GripaAviara (EUNE)
: Yummi has no real counterplay when tethered to a juggernaut
Juggernauts being supported and actually being able to carry (which, by the way, is what they're _supposed_ to be able to do!) isn't unhealthy or wrong in of itself The issue is the delivery. In the case of Yuumi she's not really fighting with you so much as existing, which isn't super interesting for either side. When Taric came out I thought he would have been a prime candidate to slap alongside a Jugg because of how he works, but sadly that wasn't how he played out. The fact that this behavior is unique to Yuumi almost says more wrong with other supports than it does her, as other enchanters can't do what she does for melee without getting murdered. Most tank supports don't have the best sustain either and some are focused mostly on peel, neither of which are good characteristics when you're with another melee.
: Ok Garen lost the on hits on E
I can agree that damaging on hits were a bit much on the spin, they did a lot of work that probably didn't need to be there. But they should make it "count" to trigger things like Conqueror, Phage and Phantom Dancer's speed boost. It felt really good and I don't see a reason Garen should be disallowed those synergies compared to other bruisers
Erdamon (EUNE)
: It's not that people can stack it with Helm is dreadful, but the fact that this item even has a chance to make it to live alone makes me think that there's no reason to pick Rumble anymore as the repertoire of things that counter him just got broader. Besides, I'm pretty sure you can combine Spear with Death's Dance and get an even nastier effect than with Helm.
Death's Dance's effect is true damage and ignores the Spear.
: how does it work with Dots? will it just make their damage garbage?
30% effectiveness on any multi-tick ability, including things like Garen E. Won't do much versus most dots
: > [{quoted}](name=KempyreanPirate,realm=NA,application-id=3ErqAdtq,discussion-id=JmTA6EEb,comment-id=00040000,timestamp=2018-06-06T13:59:22.551+0000) > > Just for those of us who *don't* pay a lot of attention, do you know how many adjustments have been made to it while it's been on PBE? I feel like every time I read the tooltip it looks more reasonable, but I haven't actually tracked the changes over time. It's been changed roughly 3-4 times. First time was reducing AD ratio and buffing base value, second added a hard-cap at 60 DR, recent buff took that to 70 DR.
Basically this. With the ratio being 10% now, you need to get _500 bonus AD_ to cap it. Not only is that going to be hard to do, it needs a full damage investment. Not going to be broken.
: RIP AP DoT mages {{item:3194}} + Spear of Shojin are going to be a pure bs combo
This again? The Spear works at 30% versus dots _and_ applies before other reductions, meaning it anti-synergizes with Helm's effect and its MR. It's _fine_.
: Spear of Shojin
Those going on about it haven't been reading carefully enough. The effect is capped now at 70, it requires a damage investment to use which means you'll be less durable, and it anti-synergizes with other damage reduction effects. It really isn't that big of a deal.
Vekkna (NA)
: >*You need to build a fairly substantial amount of AD to get any real mileage, which will already make you squishier Umm...if Yasuo builds PD, IE, Mallet, Sterak's, and Spear, he's sitting at 3400 hp with a shield proc for 1012. With 341 AP (227 bonus), 100% crit, and 36% true damage with IE + Conq. His on-hit damage reduction from spear is 38, tripled to 113 during the proc. Plus bone plating, passive shield, and windwall. I don't know where you've been, but 8.11 is putting the last nail in the coffin of this idea that ADs are squishy if they build damage. Yi, Trynd, and Jax will be even worse.
You mean a champion that spends 9000 gold in health items and another almost 3k on one with single target damage reduction gets to be somewhat durable? *GASP* say it ain't so! The Spear wouldn't even be pulling a lot of the weight at that point, it'd just be supplementary. Nothing about that scenario is stupid because of the Spear, namely Conqueror Yasuo having high target agnostic true damage.
: > *It only works at 30% versus dots or multi-tick abilities, so no abuse there Unless I'm gravely misunderstanding how the item works, the damage reduction is applied to each tick of damage at 30% effect. This means that it will prevent MORE damage against any DoT with more than 3 ticks of damage (which is most of them). For example, Cass's max-level Q does 255+70% AP damage over 3 seconds. It ticks damage seven times (just checked in practice mode), so each tick is 36.4+10% AP. At just 100 bonus AD, Spear of Shojin gives 15+10=25 damage reduction. Against DoTs, that's 30% or 7.5 per tick. 7.5 reduction x 7 ticks of damage = 52.5 total reduction over 3 seconds. And Cass has just lost 20% of her base damage. Now, stack that with an Adaptive Helm and you may as well remove DoT champions from the game. Not that anyone would be too sad to see Teemo go.
