Meddler (NA)
: Quick Gameplay Thoughts: October 4
I'll say that your challenges related to balancing a champ around different levels of play needs to be focused more around assessing the level of individual utility that champ brings regardless of the level of damage in their kit. aatrox is/was a problem not because of his revive, not because of his heal, not even because of his 2 dashes, but because he has an ability with 3 knockups. akali is a problem not because of her healing, her damage, and not even really because of her shroud. it's because she has insane levels of mobility, with move speed on her passive and dashes with no requirement. quiyana, as bland as most find her kit design, does everything that akali is supposed to do but in a more healthy way. her dash is targeted, her stealth has counterplay, and her big moments are gated by terrain availability. if you want to go back and take another swing at galio, think about why he's been such a problem. flash-w is only an issue because his w is an issue. look at pre-rework galio and take into account how he's supposed to be incentivised to always build MR. new galio has no reason to do so. even if old galio relied a lot on ap ratios, shift the identity further. make more of his ratios rely on MR rather than ap, and consider taking out some of his cc.
Meddler (NA)
: Quick Gameplay Thoughts: September 13
first off, i think the drops on tft should stay as far away from your stable of champs as possible. it's incredibly irritating to have to maneuver around your stable to collect gold. second, i think spatulas should drop more frequently. given that you're going to great lengths to encourage 9-count builds and some of those require up to 4 spatulas to pull off, i think having more of them in the game would solve a lot of problems. third, consider starting from scratch with sylas, aatrox, and TK. the more you nerf them the less you actually solve what makes them problems in the first place. look where you might not have thought to look before. does TK really need to be able to eat his allies? does aatrox really need knockups on his q? does sylas really need a knockup on his e? if you're willing to take the revive off aatrox (and that was as core to his identity as any of us could imagine) then you should be able to take a bat to some of the other problematic elements of other champs' kits. does ryze really need mana scaling? does yasuo really need double crit chance? does irelia really need a heal on her q?
Meddler (NA)
: Quick Gameplay Thoughts: August 23
yes on the EoN changes, what shaco work are you talking about? we haven't seen anything on shaco.
: Teamfight Tactics-- /Dev Update: Your Feedback and the Road Ahead
couple things. any thoughts on removing the ability to stack items? any plans on reworking some of the MR items like ionic, cursed, or the silence one? because they're all pretty terrible. on that note, any chance we can get an actual percentage on the "chances" of stuff like the latter two items or the disarm blade? because "small/high chance" doesn't really give us any information. could the bork formula be changed from a blademaster item to a gunslinger or ranger item? any chance of a wild buff? class bonus seems really underwhelming for the champs it requires.
Meddler (NA)
: Quick Gameplay Thoughts: June 28
any chance quinn could be added to that ranged toplane discussion?
: Damage Text Changes
ehhhhhhhhhh... make it like the cursor and let us toggle it and there won't be a problem.
Meddler (NA)
: Ah, if it's the ARAM specific balancing that could be affecting true damage in an intended way. That modifier's a map specific balance change, rather than a mechanic on some piece of in game content, so we do want it to affect all of a champ's damage by contrast.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=HhLvjhhB,comment-id=00000000,timestamp=2019-05-21T15:08:23.714+0000) > > Ah, if it's the ARAM specific balancing that could be affecting true damage in an intended way. That modifier's a map specific balance change, rather than a mechanic on some piece of in game content, so we do want it to affect all of a champ's damage by contrast. this make water stealer a sad
Meddler (NA)
: Wukong Prototype on PBE: Additional changes
>damage amps and damage reduction don't affect true damage can you check this for aram? because i swear to christ vel'koz passive does less true damage than it's supposed to, along with cheap shot.
Meddler (NA)
: By seeing whether we can put them in a position where they're a reasonable choice some of the time, rather than always or never picked. Doing so for any given level of skill's pretty doable, some kits aren't well suited to being balanced for multiple contexts though, Ryze being a prime example. Our goal is for champs to be at least ok picks across all skill ranges. Not certain which version you're referring to by first iteration. Earliest Ryze I've got familiarity with for example was the beta one where he'd kill you by just waiting in brush and casting R alone at level 6. Guessing that's not the one though...
