Rioter Comments
: Sorcerers and elementalist buff combo
No, I tried. The mana gain is still only double, not triple or quad. Making a stacked elementalist a sorcerer is still good for the potential +100 AP on them tho if ur stacking a Brand or something.
Bregan (NA)
: im confused. what you're saying is that item effects ALSO scale with ap instead of being flat amounts? or are you saying something else?
Spell damage from item effects scale with spell damage %, meaning Riot balances those items around the best use cases (aka sorcerers w/ AP stacking). If AP scaling was removed then they could balance it around *everyone* instead of having them be essentially Sorcerer-only items.
Rioter Comments
Rioter Comments
PekiCodex (EUW)
: Facts about TFT that are 100% fact
{{champion:107}} will always use his ability to jump on a spinning Garen, instantly killing himself while dealing no damage. If you intentionally sandbag for a Spatula, the carousel will never have a Spatula.
: Recurve items are too strong
I think we can chalk this more up to other items being ass. They need to remove AP scaling entirely from items, cuz they've been balancing them around that and thus making those items worse for everyone else ex. Ludens, Ionic Spark and Locket. Ludens needs to be fixed already, it still deals 100 spell damage. Seraphs just feels subpar on everyone other than Yasuo, Akali and Lucian and should probably refund like 30% mana rather than a flat 20 (hell you can even make it 50% as long as you don't allow them to stack). Hush needs to be on every hit, not just a "high chance" cuz the moment the RNG doesn't work and they cast a spell the entire point of the item is moot. It also builds out of Mana + MR making the stats extremely unwanted. Which brings me to MR needs to be buffed. Any MR item for the purpose of reducing magic damage outside Dragon's Claw just absolutely sucks. Nerf Dragon's Claw if you have to but for the love of god buff MR in general. I'm not saying BT isn't amazing, I'm just saying the MR stat itself is too low to reduce spell damage by any meaningful amount. Disarm is actually nuts but it builds out of Armor + MR when you typically want this on a backline carry who can apply the effect fast and repeatedly throughout the fight and potentially to multiple targets (Gunslingers).
: You forget one important part: Managained from dealing damage is also affected, so while your knights might need longer to gain mana, so do the opponents attacking them.
: But it could make an early game 4 knight comp really op Darius + Garen + Morde + Poppy? The first 3 already dominate the early game without the extra mana gain Edit: Just a thought, mana gain could also scale with the synergy.
Darius and Garen are currently sort of overbuffed *because* their synergies are so ass mid-game (Knight, Noble, Imperial). Morde and Poppy though most definitely aren't dominating. If Knight was buffed like this, we could reasonably nerf Darius and Garen to match the synergy buff. Also Morde might become useful as more than just a Phantom token.
Rioter Comments
: This would be better imho. You can get wilds to counteract glacial with this. There is no counter-play over getting stun-locked as of current.
It'd be the opposite, Glacials would counter Wilds (attack speed bonuses enhance base attack speed but attack speed slows slow total attack speed). Sorcerers would probably counter Glacials with this.
: Sure! Just as soon as the board is altered so that players can't put their rageblade vayne in the very corner where there is literally no hex from which a line can be drawn over them. A single extra hex of space on the left and right edges of the map should do.
That's why you use a bait unit and let assassins go ham on the RFC Vayne. Or you use a Blitz and hook her out. Or you use a health-buffed Gnar to shove her out. Or use any Sorcerer with long range/omni-range to oneshot her from a distance. Etc. There are options. I do agree that the map layout needs changing though. A hex-based map should be hex-shaped, not square-shaped.
: Maybe the stun should be left alone but have the damage be reduced to a low number, or just removed in general but buff Pyke's HP so he's a better front line assassin. I don't really use Pyke, but he can sometimes miss a lot of people if the characters are spread out all over the board. But other times when people are grouped it seems OP. Idk, I think a damage nerf would be better than a width nerf.
The damage is already pathetic, the stun duration/stun width/starting mana/max mana are the only issues.
Bregan (NA)
: pyke's stun and varus's arrow are both too thick. meanwhile, mord has a hard time hitting even 2 people with his ability.
Varus arrow is actually its proper size. The reason it seems thick sometimes is when he targets an enemy that's not on one of the "same lines" as him, causing his arrow to dip into 1 side hex. Otherwise it's only 1 hex in width.
