Rioter Comments
Rioter Comments
: Is it just me or does it seem like riot is running out of ideas?? Her passive is essentially xearaths and Rakans mixed Her q is also rakans except slows Her w is also rakans e? except becomes untargetable? Her e is a taric q except gains ms And her r is basically the same thing as ammumus? Am I the only one seeing this?
So what you are saying is that all of her abilities are new, but use existing code? Sounds like a good plan. Her addition to the code base was the attaching mechanic. Add too much new code and bugs crop up far too easily. Each remake or new champion typically has one thing that required writing new code, everything else is "this ability from one champ plus this ability from another?"
: Yuumi Abilities
2 Questions: 1) Has anyone tried using Ghost on Yuumi while attached? If it boosts your partner, Hecarim has a soulmate. 2) Has anyone tested if you can get easy executes in Howling Abyss by being attached but pulling tower aggro? Plan to test these myself, but it is hard to get her in HA on PBE with all champs unlocked.
Rioter Comments
Ifneth (NA)
: > [{quoted}](name=Caramel Frappe,realm=NA,application-id=yrc23zHg,discussion-id=Ax77rH4d,comment-id=0019,timestamp=2018-11-19T19:21:47.954+0000) > > I can already tell this will be a nightmare in team fights. Imagine being an assassin, and your target goes into the fog of war / bush / ect. Suddenly, THREE of them walk out, different directions. You go for one, but it's the clone. Now the prime target and Neeko destroy you in that split second you made the wrong choice. > > Repeat that for every fight, or lane. Neeko in the right hands is going to be a dreadful experience for many mark my words XD Basically, if the enemy walks into fog during a fight, then you have much less information than you started with. Though I foresee something much scarier: Neeko shapeshifts into a diver, slayer, or vanguard who flanks your backline when your team takes the apparent 4v5. The threat of Neeko is not what she does, but what she might do. Her ability to mimic allies and otherwise deny certainty could be a strong zoning tool, much like Rengar’s Thrill of The Hunt once was. Teams and players ignoring this ability will have many feels-bad moments when, say, a fleeing low-health Janna vanishes into a brush and then suddenly one-shots them. Think of this like Shaco with Nunu’s ult.
The mimicry to deny certainty is going to be huge with her. Neeko as blue-side support, she goes into the tri-brush. Your (red side) river ward now shows the jungler come out from tri-brush to flank you. So.... is Neeko at Tri-brush, and it is 3v2, or is Neeko now pretending to be the jungler and you have a solo support in the river ready to be ganked? Of course, if Neeko looks like the Jungler, then you know the Jungle is SOMEWHERE nearby.... right? So, you play it safe and keep the push, but stand near the two safe bushes so you have time to run. After a little while, the jungler (a second one) walks from Tri-brush to river brush. Ah, so Jungler WAS here... now both of them are waiting for you to make a mistakes. Meanwhile, you know that Mid and top are safe, because you have the jungler visible. And now Top gets ganked by the Jungler. What you saw on bottom was the support and her mimic-clone. She had just barely got in range while Jungler did red buff, and jungler then moved ASAP to top, while the support pretended to be spotted out in bottom.
Parznip (NA)
: Ok so here's what I see. Passive: Take the form of an allied champion, mimicking their health and attack range. Taking damage or using an ability breaks this disguise. Q: Line skillshot that roots at least one person, seems to continue onwards so maybe it can root multiple people. W: Create a mimic of yourself that travels in the direction you were moving in, both you and the mimic are invisible and gain increased movement speed for the first second or so of this ability. E: Create an area that pulses, dealing magic damage at least 2 times. Seems to pulse at least one more time so long as there is an enemy champion inside. Possibly keeps pulsing until there are no champions left in the area. R: Some sort of massive AOE nuke.
Saw a few YouTubers parsing out the abilities, and none of them said that the mimic was the passive. But that sounds about right. If within X distance and not visible to enemy, auto-clone nearest ally. I do expect that the mimic creation is a standard controllable clone. If it moved in the direction you were moving, then it would be so easy to read.