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=9UMWVpWJ,comment-id=0009000000000000,timestamp=2019-05-17T14:43:44.961+0000) > > By seeing whether we can put them in a position where they're a reasonable choice some of the time, rather than always or never picked. Doing so for any given level of skill's pretty doable, some kits aren't well suited to being balanced for multiple contexts though, Ryze being a prime example. Our goal is for champs to be at least ok picks across all skill ranges. > > Not certain which version you're referring to by first iteration. Earliest Ryze I've got familiarity with for example was the beta one where he'd kill you by just waiting in brush and casting R alone at level 6. Guessing that's not the one though... woah wait. i don't think that's possible. if you wanted that to be the case you shouldn't have made so many champs. there's so many different mages that people are obviously only going to pick the current best one unless they fill such a generally useful but highly specific niche. ryze so far has only been good because of all the extra shit tacked on to his kit that tends to make him plain op. you might fix ryze by removing stuff like his bonus move speed or shield and giving him a little more damage to compensate.
Meddler (NA)
: Quick Gameplay Thoughts: May 17
oi medd. you planning on changing akali for aram? because that 118% damage and 92% damage taken is fucking ridiculous.
: 9.10: Lore Update
that camille pic is a great reaction pic
: Yea * Mikael's crucible is in need of a rework. Overly ping reliant and can be made to better work for players of all skill levels * Ohmwrecker - tower disable hasn't proven to be a healthy mechanic and the item has nearly 0 users currently * Wit's end was this recently - if our 9.7 changes don't give it a more used niche it would fall in here Some opportunities that we would like to pursue with freed up space * More choice and options in lethality builds * An ap bruiser / ap melee item * All around cleanup of support items, get some more choice in there and dont force players into 5 actives in one build
> [{quoted}](name=RiotScruffy,realm=NA,application-id=A7LBtoKc,discussion-id=BE56qAN1,comment-id=00020000,timestamp=2019-04-05T17:45:19.464+0000) > > Yea > > * Mikael's crucible is in need of a rework. Overly ping reliant and can be made to better work for players of all skill levels > * Ohmwrecker - tower disable hasn't proven to be a healthy mechanic and the item has nearly 0 users currently > * Wit's end was this recently - if our 9.7 changes don't give it a more used niche it would fall in here > > Some opportunities that we would like to pursue with freed up space > > * More choice and options in lethality builds > * An ap bruiser / ap melee item > * All around cleanup of support items, get some more choice in there and dont force players into 5 actives in one build if i may make a suggestion? add a third hydra item for ap champs. that way the 3 headed hydra item fantasy can be fulfilled, as well as giving ap bruisers an item to play with.
: New ways to earn Prestige Points
Meddler (NA)
: Quick Gameplay Thoughts: March 13
yo med, is kayle's e physical damage not critting a design choice or a bug?
: Lucian is a bit OP right now but I think his worst in class range (500) gives him a clear weakness relative to other ADCs. Some nerfs might be needed but I think his design isn't problematic.
> [{quoted}](name=RiotScruffy,realm=NA,application-id=A7LBtoKc,discussion-id=qzzu5y4t,comment-id=000a0001,timestamp=2019-02-06T18:17:54.197+0000) > > Lucian is a bit OP right now but I think his worst in class range (500) gives him a clear weakness relative to other ADCs. Some nerfs might be needed but I think his design isn't problematic. when his dash is on practically no cooldown and late game has no cost, he effectively gains as much range as his dash. not to mention most lucians never go oom in the first place despite building bc and bork without supplementing with something like essence reaver. i feel like if you're open to making mechanical changes, allowing lucian's dash to retain a mana cost at max rank is the first step towards making him more balanced.
PhRoXz0n (NA)
: Crit Item Explorations Part 2
i like everything but the phantom dancer change. mess with the stats however you want, but the move speed passive is why people get that item. making it a crit version of hex or steraks feels weird.
PhRoXz0n (NA)
: Crit Item Explorations
JESUS FUCK HOW ARE SOME OF THESE OPTIONS ok ok ok first off, axe that second IE option immediately. just go with the first. crit marksmen just want to have 100% crit again. that energized stormrazor has potential, but axe that multi proc one. that's ridiculously broken. the ER broadening would achieve your goal, but at that point the mana regen could not even exist on it any everyone would take it. drop LITERALLY EVERYTHING around hexdrinker and phantom dancer. that shit would not only be unnecessary, but wholly confusing for pretty much everyone. an item's build path would essentially have 3 different forms which is the last thing anyone needs. literally the only way to fix marksmen is to give them a build path towards 100% crit that doesn't feel like shit. take out all the stupid true damage and let crit exist as a lategame fantasy that it's supposed to be.
