: > [{quoted}](name=WiegrafOfValor,realm=NA,application-id=3ErqAdtq,discussion-id=U4GZk6q6,comment-id=00200000,timestamp=2018-01-22T21:05:43.602+0000) > > You just answer your question man, ADCs should be the ones countering Bruisers. Bruh, if bruisers have enough damage to kill tanks, the ones with some kind of mobility would just crush marksmen and erasing them from the game altoghether Bruisers should deal different kind of damage from ADC, NOT being the tank busters
Who said Bruisers will have to have their damage buffed? They just need more items like {{item:3153}} {{item:3036}} {{item:3034}} {{item:3035}}, and damage needs to be nerfed accross the board, especially Marksmen damage. I'm in no way asking for damage buffs, not for Bruisers not for anyone.
: But who is going to kill brusiers? They're pretty tanky themselves. Aren't brusiers gonna be required to kill other bruisers if this is the design direction? Even right now, only ADCs and a few machine gun mages like Azir/Cassio/Ryze can meaningfully damage a Nasus/Iloai.
You just answer your question man, ADCs should be the ones countering Bruisers.
: I actually love the sounds of these ideas - it would add a certain spice to the encounter that certainly doesn't exist atm. Sadly when we did the elemental drakes, one of the problems we ran into was memory usage. Because League has to be able to run on relatively low spec machines, we have a limit on how much memory we can use for an individual game of League because your computer has to load in all of the assets that will be in the game (this is what's happening during the load screen after people have chosen their models/skins). Adding unique animations, particles, audio etc, would make elemental dragons considerably more "expensive" from a performance perspective, and would mean older machines would likely have a harder time running the game. We might have more room now in the game than we did back then to add some more stuff like this, but we usually default to keep memory usage as low as possible rather than hit our cap so that as many players can enjoy League as possible. It's a really cool idea though! I hope we're able to do something like it some day.
Could be something simpler, like how "bulky" and "heavy" Herald's animations work, dragons could use some of that. I like how weak spots work in LOL PVE, sadly just Herald until now, dragons could have one as well and each dragon could have a different one. ____________ #QOL DRAGON IDEA OUT OF MY HEAD JUST NOW THAT CAN AND SHOULD BE REFINED: * FIRE DRAKE: BREATHS FIRE IN A CONE IN FRONT OF HIM PERIODICALLY DEALING BURN DAMAGE AND APPLYING GW ON TARGETS, ALSO FIRE DRAKE HAS AN AOE BURN LIKE SUNFIRE CAPE DEALING MAGICAL DAMAGE TO ANY TARGET IN MELEE RANGE. WHEN UNDER 50% HP A WEAK SPOT APPEAR IN HIS THROAT WHEN USING HIS FIRE BREATH, MELEE ATTACK EXPLODE THE WEAK SPOT DEALING 10% OF DRAKE'S MAX HP, CANCELLING THE BREATH ATTACK AND STUNNING IT FOR 2 SECONDS. (BREATH ATTACKS DO NOT OCCUR AFTER PROC THE SPOT FOR THE FIRST TIME.) _______________________________ * AIR DRAKE: EVERY 10 SECONDS IT CAST A WIND BLAST FOR 1 SECOND ON THE PIT, KNOCKING TARGETS AWAY(SIMILAR TO THE SPAWNING MECHANIC THEY CURRENTLY HAVE), TARGETS THAT STRUCK THE WALL ARE STUNNED FOR 0.5 SECONDS, AFTER THIS ACTION IT CREATES A STORM SHIELD AROUND ITSELF REDUCING 50% OF THE DAMAGE FROM PROJECTILES FOR 4 SECONDS. WHEN UNDER 50% HP A WEAK SPOT APPEAR IN HER WINGS WHEN CASTING THE WIND BLAST, PROJECTILES EXPLODE THE WEAK SPOT DEALING 10% OF HER MAX HP, CANCELLING THE CHANNELING AND STUNNING HER FOR 2 SECONDS. (WIND BLAST DO NOT OCCUR AFTER PROC THE SPOT FOR THE FIRST TIME.) _____________________ * EARTH DRAKE: PERIODICALLY SLAMS HIS TAIL ON THE GROUND CREATING TREMORS THAT SLOWS TARGETS NEAR AND BEHIND THE PIT, ALSO GROUNDING THEM. AFTER SLAMMING HIS TAIL IT GAINS A ROCKY SHIELD THAT RETURNS 10% MELEE PHYSICAL DAMAGE BACK TO THE ATTACKER AND GRANTING HIM A SHIELD EQUIVALENT OF 10% OF HIS CURRENTLY HEALTH. WHEN UNDER 50% HP A WEAK SPOT APPEAR ON HIS TAIL, DEALING MELEE DAMAGE EXPLODE THE WEAK SPOT SHATTERING HIS ROCK SOLID SCALES, REDUCING HIS ARMOR TO 0 AND DEALING 10% OF HIS MAX HP AS TRUE DAMAGE. (TAIL SLAM DO NOT OCCUR AFTER PROC THE SPOT FOR THE FIRST TIME.) __________________________ * WATER DRAKE: CHANNEL FOR 2 SECONDS A STORM INSIDE THE PIT AND IN FRONT OF THE PIT, WHILE THE STORM, IS ACTIVE HEALS HER FOR 1% OF IT'S MAX HP EVERY SECOND, FOR 10 SECOND DURATION WITH 20 SECONDS COOLDOWN. CHAMPIONS AFFECTED BY THE STORM HAVE THEIR MOVEMENT AND ATTACK SPEED SLOWED FOR 30%. WHEN UNDER 50% HP A WEAK SPOT APPEAR ON HER BACK WHILE CASTING THE STORM, MAGICAL ABILITIES EXPLODES THE MARK DEALING 10% OF HER MAX HP, DECREASING HER MR TO 0 WHILE INCREASING DAMAGE TAKEN BY MAGICAL SOURCES BY 25%. (STORMS DO NOT OCCUR AFTER PROC THE SPOT FOR THE FIRST TIME.)
