Meddler (NA)
: Quick Gameplay Thoughts: April 20
Any news/thoughts on Diana (or divers in general)?
TomiMan7 (EUNE)
: so you say thats its okay to delay the DoT mages power spike which is {{item:3116}} + {{item:3151}} to 25 minutes(ideal time for 3 items(rylia + liandris + mana) + boots) but its not okay for Kayle Azir and Diana to build a mana item(potentially a Lost chapter one with 20% cdr) and then build nashor with 20% cdr already capping their cdr? {{item:3151}} users lose out on MUCH more power for going a mana item than a {{item:3115}} user going for a {{item:3802}} item..
Yes, I am. First of all, Liandry's **was always a second item**. These changes have been all about addressing the fact that Morellonomicon has basically been a must-buy for all champions. Period. There are a few champions that synergize well with Catalyst and, surprise surprise, the DoT mages still fit into that role. They want longer fights. Therefore any items which allow them to exist in those fights longer are good for them. That's basically the entire idea behind the Catalyst line. I highly doubt either Malzahar or Brand have suffered at all from these changes. Hell, Malzahar might even be better since he would love the catch potential of GLP or could use Seraph's to scale exceptionally.
Meddler (NA)
: We're looking at different buffs instead.
Isn't it more of a question of what does Nocturne want to be? Is he an assassins? The easy access to the backline from such a long range makes that gameplay problematic, especially if he can R+Q+Auto a carry from 100 to 0 instantly. Then if he's a diver, how does he survive when he goes in?
TomiMan7 (EUNE)
: add some mana to liandries too while you at it :P blasting wand -> lost chapters. :) cheers
Most champions that may want a Liandry's can also build one of the current 3 items early. However, if you think about the stats that Kayle, Azir, and Diana really want (AP, Attack Speed, Mana, CDR), there is no item currently that satisfies that build path. They also do not really care too much for the new Lost Chapter items. This puts them in an awkward position. If they do want to build Nashor's then it's either going to be their second item or it's going to be at the cost of having the mana sustain in lane. If they do end up going for one of the Lost Chapter items, then there is just too much CDR going around, as any Lost Chapter item + Nashor's Tooth caps you at 20% CDR. Then you're forced to take Transcendence to gain something from your CDR caps or you end up wasting stats going for Zhonya's or Banshee's Veil. The other option is that you go with a Catalyst item. That's not a bad choice, but then you're stuck without Nashor's Tooth until your second item. And while Diana may enjoy the Abyssal Mask, the rest aren't as crazy about it. (Azir still can pick it up, though.) However, none of the Nashor's champions (Kayle, Azir, Diana) really want a Rod of Ages. As far as I know, there are no other 20% CDR AP items except Nashor's Tooth that aren't in the Lost Chapter line. And, on top of that, Nashor's Tooth already has unique 20% CDR. It's a natural fit from my perspective that just makes sense.
Meddler (NA)
: Quick Gameplay Thoughts: February 23
Is there any chance of adding Nashor's Tooth to the new line of Lost Chapter items? Historically, this has been an early-item buy and an easy swap from Fiendish Codex into Lost Chapter makes for a much nicer item path. The combine cost for Nashor's Tooth at 1000 gold is already very large and could easily absorb the extra 200 gold cost of the swap from Codex to Chapter (800 gold combine instead of 1000 gold). (Edit to add: The combine cost could even still be kept at 1000 gold and it would still be in the range of the other Lost Chapter items.) This is a historically early-item buy that would help certain champions that really want that first item Nashor's (Kayle, Diana, Azir) but aren't crazy about some of the other new items now. The only difference would be adding some Mana onto Nashor's. Comparing the stats to Hextech GLP-800, the stats would still be similar. 20% total CDR (with the Haste passive), 80 AP, a unique effect (Active vs. on hit damage). Nashor's only lacks the 500 mana in comparison.
Meddler (NA)
: Quick Gameplay Thoughts: February 21
We haven't heard anything about the mana gating for junglers since you first mentioned them several weeks ago. Also, the changes to the jungle items have been reverted. What are the thoughts going forward on this topic?