Meddler (NA)
: Quick Gameplay Thoughts: November 16
is there going to be a final model for what's presumably going to be the "cart"? mecha 0 sion was a fun pick, and i'm guessing you're using poro king because december, but when and if this mode becomes permanent is there a "cart" model we can expect?
: Visual and Sound Effect Updates: Gragas
i'd like it more if you could update his base model considering it looks like a pile of dog boners. his beard shadow is attached to his stomach ffs.
Meddler (NA)
: Quick Gameplay Thoughts: August 17
THIS IS WHY I DIDN'T WANT ANYONE TOUCHING SION if you're gonna do anything, just revert the health buff. i can't deal with another q change. it's finally a decent ability again. take base damage off e if you have to but for christ's sake just leave him alone if you have to change him every time you buff him.
Meddler (NA)
: Quick Gameplay Thoughts: August 1
the reason you see less tanks is because any tank that can't self-shield or sustain out the ass is virtually useless considering adcs can absolutely **shred** tanks before they even have the chance to play the game. you need to be a mundo or ornn or singed to be able to survive in this meta or you're not going to be allowed to play. tanks are balanced around the amount of damage in the game. if the damage is too high, only the ones who can soak the very most are viable. unless you make warmog's an item that doesn't require a devil's contract and over 9000 health to purchase, you're not going to see non-hypersustaining tanks.
Meddler (NA)
: Quick Gameplay Thoughts: July 27
FOR THE LOVE OF GOD PLEASE DON'T TOUCH SION he's already in a really good spot. if he gets buffed again he's likely to end up getting another kit change which is the exact opposite of what we want.
Meddler (NA)
: There'll be a nerf to Conqueror in 8.14 (AD 6-35 instead of 10-35). We'll see where it's up to after that before considering possible further changes.
> [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=Ekj5nZEm,comment-id=00060000,timestamp=2018-07-13T16:01:54.335+0000) > > There'll be a nerf to Conqueror in 8.14 (AD 6-35 instead of 10-35). We'll see where it's up to after that before considering possible further changes. that's it? christ you had me worried for a second. thought you were gonna touch the true damage % for a second. that seems fine.
Rioter Comments
: Tom Cadwell (Riot's VP of Design) on this very subject at the GDC: https://youtu.be/DePjQJaZpqg?t=13m7s It's a good watch honestly. I wish more of his philosophy was getting implemented.
Rioter Comments
Meddler (NA)
: I don't think there's anything that blocks us from designing/supporting AD supports. Auto attack scaling's something to account for, but as a sustained source of damage that's potentially easier if anything to design around. Certainly changes how you'll be able to spend power on their kit, since there'll be a solid AA baseline, but that's just a constraint to work with, not a blocker.
one thing i can see being something to account for with an ad support is how much attack speed they get. i'd imagine pyke doesn't attack that fast, which is good considering singular high ad autos should have more impact than a flurry of blows, and most melee champs can only weave in an auto or two before the enemy either turns and fights or runs away.
Meddler (NA)
: Quick Gameplay Thoughts: May 16
while i can appreciate the direction you guys are taking with pyke, i feel it's a little too late to try making support more of a varied lane with different playstyles when they're already the most impactful role in the game at the moment. and on top of that, while conqueror did breathe some life back into toplane, it's still in a pretty sorry state. there's still hardly any way of dealing with the various marksmen or ranged pokers like jayce, gnar, and pantheon that find themselves top and ruining the average fighter's day. toplane should be about all-out brawls and quick thinking to out-duel your opponent, but at a certain point it just became "who can poke the other to death until they can't lose an all-in". if i wanted that i'd play mid.