: > [{quoted}](name=WiegrafOfValor,realm=NA,application-id=3ErqAdtq,discussion-id=U4GZk6q6,comment-id=00010000,timestamp=2018-01-21T20:20:34.411+0000) > > You said pretty much what I pointed out in my post, fighters have always been good at dealing with tanks, but riot and adc mains claim the tank buster of this game should be Marksmen, the problem with that is that ADCs don't have any natural tank busting abilities. > > Prompting riot to buff the sht out of their damage so they can burst Tanks down, together with the whole freaking game, then when assassins became useful enough to kill adcs faster than they can kill them, riot gut assassins. And you'd think it would be obvious that if the glass-cannons could shred tanks as if they weren't "Tanks" (right?) that they could literally shred everyone else. I mean it makes sense to me that if {{champion:12}} has 900hp, and 200 armor (This is just a small example) while {{champion:1}} has 750hp, and like 100 armor that if you can shred the first target in like six measly seconds, that it would obviously take no time to delete the second target. I mean come on Riot. If we have a role that can destroy tanks like they aren't tanks, (They have rulers for health-bars ffs!) then no shit other roles will get deleted in around half or less that time.
Mojihito666 (EUNE)
: You are wrong Highest dps = killing tanks the fastest cause they have the most Effective HP. Becuase if anyone kill the tank even faster it means they have even higher dps.
Only if you count flat damage against HP. Sadly for you, we play a game a little more complex than this, where % armor penetration, % HP damage and other mechanics exist. Let's say {{champion:51}} deals 400 damage per second on a target with 0 armor, and {{champion:122}} deals 350 damage per second on a target with 0 armor. That means Cait has a higher DPS than Darius. But when they need to hit a {{champion:201}} with 300 armor things don't play out the same way, since 300 armor reduces damage by 75%. {{champion:51}} will be doing 100 damage per second, and {{champion:122}} will be doing 105 because he naturally ignores 25% of the target's armor with a lvl 5 apprehend. There's also a lot of factors in place since Ninja Tabi reduced AA damage that ADCs rely on while bruisers have high damaging abilities and so on. Not counting the fact that bruisers build {{item:3071}}, ignoring even more of that armor, thus increasing Darius dps against that particular target, and Braum can reduce and ignore ranged damage. #THEN YOU ALSO NEED TO TAKE INTO ACCOUNT DARIUS' ULTIMATE THAT DEALS TRUE DAMAGE, BYPASSING BRAUM'S 300 ARMOR, THUS INCREASING THE DPS OF DARIUS.
: > [{quoted}](name=WiegrafOfValor,realm=NA,application-id=3ErqAdtq,discussion-id=U4GZk6q6,comment-id=00080000,timestamp=2018-01-22T11:36:02.436+0000) > TANKS WILL BE PLAYED IN THE JUNGLE(ONLY ENGAGE TANKS LIKE ZAC) AND WE WOULD HAVE TO PLAY THE GAME WITHOUT A FRONTLINE. (REMEMBER THAT ALREADY HAPPENED BEFORE.) Um, Zac IS a tank designed FOR jungling. Did I miss something, or is Zac jungle no longer a thing?