The champions that would build the Spear probably want nothing to do with Adaptive, plus the helm would work after the Spear, so you're losing value, not even considering that the Spear futher anti-synergizes with MR. And in your example, virtually any source of MR, such as a Hexdrinker, would help you survive more, especially since you've only calculated for the vase damage on a spell with fairly hefty scaling.
: I'm fine with Atmas, but Shojin's Spear should NOT get released
It's really not that broken. I don't know what the fuss is all about. *It works pre-mitigation, so it has anti-synergy with all other kinds of damage reduction *It only works at 30% versus dots or multi-tick abilities, so no abuse there *You need to build a fairly substantial amount of AD to get any real mileage, which will already make you squishier *It's fairly meh in duels, which is where most of the champions that would want it usually shine *Its second passive is windowed with a sometimes risky trigger. Not seeing a problem.
: @RiotRepetoir Spear Of Shoji Shouldn't go live and here's why and the problems i can see with it.
Anti-synergy with other damage reductions (its applied first). 30% effectiveness versus any multi-tick damage source (dots, Garen E etc.) Dependent on building a substantial amount of AD to get real returns out of it. The tripling effect needs 3 people fairly close to you and is windowed unless you're murdering people back to back. None of this sounds terribly outrageous. Tuning the item might be needed, perhaps messing with the base, changing the scaling or adding health scaling and reducing the AD scaling, but the concept seems fine.
D357R0Y3R (EUW)
: that feel when a late game Bruiser is going to hit harder than a crit ADC
Darius' AD isn't even that much higher; especially considering Atma's adds a _third_ stacking mechanism for him to ramp up. Plus, Darius is SUPPOSED to become a murder machine if he gets ramped. The Sterak's change is a significant dent for anyone that likes Tri-Force, which on a lot of them only becomes compensated with a stacked Rageblade in addition to new Atma's. Fighters are supposed to be significant damage threats and are supposed to be able to take some punishment while they're at it. Not seeing a problem.
Gixia (NA)
: > [{quoted}](name=Zalinthel,realm=NA,application-id=3ErqAdtq,discussion-id=fu4a8LYN,comment-id=000f,timestamp=2018-03-07T03:20:41.875+0000) > > {{champion:102}}: Unsure if the AP loss is enough with her ratios, but it makes her double-proc her W and E on-hit, cools her Q down faster, gives fury to get back to/keep up ult. Shyv also synergizes well with other on-hit items already like Bloodrazor, Wit's End, and Titanic Hydra. Not that she could build all those with Rageblade, she'd be too squishy, but I do look forward to trying it out with Titanic at the very least. I've always wanted Rageblade to be a good item for her, but so much of the power budget going to AP made it unjustifiable. I'm hoping maybe now it'll be good. She can also proc Rageblade pretty much instantly with Auto-Q-Auto.
Her Q only gives you 2 stacks sadly, not 4, but yes the item gives her a TON from a single slot.
: Rageblade is losing over a net amount of 1000 gold in stats because Varus and Kog'maw abuse it
While I agree that getting rid of its AP seems unnecessary and weird for the item since it's _always_ had it, it's really not that useless without other on-hits on a lot of champions that would want it. {{champion:266}}: Likes the stats, makes it so he procs his W on every other attack instead of every 3rd. {{champion:24}} : Actually probably worse because of the loss of AP, but like Aatrox makes him proc his ult passive faster and synergizes with his passive. {{champion:102}}: Unsure if the AP loss is enough with her ratios, but it makes her double-proc her W and E on-hit, cools her Q down faster, gives fury to get back to/keep up ult. {{champion:11}} : Duh. {{champion:77}} : Makes Udyr proc his Tiger, Turtle and Phoenix effects every other auto instead of every 3. {{champion:5}} : Makes him proc his passive every other auto instead of every 3.
: jax and teemo don't build rageblade
Jax only doesn't build it because he _can't_ these days without being deleted. It's a huge DPS boost if he gets to use it.
Seen (NA)
: And the biggest abusers goes too... {{champion:268}}
You know, I have no idea how I forgot about him. Yes, he would absolutely love this change, especially since he already scales so hard.
Rioter Comments
: Why are you pretending like you have a choice because there are more masteries/talents? Literally everyone followed a set path of guide in talents in WoW, with minor changes perhaps, everyone will take the optimal thing every time.