Meddler (NA)
: Quick Gameplay Thoughts: May 11
possible suggestion for shurelia's: does a search of nearby allies and increases movement speed gained per ally affected. solo MS like 10%, team MS like 40%
: You're right that these changes aren't likely to fix Lux. I don't disagree. They're pretty much a stopgap until we solve underlying issues with how the best way to influence mid lane is to wave clear well. If we wanted to pull the trigger on just making her E waveclear like the meta drivers, we could, and I have been considering it. The reason we haven't is that her E is still pretty fundamentally unfair if it's also cheap or does more damage, and that adding a bunch of minion damage to it is a slippery slope that could lead to the same treatment being applied to a bunch of champions, and I'm trying to avoid that kind of approach to this. I do think there could be some merit to changing her Q speed or something, but I think that too is subject to being a buff in the "wrong place." I understand that is probably a more unfortunate or unsatisfying response than you'd like, but I think it's pretty accurate for now.
could the introduction of a rune that causes minions to take additional magic damage happen? or would that overlap too much with what you want to see with dematerializer?
Meddler (NA)
: Thanks, was great fun talking with Scarra and QT as always. We are testing a new attack speed rune, that instead of giving you attack speed after a delay in combat gives you a limited number of faster attacks at the start of combat and is then unavaible again until you've been out of combat for a while (same as Mobi boots). Shows some promise, is behind work on some other keystones in the queue though (Conqueror and Unsealed Spellbook at the least).
question, is there going to be a continuing trend of rune trees becoming 4 instead of 3? will this new attack speed rune replace lethal tempo? can we expect another domination keystone sometime this season?
Meddler (NA)
: Volibear - Buffed more than intended, not sure yet if so much we'll need to take some power off or not. Warwick - Nothing planned. Sion - Looking into a possible new bug that may be making him stronger than he should be. More details on that in a post next week.
sincerely hope you don't make any significant sion changes. he's good right now but i think that's more a product of the meta than anything else. his kit doesn't really need any changes but bugfixes are always welcome.
Meddler (NA)
: From memory we're testing passive damage starting a bit higher (50-60%, instead of 40-60%) so levels matter less in that regard, plus second shot crit damage at 75% instead of 50%. Those aren't final changes necessarily, but an example of the sorts of things we're looking at for him.
if those don't also come with some kind of compensatory nerfs then you basically just made him better everywhere.
Vekkna (NA)
: > [{quoted}](name=Meddler,realm=NA,application-id=A7LBtoKc,discussion-id=K9zRyuEe,comment-id=0004000000000000,timestamp=2018-01-10T16:32:46.975+0000) > > Any context to your concerns? We're at the stage with this change where detailed feedback's extremely useful. To me, the primary concern is pretty obvious: {{item:1055}} {{item:1053}} {{item:3077}} Auto attackers have tools to deal with minion agro via the item system. AP casters are completely at the mercy of their kit. Some of the AP champs you would want to hit hardest are the same ones with the best tools to deal with the minion damage, like... {{champion:69}} {{champion:13}} {{champion:84}} {{champion:20}} {{champion:9}} {{champion:50}} {{champion:8}} But then you have a set of APs with targeted spells who basically give the enemy a free ignite's worth of minion damage in any all-in (or completely negate their poking). Like... {{champion:1}} {{champion:63}} {{champion:55}} {{champion:38}} {{champion:43}} {{champion:7}} {{champion:90}} {{champion:35}} {{champion:27}} {{champion:17}} And in some of these cases, you make conscious choices to avoid getting minion agro. On Singed, choosing not to aa during fling. On Kat, playing around the aa reset on shunpo. On Annie, poking with Q and csing with aa. Leblanc is the biggest loser here, because she'll have to tank the entire wave for her passive duration, then blink back into the wave, then drop agro. It's suicidal. And a lot of Kat's and Kass's laning phase is whittling down enemies with Q before going in later. Seems like a lot of work and disruption to avoid a direct nerf to Pantheon.
call me crazy but a lot of these champs already have incredibly safe laning phases already, shouldn't some incentive to play smarter be enacted?
