: @Riot Blood Lord Vladimir needs an update/fix for a 1820 RP skin!
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BiLBY (NA)
: yes captain! sorry for the wait! the trainee bundle has been sent to the skins tab under "chromas" until we are able to return it to the featured section.
The post says 15% Off, but the maths is only 11% Off? Is that intentional?
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: When vision clearing goes wrong
Ralanr (NA)
: Vanguards are the offense tank. You mixed that up. And yes, Mundo is a juggernaut.
Heh. It was late last night and I wanted to post before I went to bed. Rushed through. I corrected it. Thank you. As for Mundo, I think they can update his W and E, to make him feel even better as a Juggernaut. But you're right. He already pretty much is.
Rioter Comments
: Gotcha! Thanks for the breakdown. I'll try to keep a close eye on his assassin matchups in development, but I hope this eases your mind: we plan on keeping W pretty much identical, maintaining his best-in-class lane sustain, and encouraging high HP builds [for a mage].
> [{quoted}](name=Riot Stashu,realm=NA,application-id=A7LBtoKc,discussion-id=OJQBsbEM,comment-id=0018000000000000,timestamp=2016-03-05T00:02:47.889+0000) > > Gotcha! Thanks for the breakdown. I'll try to keep a close eye on his assassin matchups in development, but I hope this eases your mind: we plan on keeping W pretty much identical, maintaining his best-in-class lane sustain, and encouraging high HP builds [for a mage]. I think a more dynamic Passive would open up a lot of potenial for vlad. New Passive: Blood Bank; A resource bar that fills whenever Vlad steals health from a Unit (Including Spell Vamp, Items, and abilities). As the Blood Bank fills it could increase damage and/or healing, but most importantly when its more than half full, it empowers Vlad's abilities. Blood Bank decreases when Vlad takes damage. (This causes vlad to think more carefully about his engagements, does he want to build his blood bank to secure more damage/healing and keeping his abilities empowered, or does he steadily trade and diminish his blood bank.) Base Q should remain largely unchanged except for number tuning, making it a solid last hitting tool with no blood bank, to a dangerous powerful weapon with a full blood bank. When Q is empowered I like the idea of stealing other stats with health, most balanced would probably be Movement speed, maybe Magic Resist. Base W again just number tuning, but when empowered is the best place to add mobility to Vlad's Kit. Empowered W could be a short range dash, where vlad pools into the floor, than that pool shoots in target direction, damaging enemies in direction and healing for % of damage done. E is tricky because (Like Q) it has no decision making or counterplay. If its up and you're in range, use it. Its tricky because Vlad heavily depends on this ability for aoe presence, its how he remains largely relevant in team fights. I think this skill is ok to change as long as it remains AOE. The healing boost can be relocated to the Blood Bank. R needs to change, and I like the idea of a Blood Curse (Too bad trundle's ult is nearly perfect for Vlad), or Maybe even a Blood Bond with an Ally, sharing stats or mitigating damage by diving damage taken between the two of them. The takeaway, i want to keep a single target Q, and a Blood Pool. I would like to add a resource bar that adds depth to Vlad kit (Not Mana)
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Meddler (NA)
: Our main problem with Vlad is his Q. It's a low CD, targeted, resourceless spell that restores health. It doesn't have much interesting decision making for Vlad, if it's ever strong early he just shuts a lot of people out of lane and the main ways to deal with it are to either sustain even more or to punish Vlad really hard when he trades. Vlad's also got a bit of a 'stat check' issue, where he'll just reliably outclick a lot of opponents 1v1 without sufficient avenues for being outplayed. That's not ideal, it's a lesser issue though since it doesn't kick in until later in the game when 1 v 1 counterplay is less important than team v team counterplay.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=hFNRVaWv,comment-id=0000,timestamp=2016-01-23T07:01:58.676+0000) > > Our main problem with Vlad is his Q. It's a low CD, targeted, resourceless spell that restores health. It doesn't have much interesting decision making for Vlad, if it's ever strong early he just shuts a lot of people out of lane and the main ways to deal with it are to either sustain even more or to punish Vlad really hard when he trades. > > Vlad's also got a bit of a 'stat check' issue, where he'll just reliably outclick a lot of opponents 1v1 without sufficient avenues for being outplayed. That's not ideal, it's a lesser issue though since it doesn't kick in until later in the game when 1 v 1 counterplay is less important than team v team counterplay. Hey Meddler. I've been thinking about this issue, and had a kit in mind to balance vlad at both ends including his Q. New Passive: Blood Bank; A resource bar that fills whenever Vlad steals health from a Unit (Including Spell Vamp, Items, and abilities). As the Blood Bank fills it could increase