Existence of cookie cutters is one thing, but again, most of them had room to move around and still be optimal (sometimes trading some of one thing for some of another). For example, tank specs were really malleable, and you could move around utility points for different fights, which was sometimes actually really impactful. Talents weren't perfect, and neither were masteries, but at least they had more "wiggle room" than current systems, where the amount of that available is "slim to none".
: > [{quoted}](name=salty testi,realm=NA,application-id=3ErqAdtq,discussion-id=tlZBuX4I,comment-id=0003,timestamp=2017-12-28T23:48:54.800+0000) > > oh boy...that original league mastery tree brings a tear to my eye. > > but agreed; depending on your champ there is basically an optimal rune every step of the way. The keystones are even more heavily biased in this way; like, there is for almost every champ one keystone that is THE best. A few fun options to troll around with (predator mainly for movespeed lols) > > they should just scrap runes and adjust base stats/abilities accordingly. > > tat would sure throw the game into temporary chaos; heres to hoping for preseason 9 That is far and away from League’s “first” mastery tree. That was the 2nd revision released in Season 3
The "first" look I showed is the same structure previous iterations had, i.e. 21 down. They just changed what was _in_ the trees in the first seasons up until the implementation of original keystones.
: -Wow and LoL are both going down the route of simplifying mastery trees -Ghostcrawler is really stupid and is to blame -OP has a nostalgia boner for old runes that really aren't that good That's really all that is needed to know. You'll either agree or disagree with this post if you dislike new runes, like old runes, or if you like new runes, dislike old runes.
I never said I was in love with the previous systems, I wasn't. They weren't terribly exciting either. However, what I do enjoy is freedom of choice and room for flexibility in how I want to play a game. Runes Reforged simply doesn't allow that in a lot of cases, just like modern talents in WoW don't (in a lot of cases for each row it ends up being "pick this one, the other two suck", just like Keystones for a lot of champions).
Durzaka (NA)
: I feel like the WoW comparison is not really a fair comparison to make tho. A vast majority of old WoW talents were basically % stat boosts (and for stats that dont even exist anymore at that), like 1% hit chance per level. It was worthless tat and its only purpose was to make you feel like you were progressing. That said, the current system is just a bad, where you dont feel like you are progressing at all because the fun shit is few and far between. The only thing of value lost was the old hybrid builds like SL/SL Warlock who went half into 2 trees. Of course, with 11 (and then 12) that became a balancing fucking nightmare. Which brings us to league. The mastery system itself is flawed as fuck and shouldnt exist in the first place. Players going into a match shouldnt have different loadouts and stats outside of what is inherent in their character. Again it makes balancing a nightmare. But because they have been in since the start and so many champions cant even function without their masteries, they can never get rid of them. The problem isnt lack of choice. The problem is that masteries themselves are just shit design and don't belong in the game.
And a lot of the current runes are just numbers. Numbers are not a bad thing to get, they're simple, easy to understand, and do what you want them to do. And many talents added effects onto abilities (i.e. Improved Sprint making it remove roots/slows) which you had filler points to get, or in PvP specs, could move around points to pick and choose your favorites (and in some cases, give up some of those "worthless stat boost" talents to get them.) Maybe League shouldn't have pre-game setups, but as long as they want the game to have them, they should at least exist in a healthy way. Current design isn't really healthy, where many of the bonuses aren't just "basically worthless", they're almost _literally_ worthless to many champions, which means entire sections of options go ignored. Having options that some subclasses don't want (like with runes and masteries before) is fine as long as there are a meaningful number of alternatives to choose from. Runes Reforged doesn't really have that for a lot of champions, where they only really have one, _maybe_ two keystones (which hold a disproportionate amount of the overall power you get) that make any sense to use, which locks in not only that keystone, but also the tree associated with it. So if you want a keystone but the stats you get from the tree bonus and the other runes suck? Too bad, so sad. Adding more trees only _kind of_ helps this because you're still entirely locked in to wherever the keystone is.
Nymzo (NA)
: Wait... I hear Ghostcrawler worked on wow, could it be possible he was the guy who came with the current wow tree? If yes, I guess we know who to blame for the sweet and very fun keystones...
He did, in fact, and quit roughly a year after the current talent model was put in and moved over to Riot. The similarities between masteries and talents is too uncanny to deny some kind of correlation, at least in my opinion.
