: she's basically a long range gunblade and a summoner's spell in champion form, extremely weak. have yet to see a bot lane win with a yuumi.her playstyle involves making her adc the focus for damage. and she has very little pressure meaning anyone who pairs with her can't play aggressive.
> [{quoted}](name=DainBramag3,realm=NA,application-id=yrc23zHg,discussion-id=EObE5Nid,comment-id=0003,timestamp=2019-05-27T19:40:16.794+0000) > > she's basically a long range gunblade and a summoner's spell in champion form, extremely weak. have yet to see a bot lane win with a yuumi.her playstyle involves making her adc the focus for damage. and she has very little pressure meaning anyone who pairs with her can't play aggressive. I've played a bit of yuumi and I would say the main flaw with her is she is very reliant on the adc being a good player. More so than Janna, Lulu, exc. But she can make an adc have much more survivability due to her kit. I've also noticed that a lot of yuumi players don't use her properly for detatching, getting the passive off, and reattatching. For example taking damage skill shots for your adc. Then reattach can help keep them healthy. Without putting yourself at to much risk. Or attach to tanks use ur utility, then jump on the carry to heal / shield.
: If I were to try it I'd build {{item:3109}} {{item:3083}} {{item:3190}} {{item:3050}} {{item:3143}} {{item:3107}}
> [{quoted}](name=Clockwork Mouse,realm=NA,application-id=3ErqAdtq,discussion-id=uEAqU257,comment-id=000000000000,timestamp=2019-05-20T21:43:11.478+0000) > > If I were to try it I'd build {{item:3109}} {{item:3083}} {{item:3190}} {{item:3050}} {{item:3143}} {{item:3107}} I would remove the knights vow, as it will prevent warmogs from working in any fight I would say a {{item:3030}} or {{item:3222}} for their actives would be better. Edit: and both fo them help heal a little more due to their stats.
: Her passive is not designed improperly, nor is it a problem with her kit. It was SPECIFICALLY DESIGNED to force her off of her allies to expose her to danger so she could recharge her mana with the on-hit effect, and also get the shield to pop on her allies. It was to give her windows of vulnerability so enemies could have opportunities to take her out, instead of her being a permanent, untouchable leech for the entire game. Extending her auto range on targets she hits with her Q is 100% counterintuitive to the entire purpose of her passive requiring her to come off and auto in the first place.
> [{quoted}](name=Oleandervine,realm=NA,application-id=3ErqAdtq,discussion-id=IEqXrFRa,comment-id=0000,timestamp=2019-05-20T18:49:45.666+0000) > > Her passive is not designed improperly, nor is it a problem with her kit. It was SPECIFICALLY DESIGNED to force her off of her allies to expose her to danger so she could recharge her mana with the on-hit effect, and also get the shield to pop on her allies. It was to give her windows of vulnerability so enemies could have opportunities to take her out, instead of her being a permanent, untouchable leech for the entire game. > > Extending her auto range on targets she hits with her Q is 100% counterintuitive to the entire purpose of her passive requiring her to come off and auto in the first place. Those windows of vulnerability would still be there in most cases. The change would make it so she is stronger vs enemies that are trying to sit back and farm / poke instead of all in trades. She is weak to all ins, like a Leona and draven combo. Which is fine. But the passive is to unreliable vs the other types of laning. Because when she is in range to get that passive, she loses the shield and a little more hp (or just dies) because her auto attack range is short enough that any enemy bot laner with a ranged auto or a dash can break the shield in one hit most times. The change is ment to Target two scenarios. Late game siege and passive laning. You need to understand as well if they give this change to yummi it should mean nerfs or removals of other buffs she got For example I would have this change, remove all the hotfix buffs except the buffs the passive got and go from there. The auto attack range buff would only help vs enemies they aren't trying to all in you and your carry. So in other words. Instead of making her stronger vs everything with raw numbers buffs everywhere I would have kept her weaker vs all in / kill lanes and made her stronger vs the sustain / poke lanes. Because kill lanes will already be in yummi AA range without the Q change, so it doesn't make her "safer" vs them. The change would effect more passive lanes and late game siege power. With the range scaling on level as well it offers more delayed scaling to later game. As in the kill lanes yummi will likely be leveling the E first instead meaning it still won't give much advantage unless the carry is already safe. Or late game. And to restate with this change I'm also suggesting reverting most of the 10 buffs she got hotfixxed in.