damage and/or healing, but most importantly when its more than half full, it empowers Vlad's abilities. Blood Bank decreases when Vlad takes damage. (This causes vlad to think more carefully about his engagements, does he want to build his blood bank to secure more damage/healing and keeping his abilities empowered, or does he steadily trade and diminish his blood bank.) Base Q should remain largely unchanged except for number tuning, making it a solid last hitting tool with no blood bank, to a dangerous powerful weapon with a full blood bank. When Q is empowered I like the idea of stealing other stats with health, most balanced would probably be Movement speed, maybe Magic Resist. Base W again just number tuning, but when empowered is the best place to add mobility to Vlad's Kit. Empowered W could be a short range dash, where vlad pools into the floor, than that pool shoots in target direction, damaging enemies in direction and healing for % of damage done. E is tricky because (Like Q) it has no decision making or counterplay. If its up and you're in range, use it. Its tricky because Vlad heavily depends on this ability for aoe presence, its how he remains largely relevant in team fights. I think this skill is ok to change as long as it remains AOE. The healing boost can be relocated to the Blood Bank. R needs to change, and I like the idea of a Blood Curse (Too bad trundle's ult is nearly perfect for Vlad), or Maybe even a Blood Bond with an Ally, sharing stats or mitigating damage by diving damage taken between the two of them. The takeaway, i want to keep a single target Q, and a Blood Pool. I would like to add a resource bar that adds depth to Vlad kit (Not Mana)
: @vlad mains question
Even though my summoner name predates the champions’ announcement, I quickly became an avid fan of Vladimir. He had an original powerful close range mage kit with no mana worries, and including the ever-awesome sanguine pool. I’ve been playing him consistently since his release, during all his ups and downs. So here is my vision of Vladimir’s place in LOL. **Currently** Vladimir is a Close Quarters Fighter Mage. He has a mix of mostly Offensive with some Defensive abilities and a short effective range. He doesn’t have any truly high powered Nuke capability, but the longer he stays in a fight the more dangerous he becomes to the entire enemy team. His staples are sustainability, steady AOE damage on a short CD, strong single target focus on a short CD, and an ultimate that allows a coordinated team to shred enemies. IMO the strongest play style for Vlad utilizes Rylai’s and his Q to continuously chunk and slow aggressive opponents that over-extend or catching out carries allowing allies to make quick work. Vlad severely punishes anyone who gets caught in his short range domain, but suffers from lack of mobility, CC, and direct focus from carries. **The Future** The only champion that remotely resembles Vlad is Zac or Mordekaiser. Zac is an AP, Health Resource, close range, Tank Mage; who dishes out tons of CC. Mordekaiser is an AP, Health Resource, close range, AA centric champ (I guess, I still don’t get new Mord). Vlad distinguishes himself as a damage dealer who is there to steadily punish an enemy team foolish enough to fight around him, without taking him out. There are really two directions you can take him, make him a Juggernaut like Mordekaiser, or tilt him slightly more fighter like Diana, Ekko, or Gragas. I personally prefer fighter with more engaging mechanics. **The Kit** **Passive: “Blood Bank”** As Vladimir steals health from his enemies(Through abilities or Spell Vamp); he fills a resource bar called “Blood Bank”. Taking damage depletes his ‘Blood Bank’. When ‘Blood Bank’ is more than half full, his Abilities become empowered. All ability damage is increased by how full the ‘Blood Bank’ is up to 10%. **Q: Transfusion:** Basic Unchanged. Empowered; Steals 10% of enemy’s movement speed. **W: Sanguine Pool:** Basic Unchanged. Empowered; after sinking into a pool of blood, the pool dashes in target direction dealing damage to all enemies it passes through healing for 15% of damage done. **E: Tides of Blood:** Basic Unchanged. Empowered; The projectiles from tides return to Vlad after hitting their enemy, any enemy’s they pass through get damaged and heals Vlad for flat amount. **R: Blood Curse:** Target enemy champion starts bleeding for the duration for 6 seconds, receiving a dot that slowly drains health and fills Vlad's Blood Bank Directly (No Healing). Any of Vlad’s abilities that damage target champion during “blood curse” steal extra flat health. Empowered; Blood curse also Reduces Magic Resist by %. **Why he's still balanced** Vlad depends on building and sustaining his blood bank to be a threat. He still has a complete lack of CC. Any damage he takes reduces his resource bar, preventing him from triggering his empowered abilities. With proper number tuning, Vlad should be a sustain and farm champ, until he can build up his Blood bank enough to engage. Once his blood bank is above half full, his enemies have to decide whether to try to deplete it with attacks, or avoid him. Any direct focus from a carry, or from a group of enemies will quickly deplete Vlad's resource bar.