: sheen proc has never been 100% ad, it's 100% base ad.
Because of course there is one pedantic ass who absolutely must correct even the slightest mistake... Get a life kiddo.
Meddler (NA)
: Quick Gameplay Thoughts: February 16
What happened to the mana regen changes for the jungle?
: Things have been in a state of a lot of flux (ap values, cost etc), and small things like this can get missed when we're just trying to get it all ready for PBE. This is the kind of thing that we'll usually catch before it goes live though :P Definitely not something we want to do deliberately.
It happens. Back when Runeglaive was introduced (5.something, first replaced Magus), there were some champions that actually lost damage from the combine (Nidalee, most notably) because the Sheen proc was 100% AD and the Runeglaive proc was like 75% AD and some pittance of AP scaling. That change actually went live.
Meddler (NA)
: Looking for topics for Friday's post
With the changes to Jungle Mana regen, and splitting up precision, what are your thoughts on the jungle landscape in general? It feels very stale currently, with the same 5 to 8 champs on top for a while.
Meddler (NA)
: Looking for topics for Friday's post
You haven't mentioned opening up the jungle pool to more champs (AP champs in particular) in a while. Any champs you're considering? Afraid of?
PhRoXz0n (NA)
: > [{quoted}](name=The Djinn,realm=NA,application-id=A7LBtoKc,discussion-id=TaijPHAm,comment-id=0027,timestamp=2018-02-06T21:27:41.248+0000) > > Liking what I see so far, but I have one big question. > > Given that **Archangel's Staff** is positioned as a bit, late-game scaling item, has there been any consideration about how certain mages interact with it? I'm thinking specifically of mages like Lux, Morgana, Malzahar, and other mages who would love to be able to opt into late-game scaling power, but lack the spellcasting frequency to effectively use these items. This was less of an issue previously, but with Archangel's intentionally positioned into this slot I have some concern that it may still end up effectively locked out of a lot of mage's itemization. > > I'm wondering if reducing the number of stacks Tear gains from spellcasting but putting a baseline on tear acquisition (or lowering the total stack number) might assist in this. Thoughts? I know I'd love to be able to consider Archangel's on a wider number of characters without feeling punished for not playing, say, Ryze or Cassiopeia. One of the intentions is that the Lost Chapter is there to bridge the gap. Perhaps later on, we may decide to even further loosen the restriction on tear stacking (eg. 4 spell casts per 16 seconds), should this not pan out. We have found that a lot of champs like Lux and Ori and Syndra are able to stack tear relatively well in this new model.
I'm curious why we're stuck on the idea of flat gains for each cast? I mentioned this below, but the Tear line refunds MP per cast. This was done so that mages with higher cost spells would be more interested in the item. However, since they still couldn't stack effect like quick casting, low cost mages, they still tended to pass on the item. To me, this was a half measure in the right direction, but ultimately needed to go one step further. If the MP refund filtered into how the stacks were generated, it would be more even across multiple champion types.
: Is it just me or do the AP changes, even considering the "buff" to Rabadon's, seem to be a wash? Actually, can somebody do the math quickly adding/subtracting the changed items and the Rabadon's buff. I feel like it is overall a neutral gain for AP users across the board assuming they buy hat, and a net loss if they don't.
The idea isn't really to "buff" anyone. These changes are intended to make item choices more dynamic rather than having everyone rush the same 3 items. Frankly, I think they should push the difference between Void Staff and the Morello's Tome even harder by giving Void Staff less AP (making it worse against squishies) and more penetration (making it better against tanks).
Meddler (NA)
: Quick Gameplay Thoughts: January 26
Is the option of giving a less even split (say 2:1 ratio) of stat allocations for Primary to Secondary a possibility if it turns out that an even split is causing issues? I'm not sure if it will, given that some of the rune choices heavily reinforce the role, but it may be more optimal compared to just 1 set of flat stats. Secondly, wouldn't some form of penetration (Lethality/Mag Pen) be more in line with the thematic of Domination? It would also open up more options between the two paths. The choice, especially among midlaners, tends to be particularly binary. Do I regularly proc long range or periodic damage? Then, Sorcery (Comet/Airy). If not, then Domination (Electrocute). In the end, it's all just "extra damage" though, and I can see a world in which there is too much penetration (particularly with Lethality).