Rioter Comments
Rioter Comments
: Swain Champion Reveal!
I am curious what his passive does, other than the ultimate burst at the end. Because you start getting those shards early, and while not in your ultimate. So they HAVE to do something else... Anyway... upset that he doesn't have perma-ult anymore, but I did have a "OMG YES!" reaction when first seeing that he full on FLIES. I hope they removed minion collisions.... The abilities are quite different. Doesn't feel like it was good to drop Swain and remake into this, I still like old Swain. But I am sure many felt the same about Warwick, and he is in a good place now (from a non-WW player)
: Either the XP for leveling up needs to be lowered or BE needs to start being given for wins.
The worst part, in my view, is that you can no longer combine 3 champion shards to get a full free champion. I figured, worst case scenario, one new champion every 3 levels I earn. That wasn't bad. But now? No way to buy a full champion, even if you have their shard, from breaking apart 3 other shards.
: Zoe!
I really want to see specifics on her summon spell stealing ability. Will she be able to take summoner spells in other game modes? This could be quite interesting in Nexus Siege, on the offense with flash field.... Or on the defense with a ballista. ARAM it will be huge. Enemy team just used Heal? Thanks. Just used Clarity? How nice of you, my man! Sadly it won't be of any use on Doom Bots. Ooh... going back to summoner's rift... if she can use the same ability the enemy used, teleport borrowing will be fun!
: I think this is a cool idea. I really like it, but like a couple of people said things like 1-10 second cooldown on Lux's ultimate would end up toxic. However (just a thought) perhaps it could work better if it were not half, and just a smaller percent. I'm not sure that this would fix anything. But perhaps if this were to be too over powered and or toxic, something like a simple number change could fix it. So, awesome idea, could use some changing though. God bless! NdelokRojo
Yeah, there is room to tweak for balance as needed. Crit% also has Crit Dmg stat to augment, so Recast base could be 25%, and further itemization to enhance that (most of which lacks AP I would think). Doing a full Recast% and Recast Ratio would be something nice on a control mage support, but not an assassin mage. And of course along the lines of balance tweaks... you can lock out ultimate from being able to be adjusted, like how Zilean Rewind works now. Though I am not sure that it would be needed, if the distribution of AP and Recast are sufficiently spread out.
: So, you want t play urf you say?
Well, a 100% recast mage should be as impressive as a 100% crit ADC :) And URF mages are insane.
Rioter Comments
: Responding to two different sentiments somewhat quickly: 1) Re: Premade vs Solo: **In Short: As a solo player, you can get whichever of the two rewards you prefer, without ever entering a premade. ** The goal of the mission layout was to actually make you feel like you had a clear/ reasonable path to rewards as a Solo Player. That said, looks like the way they're displayed is throwing people off (You don't see the full flowchart), so that's something we'll talk about going forward There's 6 missions total: 3 of them should require a premade (Get an S and the two team comps) and 3 don't (Beat base, Win as all 3 roles, Get an A). If one of those in the second set isn't unlocking as a solo, that's a bug: Please let me know and we'll try to sort it out as quickly as possible (There is some update lag we're seeing: Once you win the game, if your mission isn't updating, try leaving the EoG, then Close + Re-open mission tab) Both "Sets" of missions give a total of 4 tokens. So as a solo player, completing every mission gets you one of your choice. The 3 missions we chose required premades because for the team compositions, we wanted to avoid as much champ select tension as reasonably possible ("Hey guys don't pick ADC. Oh, you did? I'm dodging"). The S was because we didn't realistically think you could do it without being coordinated, and didn't want to set the expectation you should. 2) re: Difficulty. Uh... yeah :) You're right, these missions, particularly the premade ones, are hard. This is the first time we've experimented with missions like this ("Do something hard" vs "Participate with these conditionals"), so we are definitely curious how they'll go, and any feedback is appreciated. In this particular case, we wanted it to be additional goals to strive for once you have beaten the mode. The missions were made for those who really enjoy the mode and are interested in mastering it, and for them, we wanted some additional commemoration, but also just fun objectives/ "Achievements" to aim for.