Statikk (NA)
: Mid-Year Mage Update
Even though my summoner name predates the champions’ announcement, I quickly became an avid fan of Vladimir. He had an original powerful close range mage kit with no mana worries, and including the ever-awesome sanguine pool. I’ve been playing him consistently since his release, during all his ups and downs. So here is my vision of Vladimir’s place in LOL. **Currently** Vladimir is a Close Quarters Fighter Mage. He has a mix of mostly Offensive with some Defensive abilities and a short effective range. He doesn’t have any truly high powered Nuke capability, but the longer he stays in a fight the more dangerous he becomes to the entire enemy team. His staples are sustainability, steady AOE damage on a short CD, strong single target focus on a short CD, and an ultimate that allows a coordinated team to shred enemies. IMO the strongest play style for Vlad utilizes Rylai’s and his Q to continuously chunk and slow aggressive opponents that over-extend or catching out carries allowing allies to make quick work. Vlad severely punishes anyone who gets caught in his short range domain, but suffers from lack of mobility, CC, and direct focus from carries. **The Future** The only champion that remotely resembles Vlad is Zac or Mordekaiser. Zac is an AP, Health Resource, close range, Tank Mage; who dishes out tons of CC. Mordekaiser is an AP, Health Resource, close range, AA centric champ (I guess, I still don’t get new Mord). Vlad distinguishes himself as a damage dealer who is there to steadily punish an enemy team foolish enough to fight around him, without taking him out. There are really two directions you can take him, make him a Juggernaut like Mordekaiser, or tilt him slightly more fighter like Diana, Ekko, or Gragas. I personally prefer fighter with more engaging mechanics. **The Kit** **Passive: “Blood Bank”** As Vladimir steals health from his enemies; he fills a resource bar called “Blood Bank”. Taking damage depletes his ‘Blood Bank’. When ‘Blood Bank’ is more than half full, his Abilities become empowered. All ability damage is increased by how full the ‘Blood Bank’ is up to 10%. **Q: Transfusion:** Basic Unchanged. Empowered; Steals 10% of enemy’s movement speed. **W: Sanguine Pool:** Basic Unchanged. Empowered; after sinking into a pool of blood, the pool dashes in target direction dealing damage to all enemies it passes through healing for 15% of damage done. **E: Tides of Blood:** Basic Unchanged. Empowered; The projectiles from tides return to vlad after hitting their enemy, any enemy’s they pass through get damaged and heal vlad. **R: Blood Curse:** Target enemy champion starts bleeding for the duration for 6 seconds. Any of vlad’s abilities that damage target champion during “blood curse” steal extra health. Empowered; Blood curse also Reduces Magic Resist by %.
Meddler (NA)
: I'm not 100% certain as to the original intent, Galio was designed before my time at Riot. I'd be fairly sure the goal was to keep Galio further forward in fights by locking the healing to him, rather than having him potentially lower on health himself and therefore hanging back poking and buffing allies.
> [{quoted}](name=Meddler,realm=NA,application-id=3ErqAdtq,discussion-id=a6TiMLEo,comment-id=001500000002,timestamp=2016-01-18T23:35:39.262+0000) > > I'm not 100% certain as to the original intent, Galio was designed before my time at Riot. I'd be fairly sure the goal was to keep Galio further forward in fights by locking the healing to him, rather than having him potentially lower on health himself and therefore hanging back poking and buffing allies. Thank you Meddler, I greatly appreciate the response and information. Keep up the good work!
: @Riot, What happened to Galio Update?
My Galio Update: Role: Mage, Support Tank Passive: Runic Pennance: All Galio's Abilities scale with MR. When Galio takes damage from an enemy he gets increased movement speed towards that enemy. Q: Resolute Smite: + Increase Missile Speed E: Righteous Gust: + Righteous gust pushes enemies to the end of the draft, if they collide with a wall they are briefly stunned.
: @Riot, What happened to Galio Update?
If the mage update is next, PLZ o PLZ Riot, Don't forget to give Galio's Kit some love. :) (Really just the passive, the rest of his kit is OK)
  Rioter Comments
: The Bronze Code: Vision is a lie, there is only darkness. Through darkness, I gain gold. Through gold, I gain power. Through power, I gain victory. Through victory, elo hell is broken. Rito shall free me.
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: @Riot 1999 Wins!