Meddler (NA)
: Quick Gameplay Thoughts: October 20
So, AP champs like Ahri are on the table for Jungling?
Rioter Comments
: > [{quoted}](name=Statikk,realm=NA,application-id=A7LBtoKc,discussion-id=pcT3hhuA,comment-id=00000000,timestamp=2017-02-15T21:37:37.949+0000) > > There will be some adjustment to Tank itemization, but we're not sure yet to what extent. We don't want to kill iconic items like Sunfire Cape, but we know that it's dangerous to lump too much of a champion's damage output into ambient AoE damage with no play for either side. Biggest gripe I have with Funfire is it's a good armor/HP defensive item that you sometimes want but then Cinderhulk gets in the way. It's just weird because it's like "well I want both in some way but I can't." The bigger thing with that is Randuins just doesnt feel good vs non-Crit teams, Frozen Heart is stupidly niche, Knight's Vow is really underrated but still niche, Locket is good but not always what you want (and provides no HP), Iceborn doesn't fit all and doesn't have HP, and Deadman's could be better. So it's "I want an HP+Armor item. Well, I have Cinderhulk, so no Sunfire. Deadman's just isn't considered worth it usually. And so I'll go Randuins even though their team isn't Crit-based I guess...?"
Generally speaking, if you want both Cinderhulk and Sunfire, you buy Cinderhulk and then build Deadman's Plate. It comes out to roughly the same thing (little less armor, little more health).
Statikk (NA)
: The group of champions that Sejuani will synergize with will be broad enough that we won't run into the whole Cassiopeia + Teemo / Singed combinations. We want each Tank to feel like they have their own way off shrugging off incoming damage. Sejuani's Passive will be a defining defensive mechanic on her kit that she will want to optimize and opponents will want to play around.
So something similar to inflicting icy-stuff on people reduces the damage she takes from those targets? With the implication being that she can't just automatically apply that debuff to everyone near her.
: Okay, there are a couple of things... In a broad sense, can we have a discussion about the tank direction in general, separate from the specific focus champion topics? Moving along... > **Allow her to directly synergize with specific allies** > We’re looking to give Sejuani ways to directly augment the effectiveness of her allies. Instead of just augmenting all her allies, we want Sejuani to benefit specific allies in ways that will make her feel like a true barbarian warleader. > This sounds dangerous. If there is a unique interaction in game with specific allies, there are one of two ways this works out: either it's too weak for that interaction to really matter much, or it's so powerful (and takes up so much of her power budget) that said allies are mandatory. It's okay for certain champions to work well with one another (like Diana and Leona or Jarvan IV and Rumble) but specific forced synergy within her kit sounds dangerously close to the latter case, so I find that troubling. >**Create a clear and unique defensive profile** >We want tanks to be defined more by their defensive mechanics and Sejuani is no exception. As we reduce the amount of reliable damage she can put out, we want to change her passive so it is both more character defining and appreciable. > Can you explain what you mean by this in more detail? For example, when I think of a more interactive defensive profile, the first things that spring to mind are like Vi and Camille's shield passives: mitigating damage with a condition. You also mentioned reduced reliable damage output as apart of her defensive profile, which... doesn't make a whole lot of sense..?
>**Create a more engaging base combat pattern** >We want to make her base pattern more engaging and worth mastering for Sejuani players, and also give enemies something to play around. We will be reworking her base spells so the majority of her damage no longer comes from just standing near her opponents. This will mean that we will need to take some of the power away from her currently overwhelmingly powerful ultimate so we can give all of her base spells real impact > So, one of the worries I have (in combination with the previous comment I had about reduced damage output) is that if a tank does no damage, they are 100% reliant on their team to actually get the work done. It doesn't matter so much if I lock up the entire enemy team for 5 seconds if the my team doesn't follow up (or doesn't follow up fast enough). Likewise, for a jungler like Sejuani, she's already weak in a skirmish. She clears slower than the Divers/Assassins and she's weaker in a 1v1. This is going to make her (and tanks in general) really prone to the early strength of the Lee Sins and Elises out there who can just walk into the jungle with freedom and push out the tank. Lowering their damage potential seems like it'll make this problem even worse. Is this a concern?