Rioter Comments
Aubster (NA)
: Yuumi
How to fix yummi. Make it so if yummi lands her Q on an enemy she can AA it from much greater range (similar to how caitlin traps work) but have it scale off Q lvl. Example if yummi lands her empowered Q on a target it also increases the range yummi can AA that target by 75/150/225/300/375/450 range for her next auto attack on that target or the duration of the slow, whichever occurs first. This lets her more safely apply her passive for the shield while still offering plenty of counter play like blocking it with minions, dodging it, the tank taking ot for the carry, exc.
Rioter Comments
: Zac changes coming to PBE for 9.11
How to fix Zac Do not change his ult back to old one. Add the damage to his W per 100 AP as planned Give his W the hecarim Q treatment. Increasing it's damage by 50/100% per slime he picks up for 6 seconds. Stacking up to 2 times and refreshes duration per blob picked up. This will revive bruiser Zac while giving fair counter play to his damage and sustain. Step on his slimes and he gets a lot weaker. For his ultimate make it interact with his last ability used. If E was used last. It's the current ult. Low damage big displacements If Q was used is causes an aoe Q that pulls all nearby targets onto Zac. Medium damage medium displacements If E is used it's his old bouncing ult. Medium damage best sustain (will make the most slimes) low displacements This gives him options and variety.
Rioter Comments
Rioter Comments
: Shaco
ok, so dusckblade and 400 damage is the attack itself, duskblade, and backstab and the 200 damage is from the hyndra activation, he didn't just AA you once, he used the item to do an instant AA after. the death recap information has been unreliable for seasons now but with the information you provided i can tell you that's what did the damage, and possibly electrocute proc as well as duskblade, AA, and hydra activation are 3 hits so it would trigger electrocute.
: Shaco
i play a lot of shaco can u link me to the game it happened in? it could have been from {{item:3057}} type of proc + {{item:3145}} that was the bonus damage then again the death recap stuff is bonkers and not very accurate, so that 400 damage could have been from his AA/backstab and 200 from E
Moody P (NA)
: Sejuani - Please, god, not like this
how to fix Sejuani going from what the changes just occurred Permafrost (E) .8/.9/1/1.1/1.2 seconds stun duration changed to 0+.25 seconds for every nearby champion (friend or foe, does not count Sejuani) 40/100/160/220/280 damage changed to 10/15/20/25/30 X number of nearby champions (friend or foe,counts Sejuani) when this ability is used on minions and monsters it does 500% its base damage but will not calculate nearby champions this means max stun of 2.25 seconds (unless vs champions like shaco who 'make more champions') max damage of 300 Sejuani is supposed to be a team fight engage who enters the battle with an army behind her. making her stronger in large fights, but weaker in smaller ones would fit her lore and design to put it simply if she gets caught out, she is tanky but loses a lot of power on her E, ganks for a 2v1? she is about the same strength as before this change for rank 1 E, but stronger than rank 5 in larger fights there, she is now a team fight monster but weak alone
: Shaco
the clone can backstab as well at reduced damage
Rioter Comments
: I mean tbf - if support does poorly ADC usually gets the blame too. I know plenty of times I've shafted my adc by fucking up in lane and they get flamed in the end.
