lockdown and damage, a good split pusher, etc.
Nice I put some of my thoughts in your post. I am not agree at all with the Slayer- Skirmisher role. I really love see Skarner as a Vanguard with unique style.
Shahamut (NA)
: Skarner Rework Idea
I like the new resource bar. I am worried about the stun duration now that he has an wasy access to his new passive. Maybe that 1s could be to much (0.75s is more fair in this set). The whole idea is not bad at all but needs more things to put him in the "unique" department. He is similar to others champs. Maybe that crystal poiison idea is better, something more as Braum´s passive and Sejuani´s E that works on-hit on same target. in this case they can work in order to freezes or cristalize the enemy. My real though here is some kind of new E that works with a slowly freezes on the enemy. If Skarner hit someone with his E . The affected unit slowly starts to turning into crystal statue to prevent this the unit needs to attacks or move "x" units so in this way the unit can preven frezzes. Maybe son kind of Zoe´s stun
: Just played Skaner for the first time since Preseason
Rockman (NA)
: Which has more
Who is Darkins ? Skarner completely wins
: Skarner needs a rework more than anyone
Maybe not a whole rework but a new and more interactive non dependable passive. I love his ultimate, his current E, the scalingf system on the W. but the Q and Passive (boring) not so much.
Shahamut (NA)
: You always max E first in my opinion. Then W and Q. Q is arguably better for jungle clear, but after first clear it really is irrelevant. E max gives bigger slow for ganks, as well as more inital burst. Maxing E means ganks can happen more often. Its also better for slowing pursuers.
Agree the E always go first. I am M7 Skarner , and he can go well both AD and AOp,,, Also I play all the iterations since the Perma slow Q to the high damage Q (Juggernaut) to this one (mini game passive). I really like him as a Vanguard tank not as Juggernaut. But as you said in a previous post he play more as a warden tank in tf and punish bad position. His passive motigates a lot of his potential so maybe that could be the issue with him. Is a pain pint need to be or create problem/tf in the Skarner´s shrine to unleash all the potential . IMO he needs a whole new passive and focus more on the Vanguard side without lost the hybrid fighter theme. PD: I always see you on my boy Skarner post. please share your thoughts with me, maybe we can put the giant purple Scorpion (Brackern race). I really miss my kind
Shahamut (NA)
: I respectfully disagree. Skarner's Ult is iconic to him. They just need to stop trying to make him an initiator tank, and put him back to being a duelist/hunter. He plays more like a skirmisher honestly. As a tank, however, hes really a warden, not a vanguard. EDIT: Also, I am a huge advocate against %MAX HP TRUE DAMAGE... There is no counter to it, no way to build against it. 35% max HP true damage is effective vs squishies as well as tanks...
> [{quoted}](name=Shahamut,realm=NA,application-id=3ErqAdtq,discussion-id=LM6KvNAQ,comment-id=00000000,timestamp=2017-12-15T19:59:07.835+0000) > > I respectfully disagree. Skarner's Ult is iconic to him. They just need to stop trying to make him an initiator tank, and put him back to being a duelist/hunter. He plays more like a skirmisher honestly. As a tank, however, hes really a warden, not a vanguard. > > EDIT: Also, I am a huge advocate against %MAX HP TRUE DAMAGE... There is no counter to it, no way to build against it. 35% max HP true damage is effective vs squishies as well as tanks... In the description say "Skarner the Crystal´s Vanguard" so they need to pronounce and remarks this identity of VANGAURD TANK giving him some tools to reach the BACK line and engage sucessufully a whole team fight!
Asudurga (NA)
: 44 upvotes, {{champion:202}} approves, two fours is better than one four, lets get this to 4444 for four fours!
{{champion:17}} approves: "Hut two three four!"
: Whats wrong with Nunu?
He need to be more as a warden tank! I think he needs a new passive That add some new hard cc in his kit
Wolfbook (NA)
: 3 Refunds per season, upvote if you want 3 refunds per season.
Raoul (EUW)
: Ok, Boots of Swiftness are now a total joke...
Ok, increase the slow resist a little bit to compesate
Valrun (NA)
: Boots of Swiftness Idea.
Maybe they need to change the name...
PSOCALY (NA)
: Veteran's Scars PBE changes
{{sticker:slayer-pantheon-thumbs}}
: > [{quoted}](name=joejoejoejoe,realm=EUW,application-id=3ErqAdtq,discussion-id=cdLKAM1L,comment-id=000f000000000000,timestamp=2016-05-31T22:22:54.285+0000) > > I completely agree with you. The reward is to see that the idea became reality. +1 Whenever I see the term 'stat binding' used, I get this little thrill, knowing that players know the term because of a [post](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/g9gwz5HM-the-future-of-itemization-if-you-havent-figured-it-out-read-this) I made.
yeah I didnt know b4 your post and well now I understand better.