: Mid Season Tanks Update - Sejuani
Okay, there are a couple of things... In a broad sense, can we have a discussion about the tank direction in general, separate from the specific focus champion topics? Moving along... > **Allow her to directly synergize with specific allies** > We’re looking to give Sejuani ways to directly augment the effectiveness of her allies. Instead of just augmenting all her allies, we want Sejuani to benefit specific allies in ways that will make her feel like a true barbarian warleader. > This sounds dangerous. If there is a unique interaction in game with specific allies, there are one of two ways this works out: either it's too weak for that interaction to really matter much, or it's so powerful (and takes up so much of her power budget) that said allies are mandatory. It's okay for certain champions to work well with one another (like Diana and Leona or Jarvan IV and Rumble) but specific forced synergy within her kit sounds dangerously close to the latter case, so I find that troubling. >**Create a clear and unique defensive profile** >We want tanks to be defined more by their defensive mechanics and Sejuani is no exception. As we reduce the amount of reliable damage she can put out, we want to change her passive so it is both more character defining and appreciable. > Can you explain what you mean by this in more detail? For example, when I think of a more interactive defensive profile, the first things that spring to mind are like Vi and Camille's shield passives: mitigating damage with a condition. You also mentioned reduced reliable damage output as apart of her defensive profile, which... doesn't make a whole lot of sense..?
: [Recommendation] Make the Rotating Mode appear in the Map selection instead of mode selection.
But... Rotating Game Modes aren't Normal Game modes... That's kinda the point there.
: Nocturne DOES have that instant burst to delete someone like a 'real assassin' does. You just have to build focusing on AD instead of attack speed. Try Warrior --> Yomuus ---> Tiamat ---> Trinity Force/Black cleaver --> Ravenous Hydra ---> Duskblade/Dead man's plate/Maw of malmortius, with boots somewhere in there (merc treads good for cc reduction, but Ninja Tabi if they are all AD/all but support AD.) And if Riot changes him, they can give him an escape.
Um... Any champion can do that.
: Patch Chat with Playtest Team - 6.13
With Kindred taking another hit, do you think this will make tankier junglers Volibear, Skarner, Amumu, etc) more prevalent? They seem to have been on the rise as everything else falls around them this season.
InTheory (EUW)
: ***
Is Nocturne even an Assassin? To me, Nocturne is a Diver. He jumps onto one target (like Vi) and tries to take them out of the fight. Yes, he can do respectable damage, but he has no escapes and doesn't have that instant burst to delete someone like a real assassin does. In the same sense, he's just like Diana... who is also not in the list of their Assassins.
Statikk (NA)
: Next Class Update - the Assassins
Surprised people aren't menioning Evelynn... With a passive literally so powerful she cannot be a true assassin late game.
: Patch Chat 6.12 - Keystones and Catalyst and Marksman Items, Oh My!
Is the Warrior enchant just a bad item at this point? Seems like losing the Armor Pen has really made that enchant unattractive on a lot of champions that would otherwise prefer it. Especially those whose kit brings additional armor pen and %hp damage (thinking Vi and Jarvan, primarily). In all honest, Warrior reminds me of Magus back before Runeglaive was released. It's just so lack luster... Why not drop the AD down to 30 or so and have it build out of a Tiamat instead?