Wouldn't it be a bit more reasonable to leave the solo missions out of Onslaught? If you are assuming PUG cannot get an S, why bother assuming they can get a clear at all? Almost every loss I have had has been because people don't want to stay together as a group. Normal is considerably more forgiving of that issue than Onslaught is.
: Is it even possible to get any of the SG Event rewards without premades?
So... is there a general chat channel or anything to try and find a premade for these?
: @Riot : These Star Guardian Quests Ask Way Too Much of the Player(s)
First of the three missions says you need a premade... But the second mission just says to play as any one of those champions. I have played as one from each of the three groups, but no credit so far. Do these ALL require premades?
: Guys this is crazy but Rift Herald MAY be more important than first dragon
My personal ideal: People now feel the need to check which dragon element is up first, and then decide to go 2 top or 2 bottom. Would be cool to not have it a known factor at the start of the game for precisely which lane will be the duo.
Raoul (EUW)
: Most Support Item Quests are great but...
Give it Alistar's healing after X minion deaths passive effect. Continues to be an insanely passive item overall, but now kinda awesome. And it maintains the status as the sustain gold item.
Evenstar (OCE)
: I've always wondered something... Why aren't the daggers allowed to be destroyed if you step on it?
I like that it would give you a reason to get close to the daggers, and thus let her jump to it and hurt you more. But it would make her jukes impossible. Right now she uses W for the speed boost when running away, which also drops a dagger, which she can then jump to and now be BEHIND you and proceed to run the other way. Phenomenal for wasting flashes/ward hops/gap closers or dodging around Singed/Sion pain trains.
Rioter Comments
: Some thoughts on Support
Doing the jungler treatment may work. Give us a support specific summoner spell. To ensure non-support do not want it: You do not get gold when last hitting minions if you have this Summoner. What could it do? I would say just like Smite, you make this spell change based on a linked item you purchase. 1 - health and mana restore 2 - Shen Ult style teleport? 3 - Reverse Jayce shot field. Kind of a windwall, but instead of stopping projectiles it slows them down, and (if the code can handle it) turns them into skillshots instead of target tracking shots. 4 - exhaust 5 - AoE cleanse 6 - Some form of CC So if you buy a support item (requires base summoner), then your enhancement on that support item sets what kind of spell you have. The base spell should be something useful for initial laning, like maybe a 10 second reverse-Baron (enemy minions near you are drastically weaker, allowing your ADC to quickly farm them, or to more easily ignore minion aggro during a trade). Or make the initial spell be ward placement, since that would remove the need for sight stones as a first item. To keep support items low cost (since no gold income really available) and support focused, make support items stack together beyond the classic 3 tiers. Instead of supports scaling by large early AP or AD, have them scale by effectively having no final build. Your Tier 3 items combine together to become Tier 4, then together for Tier 5, and then Tier 6. And no game will ever last long enough to get a full 6 tier 6 items. This infinite stacking of items also lets you lock all of the support items to only be worthwhile to supports, without making EVERY item rely on the ownership of the summoner spell. Every support intended item is pretty cheap, but absolutely anyone can build up to the Tier 2 version of the items. At that point you have to blend in one of the Summoner Spell linked items to break into Tier 3 though. So, you could still have sightstone, and have them available to all players pretty cheap. But sightstones build to the next tier only through a support-only enhancement. A team could try to abuse this by going with the support summoner spell on more than 1 player. But since this spell locks out last-hitting gold, you have two players who COULD stack to insane levels, but without an ADC in lane to feed them kills/assists, your enemy will scale faster than you, and you will not survive long enough to get that late game scale benefit. But, by having this larger scaling, you allow the support to get SOME enhanced stats and make item choices early in the game with low gold... but still be able to have large stats LATE in the game (while still sitting on low gold). Now a support can eventually grow to be a carry and help turn around a stalemate or turtle game, but they aren't oppressive early or dangerous if played far off-meta.
