Meddler (NA)
: Quick Gameplay Thoughts: December 6
Hey Meddler! I really appreciate you looking into the Jungle. As a jungle main i'v noticed it's much MUCH harder to play my usual jungle champions(Primarily Evelynn) and if i had to say why it's because reaching Level 6 takes longer. For Tanks(primarily) and other level 6 jungler that can't 1v1 very well not being able to reach 6 until 8 or 9 minutes into the game is very punishing and kind of puts most of them in a position where they can't compete with the amount of focus put on the Early Game aspect of jungling. I've found that if i get lucky and get an early kill on Evelynn(using her as an example because i play her a lot) i'll be a lot more useful than if i don't get a kill and i'v found that in games where i got invaded and didn't reach level 6 until 8+ minutes i'v nearly lost every single time. The fact that the early game is so important is pushing a lot of jungler's out of the game, sure you can still make do with several jungler with level 6 power spikes but those same jungler's are also very good early anyway(Warwick, Vi and Yi are good examples as they have level 6 spikes but aren't bad at 1v1ing.) This is just what i'v noticed, before pre season i had an 80% winrate with Evelynn over 20 games. Afterwards that winrate has dropped to 53%, i'v lost nearly 8 games in a row. Sure, it could just be that i suddenly became bad at the game but i don't think that's the case and i'v definitely noticed a significant lead developing early where i'm at my weakest that's near impossible to recover from.
: > [{quoted}](name=Zerenza,realm=NA,application-id=ZGEFLEUQ,discussion-id=PmqGqxth,comment-id=,timestamp=2019-12-03T22:09:36.402+0000) > > As a jungler i'm sick and fucking tired of getting flamed and blamed EVERY SINGLE GAME!!! Never fucking fails for at least 1 person on my team to flame and blame me. You think support is bad? JUNGLE IS LITERALLY HELL! And people wonder why no one likes the role, it's because NO ONE ON YOUR TEAM LIKES YOU! > > Then i get reported for firing back and BOOM i've been honor level 2 for 2 year's straight, it's damned near impossible to get honor's as a jungler it seems. Not a single person likes the jungler, i'm sick of getting reported for being toxic EVEN THOUGH I DO NOT START THE TOXICITY! I don't know where the option is but i want to permanently disable my chat, i'm sick of this toxic bullcrap and me being the only person who get's reported for it. > > Edit: I also don't want to lose my account to this crap because i love this game and i don't want to start over. They don't like you because you are playing an influential role, if you struggle maybe you should play an easy role like support instead. JG requires high-IQ or else you negatively impact all other lanes.
No, i like jungle and i know i'm good at it, sure i'm not the best and sure i can't save every lane. I miss smites occasionally, i'm not the best jungler in the world but the fact that my team always expects me to be the best jungler in north america is absurd and i hate being told to play a different role and i actually find it to be very toxic when i'm told to.
Rioter Comments
Neriticc (EUW)
: Who actually thought the Elder Dragon execute is a good idea?
To be fair to elder buff it now has these stipulations. 1. One team has to have obtained 4 dragons. Meaning one team has a Dragon Soul, dragon's souls are absurdly strong, the Earth Dragon Soul kind of helps make up for the Elder buff's execute, for example, Ocean Buff is also really good on the constant healing. Elder can spawn at 35 Minutes, minimum, maximum it could take 55 minutes. 2. Elder Dragon Buff will go away when that enemy dies, before it did not. 3. Both Teams have access to it, in games that aren't even the Elder Buff will almost always go to the winning team. In games that are Even i can see it being an issue but again at point 2, it's HUGE that it goes away when they die, if they're behind and get elder it doesn't matter much if they can't use it. 4. Elder is currently bugged to execute at much high HP on a lot of champions, i'm not sure when this will be fixed. 5. If your team is the winning team, the team that's the most ahead, and you lose elder see point 2 and play properly around it. As an assassin it would probably be a great idea to starting killing off squishies, they're the most dangerous with the buff and it might save your team to do so. The fact of the matter is that elder buff will not win you the game on it's own, especially in situations where your team is significantly behind. Playing well around Elder Buff is what makes it matter, if you lose elder to the enemy team when your in a winning situation you should still be able to win either 1 by killing them or 2 by waiting the buff out and stalling so they can't get much from it, similar to Baron Buff.
CunC (NA)
: turn off music {{sticker:slayer-jinx-wink}}
They are still working on a Toggle like Sona's DJ Skin, they said it in a separate post here.
Rioter Comments
Pika Fox (NA)
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=9YRcLTvA,comment-id=000000000000000000000000,timestamp=2019-10-29T23:43:32.942+0000) > > First, Brand R and Annie R have to be casted on a Targeted enemy, you can't target enemies that are Stealthed or that are effected by her "Mist" effect after leaving the fog. It's not that i don't want to have to have a frontline, that's not what i'm saying, what i'm saying is that your FORCING me to counterpick for a champion because if i don't i won't have any other way to deal with that ability. > > Second, again, all i'm saying is that the ability lacks a large amount of the counterplay that comes with most other Stealth abilities in the game while also giving that Stealth to champions that aren't designed to have it(As i stated in my original post an ability similar to this was going to be on lux and they didn't do it for this exact reason.). I'm 100% sure this ability, unless they atleast take out the part where allies can't be clicked on after exiting it, will be just as hard to balance if not harder to balance than Akali's Shroud was. Brand R, yes, but guess what? They all have to be grouped up inside that mist, so you can have someone else reveal them and all of a sudden you have a clustered group. You also have QW you can use, and Q will amp W on one target while hitting everyone else. Annie can just E > Flash R and hit everyone. Hell, even W to hit everyone. Annie has 2 skillshots. Lacks counterplay? It forces the enemies to group and is broken immediately by walking towards them. You can also see them from a distance, which is the opposite of what stealth generally does.