> [{quoted}](name=charge attack,realm=NA,application-id=3ErqAdtq,discussion-id=4n1AF8wW,comment-id=00030000,timestamp=2018-10-24T23:43:29.546+0000) > > I mean tbf - if support does poorly ADC usually gets the blame too. I know plenty of times I've shafted my adc by fucking up in lane and they get flamed in the end. any time anything has gone wrong in lane for me (even if its not my fault) the adc has always been quick to flame me and blame me so he doesn't get the blame. one time i was a support janna with a tristana vs a leona draven. i was at 10% hp and backing, we were pushed to their tower because my adc wanted to LOLshove and their draven was half hp because i kept poking him (adc didnt hit him once). trist dived them and died and blaimed me for not going with him under their tower...at lvl 3... ya. lol ive had some smart adc lol
: Why does it feel like supports are not respected?
i know the feeling, ive saved retarded adcs before and won the team fight for the team through sheer utility..."good job adc, your amazing" ... when a support does well, the adc gets the credit 99% of the time in my experience. I've had one adc who told my team, "wasn't me, was the support" the rest seem to either glorify themselves or stay quite. ive kept 5 assassins off an adc in an aram as sion before, but all credit went to the adc even tho i flash into skill shots, ult to peel Q to peel exhaust to peel, pop active items to slow and sheild, all while the adc mindlessly AA not even kiting... but hay, GJ adc your the real hero... lol
: I don't want it to have anything that resembles Duskblade. Like I said, more burst for marksmen = bad, imo. I suppose the other option is to let it actually help crit scaling... but then it's just a mandatory purchase on every crit adc. Seems inideal. I would rather get rid of the damn thing and figure out some other way for crit marksmen to be successful. The interesting items for marksmen are the zeal items. That's where they can make meaningful itemization choices. I want to see them be able to get into those items sooner in the game without feeling like they can't do anything to contest early objectives and participate in early fights. I really like the direction they were going when they were talking about making crit items cheaper and stack more efficiently. That made a lot of sense to me. I want to see something like that come back in preseason.
> [{quoted}](name=KnightsKemplar,realm=NA,application-id=3ErqAdtq,discussion-id=FBErE7lF,comment-id=00020000000100000000,timestamp=2018-10-21T21:03:44.842+0000) > > I don't want it to have anything that resembles Duskblade. Like I said, more burst for marksmen = bad, imo. > > I suppose the other option is to let it actually help crit scaling... but then it's just a mandatory purchase on every crit adc. Seems inideal. I would rather get rid of the damn thing and figure out some other way for crit marksmen to be successful. > > The interesting items for marksmen are the zeal items. That's where they can make meaningful itemization choices. I want to see them be able to get into those items sooner in the game without feeling like they can't do anything to contest early objectives and participate in early fights. > > I really like the direction they were going when they were talking about making crit items cheaper and stack more efficiently. That made a lot of sense to me. I want to see something like that come back in preseason. so turn it into a mobility item when you get a good bit of crit
: An Attempt At: Making Stormrazor less toxic and giving it some of Infinity Edge's old feel.
heres an idea change it from +critical damage to when you proc the 4th hit you gain a burst of move speed equal to 1MS per 1% crit chance for 1.5 seconds, so at 120% crit it gives 120 MS for the adc to reposition, but it only lasts for 1.5 seconds this effect cannot occur more than 1s every 3 seconds that way late game the item is useful for mobility and repositioning and can in turn let the adc continue DPS without giving him actual spikes in damage think of it like jhin 4th AA, but in item form for late game
: They'll ridicule you, hate u for doing wats right...Is this really the path u wanna take int sion?
: Aye. idk if you know this but shyvana's ult is based on her fury bar at 100% fury you can cast your ult and you get 2 fury stacks for auto attacking. when you cast you stay in dragon form until the fury runs out, you currently cannon recast your ult while it is active and the actual ability is on like a 3 sec cool down but it takes much longer for the fury stacks to be consumed. it can be possible to cast your ult twice in a long enough team fight if Shyvana is attacking minions or jungle creatures, through extremely rare. Changing the passive to give her faster auto fury build up for killing dragons is a reasonable passive. Shyvana could then use it to maneuver around the map instead of just saving it for engagements. upgrading the ult currently increases the fury build up rate and increase the size of her dragon form. it might be an improvement.