: > [{quoted}](name=aceofsween,realm=NA,application-id=2E4zVIwd,discussion-id=EmIbMh7Z,comment-id=000a000000000000,timestamp=2016-06-10T17:09:06.773+0000) > > Right, not all the features are turned on yet universally. But all v.02 features are available on the PBE Alpha, but they are *not* all available on the Live Alpha. > > Just curious about one thing... > > From a technical stand point, I don't understand why there's a difference between the Live Alpha and the PBE Alpha. They are both running v.02... Granted, neither of these features are targets of the focus, (and if that's the reason, it makes some sense) but not having certain features available on the Live side does make it feel a little disconnected. The PBE alpha currently is on .03 and has more available to test than the live alpha currently does. When .03 hits live, .04 will head to PBE (maybe not at the exact time, but around then).
I see. I wasn't aware they were on different versions. The overall question still stands though, I guess. Why the difference? (Going to assume it's to limit the impact of bugs related to the Alpha on live?)
: > [{quoted}](name=aceofsween,realm=NA,application-id=2E4zVIwd,discussion-id=EmIbMh7Z,comment-id=000a0000,timestamp=2016-06-10T12:21:03.456+0000) > > All the features are available on the PBE Alpha version. Not sure why they haven't been enabled on the Live Alpha though... Not all, just yet :) We've got a ways to go. We put our upcoming current focus areas (ATM, Profile and Collection) out to PBE for bug catching and confirming there are no critical issues that will affect the live server, and then to the live server. Watch for more updates in the upcoming .03 changelog.
Right, not all the features are turned on yet universally. But all v.02 features are available on the PBE Alpha, but they are *not* all available on the Live Alpha. Just curious about one thing... From a technical stand point, I don't understand why there's a difference between the Live Alpha and the PBE Alpha. They are both running v.02... Granted, neither of these features are targets of the focus, (and if that's the reason, it makes some sense) but not having certain features available on the Live side does make it feel a little disconnected.
CoolWhip (NA)
: Can we see post game stats???
It would be nice (and should theoretically be possible) to display all of the advanced information within the Client now...
: **Update: (6/9/16)** * No shop still. * No news still. * The "collection" button is still grayed out leaving all of us in mystery. * Clicking "overview does nothing" when in "profiles". * Only game modes available are still 5v5-Rift(blind) & ARAM. {{sticker:slayer-pantheon-thumbs}}
All the features are available on the PBE Alpha version. Not sure why they haven't been enabled on the Live Alpha though...
: It took me forever to know I could add mana cost display on my abilities. I saw in on a twitch stream, loaded a custom to try to do it, and had to google it to figure out which it was, since there was so much to look through.
Same thing happened to me for displaying XP gains and a few other things. I still don't know all of it, I'm sure.
: Same thing happens to me. I also found that trying to edit masteries during champ select was very slow and seemed affect the background music.
That sounds like a resource issue, if I had to guess. Wouldn't worry about it until we get further along in the development as they're still optimizing the system.
Rioter Comments
Zavari (EUW)
: Text hidden in login screen
Everything is still functional. Sometimes the text doesn't load though. I'm going to suspect it's similar to a web page loading slowly/incorrectly.
Rioter Comments
: Prepare to Test: SR and ARAM
Been noticing issues between joining games in the Alpha client. On one occasion, the in-game client loading screen froze until I closed it and rejoined. On a separate occasion, I was got repeated "connection failed" screens until I closed the alpha client out entirely and re-logged.
: I believe it defaults to your last played mode. That is how it is working for me, anyways.
Not always. It seems to be a little bit inconsistent in my experience thus far. And in either case, I think having this be an option in the settings menu (at some point) or in the queue selection screens would nice.
: Patch Chat 6.9 - Playtesting the Mage Update
CDR on Zhonya's and Abyssal Scepter. As core items on the bruiser-type AP champions, it was always hard to get to 40% CDR, but that path has become a lot easier now with these changes.
: You act like none of these champions could live without Devourer, and since when is devourer considered core on rengar, vi and shen?
I didn't say they would be core, just that the changes are beneficial to them. Champions that don't make use of on-hit effects in their kit would rather have Bloodrazor than Devourer. (That's why Shen prefers this change.) As for why some AD heavy champions might prefer it. that's more a statement of how meh the Warrior enchant is. For Shen, it gives him an offensive option. He has no use for any of the other items (even Devourer).