: ##Edit: Even if you disagree with the reasoning below, don't downvote me too much! I want more people to see our honest response to this question. This orange essence thing is a spicy one but I'll take my best shot at addressing it. The most honest answer it comes down to is that we wanna be able to spread out orange essence type loot and rewards across multiple systems without having to take an additional huge revenue hit at the same time that we're making runes free. I'll explain what I mean. Basically, when we first started giving out skins and stuff through the loot system, the only way you could get it was by 1) paying for it or 2) earning it through the mastery chests. Going into 2018 you're also gonna get skin content through things like events and honor (lets call them "orange shards" since we're really talking about anything that can be disenchanted into orange essence). We lowered the disenchant rate on shards, and we're giving out more shards. So that's what I mean by spreading it across multiple systems. I think we'll actually have to wait and see whether players feel that the additional shards from the other systems make up for the disenchant rate changes. Preseason shipped with some other upgrades to loot like bad luck protection and chances for double drops in chests, and I think we'll have to wait and see how that feels for players before we'll know. Now, there's another question implied here, which I think also bears addressing: **"Why can't Riot just give us more orange essence and more shards?"** The answer is that we make money on League through RP sales, and we want to be really responsible about how much we cut into RP sales when giving away stuff. Giving away skins and cosmetics through our in-games systems is something we have to manage really carefully—if it becomes to easy to earn orange essence and shards, RP sales would go down a lot (why pay for it when you can just get skins for free?). Even though League is free to play, we do need to make money and manage it responsibly so we can reinvest it back into the game. That's why making cosmetics too easy to get for free would be irresponsible for us, as a business. I know it's hard to get excited about an explanation like this, but I hope it makes sense! ##ONE MORE LONGISH EDIT TO CLARIFY A POINT: **I don't want to make the promise that the orange essence amounts you get will “even out” or be the same as before.** There’s way too much variance in the rates that people get OE from mastery and all the other systems for us to say that with a straight face. And the truth is the nerf to OE disenchant rates was significant. It’s more than we reigned it in to give ourselves wiggle room with these other systems. And honestly, the revenue hit from making runes free was a factor we considered as part of that. The goal is to make rewards systems that feel meaningful, rather than just constantly increasing the amount of stuff we give out every year because player expectations keep rising. It feels icky when we start talking about protecting revenue and budgets and shit, but we’re open to feedback on this stuff. I see basically no one talking about the double drops or bad luck protection that we already added to the system, so I wanna wait for a while for people to get used to the changes.
if you're so concerned with making money, why haven't you gone down the digital extremes route and enabled a prime access type service where it's a monthly subscription and you get all the new champs and skins out the gate, plus a permanent xp boost?
òwò (NA)
: and Rakan
Meddler (NA)
: Still figuring that out. Potentially something like higher AP ratios on some abilities and W being more effective against magic damage/less against physical.
here's an idea. maybe galio takes a flat amount of reduced physical damage from auto attacks based on his mr. like how amumu passive works. if a mage hits you with some piddly 60 damage autos then you don't even feel it, but if an adc crits you for 1000 damage it's a little less in your favor to taunt them.
Sparkle (NA)
: Hi! This is an oddly specific question! Also the tagline for Sorcery at the moment is: Empowered abilities and resource manipulation
honestly with how few champs even use tear and its upgrades anymore i'd suggest removing the items and relegating it to a rune.
Rainfall (EUNE)
: Are there any runes to give mages mana refunds?
there's a little item called tear of the goddess...
gregab (NA)
: Thanks! Some answers for your questions: The way to stop an opponent from triggering Demolish is to force them away from the turret before the 4 seconds needed to charge it are up. Clear the wave, deal damage to them, threaten them with a CC spell, have an ally move towards the turret, etc. There's no dash involved at all. After they've been there for the full 4 seconds their next attack on the turret deals bonus damage in the model described.
i love demolish. i can see myself taking this on yorick. it's good tanks are getting sieging options. now make turrets do more damage.
gregab (NA)
: The bonus applies whenever you can't cast smite. When you're at 2 charges of smite and you cast it once, it goes on cooldown for 15 seconds before you can use the second charge. During those 15 seconds you get the buff from Perseverance. Then when it goes off cooldown and the second charge is available to cast you lose the buff until you use that second charge and put it back on cooldown.
WAIT SORRY? THIS WILL STILL WORK ON SMITE? are you planning on just removing cinderhulk from the game? because blue smite cinderhulk tanks are about to be op as fuck.
: 28% Tenacity
yeah shouldn't it be 5% and +3% per legend stack?
: What if you somehow built equal AD and AP?
you know how camille passive somehow can tell what your primary method of damage is? it's like that. adaptive ap/ad is given based on your primary damage type.