: > [{quoted}](name=HopeStartsWithU,realm=EUW,application-id=3ErqAdtq,discussion-id=EIEtoFYI,comment-id=000100000000000000000001000000010000000000010000,timestamp=2019-07-06T12:21:55.040+0000) > > No mana costs? Bruh, orange and Q eat his mana which is why he is so dependant on klepto and pots. Alright are we talking about GP at a high level or at a low level? Cuz high level GP's don't run Klepto, they run Grasp unless it's an easy as hell matchup and they want Klepto stuff. If he doesn't use W, he can use his Q a total of ~11 times when used spammingly at levels 1-4 and he really has no reason to use W since he also runs Revitalize, Corrupting, Biscuits and Bone Plating all for DR/Healing. Unless he's being all-inned, which means the opponent is getting hit with a barrel (which costs no mana) and his passive too. Purely from his Q alone, he can dish out 990 physical damage +44% of his maximum health magic damage from a safe distance over 55 seconds. Tell me who can outsustain that. This isn't even including barrel damage. And once he backs? Well now he has 350 extra mana from Sheen and rank 3 Q that deals more damage, is proccing Sheen and now costs 10 less mana. Have fun.
> [{quoted}](name=HopeStartsWithU,realm=EUW,application-id=3ErqAdtq,discussion-id=EIEtoFYI,comment-id=00010000000000000000000100000001000000000001000000020000,timestamp=2019-07-07T11:46:24.983+0000) > > enemy actually stopping the barrels Enemy melee champion walking through barrel radius to kill it seems reasonable. > and punishing GPs barrel CD once he uses 3 barrels. Which is why they don't. > **A Renekton** will heal up with Q and all in him and will force the GP to use W. **Riven** can block major damage with her E and dash out of barrels with ease. **Quinn/Kennen/Jayce/Karma** can destroy barrels easily thanks to their range. **Irelia/Yasuo** can dash out if they watch the minions carefully. **Tahm Kench** will literally tank every single shit he does but that applies to almost every enemy TK faces. Don't use him losing to broken top laners as an excuse as to why it's okay that GP is overpowered. All those little shits cept Quinn need a nerf. > or he will use his Q to farm/poke and will lose his mana quickly. Except we just went over that this takes 55 seconds of dealing 990+ phys & 44%+ magic damage and he runs TP. > Your math is nice but it won't apply to real life situations, especially not when GP uses his Q to farm once in a while since he can't just risk it all and go for the melee kills. Except he has no reason to. Shoving the enemy out of lane > getting 4 extra gold from a minion.
Aljonau (EUW)
: It's a bit late to respond and probably outdated... but I'd like to add that every champ has health regen, many have heals and shields and many build lifesteal. And for every single one of those mechanics resistances trump flat health, because all of them increase the health pool and as such the effectiveness of armor.
: Pykes stun is too broad.
Yeah currently it hits the hexes next to the line. It should only be hitting champs on the line.
Copic (NA)
: TFT requires no skill to win, prove me wrong.
Just gotta wait til the changes. Also as the other guy said, 1st place isn't really the goal, the goal is top 4, winning is just extra nice.
: No mana costs? Bruh, orange and Q eat his mana which is why he is so dependant on klepto and pots. Early lane bullies like Riven and Rene destroy him. His early compared to other toplaners IS bad. And if you get hit by early barrel then don't play toplane anymore. His barrels are trash pre 7, even setting those barrels up is hard work because not a single smart toplaner would even allow GP to trigger his combo. There is so much cancer on top like Tahm Kench, Urgot, Kennen, Karma, Quinn, Pantheon, Riven, Renekton and you say GPs early is fine? Sorry bro, but GP really isn't a problem here.