: On OCE: Riot posted about what it means to be a support: thinking about a new support type
Doing the jungler treatment may work. Give us a support specific summoner spell. To ensure non-support do not want it: You do not get gold when last hitting minions if you have this Summoner. What could it do? I would say just like Smite, you make this spell change based on a linked item you purchase. 1 - health and mana restore 2 - Shen Ult style teleport? 3 - Reverse Jayce shot field. Kind of a windwall, but instead of stopping projectiles it slows them down, and (if the code can handle it) turns them into skillshots instead of target tracking shots. 4 - exhaust 5 - AoE cleanse 6 - Some form of CC So if you buy a support item (requires base summoner), ,then your enhancement on that support item sets what kind of spell you have. The base spell should be something useful for initial laning, like maybe a 10 second reverse-Baron (enemy minions near you are drastically weaker, allowing your ADC to quickly farm them, or to more easily ignore minion aggro during a trade). Or make the initial spell be ward placement, since that would remove the need for sight stones as a first item. The concept you have of classes would work well with the support only itemization. Build stats and specific spell effects toward the various support classes. To keep support items low cost (since no gold income really available) and support focused, make support items stack together beyond the classic 3 tiers. Instead of supports scaling by AP or AD, have them scale by effectively having no final build. Your Tier 3 items combine together to become Tier 4, then together for Tier 5, and then Tier 6. And no game will ever last long enough to get a full 6 tier 6 items. This infinite stacking of items also lets you lock all of the support items to only be worthwhile to supports, without making EVERY item rely on the ownership of the summoner spell. Every support intended item is pretty cheap, but absolutely anyone can build up to the Tier 2 version of the items. At that point you have to blend in one of the Summoner Spell linked items to break into Tier 3 though. So, you could still have sightstone, and have them available to all players pretty cheap. But sightstones build to the next tier only through a support-only enhancement. A team could try to abuse this by going with the support summoner spell on more than 1 player. But since this spell locks out last-hitting gold, you have two players who COULD stack to insane levels, but without an ADC in lane to feed them kills/assists, your enemy will scale faster than you, and you will not survive long enough to get that late game scale benefit.
: I missed the shield in the comic. Interesting. Also, she predicts enemy movement based on the twitches on their face. Maybe a {{champion:24}} dodge will be in the kit.
Not a physical shield. The giant blue energy grid as she dive on the Baron for the kill shot the first time. Looks a lot like Morgana's Black Shield in retrospect, and since it was used to block magic energy beams, maybe in practice too.
: There'll be a lot of side effects from bonus exp on supports we should consider before just making that jump. If the sightstone gives bonus exp they could outlevel the ADC, or if it's just for being around a higher level ally what if that support went to roam mid and could pick up a level or 2 then come back bottom higher level than the bot laners? Would have some big implications for champs who have huge scaling on their abilities
The scenario of support going mid to soak levels is not bad. The support is GONE. Bot lane should punish the lone ADC. The mid lane is now sharing his XP. Enemy mid gets to generate a level advantage. And what is the advantage to the team with the roaming support? Maybe they get lucky and pick off the enemy mid (who ignored someone being MIA, so deserves to die). Maybe the ADC stays alive long enough for a higher level support to come back to lane. Maybe the support gives valuable vision for mid/jungle while he is away. And remember, the support has to soak enough XP to make up for the time it takes to move up and back down river. The exact lack of XP which is being mentioned as being such a problem in the first place. To look for problems, you can't be quite so quick and general. Being far more specific: What if BARD roams out to get his chimes (not losing XP for travel time) and of course uses magical journey along the way (not actually gone that long). Now.... soaking a bit of extra XP at mid may actually be damaging. But if this kind of support-wide change were made, you could remove the extra XP from chimes on bard to tone him down.