Funny, I don't remember saying Zac isn't designed for jungling. I said that **ONLY TANKS WITH ENGAGE WOULD BE PLAYED, AND ONLY IN THE JUNGLE**. Example: {{champion:154}} Please go back to school, it's hard to have patience with this.
hoganftw (NA)
: ITT: We Post #JustTopLaneThings
Having the enemy jungle making rounds in your lane every 3 minutes while your jungler is trying to camp bot but somehow your botlane is still losing a 3v2.
xAatrox (EUW)
: Okay and why Riot decided to go that direction after season 3, like now there are 5 life steal items, but who buy them, no one, only in rare cases, else you go {{item:3071}} or {{item:3078}} , then tank items, so is there really specific items for bruisers, nope, its the worst role right now, look at Dota 2 and how many bruiser items they have {{sticker:zombie-brand-mindblown}}, and when you read Riot gameplay thoughts, you read about making new AP items, like they don't even care about bruisers
We are on the same page here, I want more bruiser items, actually, I want a lot of new items for league of legends.
Skorch (NA)
: Finally an actual ADC discussion thread that isnt "Remove them" The points are also quite valid, I never did understand why ADCs are the ones to kill tanks when in order to do that their damage needs to be insane.
No discussion should be "remove something". I really think Marksmen are in a really abusive spot for a while now, and Riot catering for them is causing the damage creep and instability we have in the game now. Several changes need to be made in the future, I like the Marksmen **idea**, but the execution is terrible by the balance team.
: And in the process give IE a better passive that isn't just "increased damage".
: *building Lord Dominik's on a Darius who is building loads of health and already shreds 50% of a target's armor at level 13 with BC
That is exactly what I'm saying, right now this is a troll build. But in a perfect world tanks would be so beefy that a {{item:3036}} on bruiser would be useful and necessary. Having a Darius ignore 50% armor is scary, having a Darius ignoring 50% total armor + 40% bonus armor + %damage bonus is even scarier. I'm not disagreeing with you, you are right, if someone builds Dominik on a bruiser they are probably trolling, I just wish it wasn't like that.
GigglesO (NA)
: Tanks shouldn't be killing things, they should just be really beefy... That is the real problem.
I agree with you, everyone does agree with you. But the problem is that everyone is doing a LOT of damage, especially Marksmen. Damage needs to go down across the board if you do that Tanks would be back to disruption and setting fights, but then you'll need someone to kill them, and it can't be marksmen because that is what caused the damage creep we have now. #RESUMING... * DAMAGE IS TOO HIGH AND NEED TO BE NERFED ACROSS THE BOARD. * NERFING DAMAGE WOULD MAKE TANKS USEFUL AND IMPACTFUL WITHOUT DAMAGE. * IF DAMAGE IS NERFED WE WILL NEED TO CHANGE THE TANK KILLERS TO BRUISERS BECAUSE THAT IS MORE HEALTHIER FOR THE GAME. * IF YOU NERF ONLY DAMAGE OF THE TANKS PEOPLE WOULD JUST SHIFT TO USE CARRIES IN TOP LANE, TANKS WILL BE PLAYED IN THE JUNGLE(ONLY ENGAGE TANKS LIKE ZAC) AND WE WOULD HAVE TO PLAY THE GAME WITHOUT A FRONTLINE. (REMEMBER THAT ALREADY HAPPENED BEFORE.)
: ADCs could have completely healthy tank-buster capabilities. Change AD/crit itemization access to be more around doing on hit %health damage, that is good at bypassing resistances, but not particularly hitting hard with base damage. ADCs in general would have low AD growth after their initial starting AD, but better than average AS growth, with AS growth in general adjusted across all champions. So you would have like 15% max health as physical damage autos that ignore 80%+ of a target's resistance, with something like 1.5 AS as the 3-4 item benchmark or so. It would take them approximately 4.5 seconds+some to burn through a target. Notably, it would take them that long to burn through just about ANY target. That really scary assassin? 4.5 seconds. Big, bulky Rammus? 4.5 seconds. The big risk to them would be high sustain targets (most tanks are not sustain heavy... that goes to Fighters/Juggernauts more than tanks), and those fighters/Juggernauts would be able to survive the ADC's DPS check for a lot longer than a tank, making the ADC less "godly vs everything" and more "Objective/tank killer." This could be set up fairly simply. Crit changes from doubling your auto damage to ignoring target resistances (This also breaks the synergy between high crit and lethality for burst, as lethality doesn't scale into negative resistances), and AD itemization in general that is ADC/DPS focused is changed to instead of having high raw AD, having on-attack damage amp similar to the current BorK. You can also enable many ADC abilities to crit freely now, and potentially even mage abilities, as the crit isn't increasing the raw burst, it is just allowing resist ignorance for that crit. So long as you tied mage-crit to low AP items that would be thematic (Oh look Liandry's. We swap out that Blasting Wand for a Cloak, drop 50 AP and give it 20% crit), you could create a rather healthy way to enable tank-killing not being "omni-killing" for not only ADCs, but also mages too. This even does another good thing. It lets us ramp back the insane assassin snowball/spikyness atm. Mostly by making it so that assassins don't need to be able to kill an ADC in .2 seconds to stand a chance of killing them, and they can actually have that you know.... window of counterplay they are supposed to have according to the Assassin reworks? Now an assassin taking 2 seconds to kill an ADC wouldn't be a death sentence, because said ADC would have taken 4-5 seconds to kill them. Now its up to the ADC to react to the counterplay window and how they have to perform it, whatever it is supposed to be for that specific assassin in question.