> [{quoted}](name=HopeStartsWithU,realm=EUW,application-id=3ErqAdtq,discussion-id=EIEtoFYI,comment-id=000100000000000000000001000000010000000000010000,timestamp=2019-07-06T12:21:55.040+0000) > > No mana costs? Bruh, orange and Q eat his mana which is why he is so dependant on klepto and pots. Alright are we talking about GP at a high level or at a low level? Cuz high level GP's don't run Klepto, they run Grasp unless it's an easy as hell matchup and they want Klepto stuff. If he doesn't use W, he can use his Q a total of ~11 times when used spammingly at levels 1-4 and he really has no reason to use W since he also runs Revitalize, Corrupting, Biscuits and Bone Plating all for DR/Healing. Unless he's being all-inned, which means the opponent is getting hit with a barrel (which costs no mana) and his passive too. Purely from his Q alone, he can dish out 990 physical damage +44% of his maximum health magic damage from a safe distance over 55 seconds. Tell me who can outsustain that. This isn't even including barrel damage. And once he backs? Well now he has 350 extra mana from Sheen and rank 3 Q that deals more damage, is proccing Sheen and now costs 10 less mana. Have fun.
Eedat (NA)
: No he's not lol. GP has a legitimate trash early game unlike the others who are lane bullies
: Add stun duration diminishing returns, or immunity/resistance/lower duration to stun items.
Nerf Knight's DR and add 15/30/60% Tenacity. This would at least give Knights a niche that isn't straight up worse than Brawler's while also nerfing how goddam insane stacked Garen/Darius w/ 2 Knight buff are in the early game. It would give Knight comp late game relevancy outside of Kayle. Overall suggested change: Knight 2/4/6 - ~~+20/40/80 DR~~ ==> +10/20/40 DR - +15/30/60% Tenacity I still think Brawlers would be straight up better, but at least Knights would do something now. Can't make Tenacity too high though, otherwise one of Kayle's weaknesses w/ Shojin stack (CC) becomes too irrelevant.
: And maybe make it so you can't do double of the same item. I saw a Pyke with just 2 SoS, and he was stunning basically every 3rd auto attack. That was broken as hell and made the entire game completely unfun for myself and those I was playing with.
The issue isn't so stacking multiple of the same item (other than Shojin/Rage), in fact that rarely happens outside Pyke, Draven, Lulu and Kayle. These units still typically need that 3rd item to be insane anyway (Kayle needs some form of AS/DR, Pyke... needs that Shojin stacking nerf yeah, Draven needs BT/RFC/DR, Lulu needs Rage/RFC). Without that 3rd item, they stop being insanely overbearing units. The issue is you have one or two super useful units who have all the items and then a bunch of cannon fodder with limited usefulness (which is why you typically make these things CC bots or naturally beefy units) which limits strategy to simply playing around those 1/2 units. If there was a 2 item limit, this number would be raised to 3 units with double items and potentially a fourth with a single item, meaning your strategy is more revolving around 3/4 units instead of 1/2 and so is everyone elses. A different option is simply increasing item drops by ~50%, this way you're able to make 3 units with 3 items and potentially a fourth with 1. Either way, increasing the number of "carry units" increasing overall strategic diversity imo.
Dimwitt (NA)
: They exist to block paths and cause the enemy to redirect attacks. That's about all i've found them useful for.
Pfft hahaha. So she's a traffic cone that spawns traffic cones xD
: i rank3'd her once, BT+Guinsoo+RFC She was freaking awful. Just terrible. A rank2 Nidalee with Guinsoo+gunblade ended up dueling her and winning. thats just tragic.
I tried stacking her AD, stacking her AP and made her a Blademaster once. In none of those was she ever relevant whatsoever. I haven't tried making her a tank but I imagine that'd end just as well as the other attempts. Her only bit of relevancy comes from using Demon Shapeshifter cuz atleast then she does damage via Demon and gives the other Shapeshifters more health while taking an extra 2 hits to die. But apparently she's being made into a 1 star, so now atleast her being ass will make more sense.