I didn't get a response, i'm just gonna try again tomorrow. Hope to hear from you riot!
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RR Zero (NA)
: Hey man, it does .67 bonus damage per stack instead of 1.0. That's almost half, if you think about it.
2/3rds man.. check the math again.
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: Patch 5.12 notes
I'm no more impressed with adaptive armor than i was with Runic Blessing. Lets say your up against a mostly AD Heavy team. And pick up Thornmail, Frozen Heart, Ninja Tabi, With 9 Armor from runes and 21/9/0 Masteries. 100+100+25+9+5=239 Adaptive Armor gives you a whopping 9 Magic Resist. Even if you went fully down the Defensive tree that would only net you about an extra 2 Magic Resist. Extremely small game for the Large amount of armor you'd have to purchase. About of 180 gold worth of stats for 5550g spent. Meh.
: ++The Gifting Fairy++ (NEW THREAD)
IGN: Vladamphir Skin: Astronaut Teemo. I just want to enjoy the moon bouncing and lazer pew pew.
Rioter Comments
: no no and fucking no. manaless mages dont need to have better cdr itemization. they already dont use mana that is a good advantage
I'm not saying this item was made specifically for manaless mages rather, its to fill a slot where you don't need more mana or mana regen. That being said, I see what your saying. For my champions like rumble and vlad, i'd still like at least a 15% option so i can get to 40% with runes masteries, boots of lucidity and one other item. Otherwise, I have to try to sneak 3 CDR items in to my build, with the 4 options consisting of; Banner of Command, Will of the Ancients, Twin Shadows, and Nashor's Tooth. I would certainly more variety in my CDR picks, even if there not 20%.
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: FPS drop/major ping issues since 5.5
: High Ping after 5.5?
I'm Seeing it a lot. (East Coast)
iPhaze (NA)
: High Ping (East Coast)
2 Games today, already have weird lag spikes, even though I monitor my home internet ping and its fine. Has to be on riot servers. (Florida)
Krizalid (EUW)
: [Skin line concept] Black Rose LeBlanc, Vladimir, Swain
: I'm merely pointing out the fact that you didn't look very hard since the formula was provided in the patch notes. Either way, I did say Stat Gain for **a given level**. Don't get mad because you didn't do your research or because you couldn't tell that I didn't retranscribe the formula correctly.
Ok, I think we're not understanding each other. I'm saying that I had to figure out the following formula on my own. (The formula that calculates total base stat at current level) B = Original Base Stat, G = Growth Stat, L = Current Level Total Base Stat at Current Level = B + .65G(L-1) + .035G(1.5 + (.5L-.5))(L-1) Your saying, that that formula is already posted somewhere? Can you show me exactly where, cause i've looked though all the growth stat pages, on lol, lol wiki, patch notes. Its not anywhere that I can tell. Sorry, I didn't mean to sound mad or rude, its just i was very frustrated how much time I put into this, and it seemed like you posted the same information that was leading to my frustration.
: It's been posted by Rioters and the formula is even available on the wiki. --- Stats Gained Per Level Stat advantages through levels have been smoothed out. Honestly speaking, Leona + Graves will still beat the stuffing out of you at level 2, but level advantages should be more focused on ability ranks than raw stat gains. Mana regeneration has been normalized across mages and supports to account for the new mana regeneration item changes. Basically we're trying to smooth out level advantages through stat gains. Given how strong basic attacks and ability levels are during the early game, flat stat per-level advantages only magnify early game snowballing - especially that level 2 power spike that laners use to punch their opponents in the face. For the attack damage change, we saw an opportunity to lightly address the minor imbalance between ranged and melee in the solo lane, so ranged champions (and Jayce / Kayle) won't have their base AD modified by the base stat buff (which rounds out to +2 AD for melee champions). There's something to be said about loss aversion, but let's not go into that. * HOW DID WE ARRIVE AT 168%* All champions have had their base stats raised by 168% of their old per-level statistic (except attack speed) *NO SUCH THING AS LOSS AVERSION *All ranged champions (and Kayle / Jayce) have opted out of having their attack damage increased by 2 via the above +168% base stat buff *STATISTICAL RENAMING* "Per level" statistics have been renamed "growth" statistics to better reflect what's going on - see below for more information *STATS GAINED PER LEVEL* No longer linear. Instead, stats follow the following formula: Level 1: Immediately gain 0% of your growth statistic. All of your 'base stats' will be calculated off of this Level 2: Gain +72% of your growth statistic Level 3: Gain +75.5% of your growth statistic Level 4: Gain +79% of your growth statistic ... Gain +((Level*3.5 - 7) + 72)% of your growth statistic Level 18: Gain +128% of your growth statistic *TOO LONG, DIDN'T READ* At level 18, you've gained +1700% of your growth statistic (this is slightly more than the old formula) --- Source: [4.20 Patch Notes](http://na.leagueoflegends.com/en/news/game-updates/patch/patch-420-notes#patch-stats-gained-per-level) The StatGain value for a given level is in fact (GrowthValue\* ((ChampionLevel\*3.5) + 65)/100)) My post was not completely accurate.I knew it looked off, and it didn't help that i didn't provide context.