#I agree with you **but**, riot won't ever take away the damage potential of ADCs. They will always cater to ADC mains and they want their power fantasy of crit for an absurd amount of damage. That being said, in a perfect world that would be the ADCs pattern, dealing sustain damage that has similar impact to squishied as well as tanky champions. % Max HP and % Armor penetration would be excellent to fulfill this job, but for that ADCs damage and all that AD on their items would have to be nerfed. Good luck convincing Riot and ADC mains that.
: Valors arguement is particularly correct. Bramble is meant to counter Cheese high dmg early like Irelia, Riven, and adc top laners. Grevious is a separate matter entirely from Bramble. Idk why he mentioned Grevious being used on Mundo and Swain when talking about bramble. I also have no clue why Neo said Bruisers should outsustain Tanks.
**You got it absolutely right about what bramble usefulness is, thank you for expressing better than me. ** I mentioned GW because obviously, he was talking about bramble vest being an issue to bruisers because of the GW passive and then I proceed to explain that GW isn't a problem as it was before. Back then GW reduced healing by 80% and that would shut down any champion that was dependent on healing like {{champion:106}} {{champion:266}} {{champion:36}} {{champion:154}} to name a few, but ever since they nerfed to 40% it is the only wall of defense against a mechanic without counterplay. Have you ever tried to fight a fed Swain? It's impossible to win unless someone buys a {{item:3123}}.
: The better solution would be to remove the cancerous offensive scaling defensive mechanic like lifesteal, because if it was so bad on mages who actually had to spend mana to convert damage into health, image how bad it must be to get to do that for free!
I agree with you, lifesteal will always be a problem and champions that need sustain like fighters they already have built up sustain that can be tailored and balanced individually, and the abusers of lifesteal (Marksmen, what a surprise) don't need sustain.
xAatrox (EUW)
: Yes, and you can't build life steal like in season 1-3 because {{item:3076}} exist, also the lack of items for bruisers, why now I should go {{item:3071}} or{{item:3078}} if I had mana, and then build tank as a bruiser, where in season 3 you would build dmg with life steal as a bruiser should do, but a tank can build whatever he wants with a huge variation of items, tanks even can go ap, and whatever they build they still outdmg a bruiser, bruisers have no choice no items no keystone, like wtf! when Riot gave Ricklessabandon the ability to do reworks and balance the game he fucked the bruisers up, like that Aatrox rework to the degree that they buffed Aatrox 8 times in a raw after the mini rework and stayed useless...
Bramble Vest deals little to no damage and GW was nerfed a long time ago, now only reduced 40% of you lifesteal, instead of 80%. So you can build lifesteal if you want and still useful. The problem is no one is building lifesteal because there are no extended trades anymore it's all about burst and shields now. I agree with the rest of what you said, tho.
: You also forget that if Bruisers are supposed to out sustain tanks, why does Bramble Vest exist?
Bramble vest is a necessary evil, lifesteal is a pain in the ass without counterplay. GW is the only way to deal with a Mundo, Swain, and ADCs with lifesteal. Also, you overestimate Bramble Vest, it doesn't cut the healing for that much since they reworked GW, if, was the old GW(80% healing reduction) I would have agreed with you.
Häxel (EUW)
: Boards complain about heavy snowball amthes that finish after 20 min. Riot wants to buff Towers earlygame resistances. Meanwhile Proleague already plays 40-90 min games. After these towerchanges i wonder if the Progame average matchtime will increase even farther. Will we get soon the 140 min game?
If you make a snowballing meta that ends early, most of the players in soloQ wouldn't mind losing a few matches a day. But when you get a pro-team that has a lot of responsibilities with their team-members, bosses, investors. You can't afford to lose in 10 minutes, especially when they changed the format from best of 3 to best of 1. All these factors make pros play very conservatively, very passive, careful, both teams play like that, so even when one team has the lead it won't push that hard because they don't want to throw the lead and lose the game.
: What if Riot Games creates a League of Legends based MMORPG?
I would play a lot, but only if the gameplay stays the same, top-down view + mouse movement + Q/W/E/R spells(maybe customize your skills, change which skills to use..). I would like to know more about the lore, creatures, places, history.. would be a great experience.
: the logic is sound, but would require a massive rework of the critical mechanic
I always wanted riot to rework crit to work like {{item:3122}}, crit should deal 125% of your damage upfront + 50% damage overtime as bleeding damage. #OR Riot could also have more items with IE passive, and nerf the crit damage from 200% to 120% or something, that means if you want to have crit burst, you'll need 3~4 crit items giving +crit damage.