I mean i guess you do have a point but i still don't like the idea of it, i'm sure something will have to be removed from it before it will be balanced and i think that the Unclickable(Cause that's what it describes it as) mechanic should be the first to go and i think it would be fine if that mechanic wasn't there, the ability would still be very useful and do it's job just fine.
Pika Fox (NA)
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=9YRcLTvA,comment-id=0000000000000000,timestamp=2019-10-29T23:28:10.599+0000) > > Yes, i mean it would definitely work but again, i don't want to have to pick a certain champion, whether it be malphite or someone else with great AOE CC just so that senna's team can't group under stealth. You mean you dont want to have to have a frontline and play a team game properly? {{champion:89}} {{champion:32}} {{champion:12}} {{champion:3}} love this. Hell, even mages such as {{champion:8}} {{champion:63}} {{champion:1}} with strong AoEs love this. Hell, {{champion:34}} {{champion:105}} easy 5 man Qs/ults? Hell yeah.
First, Brand R and Annie R have to be casted on a Targeted enemy, you can't target enemies that are Stealthed or that are effected by her "Mist" effect after leaving the fog. It's not that i don't want to have to have a frontline, that's not what i'm saying, what i'm saying is that your FORCING me to counterpick for a champion because if i don't i won't have any other way to deal with that ability. Second, again, all i'm saying is that the ability lacks a large amount of the counterplay that comes with most other Stealth abilities in the game while also giving that Stealth to champions that aren't designed to have it(As i stated in my original post an ability similar to this was going to be on lux and they didn't do it for this exact reason.). I'm 100% sure this ability, unless they atleast take out the part where allies can't be clicked on after exiting it, will be just as hard to balance if not harder to balance than Akali's Shroud was.
: > [{quoted}](name=Ultîma,realm=NA,application-id=3ErqAdtq,discussion-id=9YRcLTvA,comment-id=0000,timestamp=2019-10-29T21:39:32.640+0000) > > The zone is camouflage so you can literally walk up to break the stealth. Think of it like Pyke, except you know where Senna is because you can see the mist. At a distance, just think of it like Akali's shroud where she can't be targetted but skillshots and AoE will work. This ability is neat, but it isn't nearly as strong as you're making it out to be. Exactly and that's not even mentioning Red wards which people never f#@king buy for some reason against stealth champions or champions with True Sight effects like Lee Sin who is a real pain against her E because of his Gap Closing and having only his Ult being point and click. But yeah people just wanna be dumb when it comes to stealth mechanics.
Those all work, all i'm saying is that it's going to make her very hard to balance, especially in Pro Play where i'm sure she'll be pick or ban. I main a stealth champion, Evelynn, i don't mind stealth so long as the weaknesses of it can still be exploited and the fact of the matter is that 90% of the champions in the game are not designed to be balanced when Stealthed or Consistently Untargetable(Lucian proced it 3 times in their teaser earlier this week). I'm gonna be real with you i'm not going to walk up to what is potentially an entire team just so that i can place a Control Ward that they'll take out immediately afterwards. It does have SOME counterplay, yes, but invalidates a lot of counterplay that other stealth in the game has while also giving that stealth to champions that aren't designed to be balanced around it.
Pika Fox (NA)
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=9YRcLTvA,comment-id=00000000,timestamp=2019-10-29T22:09:41.622+0000) > > I would never risk walking into her Fog, {{champion:54}}
Yes, i mean it would definitely work but again, i don't want to have to pick a certain champion, whether it be malphite or someone else with great AOE CC just so that senna's team can't group under stealth.
: Laughs in Illaoi, the how team is grouped inside that little cloud of mist? Perfect
I mean yes but your going to have to pick a champion specifically to counter her E, sure counterpicks are part of the game and picking to counter specific parts of a team are but imagine being forced to play Illaoi, Poppy, Ornn or Malphite every game that senna's in.
TehNACHO (NA)
: Counter argument: Senna herself is immobile, and you know where she is, and she's probably going to be squishy as fuck. Combine this with just how small her shroud is, and you've basically got a {{champion:54}} {{champion:61}} {{champion:32}} {{champion:498}} {{champion:497}} Trap waiting to happen.
The issue i have with it is that it can't be canceled if Senna takes damage or is CCed, meaning that her team will remain stealthed until she decides she doesn't want them to be stealthed anymore, which eliminates the counterplay of Camo(Evelynn, Twitch, Pyke are revealed when they take damage.) Then the fact that it stops you from clicking on them after they leave is also very frustrating, as Akali's Obscured effect on her shroud proved, even though you could see Akali, the fact you can't click on her was extremely frustrating. To add, Senna's allies don't leave stealth when THEY attack, the stealth only cancels if Senna attacks, so you can have skillshots flying at you from what is effectively a Bush, which is not fair.
: I don't know, but if you go out of the mist it sort of labels your position as an ghoul that can be skilshotted. It's far less better than Akali.
Akali proves that being unable to click on a champion, even though you can see them, is just as frustrating as them being invisible. (Obscured effect if anyone remember's)
Ultîma (NA)
: The zone is camouflage so you can literally walk up to break the stealth. Think of it like Pyke, except you know where Senna is because you can see the mist. At a distance, just think of it like Akali's shroud where she can't be targetted but skillshots and AoE will work. This ability is neat, but it isn't nearly as strong as you're making it out to be.