Rioter Comments
nm1010 (NA)
: > So ADCs and Mages are supposed to have the armor level of tanks? You literally reduce {{item:3147}} to pre buff levels of damage with {{item:3047}} {{item:3026}} or {{item:3157}} {{item:3047}} late game. Early game a pair of {{item:3047}} is good until they are working on their 3rd lethality item. An item shouldn't be ~~nerfed~~ gutted (it does need a nerf) because you refuse to buy an item to counter it. Out of curiosity how do you play vs {{item:3146}}? Since you gain significantly less MR per level than armor.
Gunblade doesn't give a bunch of super useful stats all in one purchase Gunblade costs 500 more gold with an awkward build path. Gunblade can't be potentially used repeatedly in a fight. It's not really comparable.
4th3t0s (NA)
: For everyone saying Thornmail is crap
Really, here's how I see the new Thornmail: It shines for Bruisers and the like that already _have_ the kind of damage needed to kill carries that they can reach, since the reduced damage it deals isn't a big deal, but the reduced healing on the carry+the slower attack speed to stop the ADC from getting as many heals and killing the bruiser as fast means it helps him punch through the ADC's sustain to do his job. The new stats being better for overall EHP further supports this. This is doubly true since the GW means it also will drop some of the heals that their support etc. gives them, which old thornmail wouldn't do shit against anyways. The reduced damage wouldn't mean much to most bruiser types anyways because they typically didn't build that much armor (unlike say Rammus who can break upwards of 700ish) for it to scale off, nor did they need the damage to begin with assuming they didn't get cockblocked by sustain.
: so a single game with something doing well means that i shouldn't pick an ADC just so that i can hope that my pick is relevant enough as the game advances... sure ok dude
Nevermind that the video had footage from like four different games, right?
: Yasuo and Jax Q vs E interaction is even more bugged than I imagined and makes 0 sense. Fix this
Jax shouldn't be getting knocked up either; back in Patch 5.22 (Marksman update) they changed ALL modified autos to neither CC nor damage through Jax's E, Panth's passive or blind (used to be you could do shit like stun through the dodge with Renekton's W.) If every other auto-applied CC whiffs into his dodge, I don't see why Yasuo should be an exception.
: Remember that Time riot said @#$@ it, Kassadin Can't be balanced?
Kassadin's issues stemmed from symptoms of Beta design philosophy, and were exacerbated by later design choices. Dude was meant to port in, silence, and stab up a caster, but melee DPS doesn't really work in this game (and back then, neither did melee anything else), and so instead people built him full AP so he could actually do things...and we all see how that turned out. If he'd want to truly be healthy he'd need some kind of skirmish-ey DPS kit with stickiness and such, but the way League works I don't know if they can even do that.
: they said they are probably not gonna tough him. little things at most. so am guessing. that at best he will get number changes. but they will probably won't touch him at all.
Where'd they say that? Because that's a shame; his kit has so much potential and it's sad to see it go untapped.
Ritesh (NA)
: > [{quoted}](name=Zalinthel,realm=NA,application-id=3ErqAdtq,discussion-id=5NOAurok,comment-id=0045,timestamp=2016-09-14T16:54:18.357+0000) > > Let's see... > > -Completely alone as a squishball carry > -No defensive items or MR at all > -Outleveled by a mage, who scale with level, by a solid two levels worth of damage > -Anivia likely has full build, seeing as she's fed enough to get Godlike off the kill > -Ate some tower lazer before getting nuked > -Anivia also procced Thunderlords here, which added a chunk of damage > > Not seeing anything out of place here. Just about any mage could blow you off the planet just as easily under the same circumstances. Whether or not Anivia is problematic, she's not why that Ashe got deleted lol. Except no other mage could do that except Ryze. What do the both have in common? Mages that crit. Brand would need a full rotation to delete Ashe. So would Diana and Zed etc.
{{champion:1}} {{champion:103}} {{champion:99}} {{champion:90}} {{champion:61}} {{champion:134}} {{champion:45}} {{champion:161}} {{champion:112}} {{champion:101}} Yup, no other mages that can delete an ADC with no defensive items when fed. None at aaalll.
Rioter Comments
: Anivia is in a good place & fun to play against.
Let's see... -Completely alone as a squishball carry -No defensive items or MR at all -Outleveled by a mage, who scale with level, by a solid two levels worth of damage -Anivia likely has full build, seeing as she's fed enough to get Godlike off the kill -Ate some tower lazer before getting nuked -Anivia also procced Thunderlords here, which added a chunk of damage Not seeing anything out of place here. Just about any mage could blow you off the planet just as easily under the same circumstances. Whether or not Anivia is problematic, she's not why that Ashe got deleted lol.