: Haven't bruisers always had good tank destroying tools? Fiora with her % true damage, irelia with her true damage, camille with her % damage, renekton with his early game pressure, darius with his early game pressure (and also % armour pen), jarvan with his armour shred, wukong with his armour shred, trundle with his stat stealing, jax with his hybrid damage. A lot of others build items like bork or have innate % health dmg or % armour shred. And also rumble who builds liandries naturally. the problem, is that after 30 mins when all fights are "group up as 5, stay in formation and fight the enemy who has done the same", a bruiser is a lot worse of a frontline than a cc tank. And riot's been trying to make the game "fairer" for tanks by actually letting them survive laning phase instead of getting smashed in lane to the point of irrelevancy. my personal problem with the balance team, is every single damn time they mention the word radar. it makes me so mad. you should not balance the game around a "radar". The game will never, ever, ever be balanced if you only balance a handful of champions. Because then only a handful of champions are every going to be relevant or balanced. they need to hit every champion and look at everyone together in order to truly get everyone on the same power level and viability. Then and only then are we going to see diversity and feel like the game is balanced.
You said pretty much what I pointed out in my post, fighters have always been good at dealing with tanks, but riot and adc mains claim the tank buster of this game should be Marksmen, the problem with that is that ADCs don't have any natural tank busting abilities. Prompting riot to buff the sht out of their damage so they can burst Tanks down, together with the whole freaking game, then when assassins became useful enough to kill adcs faster than they can kill them, riot gut assassins.
Siyther (NA)
: 1.so adc would do no damage to anyone only towers and obj that would kill the role no one plays adc to kill towers and dragons my friend. 2.If they buffed brusiers or made them fuction in this way why would anyone play an adc when brusiers would do a better job 3.Brusiers already are hard for low elo to deal with as adc or squishy mage. i do agrree that adc damage is to front loaded into burst but right now so is every champ ijn the game thanks to new runes i Also think that they should push for {{item:3094}} and{{item:3087}} to be unique again. Almost every game i lose is because of one of your brusiers shitting on their lane and then destroying my entire team. Adc being like this is a "flaw" in the game itself but this late in its life i dont think it can or should be changed to such an extreme.
When did I say ADCs should deal no damage? you assume something in your mind then go on arguing with yourself?????????? I said ADCs should come back to deal consistent damage instead of burst per second, something that you even agreed with. And Bruisers would have means to deal with tanks, not buffing their raw damage, actually, bruisers would only need more items like {{item:3153}} {{item:3035}} {{item:3034}} {{item:3071}}, items that help them deal with tanks without adding any burst to them. In a perfect world, a build like this would be totally useful: {{champion:122}} {{item:3047}} {{item:3071}} {{item:3053}} {{item:3036}} {{item:3742}} {{item:3065}} Instead of being just a sitting duck to our ADCs overlords to feed upon it. __________________ #EDIT: WHAT WORLD YOU LIVE IN WHERE ADCS ARE SHIT AND BRUISERS ARE DESTROYING YOUR ENTIRE TEAM, I WANT TO GO THERE!
Rioter Comments
: @Riot, This is how we can fix the TANKs problem for good!
I really would want tanks to deal less damage, but if they keep dying in 2 seconds with 400 AR/MR + 6K HP, things would only get worse with no front line and 4 burst champions. Damage needs to get nerfed across the board, especially ADC damage.
: Going with the Melee - Range distinction only, we would end up with characters like Yasuo, Fiora, and Master Yi who could make use of juggernaut items while shoving their stat-stick down everybody's throats. I would be firmly against this possibility. Also by separating things out by class choice we would give Riot more breathing room with champion designs because they don't have to insert any inherently powerful mechanics into a kit or a passive (cough cough Yasuo cough) just to force that champion to build intended items and avoid broken build paths.
None of the melee champions you listed abuse Juggernauts' items, everytime a champion breaks an item is an ADC using a tank, fighter, assassin or juggernaut item. Riot is already been forced to make distinctions between melee and ranged on the item, plus the mechanic of melee only and ranged only already exist and wouldn't be hard to implement on other items.
K Y A Ň (EUW)
: The melee distinction you made between the items above is a little clean cut. Many of the items in the melee are classic ranged items or work well. BORK for instance as well as lord dominik's which literally has a ranged weapon in its icon......
First, I said in the post that Riot should make alot of new ranged items similar to the melee ones, that include a version of bork tailored for ranged champions. Second, you really want to use icons as an argument? because 80% of ADC items are knives and Swords..