: Guinsoo's Rageblade, Devourer, and Bloodrazor
The following Junglers thank you for this change: {{champion:10}} {{champion:102}} {{champion:98}} {{champion:5}} {{champion:19}} {{champion:28}} {{champion:48}} {{champion:72}} {{champion:24}} {{champion:107}} {{champion:254}} {{champion:77}} No, but seriously. A champion whose kit revolves around auto attacks for the primary source of damage should be in love with these sets of changes. In many cases, these champions want to build a single damage item, but then go into a tank/bruiser build. It's going to be a toss up for some of these champions on whether Warrior or Bloodrazor is more effective for an offensive jungle item (I'm leaning toward Bloodrazor at the moment), but this change is great.
: Ah okay I see what the graph is saying now. Feel free to compare it with the graphs of other Champions. You'll find that a curve that cuts off the first 20 games actually ends up leaving most mastery curves pretty flat (1-3%). I understand the statement that Annie has a high mastery curve compared to a lot of other champions sounds weird, and this is explicitly because of how easy it seems to pick her up (which is something that is really cool about her). I do find it funny you link Azir's. Yes he has an insane mastery curve - it causes all sorts of problems for him @_@. On a side note, look at Udyrs :). I remember FeralPony getting ridiculed for stating Udyr was a hard champ to master as well. It only gets steeper when you add in the 0-20 games.
I'm pretty sure this is what Beluga Whale is referring to: http://champion.gg/champion/Annie If Annie were an easy-to-master champion, her win rate would begin to flat line as the number of games she plays increases. However, Annie's win rate at continues to climb, nearly 4% higher win rate from 50 games and higher. The correlation is pretty clear.
LankPants (OCE)
: >If you mean to say that her ability to reliably catch out enemies means she won't be viable outside of solo queue, then this is wrong because a reliable catcher actually has incredible value No, he's saying that you can't give her kit any real power because you insist on keeping her dumb-arse flash Tibbers combo. You can't make her an interesting champion because you allow for this bullshit to continue. If you reduce the power of flash Tibbers you actually have some power budget to work with, right now the rest of her kit has to be garbage because of flash Tibbers.
Imagine a world where Annie drosp her Flash-Tibbers combo on you, and you don't immediately die during the stun. That's the direction they want to go.
: Mid Year Mage Updates - Annie Direction
Are there any plans to give Tibbers more interaction with Annie's abilities? The Molten Shield interaction was neat, but and gave Tibbers some (much needed) mobility. Adding additional interactions with the rest of her spells would be welcome, I'd think. It would bring out a bit more "puppetmaster" type feel to her, instead of only being a one-and-done ability.
: Mid Year Mage Updates - Brand Direction
Could one of the problems Brand faces be that it is simply too hard to pull off his ideal max AoE damage outputs? I'll come back to that question in just a minute, but I wanted to talk about his combos briefly. At present, the best use always has Pillar of Flame as the finisher in his damage combos. Whether it is single target lockdown explosion (W -> Q -> E) or maximum area of effect (Q -> W -> E), every combo relies heavily on Pillar of Flame's bonus 25% damage. I like Pillar of Flame and how the damage is amped by thing's being on fire, but there's no reason to ever use it as a lead spell unless you just want to wave clear without spending all your cooldowns. Now, back to his AoE issues... Having to land Q and then follow it up with a W in order to maximize his damage on E is a pretty exhaustive set up, and there is no fall back pattern. Not only that, it requires something out of Brand's control (position of the target hit by Q) in order to be effective. I think making Brand a bit more flexible by making his damage less reliant upon Pillar of Flame could help ease the issues he's having in reaching higher AoE damage levels. I'd like to see a situation where Pillar of Flame spreads Blaze, and Conflagration has a different effect (burns everyone with Blaze maybe?) instead of the current situation. That has issues too (now W is the finisher instead of E in all situations), but that could be a good starting point. And his ultimate is too random right now, but only because spreading Blaze to the enemy team is so damn difficult.