: Academy Adventures
The billing of Darius but not Talon is a little odd. Both show up from the back and in one panel only. If you are going to mention single panel appearances, the last panel seems to have nearly everyone: Tryndamere chasing Ryze. Echo standing by Talon Lulu's hat next to Ahri Amumu riding Nidalee? Renekton crouching under Cho'gath, who is giving a ride to Kog Maw (Azir riding Renekton) Veigar looking over Braum's head Anivia carrying Ezreal, being riden by Gnar And either Nasus or Kindred crouching in the background (Cannot make out which mask that is, but seems far too small to be Nasus). Oh, and center of the screen I forgot to mention Vlad and Darius
Hige (NA)
: you know I think it's funny because up until season 3 ADCs were mostly joke champions :P back then making Ashe work was a crazy feat, Sivir was fun because she filled the whole screen with her cross bouncing blades but powerful? ha! there was a time when she was considered a support pick actually. For those of us who played from season 1, what you're asking already happened, you're just a little late to the party bro.
He's not wrong. I got to level 30 before seasons existed with Sivir. I started to get kinda serious about playing, and quickly discovered everyone thought of Sivir as trash. I started to see why, even though I loved spell shield.
Bentley (EUNE)
: Being placed with players who are worse just because you're on a winstreak feels unfair
You do realize there are only two options, right? Match you with worse people. Match other people with you. Either way, someone on the team is "The worst one." And it kinda IS your fault if a guy in top lane goes 0/10 in twenty minutes. Freaking lane swap with the guy, or find some other way to help them out. If you were jungle, it straight up IS your fault. Camp his freaking lane, or make sure another lane carries so hard top doesn't matter. If you are ADC, tell your support to go top, and play safe in your 2v1. If you are support, tell the ADC to play safe, and go help top. If you are mid, ROAM. Someone will be the worst player. You are asking that it never be you, which is stupid. Learn to identify and help your weakest. And to save people from having to look me up, no I do not play in ranked, so I am obviously a clueless nub who should be ignored.
Cloud273 (NA)
: So about Ivern and ARAM
Poro interaction would be cool. Maybe liberate a poro (with far less mana/health loss) to get some gold and XP? Would need to ditch the timer and the loss of health, or nobody would ever use it. And don't make poro clickable during combat, that would be a nightmare.
: "Ivern can make friends with the poros and set them free" but very good point, maybe he can double brush or something.
Poro interaction would be AWESOME! Ivern can click on a Poro (only while out of combat, to prevent massive misclicks in fights), Ivern loses 10% health and mana, but the Poro.... becomes a Maokai type trap? Not sure what he could do with the Poros precisely, while staying in Lore. Making them attack enemies is far outside his lore, but the only thing worth losing some mana/health for. Maybe while out of combat he can liberate poros for a small health and mana restore instead? The bigger the Poro is when liberated, the more he gains?
: What are these plants going to do? Are they going to spawn and just be an extra camp for players? Or are these plants going to spawn with random buffs attached to them, where you don't have to smite but you still get the buff? (like vision/poison/minion stun) I'm confused about how these plants will interact.
They want you to run around NOT killing the nearest camp. So I would assume every camp nurtures a specific plant, which you can harvest for a buff only when it matures. So the jungler has to refuse to kill a certain camp to let it grow a buff. So now you have to judge the value of all XP/Gold against various buffs. And counter jungling can be faster (find and take their plant only) or more damaging (kill the camp they were trying to keep alive for a buff, denying them both gold/xp and the buff).
: Please remind me why new champions are not banned from ranked?
There will ALWAYS be a "First week in Ranked" though. The people who are grabbing Ivern in ranked would STILL be playing him for the first time in Ranked, just 1 week later. You still have someone who doesn't know anything about the champion running around in your ranked game. The people who would actually buy the champion and try them out in non-ranked... they ALREADY ARE. The guys who do first time ever in ranked are the guys who cannot be bothered to play any other mode ever.
: Tibber's revenge outclasses Sion's passive
You can dodge tibbers damage by just walking into a bush.