> [{quoted}](name=FatherOfDerp,realm=NA,application-id=3ErqAdtq,discussion-id=xIdtNtEY,comment-id=0002000000000000,timestamp=2018-09-15T19:19:03.245+0000) > > Aye. idk if you know this but shyvana's ult is based on her fury bar at 100% fury you can cast your ult and you get 2 fury stacks for auto attacking. when you cast you stay in dragon form until the fury runs out, you currently cannon recast your ult while it is active and the actual ability is on like a 3 sec cool down but it takes much longer for the fury stacks to be consumed. it can be possible to cast your ult twice in a long enough team fight if Shyvana is attacking minions or jungle creatures, through extremely rare. Changing the passive to give her faster auto fury build up for killing dragons is a reasonable passive. Shyvana could then use it to maneuver around the map instead of just saving it for engagements. upgrading the ult currently increases the fury build up rate and increase the size of her dragon form. it might be an improvement. reducing the CD of her ult means make it usable more often to me, not necessarily a base CD change, but a resource generation increase to use the ult more often so basically yes
Jenivie (NA)
: Buff syndra?
how to buff syndra orb duration reduced by 2 seconds syndra active orbs increase in duration by 1 seconds up to 4 seconds when she lands her abilities on enemy champions (this benifit also applies to the orb spanwed with Q hitting an enemy champion), this effect stacks with multiple enemy champions hit with skill you get that bonus 2 second duration on your orbs, with zoning orbs and missed spells you lose 2 seconds this also means counterplay vs her and dodging / predicting her spell placement is more punishing to her this also weakens her zoning capability however it buffs her in direct fights for orb duration just an idea to reward skill
: That's an interesting change and i like how initiative it is, and how freeing it would be to ult into the enemy team and then back into your team a few times; however, it would increase her difficulty significantly, it has the potential to be op and even if carefully balanced you would have players rushing to stop Shyvana from getting her dashes. it could lead to serious team fights for every dragon if its too powerful and could lead to Shyvana being extremely feast or famine and even more team dependent making solo queue a nightmare. Its too radical for the near future imo but has interesting potential. its already annoying when your team members just sit in lane farming when their opponents group to hunt down Shyvana fighting for scuttle crab in the river and shut her down before mid game, it could be even worse with the enemy team grouping for dragon while clueless laners just sit there farming and Shyvana never gets a chance to get any dragons.
> [{quoted}](name=FatherOfDerp,realm=NA,application-id=3ErqAdtq,discussion-id=xIdtNtEY,comment-id=00020000,timestamp=2018-09-15T00:53:51.193+0000) > > That's an interesting change and i like how initiative it is, and how freeing it would be to ult into the enemy team and then back into your team a few times; however, it would increase her difficulty significantly, it has the potential to be op and even if carefully balanced you would have players rushing to stop Shyvana from getting her dashes. it could lead to serious team fights for every dragon if its too powerful and could lead to Shyvana being extremely feast or famine and even more team dependent making solo queue a nightmare. Its too radical for the near future imo but has interesting potential. its already annoying when your team members just sit in lane farming when their opponents group to hunt down Shyvana fighting for scuttle crab in the river and shut her down before mid game, it could be even worse with the enemy team grouping for dragon while clueless laners just sit there farming and Shyvana never gets a chance to get any dragons. i see it more as a risk for reward factor because she isnt really weak when she doesn't get dragons (the armor / mr bonus is small right now) but currently isnt strong for gettign them eiter which is part of the issue. yes it owuld instill more focus in the game on dragons, but bard for example focuses more on roaming. its good game design for different champions to effect the objective focus of the game. maybe it could be for each dragon shyvana gets she gets a bonus 10% CDR for her ult, letting her have ult more often to the point if she gets 5 dragons and 40% CDR she will be able to ult multiple times in a fight. making champions alter the objective value isnt a bad design and making it more interactive and less farming for laners and junglers is healthy design. for example with a shyvana dragons are more valuable for your team and you might trade a dragon for a tower if it means she can turn shyvana into a monster late game. its like kindred marks, you can chase them down to prevent her from scaling as hard, or get another objective as she gets the mark. one change i would do though is make her able to get the buff from ANY dragon as it would be a form of infinite scaling, which is only limited from the jump CD i mentioned per rank of 5/3/1 second CD. getting 5+ dragons would basically make a lvl 16 Shyvana feel like she is flying around the map durring her ult... like a dragon would. this would give her high mobility and make her difficult to peel, but its also the enemy teams fault for not denying objectives. yes it causes a feast or famine, but its a risk for reward factor as well.