: Warning: frank discussion incoming. One of the things we haven't talked about a lot with you guys, but which should come as no surprise, is that Riot does make revenue on runes, which we ultimately invest back into League to make the game better. This is indirect revenue, because it comes from players purchasing champions with RP since they don't have available IP to get those champions, since some of that IP goes towards runes. Freeing up rune IP (in the absence of any other changes) would let players buy a bunch of champions and spend less RP overall. Now we *are* making some other changes to the system, but overall, Riot is losing money on this deal. Potentially a lot of money. This was something we had to talk about a lot internally, but everyone was ultimately behind the decision, all the way to Tryndamere and Ryze. I don't want to make too big of a deal out of this, but if we seem cautious with some of our decisions here, this is part of the reason why. (Another big one obviously is that we are taking a gamble by overhauling such a core part of the game for something that we believe will be better.) We are making the new runes free because we believe 1) That it's the right thing to do for League and for League players, and 2) Our business model has always been to make a fun game that players want to keep coming back to year after year. Runes Reforged is a long-term bet on League of Legends (and Riot for that matter). If we thought that Rune Pages made no sense with the new design and risked feeling like a cash grab, we would absolutely just kill them as a feature. But we have found they are useful with Runes Reforged, just less mandatory than they were before. Definitely open to discussion on this topic however.
if you're concerned about profitability, i'd say a good first step is to fix the prices on a lot of your stuff, ip boosts in particular. many many times i've been tempted to buy an ip boost but coming to the realization that i'd be left with an odd number of rp after purchasing it is a deterrent. i understand the underlying economic psychology of "well if you want to make a clean purchase with 0 rp left just keep buying rp over and over and buying stuff until it works" but a lot of us can't afford that kind of indulgence. being able to make clean purchases would entice me to spend more on the game. also, i'd be way more tempted to buy rp if there was a more specific way to do it. like having rp tied to an actual exchange rate, so you could say "i want 137 rp" or "i want $2.36 worth of rp" and being able to buy it. if you're going to enable rp microtransactions with stuff like chests and keys, at least give people the option to actually make cash microtransactions. having to drop 10-20 dollars every time i want to get one little thing is a big hurdle for me financially. granted, i'm a poor college student so this may be a problem exclusive to me, but i feel like others share my sentiment.
Meddler (NA)
: No immediate plans for further changes at least. The R is still a topic of some disagreement internally (not an uncommon occurrence, especially with champs that have been balance challenges at times).
the internal change that leaked a while ago where enemies take more damage from the ult if they've been hit by syndra's other spells recently seemed genius to me. lower the base damage a tad and encourage actually landing spells.
Meddler (NA)
: I'm not a huge fan of his impact on the game personally, I'll have to pick the Live Gameplay team's thoughts on him though. He hasn't been on their watch list the last couple of patches at least, seems like a good candidate to consider though as we've got a couple of patches coming up that are more pro play focused than usual.
as someone who visually loves gragas, the fact that he's built like a weird mage is disappointing. i'd appreciate more effort going into cementing him as a tank and not as an ap fighter. some health scalings would be nice for a start.
Elewd (NA)
: except its not permanent anymore and requires hitting 6 times beefore you can actually get the double proc, it'll be better for long skrimishes. Kog'maw will just become insane with it tho.
i think there's a very easy way to balance this around ranged champs, and it's by doing what they did before but upping the ante a bit. guinsoo's rage is somewhere between 10-16 stacks. melee attacks give 2 stacks. you'll need to be in battle for an extended period to take advantage of the guinsoo passive if you're ranged, and if you stay engaged with a ranged champ with guinsoos long enough to have the passive start proccing on you you'll get exactly what you deserve.
: PROJECT: Tryndamere
there's already like 4 sword people in the project line. plus trynda doesnt quite fit the aesthetic.
: No one's slick as ~~Gaston~~ Taric No one's quick as ~~Gaston~~ Taric No one's neck's as incredibly thick as ~~Gaston~~'s Taric's For there's no man in town half as manly Perfect, a pure paragon!
You can ask any Tahm, Jax or Annie, And they'll tell you who's team they'd prefer to be on!
GooberRx (NA)
: The first thing I thought while reading this is his ult should be his W only a whole lot bigger. Along the same lines, his E has always felt underwhelming to me, I feel like his current ult could be turned into one of his basic abilities as a replacement for what E does.
what i think may be viable is going down the karma route and making each of his spells a little better with the use of an r active. r - tinder - brand enhances his next ability with a higher mana cost q - hits first 3 enemies instead of first w - larger aoe with more damage in the center e - spreads much farther when used correctly
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Water Stealer

Level 251 (NA)
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