: Tired of items being ruined for their intended class? Here is a possible solution:
Actually I think the only real division we need are: Melee only items, and Ranged only items. Melee:{{item:3071}} {{item:3812}} {{item:3147}} {{item:3814}} {{item:3022}} {{item:3124}} {{item:3156}} {{item:3139}} {{item:3036}} {{item:3053}} {{item:3078}} {{item:3142}} {{item:3046}} {{item:3153}} {{item:3302}} Ranged:{{item:3033}} {{item:3094}} {{item:3087}} + a lot of new items tailored to ranged champions keeping in mind their absurd advantage of being able to damage and proc effects from afar. PS: All assassin's are melee, and any stat of effect that you find core on marksmen could be replace by a similar ranged item. "but that's the same thngggh" you may say, but then when the item prove to be OP, riot could nerf it for ranged, without affecting the perfect fine melee counterpart. What? Adcs are ruining this lethality item? let's nerf this ranged only lethality item while the similar melee form isnt going to be nerfed since isn't broken.
: It's pretty sad playing ranked
_"Rlx bro you don't need to play the game to balance it."_ - GC 2017
: Got something to hide? Use your main account.
Durfain (EUW)
: Played since season one: I've never been less excited for a new season.
Sadly the only thing you'll get from this post are casual adc mains that play the game for less than a year telling you to quit your favorite game because they are having too much fun. I'm on the same boat as you, bro.
: is dyrus having fun with league anymore?
: Who finds this meta fun? im honestly trying to figure out what riots plan is.
Riot's Plan for dumb-down the meta and make ADCs (Braindead right click from safety) overpowered so casuals can play more league and feel they are good at the game: https://youtu.be/ZVRGQ4Zh2zs?t=52
kargish (EUW)
: You know what Wukong really needs?
I think they should reword his clone entirely, makes no sense to do magic damage and scale with AP. #How to make Wukong hit his 50% winrate with one simple fix: >#W - DECOY ~~ACTIVE: Wukong blinks 100 units away, enters invisibility for 1.5 seconds and leaves behind a decoy of himself.~~ ~~After 1.5 seconds, the decoy performs a circular attack around him for 0.5 seconds, dealing magic damage to all nearby enemies, and then vanishes.~~ ~~MAGIC DAMAGE: 70 / 115 / 160 / 205 / 250 (+ 60% AP)~~ ~~COOLDOWN: 18 / 16 / 14 / 12 / 10~~ #NEW ACTIVE: Wukong blinks 150 units away, enters invisibility for 2 seconds and leaves behind a decoy of himself, which will proceed to perform wukong's last command. Wukong's clone attacks any nearby champion for 20% of wukong's AD. After 2 seconds, the decoy performs a circular attack around him for 0.5 seconds, dealing physical damage to all nearby enemies, and then vanishes. PHYSICAL DAMAGE: 25 / 50 / 75 / 100 / 125 (+ 50% AD) COOLDOWN: 14 / 13 / 12 / 11 / 10
: ^ Aurelion Sol has basically called all of Targon's aspects to Runeterra to deal with this thing known as "the entity". Something even Sol is afraid of. It also explains the resurgence of magic with the vastaya, the revival of the darkin and the arrival of Bard, the celestial entity of balance; The barriers between worlds are weakening and Runeterra is going to be the epicenter of a cataclysmic event. EDIT: Granted, this is lore. Gameplaywise I don't think it means anything.
You edit makes me sad, mostly because it's true. I really want Riot to explore lore related events, maps, modes, items..
: Can we rework Rylais into a healthier AP item? Pitch your ideas!
#What is Rylais' power fantasy: Freeze your enemies to outplay them using cunning and positioning, rather than raw damage. ________________________ #Who should be its intended users: Control Mages and AP Bruisers. Champions that can sacrifice damage for utility. ______________________ #Stats: 700HP + 15 M.Pen + 25 AP _______________________ #Build Path/Cost: {{item:3136}} + {{item:1028}} + {{item:1028}} + 500g = 2800g _________________________ #Passive: Inflicting damage with spells mark the target with **Chilling Despair** for 4 seconds, with a 6 seconds internal cooldown for each champion. **Chilling Despair** *slows the target for 10% + (5% AP).* _______________________________ #Active: The user starts channeling a blizzard in an AoE around itself for 1 second during this period enemies are slowed for 40% of their movement speed, champions marked with **Chilling Despair** are slowed for 80% instead. After the end of the channeling, it deals 50 + (100% AP) magic damage in an AoE around the user, champions marked with **Chilling Despair** are frozen solid for 1 second. (90 seconds cooldown) ______________________________ #Balance issues: I think support champions may build it for the play-making potential, I really don't have a problem with that since it brings a level of agency and complexity to engage support champions, but, if it becomes a problem can be fixed with a price change or a passive tweak. I don't think another class of champions that isn't what the item is aimed for will abuse it since for maximum effectiveness the champion will need to build a lot of AP, plus it doesn't fit the burst or DPS mages because it doesn't have a lot of AP on it. ____________________________ #Champions the item is design for: {{champion:82}} {{champion:112}} {{champion:38}} {{champion:34}} {{champion:74}} {{champion:143}} {{champion:127}} {{champion:32}} {{champion:20}} {{champion:68}} {{champion:53}} {{champion:201}} {{champion:9}} {{champion:79}} _______________________________ #What this new Rylais' bring to the table: As a defensive item with an interesting active, capable of turning teamfights and set combos, I think it brings a layer of complexity that charms a lot of players. The item itself is not that powerful but has the possibility to change the outcome of several engages if used correctly. To use the active in an impactful way, the user has to take into account the CC and displacements the enemies have before it makes a play, due to the channeling. It fits perfectly with the power fantasy of a control mage that can use the item to complement their plays and setups. **Example of a good use of the active: ** Viktor gets engaged by Jax, it waits for Jax to use his stun and pops an early barrier/exhaust to avoid most of the damage. After the stun ended, Viktor set his field, get a shield from his Q and start channeling Rylais' Blizzard. Resulting in Jax getting stunned by Viktor's field + taking the damage and freeze of Rylais' which give time to Viktor disengage and finish Jax off with an E + R + Q combo. **Example of a poor use of the active:** Mordekaiser gets engaged by Irelia's Q, instantly throws an E and start channeling Rylais' Blizzard, gets interrupted by Irelia's stun and loses the upper hand. __________________________ #How to use the item properly: 1. Use your low CD spells to proc the Passive 2. Make sure the enemy doesn't have any abilities that can disrupt your channeling, or they aren't focusing their CC on you. 3. Make sure you can survive the channeling time (1 second). 4. Proceed to dish out your combo and position yourself during the 1 second the enemy is frozen. Bonus tip: Using champions such as Amumu or Anivia that has AoE abilities you can set 3~5 man Freeze if used correctly. _________________________
: The Precision tree is an overlooked reason why ADCs are overbearing
Rlx bro, according to ADC mains you just need to nerf Tanks and Supports and everything will be fine.
Cåracal (NA)
: I found this and added it at the end, is this more like what you were thinking? > [{quoted}](name=Cåracal,realm=NA,application-id=A8FQeEA8,discussion-id=O4oy2AEX,comment-id=,timestamp=2018-01-13T21:26:34.463+0000) > > http://78.media.tumblr.com/tumblr_lzhq4eFrzx1qad16go1_500.jpg
Yes, thank you for your attention. Keep up the good work.
Elohaven (NA)
: Boards Discussion: Marksmen Itemization && Bottom Lane Strength
3 Misconceptions you have because of your bias that totally be blow your argument. 1. We don't want cheap bruisers and tank items, where the fuck did you get this idea? We want adc items to be expensive again, as they were, not so long ago, remember that buff? the one no one asked for? 2. Okay buddy, you and your adc main friends will have to drop this attitude, calling "this will cause a tank meta" like bush did to 9.11 to push your agenda is getting old. 3. I actually agree to some degree that ADCs ard getting too much sustain from sources outside their build, but blaming the support is not the way to go, their job is to save your ass, you want to take the little agency they have? just gut sustain runes, or even remove then all, wasn't spellvamp cancer? why I can have a rune that heals me from 2.5% to 15% of my physical damage of my spells?
Skorch (NA)
: Couple things: First off, even if SOME of the gameplay team plays ADC, who gives a f***. If Riot actually CARES about their job (Which im positive they do) they will ignore bias... which isnt hard to do, Statistics beat bias 9/10. And even if they WERE all ADC players and full of bias. Isnt a rebuttal to you is "Well you hate ADCs so what if you are just biased against them" Neither side showing evidence (not saying whether or not there is evidence to what being strong, just if you dont USE evidence you can be called out with lack of evidence as well) Also: "No class should have everything going for them: RANGE ,sustain(lifesteal), damage(biggest damage in the game), attack speed (dishing out the biggest damage nonstop with no CD on it ), armor pen, crit ( RNG damage), low cost items(crit items gave way too much power with multiple stats). Some ADC's even got escape spell, basic attack booster, CC, hard CC." Isnt everything going for them, that is just everything ADCs can get, you didnt mention: Tankiness, Mobility (which some have but most have pretty lackluster) Regen, CDR, Mixed damage, True/% damage (again some do, just stating what he didnt state.) and probably more. Saying "ADCs HAVE EVERYTHING BECAUSE THEY CAN BUILD 'THIS'" is pretty close-minded and one-sided way of thinking. Especially since it ignores the fact that they cant build all at once. And if they do a lot of them will be lackluster.
All the stats you mention adc also have, {{item:3508}} Free CDR, they can get tankiness with their offensive item, see {{item:3046}} {{item:3026}} {{item:3812}} {{item:3072}}. Your argument have no point, ADCs are busted and the only ppl on boards defending ADCs are ADCs mains.