First, don't use Akali's stealth as an indicator of balanced stealth, it's one of the strongest stealth abilities in the game and riot made a mistake when it was released that's very similar to what they're doing with Senna. Akali shroud used to not allow you to Target akali while she was under tower, turns out that not being able to target someone but still being able to see them is just as frustrating and hard to balance as her just being invisible. Which is why i don't like that senna's makes her allies Unclickable whenever they leave her mist. I would never risk walking into her Fog, her entire team could be hiding inside of it and i'd never know. I know where Senna is, she's in the center of the mist but i don't know where the rest of her team is inside of the mist. To add, as i said, with Pyke, Rengar, Twitch and Evelynn, their Camo is canceled whenever they're attacked or attack, senna's is not, meaning that regardless of what you do to her allies or her, they will remain stealthed until senna cancels the ability herself. If i could i would GLADLY take not being able to be knocked out of my stealth as Evelynn any day of the week, that's broken. It turns out that not being able to see enemies is extremely strong, regardless whether you know their General location or not it's still frustrating and this iteration of her E lacks a large number of Counterplay options when compared to other champions with Stealth.
Cräfty (EUW)
: I can understand your point but I also think of it from the other side too. If the enemy team is packed inside that small area of Senna's E, my team can combo them easily with AoE abilities and skillshots. Don't forget that although that ability grants AoE camouflage, it limits your allies' movement within that tight space and limits the type of plays that they can do from there, since once they attack, they are revealed and can't stealth back (supposedly). So, their movement becomes predictable and what they can do from there becomes even more predictable. If Senna herself becomes clickable again after being damaged inside her E, then the ability becomes 100% useless, that's why there is only a small window where becomes clickable again when she attacks, and then she recamoufle again. Yes, unclickable enemies sucks ass. But, as long as they can still be hit by skillshots, I'm fine with it. Not like {{champion:350}}, where not only you can't click on her, you can't even hit her with anything. Now, THAT is broken!
They do not get revealed when they attack so long as the remain inside of her camo, that's why it's an issue, even if they did get revealed they just re stealth and as we know, again, from akali that's still really frustrating. The ability is far from useless if she reveals herself when attacked, all it means is she'll have to play it like all other champions with Camo have to, you gotta dodge man. I main evelynn, i understand the strength of camo and i would LOVE if getting hit or CC'ed didn't break my Camo, it's broken strong to not get revealed from those things.
Cräfty (EUW)
: Senna: What you might have missed and why she's not as broken as you might think!
The only issue i have is her E. I can't think of a single moment where an entire enemy team being Unclickable and/or stealthed is fair. We learned from akali that even if you can see the champion, if you can't click on them it's still just as annoying and hard to play against as them being invisible. What's more is the fact that not only does her Camo not go away when she takes damage or is CCed, her Camo won't go away if her allies cast abilities from her E either meaning that the enemy team can throw skillshots at you from a place where you can't see them while also being able to move themselves. I don't know why making allied champions Unclickable while also giving an entire team stealth was necessary, giving an entire team stealth was plenty but to make it impossible to force the enemy team out of that stealth while also making them unclickable is downright broken. If senna can have her Fog canceled with Damage and CC and the Unclickable mechanic is removed, by all means she's a great champion but otherwise it's broken and it's going to be impossible to balance.
Rioter Comments
Naalith (NA)
: Great, another interesting new champion that's gonna be deleted due to pro play
I think the rest of her kit would be fine if not for her E, that's insanely powerful. A global laser that deals ok damage is fine, even if it gives a shield but her E is monstrously strong and i know for a fact it's going to make her impossible to balance. Making EVERYONE ON HER TEAM untargetable is insane, fun fact Lux was supposed to have an ability that gave everyone on her team Camo, that was taken out because not every champion in the game is balanced around being able to be camouflaged.
Rioter Comments
Get2 (NA)
: I see what you're thinking. But aren't assassins supposed to basically get the kill if they play the dance correctly? Do they really need a fail-safe? I don't have a problem with your ideas personally because I used predator on Zyra supp for quite awhile. It was beefy. This buff would only make me go back to that. I still feel like it would probably be way too intense, especially on some champs who already favorably outtrade by design (if they dance correctly). It would also be brutal on people who are otherwise free meat for assassin tacos just by virtue of what the rune offers for highly offensive engage-outplay. Maybe I am wrong. I don't play as assassins enough to see the real strength/weaknesses they know all about. I only play against them enough to feel like I don't know if I would want to be in a game with this as an option. Even if I could abuse it as Zyra. Or someone else.
Assassins have one glaring problem, if they fail to kill they die. Which they're supposed to die when they fail, that's part of being an assassin but against several champions it's increasingly easy to fail regardless of whether you play it correctly or not. Champions like Zed, Akali or Katarina don't have the same issue with failing that Evelynn, Ekko or Talon do, they have plenty of mobility and probably wouldn't take this rune because of that but for champions with low mobility or with kill switches that are tied to their escape(Evelynn's R is her only escape) it becomes really hard to do your job against highly mobile teams. To often do i find myself straight losing to Caitlynn because she used her Escape, now i get crit for my whole health bar in one shot and die. Same with Tristana, Ezreal and other assassins. Including a rune that aids in the ability to Chase, like a Predator SHOULD do would be a nice addition for champions that lack some mobility to stick to their slippery target's though i do get where your coming from and maybe to compensate it would be a good idea to lower the damage a bit and have it scale later instead of being just as good as electrocute is early.