: I can only speak for myself, but here are a few examples. Some people watch professional billiards. In billiards, professionals almost always manage to perfectly clear the table. The actual clearing of the table isn't the interesting part; what's interesting in billiards is *how* the table is cleared. How the cue ball is positioned, the strength it's hit with, etc. What's even more interesting is how mistakes are handled. Some people watch professional chess. Chess can be a very slow game and if you're good at chess, you can often predict where the players will move. However, when something happens that doesn't go according to plan, the reactions and strategy development really start to shine and demonstrates why these people are professionals. Same goes with League. The games start predictably. Maybe that means lane swaps 95% of the time or simple farming 95% of the time. What makes the games interesting is how the smaller variables and mistakes are handled. How does the player who made the mistake react? How does the other team react? What feats are accomplished due to the mistake? How does the overall game as a whole change because of this mistake? Some people watch professional LoL to see how a specific champion is played and to learn mechanics of that champion. Some people watch it to see how the game is played in the big picture, regardless of whether or not those champions are the same 10 champions over and over and over again. I agree, diversity makes games interesting, but to me, strategy development is far more interesting than what champ is being played.
This reminds me of why I don't watch sports, and makes me confused that sports lovers don't understand the issue with watching LoL. In soccer, you watch for the rare moment a goal is made. In basketball you watch for the rare moment a shot is NOT made. In each game, so much of what will happen is the same every time from a broad strokes perspective.
: Soraka needs a more complex identity ingame beyond "being the healer"
Making "Heal lowest %Health ally in range" a secondary effect of all of her skills would be another way to keep her heal focused, but give more flavor. Make the full kit skillshots, and require that you actually hit a champion to get the heal (like her Q, but healing allies now). I personally wouldn't care for it, but it would make her non-passive, and allow enemies a way to shut down the infinite heals to the ADC.
: It needs to apply grievous wounds. Carries have way too much lifesteal to heal up all of the damage they receive.
Grievous, or completely disable Lifesteal for damage against the Thornmail wearer. (this would leave non-Lifesteal healing fully in place, so less of an impact against Illaoi, Irelia and a few others)
: Clarity Passive Shaco
You could use the same indicator method for Cassiopea when she has ult available. Maybe instead of showing a half-circle indicator (seems like it would be naturally placed on the feet of the unit, making this take up the valuable floor space that so many other indicators are on), you could just have the enemy glow in some manner for Shaco. Hell... let's go thematic, and any enemy for whom Shaco is currently behind them has a hat with bells on (To Shaco's view alone)! :p
: Patch 6.10 notes
Changes dragon buff to ensure nothing can modify true damage results. Changes towers so they modify true damage results.
MXXXXXL (NA)
: How About A Support Class Rework At The End Of The Season?
The discussion here seems to be saying that itemization is where support needs love. But support is the low-gold spot. And to have impact on the game, they need stats that everyone else wants. Either damage giving or damage taking. So we can do more boring things like Athene's, which still work perfectly fine on a non-support. So to force only the support to buy them they need to ONLY have the special ability and suck at stats. Or... maybe this is a space to revive Clairvoyance. Or come up with some other novel summoner spell. Hear me out on this one... Jungler's have unique items. Once that other people would pretty happily grab. They give tanky and damage stats. They can be bought immediately, and they become something nice later. Sure... many of them specifically interact with the Jungle creatures... but you can go into the Jungle later in game for those interactions, or steal a camp or two from the enemy jungle when the opportunity rises. How do we let the Jungler items be good, but not be used in Lane? Link them to having Smite! Few Jungle champions will go without smite. Even fewer now that we have items tied to it. So.... Find a summoner spell that is useful on a support, and not so hot on anyone else (That means either Vision, or something which cannot be used on yourself, only on an ally). Strap a new line of support only items to this summoner spell. Now... What is to keep the ADC from just taking this summoner spell as well, giving you two sets of support items? Hrm... Well, you could make this new summoner spell have a component which throttles gold gain from minions. Support wasn't going to farm anyway (unless alone in lane, or using the dual-farm and heal item). So... a spell that heals or otherwise helps an ally, and makes any minion kills you score count for the ally instead of for you (hey! Throttles gold, and allows the support to help CS. That may not be a good thing though...). This could be something that still provides vision. Summon a totem at target location, allies in range of totem get Effect X (determined by choice of support item/enchant). Only one allied totem effect can be on any champion at a time (this one makes the gold throttle not needed, as it prohibits dual-totem) EDIT: Totem is problematic. Means something killable. Though that could be an interesting decision, place it somewhere nice for vision, but out of range for effect gains, place it somewhere safe from being killed, but again marginalize use of effect boosts, or place it somewhere aggressive, gain bonus stats or whatever, but risk it being killed. Maybe instead make it a ground effect, similar to Skarner spires, or Trundle bonus terrain. Though the idea of only throttling "ADC carries the spell as well" through lack of stacking ignores the idea that effect duration would be less than spell recharge time... so maybe the gold throttle does need to happen.