Sahn Uzal (EUW)
: Should Tanks, Diving Fighters or Assassins get the last class update of the year?
Frankly, if assassin's were looked at, Kassadin would almost certainly be one of the priorities, given his history. Kassadin's issues stem from his original kit intent (a melee carry with spells to stick to and stop retalliation from casters to stab them up) and his primary character-defining ability (his ult and its nearly unparalleled in-combat mobility) conflicting harshly with his actual gameplay patterns (blink in->stupid burst->Blink out). For him to be allowed to be strong and to be healthy for the game, he'd need to be moved towards an auto-attack, sustained damage pattern and his kit would have to be adjusted accordingly to allow him to do so and keep his ultimate (which, honestly, is super fun to use, and it'd be a shame to scrap it.)
: Kassadin is just really weak now I feel, Riot need to change that kit and make him worth playing, by the time he is strong enough to oneshot its 40 mins in and he gets insta locked down or the game ends before then thanks to death timers.
His issues go beyond his numbers, and one of them is that people assume that someone with that much mobility should burst super hard. He's weak right now intentionally because of that. As long as his ultimate exists in the way that it always has, he simply can't revolve around burst and be allowed to be strong. And I'd hate for him to lose it, because his ultimate feels awesome to use.
Rioter Comments
Rioter Comments
Rioter Comments
: Riot This Isn't Funny
I tested the interactions with Crit and Sated. It's really, really weird. Basically, if you have your crit prepped, and then start stabbing something, every other auto you get a crit. Otherwise, the Phantom Hit gets the crit, and it does nothing (besides healing you of course.) It *does* make Sated a little less attractive, simply because it's not terribly reliable in its interaction with the new crits, but not by much. Regardless. Scary shit.
Decrit (EUW)
: Just a different idea, i think that mana regen feels better than mana to me - it makes it feel more reminescent of energy.
That's kind of the point. Mana shouldn't feel like Energy at all. Energy is supposed to win out in the short term, mana in the long, but that's not at all how it often feels.
: Here's a post where you can ask questions about the stuff I've worked on, and I'll try to answer.
Do you think that, in the future, Mana-based itemization will move more towards "more mana, less regen"? From my experience in games (which is quite a bit) it tends to be a more..."feels good" way to balance the costs of spells. When Mana Regen is the main mechanism that contributes to how gated you are (as it usually is in League), it's very easy for it to be polarized, where it's always either "not enough regen, can't do anything" or "enough regen, do whatever I want". Additionally, this system makes any kind of adjustment to mana costs **_extremely_** volatile, because even small number tweaks can be devastating to the character's efficiency, a phenomena that tends to not be fun for either designers or the players. Larger mana pools on the other hand are similarly as gating, but not so constrictive about doing so. It creates a dynamic where you have X pool of resource available to you, and if conservative it'll stay there, but if needed you can dig into it. However, if you go too crazy, you might find yourself out, and you best hope that the reason you're dry was worth it. This back and forth encourages one to be intelligent with mana use without it feeling like it's too easy to go dry if you're pressured into acting. This I think is one of the biggest complaints many have with mana in League. Additionally, there's also the quirk that bigger mana pool=more time for Mana Regen to do its job before you're completely spent. If it physically takes longer to dig through your pool, there's going to be more time for regen to extend your effective "lifetime", so to speak. This means that you can safely lower overall regen or increase costs and not cause such drastic shifts in how many spells a player _feels_ like they can use. That and, let's be real. Having a gigantic freakin mana bar feels _awesome._ I understand that this would probably be a rather large scope affair (that and it's kind of scary considering how many champions scale off mana currently, naturally or artificially such as through Seraph's/Muramana), but I do feel it'd be something that would lessen a lot of the issues players currently have about the mana system, and be more fun as a whole for everybody. Thanks in advance!