Get2 (NA)
: >makes it a nice option for Assassins and Fighter's that have trouble chasing down highly mobile champions Was it designed to help these guys? I don't think they need this kind of help.
Domination is designed for "Burst Damage and Target Access" predator is the only rune that adds anything to "Target Access", what champions benefit most from Domination? Burst Mages, Assassins and Fighter's, therefore it must be usable by a majority of those champions, if both Assassins and Fighter's can take it and have it be equal to Electrocute or Dark Harvest in Utility then that makes it a better rune than it is now where only one Champion uses it(Hecarim). I thought having the movement speed remain for a bit and to give True Sight might make for a really interesting use of the Rune, i'd take it against Vayne, Kai'sa, Kha'zix and Shaco for example, that way they can't get away from me with their stealth. It would be nice against more mobile champions due to the continued movement speed as well, if an Assassin fails to kill with their initial combo, they lose this version of Predator opens up some outplay because they can save the brunt of the combo for when the Carry or Target flashe's/Dashes away and they'd still get to keep the movement speed.
Rioter Comments
: Bring Us Your Bugs!! Celebrating 10 Years of LoL
In reference to Neeko and her Inherent Glamore passive. Neeko will not change her Appearance to match Blue Kayn or Red Kayn, meaning having a Kayn on your team prevents you from using Inherent Glamore with him when he transforms. Neeko will also not change her appearance to match Nidalee, Elise, Jayce, Gnar or Kled. She will always default to the appearance the champion has when they start the game. Finally Neeko will not change her appearance to match Kayle, and will also not become Ranged when transformed into Kayle. The bug's bother me because having any of these champions on my team when playing Neeko limits my use of her already situational Passive. I like when i use her passive effectively, i love when it works because it's so entertaining and fun. It's so fun to transform into a champion that was nearly about to die, switch places with them and get the jump on the enemy team, I LOVE DOING THAT! I hate that i appear as Base Kayn for the entire game when trying to disguise myself as him.
Rioter Comments
: Preseason 2020 Gameplay: Rise of the Elements
I'm greatly disappointed by one thing, the rest of what you guys have in store seems like it'll be fun but adding more lethality items puts a sour taste in my mouth. While sure AD assassins build pretty much the same so do most AP Assassins and unlike AD Assassins AP Assassin items are few and far between and don't offer as much in terms of helping their ability to secure a target. AD Assassins have access to items like Death's Dance, Black Clever and Hydra Items which offer Survivability along with High Damage. To add, if your adding 2 more Lethality Item's it'll be near impossible for Squishies to combat AD Asassins, the only reason AD Assassins don't build more lethality is because there are only 3 lethality items in the game. I'm disapointed, and i honstly think that adding these new Lethality items is just going to be Spear of Shojin all over again.
Meddler (NA)
: Quick Gameplay Thoughts: October 11
I'd like to point out that Garen is very difficult to play against because of his Q's Silence. Sure he probably need's some sort of CC but the Silence is the worst one because your kind of left there, unable to Flash, unable to use any abilities while he goes to town on you. It's really REALLY hard to win that trade because the Q does so much damage, because you can't do anything during the Silence duration his E will do a lot of damage to and now you have no HP so you can't fight back.
Nithke (EUW)
: The thing is that Nasus is different, he's not strong on his own, the reason why Nasus is annoying is the reason why i completely stopped playing Nasus, my main, because you totally depend on your jungler. You get shit on so hard past-6 that unless you get ganks you get outscaled, so basically, playing Nasus, If your jungler camps top, before lvl 6 you won the game, if he doesn't you lost. Garen is different because his stupid regen and damage makes him some kind of standalone champ that can do well with or without jgl help. Basically he's not on the weak side. And for Nasus I hate him in this current meta where you need to spam ping ur jungler for help or literally stop taking waves that are further than your turret range (and even that is usually not enough, when elise decides to tower dive level 3, great fun 10/10 wud do it again)
Nasus is annoying because of his "Time-Bomb" mechanic. Your basically stuck babysitting him the entire game or he get's farm and becomes a nearly unkillable Raid-Boss that one shots everyone. In my experience, Nasus's level 6 is absurdly strong, sure he probably won't 1v1 champions like Fiora, Jax or Camile(Because he isn't supposed to out-duel duelists) but for ANYONE ELSE he probably wins. Nasus is one of the hardest scaling champions in the game because of his Q, he doesn't get outscaled, ever. The only sacrifice he has really for his mid-late game Raid Boss status is that he's weak early game to Bruiser's and Duelists(Which is mostly what you see now) sooooo there you go, nasus's intended weakness, is his weakness. My usual goal against a Nasus is to kill him as many times as possible and make him miss as much farm as possible.
Jamaree (NA)
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=H6dxJAkZ,comment-id=0002000000000000,timestamp=2019-10-08T23:56:31.220+0000) > > I didn't ignore it though? They have mobility, meaning that they have the ability to Dodge and Engage from far outside what their range is. Except that isn’t true at all? They have the ability to get in an engage on the short range champions sure, but a Sylas isn’t going to do the damage a Syndra can when at long range, he has to put himself mid to close range to do his damage, as does Akali and Yasuo. Or are you saying that they should have to put themselves in harm’s way to do damage while also being squishy? >Yasuo has minimum 7 dashes in lane, a passive shield and his windwall, he has plenty of ways to circumvent the "Risk" he would normally have to take from Poke damage due to him being melee. Sylas is the same, he has plenty of gap-close, a Magic Damage shield and very high base tank stats when in reality he doesn't need them because they reduce the risk he has to take by a very high margin. Again not true, there is a reason why Akali and Sylas win rates are among the worst in the game and I’m fairly certain that all the champions you mentioned have higher win rates then Yasuo too. The point is yes, if you are melee, you are going to have better base stats then ranged champions because you need the better stats because you are putting yourself at a risk ranges champions aren’t.