Teslyn (NA)
: the dragons..
Radically different attack styles would be phenomenal so that you have to completely adapt your strategy to fit the dragon. Air dragon will work similar to the scuttle crab and run away from you all along the river area, but attack you as he sweeps through. Earth dragon will knock everyone back and create walls to block you off in various directions. Could cause you to be walled OUT of the pit away from the dragon (while he continues to attack you over the wall), or could wall you IN the pit with the dragon, suffering his Rammus ultimate style AoE damage. Fire dragon will ignite the ground in areas, causing you to need to reposition. Damage over time if you stand in the fire AND enhanced damage from all sources (including dragon's other attacks). He will change targets regularly, trying to keep a strong damage over time component active on everybody in his aggro list. Water dragon spawns up mini-dragon allies. Or even periodically splits into mini-dragons. Mildly akin to the Zac passive, but they all attack you as well, and when you kill all of them they re-combine for you to continue fighting the major lizard.
Rioter Comments
Statikk (NA)
: Mid-Year Mage Update
The big issue I see is that the idea of what made mages special when the game started boiled down to making everyone ELSE boring. In making everyone else engaging, you have removed the special element of mages. And they got nothing in return to keep them engaging. What I mean: Mages were the guys with "tricks" but we needed a reason to care about attacking the tanks, so they got CC as well. Mages were supposed to have their power in the clickable abilities. But letting the ADC ignore their abilities was boring, so their abilities were made powerful. Mages were kings of burst since they were cooldown limited by abilities holding their damage. But Assassins were all AP, and that was boring, so we got burst AD. AD people get to have a whole extra game in playing with their item selection. Do I get some AoE, do I get extra sustain/healing for myself, do I get CC, another type of damage entirely? AD can also melt towers, and just in general be "passively" useful, instead of waiting on cooldowns. Make the auto attack of AP bring magic damage based on AP, give the AP item choices some interesting auto attack bonuses and modifications. That alone will make them interesting. Items could do all kinds of things. Every 5th auto attack empowers your next spell (more damage or longer duration, maybe items for each? Maybe instead of random ability, based on item slot selected. 1&4 slots empower Q, 2&5 empower W...). Some static Shiv style movement charges the item, but instead of more damage, phases you out so you avoid damage from some future ability used against you? Or maybe an anti-Auto defensive where you phase out of every X number of auto attacks against you?
: Champion update: Poppy, Keeper of the Hammer
Always knocks toward enemy fountain means with very little charge, purple side poppy has incredible presence in contesting dragon. Is this the first champion with a preference for side?
: Why the "it will all even out eventually" is a bad argument for trolls and afks losing lp's
Seriously?! You come in and say it is bad math, then just suck at statistics? The argument actually IS bad math. How can you miss the obvious? The assumption that "it will all even out" assumes that there is a random chance for anyone in the game to be AFK/Troll. But the problem is, we are only considering YOUR games, games YOU play. As in... YOU are not AFK/Troll. So, 4 random slots on your team, and 5 random slots on the enemy team. It will NOT even out eventually. It will serve to the benefit of the active player. If you duo-queue, it works even more in your favor, since now there are only 3 slots on your side, and still 5 on the enemy side. This may serve to artificially inflate rankings, though one would hope (I hear it is not the case) that AFK/Troll behavior dies off at higher rankings.