: Have you thought at Riot of giving guys like OP some reward for making a suggestion that you will incorporate into a future patch. Seems like a nice boost to people that give good ideas and clarification that you use
That is the reason of why they don't need to give a reward or a prize. If you want to help for a better community you do that for free not to receive prizes. Also this is your reward and prize at the same time you are helping: your thoughts'd been listening . So the simple action that they take in account our ideas is more than a "generous" prize. I feel very satisfied to help free my beloved community, so think twice before asking for prizes or "nice boost" when they clearly are giving to us... ...Giving the great chance to help!
: Can we change Veteran's Scars back to 3% max HP instead of the useless 45 HP
Right now veteran scars is pretty useless, only its useful until you overpass the 1145 hp mark...
: Putting it into perspective: by the time you have the 4-5 items to get 4000HP, ADCs are critting for 750 damage. So how much is that extra 120 going to help you?
Well if you take in account the 10% of Randuim Omen, is about 650 maybe a lower amount if you build correctly...
: Damage needs nerfs, especially crit and armor pen IMO.
yeah maybe increase the reduction of crit in items like Randuim could help.
: God no you want to make the tank meta even worse?
: How is that a better question? My view is that what happens early game directly influences the rest of the game. 45 HP early that helps you A) gain a lead or B) survive from the enemy getting a lead is a lot more useful than having 75 extra HP at 18. (75 being the net bonus of having 4% at 3000 health as opposed to 45 flat.)
The 4% of 3000 Is 120 and in some cases with 4000hp in tanks are free 160 a good amount imo
Meddler (NA)
: Zed: We've pulled the ult nerf from patch 6.11 after a lot of debate on the team as to how hard the Q changes will or won't hit Zed. Still sitting on it as an option for a later patch, we want to assess what impact those other changes have first though. Azir: One of the issues we're looking to address with the reduced duration on Azir's ult is how hard it shuts down melee, fighters in particular who can't just disengage from the fight for a while. 5/6/7 seconds is a really long time to wait in a team fight for it to go down, meaning Azir's presence makes it really hard to play many melee champions usefully unless they've got really high slipperiness (leave fight then return), a way to cross his wall (blink or flanking ability) or really long fight times (tanky, or great with a tanky build). The other issue is just the raw power of the ability, as both a strong AOE knockback and a persistent wall. The knockback generates a lot of interesting plays/counterplays. We concluded as a result that, given we felt we needed to take power out of the ability, it was better to hit the persistent wall, which tied in well with the above concerns on effect on melee champs. In terms of overall power both Zed and Azir are too strong. Azir's particularly out of line when played by a really experienced Azir player (experienced players should perform much better, there's still a limit though). I suspect we'll have to hit both of them again at some point in the next few patches, that's a personal guess though rather than currently planned work. Wwe'll see how these changes go first.
Hige (NA)
: Taliyah's only problem
: Swain makes Mundo look terrible now...
Maybe Swain is overbuffed and need some little nerfs to pur him in balance.
Unvictus (NA)
: That could be a cool addition. It wouldn't have to be as short as baron recall, but maybe a 1/2/3 second removal in recall based in stacks. As it is Cloud Drake feels the weakest and teams just aren't inclined to take it. Or possibly Cloud Drake could give you a small homeguard effect before 20 minutes and once 20 minutes hits it makes that homeguard better, I don't know, just a thought.
1/1.5/2 second will be more fair because in the scenarios of Baron and Elder Drake is like 0.5s of duration wih those numbers that you suggested.
: So when are Mordekaiser's base stats going to be addressed?
: Should Wit's End be buffed?
Change the mr stealth on hit to: 3(+5%mr) from 5, in this way it can stealth more in champs that stack great amounts of me also be relevant in late game.
: Wit's End falls off really easy on most champs after the mid-game and just flat-out doesn't do enough for the cost. You can roughly get a Statikk Shiv for more mixed damage, crit, waveclear, and multi-target magic damage. I really only find it situational at best on the vast vast VAST majority of champions, really only 3 I can think of right off the bat that would consider it core: {{champion:10}} Early Nashor's Tooth does more damage AND has 20% CDR, so Wit's End is STILL not a good early item for even Kayle. {{champion:17}} Wit's End gives more on-hit magic damage and shreds FLAT MR, I guess, so maybe it's good early? I still like Nashor's better. {{champion:77}} ONLY ON PHOENIX. Tiger is more about AD-scaling instead of on-hit, so Wit's End sucks for one of his two builds.
Warwick is the best user by far...
Meddler (NA)
: Not sure what the deal is there, I'll pass mention onto the Sound Designer who worked on Illaoi though, see if there's an opportunity at some point to re-use though somewhere else on her.
Also ask for all that champs that have quotes when bought the inexistent Will of the ancients like Tahm .
: Skarner's Status as a Juggernaut
This is a good post I always have the same doubt about his role. I don't know exactly if he is a juggernaut or a vanguard tank, but if you analyze his kit he is more a vanguard tank than a juggernaut. low damages, decent cc, decent mobility, good endurance.
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Venowolf

Level 11 (NA)
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