And what i keep telling you is there is less risk when you have Mobility along with Shields and high Base Tank Stats. There's no reason to have ALL OF THEM, one is fine, talon has great base tank stats, but he also doesn't have a shield and lacks IN LANE MOBILITY meaning it is hard for him to dodge skill shots. Melee don't need to have EVERY tool necessary to lane against Mages, one of the tools is fine, they don't need all of them. Emphasis on NEEEEED, will sylas be fine if he had lower base health, the answer is yes and i'd argue with lower base tank stats laning against him would be less of a pain because when you do land damage, it actually works so he could get buffed to make up for his terrible winrate. Akali, same thing, her health and base tank stats are too high, meaning that when you get damage on her it doesn't really matter and she has several ways of avoiding damage in her kit she doesn't need to have high Base HP and base resistance's, when you land damage on a hyper mobile champion, the damage should matter.
Jamaree (NA)
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=H6dxJAkZ,comment-id=00020000,timestamp=2019-10-08T19:29:24.136+0000) > > Sylas- 585 HP, 32 Armor, 36 MR at level 1 with very good Per-Level Growth. > Yasuo- 523 HP, 30 Armor, 30 MR at level 1 with Fair Growth. > Akali- 575 HP, 23 Armor, 37 MR at level 1 with great growth. > > Neeko- 540 HP, 21 Armor, 30 MR at level 1 with awful Growth. > Syndra- 523 HP, 24.7 Armor, 30 MR at level 1 with awful Growth. > Zoe- 560 HP, 20.8 Armor, 30 MR at level 1 with awful growth. Melee and close range champions having more health the mages and long range casters doesn't mean they are tanky, of course they are going to have more HP, they have to risk more since they have to be close range. > What i'm getting at when i meant "Base Tank Stat's" is their base stats are too high. What's more, most champion in mid-lane with 0 mobility and less damage than them have lower base tank stats. But here are Yasuo and Sylas with great base-tank stats, plenty of mobility and Shields(Yasuo has his passive AND windwall, the strongest non-ultimate ability in the game.) even though they definitely don't need it because they can just dash up to most of those champions i listed and outright kill them just because they're tankier and many mages don't have a way to get away from them. I like the fact you utterly ignored the melee vs ranged thing.
I didn't ignore it though? They have mobility, meaning that they have the ability to Dodge and Engage from far outside what their range is. Illaoi is Melee, but all of her skills and abilities make her Mid-Range and allow her to bully people with less range than her. Yasuo has minimum 7 dashes in lane, a passive shield and his windwall, he has plenty of ways to circumvent the "Risk" he would normally have to take from Poke damage due to him being melee. Sylas is the same, he has plenty of gap-close, a Magic Damage shield and very high base tank stats when in reality he doesn't need them because they reduce the risk he has to take by a very high margin.
Jamaree (NA)
: None of those champions are tanky? o_O
Sylas- 585 HP, 32 Armor, 36 MR at level 1 with very good Per-Level Growth. Yasuo- 523 HP, 30 Armor, 30 MR at level 1 with Fair Growth. Akali- 575 HP, 23 Armor, 37 MR at level 1 with great growth. Neeko- 540 HP, 21 Armor, 30 MR at level 1 with awful Growth. Syndra- 523 HP, 24.7 Armor, 30 MR at level 1 with awful Growth. Zoe- 560 HP, 20.8 Armor, 30 MR at level 1 with awful growth. What i'm getting at when i meant "Base Tank Stat's" is their base stats are too high. What's more, most champion in mid-lane with 0 mobility and less damage than them have lower base tank stats. But here are Yasuo and Sylas with great base-tank stats, plenty of mobility and Shields(Yasuo has his passive AND windwall, the strongest non-ultimate ability in the game.) even though they definitely don't need it because they can just dash up to most of those champions i listed and outright kill them just because they're tankier and many mages don't have a way to get away from them. Like i get that a lot of Melee champions in the Mid-Lane need fair base-tank stats but those champions like Katarina, Talon and Fizz don't have Shields built into their kit, and to be fair to Yasuo he does have the lowest HP here buuut that doesn't really matter when he has a passive shield and windwall(Stupid strong ability.)
Rioter Comments
Rioter Comments
: I don't hate Kai'sa, but in what world is that E nerf even remotely significant
Her E's Attack Speed increase is incredibly useful before you get your primary attack speed items. The average Kai'sa Build now is Muramana, Guinsoo's rageblade and nashor's Tooth. She'll get Guinsoo's second which only gives 25% attack speed(not counting the stacks because she often couldn't stack it before fights anyway.) this means that she's stuck at only getting at max 60% attack speed at level 11+ meaning that she can't stack her passive as easily even with Guinsoo's rageblade. After getting Nashor's it still won't let her reach her peak of 2.0 attack speed with no Guinsoo's stacks with her E, it's a HUGE nerf. Especially in lane where she'll often only have Berserker's Grieves and her E to rely on for attack speed.
Rioter Comments
: Evelynn required a nerf so they nerfed Q cdr by 10% now they say she needs a buff and guess what...