Rebonack (NA)
: > [{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=txlGL51M,comment-id=000000000000,timestamp=2015-12-18T17:03:29.760+0000) > > i mean did he actually say that? this seems obviously short sighted. > > attack speed and range are the most valuable stats when it comes to killing turrets. as crit doesnt apply to them. so if you would go for a turret killing build, youd go for an ad/attack speed combination. > > his new w makes kog maw probably one of the best champions in the game when it comes to sieging and killing turrets due to the extra distance he gets. the only way to prevent that would be to have his extra range not apply to them. Here you go: >We do think Kog's a champ you should feel rewarded for building a protective team around, given his lack of escape/hard CC and dependence on sustained auto attacking. That's a space that a few different champions should be able to exist in though, provided they're doing it in different ways (e.g. MF as the wombo character you want to pair with AOE lockdown for the duration of her ult, Kog as the one you want to protect for extended periods of time with AA enhancing buffs where possible, Trist as the one to protect if you want to push towers quick mid game etc). Ap Marksmen Kog is actually the fastest tower pusher in the game since the AP ratio bonus damage to towers isn't reduced by his W and Riot recently made it so Nashor's OnHit works on towers. Between that and a Blue Elixir Koggy absolutely demolishes them. You know, assuming a stiff breeze doesn't kill him first.
> Ap Marksmen Kog is actually the fastest tower pusher in the game since the AP ratio bonus damage to towers isn't reduced by his W and **Riot recently made it so Nashor's OnHit works** on towers. Did this really happen?? Because if so that's interesting.
: Let's face it, Essence Reaver needs to be changed. It never caught on.
Making it build out of Sheen seems like a logical choice, and would fix the issue of the build path doing nothing to alleviate mana issues along the way. The fact that it has AP might feel lame for some champions but most of the people that would want Essence Reaver at all wouldn't mind it. Something like: Essence Reaver: 3100 gold Sheen+Brutalizer+Long Sword 60 AD 250 mana 30 AP 10% CDR 10 flat armor penetration Unique Passive (Spellblade): After casting a spell, your next basic attack deals an additional (75% of Total AD) bonus damage and restores 10% of your missing mana.
Rioter Comments
: he would be easily balancable if they´make him melee-dps instead of burst-impact - that way his mobility wouldnßt matter as much, as he really would have to stay in range for a prolonged time to really have an impact, he could even get his silence back if the condition is to apply some hits before it proccs - as that still would offer counterplay options to his opponents. But alas, they did stick to his "appear out of nothing -> unload the whole kit within 0,5sec and disappear again"-pattern, so they had to utterly gut the numbers to have it not destroy the game.
> [{quoted}](name=Don Eulrich,realm=EUW,application-id=3ErqAdtq,discussion-id=G4G56BEA,comment-id=00020000,timestamp=2015-07-14T14:33:58.770+0000) > > he would be easily balancable if they´make him melee-dps instead of burst-impact - that way his mobility wouldnßt matter as much, as he really would have to stay in range for a prolonged time to really have an impact, he could even get his silence back if the condition is to apply some hits before it proccs - as that still would offer counterplay options to his opponents. But alas, they did stick to his "appear out of nothing -> unload the whole kit within 0,5sec and disappear again"-pattern, so they had to utterly gut the numbers to have it not destroy the game. Essentially this. His kit was originally designed around a melee-DPS mentality, and it shows. As long as they continue to center him around his current front-loaded burst play style he won't ever be healthy. His mobility and utility should be there to back up DPS and help him survive rather than annihilate targets instantly.
Rioter Comments
Rioter Comments
: Please make Rivens Q cooldown start after her third Q
Riven is by no means overpowered, considering the predictable nature of her play patterns and dependency on snowballing (usually). Plenty of champions are far more frustrating to deal with. http://youtu.be/UelWt8tLxac But she IS bullshit sometimes. Seriously.
DoFr (NA)
: giving 50% of the lifesteal and spellvamp to allies is a bit...overkill how about give him the old Sion ult, with a Fear on a small Radius, Basically, he heals Allies off his own lifesteal i find more fitting for his lore as inspiring
Can't agree more here. I'd personally like to see it interact with his Blood Well to give it more meaning, while getting rid of the revive holding his kit back. Like: Passive: Builds up from health costs. Gains attack speed as it fills. Ult: Requires full blood well to use (similar to Shyvana), drains Blood Well while active, gaining blood well extends duration. Gives double the max attack speed steroid and a life steal boost while active, part of which extends to allies. Ends when blood well empties.
: I think W is actually a nerf to Ashe, but I think it's still reasonable. It can be blocked easily, but also it's pretty much impossible to dodge.
It mostly depends on where you are when you shoot it I've noticed. At farther ranges landing it on who you want to is fairly easy but as you get closer you lose the potential for finesse and it's easier to whiff it into targets you don't want to. Even if it is a nerf, the dynamic sniping with it adds is fun to play.
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Zalinthel

Level 30 (NA)
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