Abibyama (EUW)
: If it was an ADC meta then {{champion:236}} {{champion:51}} {{champion:22}} {{champion:119}} hell, even {{champion:203}} {{champion:104}} would be playable bot
no, since adc champions do the same thing and play out the same, there's no reason to play another adcs other than the top 3. Even on an ADC meta.
FNC Jinx (NA)
: Cause you tell me: **What's the only class that can truly kill those busted tanks that also deal damage while having 9K HP and solo mages and fighters???** Only an ADC can truly kill those tanks that ruin the game. If you don't nerf those toxic tanks, you then need a class that can kill them, resulting in that class also becoming Toxic to anything else, and resulting the meta you see today. Who's gonna kill a 9K HP monster if it's not Vayne or Twitch??? Now, if tanks weren't busted, then suddenly other champions get a chance to shine, and all Crit Strike items would be nerfed for sure. You think it's a coincidence that Jhin is garbage right now even if you build him full crit?? Cause he can't kill tanks. Riot's way to fix it: Make ADCs damage so high so they're able to kill those 9K HP damage dealing walls. And the squishy champions? Mages? Fighters?... of course they just explode with 2 auto attacks. They just buffed Tanks by the way, and I ask again: **What's the only class that can deal with them realistically??** Yeah, ADCs aren't the problem, but a symptom of the problem: **Overpowered Tanks** Wake up people.
Actually if riot nerf damage across the board, heavly nerfing ADC damage, the meta would stabilize. btw, ADCs were never meant to 1v1 tanks, that fallacy that sparked this whole mess, ADCs ain't supposed to 1v1 anyone, they need their team to survive and kill, who are supposed to kill tanks are fighters, specially Juggernauts.
: ^ The most mechanically intensive and team reliant role is AD fucking carry. The fact of the matter is that every other role can one shot AD carries. This entire boards circle jerk on ad's is the most silver 3 shit i've ever seen in my life. The fact that you try to generalize all adc players and try to dumb it down to just "right clicking" shows that you have no idea how to argue correctly or analyze the game for that matter. If you're going to turn a blindside to all the other aspects there are to playing bot you have no idea what you're talking about.
Blind side to all other aspects there are to play bot? Adcs don't ward Adcs don't counter build Adcs don't orb-walk anymore Adcs don't have to think about engage Adcs don't care about position since they can just sit in their asses getting shields/heals while healing +300 hp per auto Tell me, what mechanics an adc have that a mid or top laner don't? Farm? Trade? Because every solo laner needs to know that, plus wave management and warding.
: Saddest fanarts ive seen
They could do a third artwork with jinx actually crying while hiding in a building of the aftermath of the conflict. Showing that despite their differences they came from the same garbage childhood and deep down jinx didn't want this. Dunno, would help create a deeper character depth while building more of the lore. The artist is really talented btw.
: Crusader Skins I think would be cool but I feel it's too generic for a skin line.
Don't need to be a skin line, neither a crusade line, I just want skins with cool, full face closed helmets, concepts. All skins we have, have to show the champion's face, which is a waste in my opinion since several champions could have fitting skins with helmets.
: Riot should use the art of some people in the polycount contest ( With the artist permission ofc! )
Rioter Comments
Cåracal (NA)
: 20 Leona Skin Concepts
Hi.. Leona main here, can you make some skins concepts with a closed helmet? **For reference:** http://vignette2.wikia.nocookie.net/tacticsogre/images/e/e4/Dragoon_Male.png/revision/latest?cb=20140410151159 http://orig15.deviantart.net/493e/f/2015/341/c/4/golden_knight_by_jasontn-d9jctzr.jpg http://vignette2.wikia.nocookie.net/bloodrealm/images/d/dc/Golden_Knight.png/revision/latest?cb=20140611235527
HarrowR (EUNE)
: Lol you havent played the game 3 years ago if you think they were less team reliant then, i remember rushing BT was the norm cause it gave you 100 damage when stacked,all of the damage items gave more damage,support role wasnt that important as today,so they were actually pretty self sufficent,Botrk used to steal 10% of enemy hp and give it to you,that alone made the adc have an hp advantage in a 1v1,not to mention the time dodge was still around,or an item that gave you 100% as for 5 attacks Some of the items may be from season one or two but you get the point,adc got weaker so support had a role
I've being playing this sht for more than 6 years, and until 3 years ago I could clean the floor with the face of any adc in the game, now, not so much. Sure items had more raw stats but they didn't gave +% damage, + range, waveclear, shields, and everyone could buy GA. Now everything is for our ADC overlords.
: Idk, you look surprised when off-topic posts are downvoted.
What off topic? I posted my unpopular opinion as requested by OP. Why don't you just stop trolling and go do something with your life.
: That's not an unpopular opinion, most of Boards think that way.
And why am I getting downvoted into oblivion for saying that then? Most ppl here are adc mains that have their heads so up in their asses that they think the game is fine.
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WiegrafOfValor

Level 22 (NA)
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