If your bellow 30%, her ult usually killed you anyway, this buff means nothing really all it will do is prevent instances in the early game where Eve would rarely fail to kill target's bellow 30% with her ultimate. In late game it helps a lot though against Bruiser's and Tanks, but it's a buff to her late game i guess, not a really good one. If i were to buff her Ultimate, i'd probably give it a Cooldown Refund of like 30-40% because Eve doesn't usually get 40% CDR and her ulti has a pretty long cooldown, meaning that for a champion whose only job is to kill she get's no reward for it when she does it correctly. Another good one is making it ignore Shield's when a target is bellow 30% Health, this way you can't shield the execute now THAT's too strong imo.
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: I'd debate Raptors then Krugs. The other order has a shorter travel route, and the raptors will heal you more than the Krugs, and be a much quicker camp, because you should have smite #2 coming up, which puts the entire camp at almost no difference in death speeds. It's also kind of important to master how to clear those two camps, because hitting the RIGHT mob with Q's first proc will dramatically increase clear speed. Your goal is also not to W's minion damage with an early Q (For example, W on the big Raptor in the back means you can Q a front raptor once, but can't second Q until charm is complete. People who time it right cut off about 4-5 seconds off the camp). Personally, I find over the course of an entire game, Phase Rush is a better rune than electrocute, and I've seen some successful early Evelynns who are aggressive stack up Dark Harvest. The reason I argue this: Phase Rush unlocks new and more reactive play options than outright assassination runes. Evelynn after 6 has the potential to kill without rune damage, but she's extremely prone to AD skirmish junglers and wall jumpers like Jarvan, Xin, etc. Phase Rush helps me not feed these champs and put some damage on them to discourage early feeding. It also helps handicap those assassinations that go a little wrong, and barely don't kill, because you can follow, put off a couple more auto attacks, and possibly a second set of Q's. Not saying Electrocute is Bad; It IS the meta. I'm saying it doesn't have as much success with new players to Eve, who tend to be passive farmers until 6, and games semi decided by 6 really don't allow her to take off. I also think people heavily miss out when they overlook {{item:3115}} on Evelynn, because she really suffers in between those Q's and E's and demon shade resets. Sucks at lane farming, and her E applies Nashor's Twice, and Nashors is potentially a 120 AP item as well. It also pairs well with E's move speed bonus, and possibly Phase Rush.
I'll definitely try out Phase Rush, i didn't really think of it much, but i could see it helping out a lot against the AD Bruiser's(I still have that problem where i get level 2 invaded by Udyr and die like 90% of the time.) Also, to better explain why i like Raptor's into Krugs, i just like to hit 6 quickly. And if i go Red, Raptor's and skip krugs it will take 2 more camps to hit 3 and i'll also be forced to go for top side scuttle(Which i'd rather not run into an enemy jungler) another one is Red to krugs to raptor's, technically a lot more optimal because you can heal up from Raptor's after doing your krugs and then just go straight to top side. When i play evelynn my goal is to end the game as quickly as possible, i do have that issue where i sometimes stop farming if the oportunity to gank is constantly there throughout the game(Which causes me to fall behind, i should work on that.) but i tend to act as though the game is going to end sooner rather than later and electrocute helps a lot with that because that extra damage is super nice.
: How to play Eveylnn Jungle?
273,000 Mastery Points Evelynn. I might not like to play ranked but i do know how the champion works like the back of my hand. First, your rune is Primarily Electrocute, nothing else really works well if your just starting to play her. For Secondary Runes i take Sudden Impact, Zombie Ward and Relentless Hunter(Ultimate Hunter is good too) for my Secondary Tree i take Sorcery and go Absolute Focus+Gathering Storm. Second, If your starting Red Buff you'll want to go Raptor's then Krugs so you get level 3 quickly, this will help make fights a little more fair since she can't really win against any Attack Damage jungler if she's level 2. The general rule i use though is that i want to hit 6 as soon as possible, so just full clear your jungle as quickly as possible. Other people have their own way but i rarely gank before level 6. She has no way to engage a gank so it's really tough for her, if the enemy laner is pushing under your laner's tower, go ahead but otherwise just farm and wait until level 6. Evelynn's Level 6 is one of the most powerful level 6 spike's in the game, she can't be spotted by any Normal Ward's so if your laner says it's warded, as long as it's not a control ward, gank anyway, there's nothing the enemy laner can do. Lane ganking is also a really good tool(Basically just come from the Tower of the lane, hide in bushes in bot and top lane.) She is the only jungler who can lane gank at any moment. Your primary item's are Blue Smite: Runic Echoes, Lich Bane and Morrelonomicon. Secondary Items are Banshee's Veil(So you can go into teamfights and assassinate enemies without getting CCed) and Rabadon's Deathcap(Final Item). Another good item to get is Zhonya's Hourglass, but i rarely get it over Banshee's Veil nowadays. Void staff is also an option if the enemy has a lot of Resistances, if the enemy team is really tanky i'd probably not get Morellonomicon and instead get Void Staff. Tips and Tricks-- Evelynn's E: Follow's Dashes and Blinks if you time it properly. Evelynn's W: Will point to the location your coming from, but if you time your Q properly you can hit them right before it tells them where your at. Your W is really important in early ganks so use it pretty much every time. Evelynn's Q: Get good at using this, sure you can just use your E to get your W's Charm effect, but against Hyper Mobile champions you probably won't be able to get close enough to. Learning to land your Q is important. Evelynn's R: Deals Double Damage to enemies bellow 25% of their HP, but, once you get about 400+ AP, you can kill people at 50% with it pretty frequently, so don't be afraid to use it without it's Double Damage. Skill Max Order: Q-E-R-W.