: Mid Year Mage Updates - Malzahar Direction
I haven't seen much talk about Malzahar's Null Zone, which in my opinion is probably the weakest of his four spells. There are several spells that are basically just variations on it (Morgana's in particular) and the part of Malzahar's kit that it fills is in facilitating the assassination of practically anyone caught by his ultimate. I don't think most people would be upset to see this spell go. And I really think we should all take a long look at Nether Grasp. It's a dream tool for assassination. You can call it an "anti-mobility" or "anti-assassination" tool if you want, but it's still a tool to lock a single person down and completely zero them out during the duration of the spell. I think the question of whether a spell like this belongs on a mage with a persistent damage threat should be asked, since that's the direction you want to take Malzahar. If Malz has high sustained damage in the vein of Karthus, on a kit with a spell that completely locks someone down for an extended duration, how is that healthy?
: Patch Chat with Playtest - Patch 6.4
So there's one thing I just can't quite wrap my head around with Devourer... First of all, it's cheaper than every other Jungle upgrade. And even though it's less effective early, it seems more of an inevitability that a Devourer jungler will reach Sated. I've played maybe one game where that wasn't the case and we did lose before I could get to 30 stacks, but it's pretty much a foregone conclusion that the item will reached Sated status. It's relatively easy to reach 30 stacks by the 20 minute mark, even if you're not able to secure Dragons or Heralds. Coincidentally, that's also when people tend to complete their Rageblades (or in the rare case BotRK). This can take a jungler from one of the weakest characters on the map to one of the strongest. So why does it need to be the cheapest and best scaling jungler item in the game? Secondly, why does it need this stacking mechanic at all? It's a relic legacy mechanic from Feral Flame's introduction at the end of Season 4 and I really don't understand why it exists. (**TO BE PERFECTLY CLEAR: I am not suggesting the mechanic be removed and the item purchasable in its final form.**) So we have an item that not only enables a particular play pattern (hard jungle farming) but also enhances it and reinforces it. The reason I find this confusing is that it the junglers who traditionally buy this item (Shyvana, Yi, etc) already commit to this playstyle at champion select. You don't lock in Master Yi and say "I'm going to early gank every lane!" (Not that you can't...) Why have an item that reinforces a particular play pattern to such a degree? I like the unique effect behind Devourer and the way it interacts with so many kits, but I don't think the implementation on it has been good for the game. As for Rageblade, that's easy... It should stack up on attack instead of on hit. Fixes your Kog'maw and Devourer insta-gibbing everyone.
Rioter Comments
Utok (NA)
: > [{quoted}](name=aceofsween,realm=NA,application-id=Ag8jgd8Q,discussion-id=FyrIGAGE,comment-id=00b40000000000000000,timestamp=2016-01-15T20:08:35.765+0000) > > If you can only play one role, you've probably been ruining everyone else's time when you're forced to play something else. My advice is learn to play more than one champ more than one role. Expecting Riot to cater to your limited capabilities is really foolish. It is not a matter of being able to play only one role or not. In TB you were not forced to play another role. You got what and where you wanted period. Some of us just want at times to hop on play a game or two (because we have things to do in the real world). TB was perfect for this, no having to think about bans or meta.. just play. If you win great, if you lose great.. No pressure just a game...
Isn't that what Blind pick is for..?
Wordse (NA)
: Two roles. And if your bad at one then you don't get to enjoy the game for he rest of your league of legends playing time?
If you can only play one role, you've probably been ruining everyone else's time when you're forced to play something else. My advice is learn to play more than one champ more than one role. Expecting Riot to cater to your limited capabilities is really foolish.
: Champion Update: Shen
There's only one thing not particularly well explained here... The Spirit Blade's positioning is independent from Shen, but none of his abilities reference this fact. Most of his skills mention the blade, but don't actually tell you what it is or how it works. From what I can gather, the Blade is stationary unless moved by Shen's Q (assuming some kind of range limit). A little more clarity would help. I'm looking forward to seeing how this plays out. It's a neat concept that borrows a little bit from Orianna, so I can definitely see the upsides.
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aceofsween

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