: > Riot's actually HELPING League's balance by sharpening and carving out niches for champions so that you can answer champs that may be generally powerful with stronger counter-pick options Wait so you are advocating the current changes that renekton, kata and kled have ( poppy's is oke maybe the slow unneeded, blitz i guess oke considering he is blitz) on pbe? How exactly? Renekton supposedly is countered by armour. Tanks (being the primary class that stacks armour) are supposed to NOT be so hard countered. Renekton can already shred their armour on e. There is no reason for him to be capable of outright destroying shields. Irelia dealt bonus damage and got it removed. Why in heaven does renekton get a better version? He can literally destroy it instantly. And its a point and click. I mean shields can get cancerous but there are other ways to reduce their obnoxiousness. Like a portion of w damage being penetrated through the shield or cutting the shield in half. Kled on the other hand is mostly weird. Personally i dont believe he needs that like at all. When i play him (or played) i always felt that he is good. Not op or up. However as a popular boards dweller there were always some people calling him obnoxious. And i kinda understand why. No suddenly reducing heal by 60% is just TOO much (which is the same for kata too). Besides do we (or you rather) really want hard counters? Do you really want to rely that much to your jungler (something that is out of your control) when you get countered. Do you really want League of Counterpicks? Because if it does come, you are royally screwed if you are first pick.
> [{quoted}](name=Nyarlathοtep,realm=EUNE,application-id=3ErqAdtq,discussion-id=vKvAfyNH,comment-id=0005,timestamp=2019-07-05T22:27:39.685+0000) > > Do you really want League of Counterpicks? Because if it does come, you are royally screwed if you are first pick. It already exists, it's called top lane.
: Elise is honestly so worthless. Shes just a clone of Nidalee, except twice the price, twice as rare, and 7x crappier. for what reason? lol. Maybe if her spiders did anything, i could look over how awful she is as an individual. But nah, those spiders are trash too.
I feel like the spiders literally only exist to deal more LL health on win if they survive.
CurS1VE (NA)
: she is going to be a 1 star next patch, same stats
Rioter Comments
: I can't take the fact that people seriously think Renekton is overpowered as anything but satire. The croc is an early-to-mid game champion like Pantheon. Yeah, his decision making right now boils down to having enough rage to get an empowered W off but he's not nearly as obnoxiously bloated as Irelia, or as much of a pain to lane against as the updated Illaoi.
Irelia? I didn't think she had any presence in your mmr. Guess not then? Illaoi is understandable, Juggernauts tend to dominate lower brackets but she's also still strong now in higher level play. Even mentioned her in the post.
Moody P (NA)
: Her E is already the skinniest of the hook skillshots I don't think she's performing at a level where she needs a nerf but the easiest and probably best change would be reverting the cool down buff it got back to 20 at rank 1. That way there's more leeway to punish her when she plays sloppy
That works too. I don't necessarily think she needs a nerf rather than she just needs more counterplay to compensate for the removal of counterplay in the last buffs. I guess looking at it I did kinda just suggest nerfs lol.
Rioter Comments
Rioter Comments
: Ill bump that up to 15% for most ad champs
Infernape (EUW)
: > [{quoted}](name=Talinis,realm=NA,application-id=3ErqAdtq,discussion-id=o01oW9Ob,comment-id=0001,timestamp=2019-07-06T07:29:24.041+0000) > > Ya, meanwhile the precision tree is able to get 18% lifesteal after stacking for a very short bit which many champions also use and fleet footwork. Domination is hardly an issue because it requires kills to stack up, whereas the 18% lifesteal just requires minions. To be fair, the 18% lifesteal rune takes a hell of a lot longer to stack up compared to the other Legend runes. Not to mention, you can easily stack Ravenous Hunter in one teamfight as all you'd need is a takedown.
It takes a goddam year. I usually reach full stacks around 25+ minutes. It's ridiculously long. Also it's only 12% and offers almost nothing during the laning phase (usually ~4% lifesteal around level 6)
: Champions that I really need suddenly stopped showing up in store?
There are a limited number of each champion in the shop. 1 - 39 of each 2 - 26 3 - 21 4 - 13 5 - 10 T3 1 star is pretty easy. T3 2 star can be hard if other people go for it. T3 3 star is very hard if someone else is trying to too. T3 4 or 5 star is almost impossible.
: You Could Add a Biohazard Class
Infinite possibilities. Also there are a ton more that can be added to that. - Mad Scientist Ziggs - Toxic Mundo (lol) - Zombie Nunu & Willump - Hazmat Heimerdinger - Zombie Brand - Kog'Maw - Zac
: Lmao that's hilarious. But, honestly tho...Why? He doesn't exactly have the best objective-taking capabilities, and if he's focusing on the Nexus he's going to die to whoever he ulted. If he kills whoever he ulted the ult ends. And you have a good amount of distance to kill him in before he's able to have the Nexus in his ult. The utility of this on Morde's end seems pretty low, all things considered.