Meddler (NA)
: Quick Gameplay Thoughts: August 23
I feel like there still needs to be some work on Rune's. Aftershock is still too strong, If your going into Domination you rarely ever use Predator, Dark Harvest or Hail of Blades(Terrible keystone honestly). That's my only gripe this season, i just wish someone would take a look at Predator and realize that it could be a lot cooler of a Keystone if they changed it, it's the same strength as electrocute but has 3 times the cooldown. Dark Harvest is good for assassins that want to scale but your probably better off going Electrocute. And Hail of Blades is passable on some Bruiser's but your probably better off going Conqueror.
: > [{quoted}](name=The Djinn,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=00070005,timestamp=2019-08-20T19:01:29.313+0000) > > * Unlocking champion-specific Summoner Icons for that champion and all skins for that champion you own or later purchase (specifically that champion/skin's in-game icon, for ease of use). > * Visually enhanced recall particle effects (something I believe players would really be interested in). > * Loading screen flair. > * A special ward that you can only equip when playing a champion you've rekindled a set for. > * Some sort of fun level-up effect or particle effect upon hitting level 18? > > Additionally, removing the **Personal Best** callout in favor of callouts for breaking specifically "difficult" breakpoints seems better. As a Nasus player, for example, I'm less interested in breaking my best stack count (upwards of 1200), since I'd never realistically *see* that at any point afterwards. I'd be a lot more excited by seeing every game that I get a pop-up reminding me that I've broken 500 stacks by 20 minutes. The problem with a new person best is that it is, by nature, a very rare visual reward. > > ------------------------------------------------------------------- > > As far as the Eternal's themselves go, I'd love to see more that emphasize really showing your skill when playing a champion. For example: > > * **Lux:** Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. > * **Miss Fortune:** Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. > * **Olaf:** Hit X axes within Y seconds. > * **Draven:** Catch X axes without dropping any. > * **Lucian:** Land X ultimate shots against the same target. > > When it's just "get kills" or "hit two+ people with a big AoE" it really doesn't give the bragging rights I'd personally like to see. ** Lux: Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. Miss Fortune: Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. Olaf: Hit X axes within Y seconds. Draven: Catch X axes without dropping any. Lucian: Land X ultimate shots against the same target.** These are all well within the realm of reality for Eternals designs, so great suggestions there! You bring up an interesting point about Eternals that increment when you accomplish a very difficult task, like your stacks @ 20m example. We could increment that Eternal every time you hit that goal. That's an awesome idea that fits well within the limits of the system! I'm not too sure how many champs have something like that (BF Swords purchased before x minutes on ADCs for example is a bit.... weird), but I'm super open to ideas in this space. To add a little extra context here, we are pretty against doing things like "% of Thresh hooks hit per game" or "Average anything" (those numbers can go down which makes missing a skillshot feel even worse, and we're not comfortable with that). An Eternal, in general, should only ever go up, but the conditions for that can be pretty flexible so long as they aren't gameplay-warping in a negative way. ----------------------------------- > * Unlocking champion-specific Summoner Icons for that champion and all skins for that champion you own or later purchase (specifically that champion/skin's in-game icon, for ease of use). > * Visually enhanced recall particle effects (something I believe players would really be interested in). > * Loading screen flair. > * A special ward that you can only equip when playing a champion you've rekindled a set for. > * Some sort of fun level-up effect or particle effect upon hitting level 18? I'll design jam on these with you! * Icons are a decent idea, but making 145 icons (and counting) is pretty brutal, and competes with other icons that a player might want to use instead. The pain point there is that if you love the Evelynn champie icon (me) but you want to flex your Eternals progress, you have a difficult decision to make. * We've actually talked about recalls before. This one is promising, because we likely wouldn't use it for too many other purposes, and it works on your champ regardless of the skin you choose. Dig it! Would just need to be careful to not make this gameplay-impacting or damage clarity. * Loading Screen flair is another interesting idea, but Eternals on the back of the loading screen player card kind of serve that need. We could maybe make those entries fancier somehow? * Interesting idea on the ward! I think you run into the same problem as icons, but I like the "right to use" concept you have. * Level up effect is interesting, but I worry about gameplay clarity for this. Especially since so many lanes can ultimately be won by a level 3 all-in (*cough* Talon *cough*) or hitting 6 and flash ult-ing, we should be cautious about how we approach this one. Great stuff!