Wow, i'm not sure you even read my post. Again all you posted was a formula to show the amount of stat gain you get from last level to next level. There isn't a formula you posted for complete current base stat at current level. Base stat + (GrowthValue ((ChampionLevel3.5) + 65)/100)) = Is not your total current stat level. Try it. But thanks for posting.
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: | Level | Health | Growth | |:-----:|:------:|:------:| | 1 | 582.8 | 85 | | 2 | 644.0 | 61.2 | | 3 | 708.2 | 64.2 | | 4 | 775.3 | 67.2 | | 5 | 845.5 | 70.1 | | 6 | 918.6 | 73.1 | | 7 | 994.6 | 76.1 | | 8 | 1073.7 | 79.1 | | 9 | 1155.7 | 82.0 | | 10 | 1240.7 | 85.0 | | 11 | 1328.7 | 88.0 | | 12 | 1419.6 | 91.0 | | 13 | 1513.6 | 93.9 | | 14 | 1610.5 | 96.9 | | 15 | 1710.3 | 99.9 | | 16 | 1813.2 | 102.9 | | 17 | 1919.0 | 105.8 | | 18 | 2027.8 | 108.8 | Same formula for Health, Mana, Attack Damage, HP5 and Armor.
Lol it took me forever too figure it out, but your wrong. well your right and your wrong. The formula people keep giving me is the formula for the additional stat gain at that level, not the total amount of stats earned at that level. Let me show you. Vi: Level // Health // Growth // Your Formula //////////////////// Your Formula Answer. 8 ///// 1073.7 /// 79.1 // 582.8 + (85*((8*3.5)+65)/100)) //// 661.85 9 ///// 1155.7 /// 82.0 // 582.8 + (85*((9*3.5)+65)/100)) //// 664.825 10 ///// 1240.7 /// 85 /// 582.8 + (85*((10*3.5)+65)/100)) /// 667.8 If you ignore the base stat add on 582.8, your only calculating the value of growth at each level, not the complete growth gained from all previous levels. The real, far more complicated formula is as follows. This formula will work for any growth stat of any champion at their current level. B = Original Base Stat, G = Growth Stat, L = Current Level Total Base = B + .65G(L-1) + .035G(1.5 + (.5L-.5))(L-1) It could probably be simplified further, but that will always get you, your current most accurate stat. Thx Though
: Base Stats are now calculated from level 1 instead of "level 0". Linear scaling stats (i.e.: MP5 and MR) are still calculated as BaseStat (+Scaling per level). CurrentStat = BaseValue + (Scaling \* (ChampionLevel-1)) i.e.: MP5 for casters is 6 (+0.8). A level 18 Annie will have 6 + (0.8 * 17) = 19.6 MP5. Non-linear scaling stats (Health, Mana, Attack Damage, HP5 and Armor) use a GrowthValue instead of a flat scaling. StatGain= BaseValue + (GrowthValue\* ((ChampionLevel\*3.5) + 65)/100))
Thats true, but what about armor and health (probably attack speed too), they don't scale* linearly anymore, any there formulas for them?
Rioter Comments
: I like this thread and would like to see more of it. +1. Unfortunately there is a minor rebellion against anything ranged right now, so people are likely to judge harshly or just downvote it on principle. Which is unfortunate. My thoughts: Ashe: I love her crit passive, but it needs tuned a bit to make it reliable. Frostshot is fine. Possibly make volley apply double the slow from frost shot, and buff the damage. Her E needs a lot of love, rework the gold half to a more relevant effect. Additional damage to slowed targets maybe? I feel her ult is fine. Miss Fortue: Really the only part of her kit I don't like is double up and her scaling. Double up should prioritize champs, and it is absurd that it doesn't. I have no idea why this hasn't happened yet and it blew my mind when they "made it more reliable" and didn't fix this.
I thought about it some more, re-worked some of my suggestions and expanded. I'd like to hear what a red thinks about all this, but i'd love more feedback from everyone. How should these guys be updated for season 5?
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Vladamphir

Level 33 (NA)
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