: Riot, can you make a mechanically hard tank champion?
Leona and Braum are mildly mechanically hard, since you want to spread your effects around the enemy to maximize them. But if Braum is trying to stun everyone, that relies on a team that lacks focus in order to trigger all the stuns. And Leona just pops her shield and marks everyone instantly. So for her it is just about tossing out the stuns properly, and that is on a semi-long cooldown. Braum does have his shield, which he needs to aim in the right direction, and then move to keep it in the line of fire. The difficulty of doing that properly is based largely on the enemy positioning (keeping shield in front of Kalista's autoattacks can be daunting, or a team that is spread out for fear of a fiddle ultimate and firing on you from all directions. But if the enemy is trying to take your mid towers, then it is really easy since they are all in one direction from you) Udyr could make an argument for being toward this role, but his stance dance isn't really THAT hard. What would a mechanically difficult tank champion look like though? Tank needs to stay alive, and needs to disrupt the enemy enough to be a peel, either with taunts to force the enemy off your team, or with CC to stop them and/or make the tank a priority to bring down in spite of the hearty defenses. Since your positioning requirement as a tank is based on keeping your team safe, any abilities you are given which require positioning to use them to full effect (ie - mechanically demanding) need to either require the same positioning that would help your team anyway (impossible to classify, completely depends on the situation at hand), or it will detract from your role as tank. So... if I have an ability which scales for number of enemies in close proximity to me, I am punished (in my own mechanics) for chasing their assassin who just dove through our lines to pick off our carry. But the proper move is (well... I assume it is, I am not a high level tank player precisely because I don't know the answer to this rock solid) to chase and peel that assassin. I think it boils down to two major hurdles: 1) The precise responsibility of the tank at any given moment it too variable to pin down and structure hard mechanics around. 2) Rewarding the tank with better performance of his key tasks inherently means punishing the enemy considerably. I suppose you could give a tank the ability to stun with a mechanic similar to Fiora's ultimate heal. Then they have to dance around their target.
: Can we get a pair of support boots
A clarity type of active on boots would be interesting. Then a support would be carrying all 3 trinkets (in essence). Sweeper for actual trinket, Sightstone for ward placement, and boots for distance checking. Alternatively, put a reduction in clickable item cooldowns could be interesting. Something that grants nearby allies health/mana/energy regeneration could be interesting... but I am not sure if supports would rush boots just for that, and regen is pretty pointless after the super early laning phase. Can always wimp out on creativity and just put gold generation on boots. I would probably take those in other game modes pretty often.
: Riot, Death Sentence lacks clarity and is a bad game experience for those on the opposite end.
Just to be sure it isn't overlooked: Janna tornadoes do not require her to face in the direction they will launch. But those have a charging time, not a cast time. So not quite a counter example to the argument.
: Kalista's soul bound should see her differently
That would be kinda cool. And would ensure that you REALLY know you were bound (like the spectral chain wasn't clue enough...). Main down side would be added time to develop any new skins. And for relatively marginal benefit. And should Kalista see herself this way as well?
: I'm not sure. I'd understand if the heal was slightly reduced just to make up the difference with her bad health regen, but I don't see it as any different than an ADC attacking a jungle camp for lifesteal. I mean, *maybe?* Just something to consider, I guess.
Q heals based on number of targets you hit. So this would make midlane Soraka insane. Q on the Wraiths regularly, and you will always have capped off health. Of course midlane Raka doesn't have to worry about heal costs too much. Unless of course the jungler is smart enough to swing by on a regular basis to be topped off, since he is surrendering Wraiths to her and all. A constant mana/health available midlane, and a constant full health jungle... the other lanes will have to worry soon.
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Xienwolf

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