> [{quoted}](name=KenAdamsNSA,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=000700050000,timestamp=2019-08-20T19:33:44.380+0000) > > ** > Lux: Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. > Miss Fortune: Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. > Olaf: Hit X axes within Y seconds. > Draven: Catch X axes without dropping any. > Lucian: Land X ultimate shots against the same target.** > > These are all well within the realm of reality for Eternals designs, so great suggestions there! > > You bring up an interesting point about Eternals that increment when you accomplish a very difficult task, like your stacks @ 20m example. We could increment that Eternal every time you hit that goal. That's an awesome idea that fits well within the limits of the system! I'm not too sure how many champs have something like that (BF Swords purchased before x minutes on ADCs for example is a bit.... weird), but I'm super open to ideas in this space. > > To add a little extra context here, we are pretty against doing things like "% of Thresh hooks hit per game" or "Average anything" (those numbers can go down which makes missing a skillshot feel even worse, and we're not comfortable with that). An Eternal, in general, should only ever go up, but the conditions for that can be pretty flexible so long as they aren't gameplay-warping in a negative way. > > > ----------------------------------- > > I'll design jam on these with you! > > * Icons are a decent idea, but making 145 icons (and counting) is pretty brutal, and competes with other icons that a player might want to use instead. The pain point there is that if you love the Evelynn champie icon (me) but you want to flex your Eternals progress, you have a difficult decision to make. > * We've actually talked about recalls before. This one is promising, because we likely wouldn't use it for too many other purposes, and it works on your champ regardless of the skin you choose. Dig it! Would just need to be careful to not make this gameplay-impacting or damage clarity. > * Loading Screen flair is another interesting idea, but Eternals on the back of the loading screen player card kind of serve that need. We could maybe make those entries fancier somehow? > * Interesting idea on the ward! I think you run into the same problem as icons, but I like the "right to use" concept you have. > * Level up effect is interesting, but I worry about gameplay clarity for this. Especially since so many lanes can ultimately be won by a level 3 all-in (*cough* Talon *cough*) or hitting 6 and flash ult-ing, we should be cautious about how we approach this one. > > Great stuff! What primarily get's to me(and i posted about it both in Gameplay and on the PBE Feature's Feedback) is that you HAVE to buy them. There are plenty of people who have 250k+ mastery point, with Mastery 7 on champions. I feel like Eternals shouldn't be able to be applied until after you get Mastery 6 at least, and purchasing them shouldn't be Necessary but could be an Option. I feel like Eternals, as the OP said are a great way to reward One Tricks and Main's of champions, and that reward should be giving them to player's who have very high mastery points for Free, sure you could purchase it as well, or you could work hard and get it for free, making it feel more rewarding when you finally do obtain one. I also really like the idea of Giving champions personalized Homeguard trails(Maybe for Evelynn since i love her too, her's could be black with Pink Hearts, white accents or something). There's a lot that you could do with Eternals, when the original Mission system was teased to us you guys said there would be Champion Specific missions, why not only give those to player's based on Eternal/Mastery progress, rewarding them for playing the champion they love? Again i posted about this on the PBE and in Gameplay last week. I like the Idea, but i think the execution leaves much to be desired.
Rioter Comments
: Hey Spideraxe, just to be clear, this is only head canon that I discussed with Kindlejack, since he was looking for a tiny nudge of inspiration when finalizing the design. **Tldr of the pitch** Each of the items that Pantheon wields as weapons/armor once belonged to a previous host of the Aspect of War. Imbued with celestial magic, they became holy objects, reshaped to reflect the god's power, and passed from host to host… until the Aspect of War died, and its power faded. Now whatever vestige of magic still exists within the objects must be ignited by Atreus’s will. Spear name: Skyfall / Host: Areion Shield name: Aegis / Host: Zeonia Cloak name: Solstice / Host: Astraea Helm: Nova / Host: Atreus
It's funny cause Astraea is a word for Star, and his cloak has star's on it.
Rioter Comments
: I mean you kinda hit it on the head with your last comment. >"Neeko doesn't share Passives with these two champions and their form changes are connected to their Passive, therefore Neeko cannot become ranged when she turn's into kayle and neeko will always be Base Kayn." I'm pretty sure this is all intended. If it were a bug or mistake Riot probably would've at least acknowledged it by now.
I'm sure that the only reason it's not fixed is because it would be kind of pain to work out the coding for it but i still classify it as a bug because it doesn't work as it should work. All transforming champions are really odd to interact with her passive, and her passive is already pretty meh anyway so i guess it doesn't need fixing but it always frustrates me.
Rioter Comments
: how would you tie escaping with skill?
Some assassins require more thought than other's when escaping. Zed has 2 blinks his W and his R, if he throws his W at you then R's you, and you run from the W then he can teleport back to his W to get away if he didn't kill you. All he has to do is press a Button, leblance has effectively the same mechanic. With other assassins though like Evelynn your escape tool is tied to you primary Kill Tool, meaning that when evelynn goes in she has to plan out her escape route before hand. Sure she's pretty safe because of her Camo, but if she doesn't kill you with her combo or R, she's gone and she can't come back because she has no way out without her R. The skill when it comes to escaping a fight as most assassins comes from the fact their Damage is tied to their escape tool, or their escape tool is tied to their ability kill you, Kha'Zix need's to get a Reset on his E to get back out and you can always chase after him as well since it's not really that far if he doesn't jump over a wall. As most assassins you have to plan your way out, predict movement and be able to execute it perfectly, or, you'll fail meaning that your champion who's only job is to do damage, didn't do damage and died.
: not really at all. zed 1 item one shots, same with talon, diana, and so many others, even when you go even they can outplay you, they all have low cds for the most part, lethailty is so cheap and gives 20% cdr, i mean, idk where you coming from but ight
They do well after getting out of lane going even because they haven't fallen off yet, remember that Assassins are supposed to snow ball, meaning that they're good early game and fall off later. If lane phase ends at 20 minutes and your assassin was able to get the same farm as you, same plates and not die, that means they're still strong and won't fall off for another 10 minutes. Technically your goal against them is to 1. Push them out of lane(Pick a champion that has overwhelming Wave Clear) 2. Die as little as possible. 3. Make it extremely detrimental for them to roam. Also; side note, most assassins lose lane pretty easy once you know what your doing against them. I'v played against plenty of Mages as the Assassin(Assassin Main) and sometimes the enemy Annie will be a cake walk, other times she'll fucking stomp me into the ground it just depends on whether she knows how to deal with me or not. Use your Range, use your Wave clear, use your CC, make it as hard as possible for them to get to you and you'll do really well just focus on your CS and poke em out of lane there are only 2 assassins in the game that are Ranged, they all lose before level 6 to a mage that lands skill shots.
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Zerenza

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