Lmao I never knew he could do this either. This is great. Working as intended kappa
: It's the year 20xx and TFT has become the most played game in the world,surpassing 1 billion viewers
Skip to the 2nd half of the 3rd paragraph and beyond for the actual post haha. I like it tho.
Cibreca (NA)
: Add a description of item scaling--please?
It definitely does need to be shown in game. As for what it all does, see below: > [{quoted}](name=Z3Sleeper,realm=NA,application-id=RaE1aOE7,discussion-id=N4B1vuyc,comment-id=0002,timestamp=2019-07-04T19:30:10.025+0000) > > Not even the wiki accurately tells you everything. > > What it does is increase everything about the ability by x% with some exceptions. > > So: > > - AD ratios on spells by extension of spell damage being increased > - - (Voli/Rengar/Draven/etc.) > - - - This is why you see Dravens with double Rageblade, it's not just for the attack speed > - True Damage > - - (Vayne... can't remember if Morello or Red do true or spell damage but they're increased too, unsure about Demon true damage) > - Healing > - - (Nidalee/Darius/etc.) > - Shielding > - - (Kassadin/Locket/etc.) > - Bonus Health > - - (Lulu... idk about Origin/Class bonuses though like Brawler and Shapeshifter) > - Bonus AD > - - (Shyvanna/Gnar/Nidalee) > - Damage Reduction > - - (Braum... I think that's it?) > - Item damage if they deal spell (magic) damage > - - (Ionic Spark/Ludens/Statikk/etc.) > > What it doesn't affect: > > - Target numbers > - - (Number of Karthus ult targets, etc.) > - Range > - Duration > - CC > - - (Including Anivia's AS slow) > > Exceptions to the above: > > - Yasuo's shield does not scale with spell damage (as of last patch) > > Things I have no clue if it affects: > > - Attack Speed bonuses > - - (essentially just Rengar's bonus AS) > - Crit Chance increases > - - (essentially just Rengar's again) > - Kindred's minimum health on ult > - Evelynn's <50% health multiplier > - - (it increases all damage due to the base being affected, but idk if it affects the multiplier as well)
: Other examples of direct counters. Phantom dance--> divine sword. Dragons--> magic Rapid fire cannon--> yordles/phantom dancer Dragons tooth(I think its called)--> magic Demons/kassadin--> people who like spells. Are these a problem? Not really. The healing options on items are bloodthirster hextech and redemption. Which arent very many overall. So if you see someone has redbuff position your comp better. These counters are made to make tough decisions happen in game. These hard counters are good for the game because they push you to keep your strat secret for as long as you can and make a comp that counters your opponents. In fact I think we need more of them. make knights scale to immunity to cc for one.
Exactly, extreme hard counters are supposed to exist in this mode. You know what healing prevention doesn't stop? Lulu ult bonus health, Shapeshifter bonus health, Gnar transformation health, Kayle ult and Kindred ult. You get to have 9+ units on the board, Red Buff isn't single-handedly dicking all 9 of them.
iainB85 (NA)
: Not playing right now, but I don't recall saying it's AP (magic) damage anywhere when you right click? It's like, if you have Aatrox does his cleave ability scale with both a B.F. Sword and a Rod? (pointed out in another thread) I still have no idea. They kept the concept of AP/AD items yet don't give you any information on ability scaling like they did in the core game of LoL as far as I can tell. It's very confusing.
All spells scale with Spell Damage % It's pretty simple. Varus arrow does 400-800. Rod increases that by 20%. There are no AP scalings, it's all % increases.
: I think as a toplane main the problems are:Kleptomancy being completly overpowered in a range into meele matchup,Mages being able to go full tank and outdamage you by getting early klepto item powerspikes, Mage items being overpowered which allows Kennen and Vlad to spike hard very early (protobelt zhonya combo) and Junglers having too much free time
I personally don't think Vlad is an issue anymore. Here's my list though: Note that this don't necessarily mean they win the game but god do they make laning impossible. Overpowered - {{champion:518}} {{champion:85}} {{champion:223}} {{champion:41}} {{champion:84}} {{champion:74}} {{champion:126}} ( {{champion:43}} ?) - These champions have effectively no mana costs and can simply wall melee champs out from a distance. A non-overpowered melee champion who attempts to close the gap on them just loses every time. - These champions also typically have total top priority against non-overpowered champions, meaning river vision is typically impossible to attain. - These champions also have the tools to either easily lock down the enemy for a gank or are only killable in a position where a jungle gank would be devastating (plus lack of vision due to the above) and can easily poke and later dive the enemy under turret (ignoring the poke part if jungler is present). ######somewhere in between - {{champion:17}} {{champion:107}} Definitely too strong - {{champion:58}} {{champion:39}} - These are champions that are way too strong but are a necessary evil to deal with the tier above them. - These champions also typically have total top priority against tiers below them, meaning river vision is typically impossible to attain. - These champions also have the tools to either easily lock down the enemy for a gank or are only killable in a position where a jungle gank would be devastating (plus lack of vision due to the above) and can easily poke and later dive the enemy under turret (ignoring the poke part if jungler is present). ######somewhere in between - {{champion:164}} Probably too strong - {{champion:266}} {{champion:24}} {{champion:23}} {{champion:114}} {{champion:82}} - These champions are late game monsters that for whatever reason absolutely bop any champion that isn't the above mentioned in lane. ######somewhere in between - {{champion:36}} (absolute shit tier design, more braindead than Garen but completely uninteractive) Balanced top laners (doesn't mean they don't have their own issues, such as Illaoi being an absolute pain to lane against) - {{champion:31}} {{champion:122}} {{champion:86}} {{champion:150}} {{champion:120}} {{champion:420}} {{champion:59}} {{champion:10}} {{champion:57}} {{champion:75}} {{champion:2}} {{champion:80}} {{champion:78}} {{champion:133}} {{champion:13}} {{champion:98}} {{champion:27}} {{champion:14}} {{champion:6}} {{champion:83}} ######idk where to put these - {{champion:517}} {{champion:112}} {{champion:8}} Too weak - {{champion:54}} {{champion:516}}
: Top doesn’t need anything but nerfs. They are the only role that can single handedly win a game.
Rioter Comments
Antenora (EUW)
: > [{quoted}](name=Z3Sleeper,realm=NA,application-id=RaE1aOE7,discussion-id=N4B1vuyc,comment-id=0002,timestamp=2019-07-04T19:30:10.025+0000) > > Not even the wiki accurately tells you everything. > > What it does is increase everything about the ability by x% with some exceptions. > > So: > - True Damage > - - (Vayne... can't remember if Morello or Red do true or spell damage but they're increased too, unsure about Demon true damage) In TFT, Vayne's True damage is based off enemy HP. I believe Spell damage has no interaction.
It increases the % health damage. So +20% Spell Damage means the 8-12% max health damage becomes 9.6-14.4%.
: > [{quoted}](name=Z3Sleeper,realm=NA,application-id=RaE1aOE7,discussion-id=e2F46fer,comment-id=0002,timestamp=2019-07-05T06:08:08.322+0000) > > This is obviously bait. Tanks don't last 3 seconds against Assassin Void. Oh ok I must be imagining it then, sorry. Must've just got confused when my garen and darius were wiped almost immediately by a group of assassins with buffs.
: Winning TFT Feels More Up To Random Chance Than Actual Strategy
This is obviously bait. Tanks don't last 3 seconds against Assassin Void.
FengRyu (EUW)
: I find CC in general dominating the current "meta"...
Void Assassin is currently dominating, but that doesn't make the overabundance of CC on some champs/comps any less inexcusable.
AkatsuNL (EUW)
: TFT, please nerf Glacial
Buff Glacial units, specifically Lissandra (idk), Ashe (base DPS), Braum (base DPS/ability) and Anivia (idk here either). Then nerf Glacial itself. Reduce stun duration from 2s to 1s. Increase proc chance from 20/30/45% => 35/45/60%. This way they proc it 33% more but it stuns for 50% less. Overall less effective and the stun duration being lowered means if they don't get chain stunned they can actually cast their ability before being stunned again. Overall nerf in effectiveness statistically is about 33%. Can probably buff it up from here if it's too weak but for god's sake no 2s stuns on basic attacks.
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Z3Sleeper

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