: Request for theme friendly buffs on Shyvana.
how to buff shyvana remove her bonus armor/MR for dragon kills, instead makei t give her additional dashes (like the intiital cast of her ult) for each dragon she gets this means getting dragons lets her have burst mobility with more CC, but is less tanky shyvana gets an additional jump om her ult for each dragon she kills however these bonus jumps deal 20% damage and have a 5/3/1 second CD per jump. this gives her mobility, and CC rewards for getting dragons instead of raw stats. it has counterplay from dragon control, she will be squishier, and the damage aspect is toned down and it scales with level as well so rushing 2 dragons before lvl 11 wont let her jump jump jump, she still has to wait on the CD based on R rank.
Jamaree (NA)
: {{champion:1}} {{champion:164}} {{champion:131}} {{champion:420}} {{champion:34}} {{champion:145}} {{champion:10}} {{champion:117}} {{champion:99}} {{champion:89}} {{champion:61}} {{champion:78}} {{champion:133}} {{champion:92}} {{champion:18}} {{champion:498}} {{champion:142}} {{champion:421}} But ok, I guess all females are just Syndra I guess.
> [{quoted}](name=Jamaree,realm=NA,application-id=yrc23zHg,discussion-id=IJ4sojQX,comment-id=0001,timestamp=2018-09-08T03:13:47.160+0000) > > {{champion:1}} {{champion:164}} {{champion:131}} {{champion:420}} {{champion:34}} {{champion:145}} {{champion:10}} {{champion:117}} {{champion:99}} {{champion:89}} {{champion:61}} {{champion:78}} {{champion:133}} {{champion:92}} {{champion:18}} {{champion:498}} {{champion:142}} {{champion:421}} > > But ok, I guess all females are just Syndra I guess. that {{champion:421}} waifu tho jk lol
: I feel for my fellow players
personally i 'LOVE' how people say i have white privilege. yet when i needed to apply for food stamps i was denied, changed my race to Hispanic to see what would happen (no other information on income/ saving/ net worth, exc was changed) and all of a sudden "approved, you are also pre-approved for these benifits!" this was the US governments website for assistance back in 2011. ya that white privilege though, couldn't even get food stamps at $200 a week income yet the moment i lied about being white, i was approved (never collected as i didn't submit it) for food stamps, assisted income, child care income (questions asked for children i had 0), exc. i would have been getting about $700 per month after all the benefits if i submitted that application saying i was Hispanic instead of white... yet as white i wasn't approved. people don't seem to get the fact that racism has gone around to now white is the discriminated. am i going to bitch and moan about it? not unless someone brings it up, but its more so to correct them than me complaining. i will say this, i don't care what color your skin is or if you have a penis or not, its the fools who want to get more than others because they want to be treated special that have issues with it.
David 777 (EUW)
: Nice idea
> [{quoted}](name=David 777,realm=EUW,application-id=A8FQeEA8,discussion-id=ehntN5L7,comment-id=0000,timestamp=2018-08-31T10:31:22.730+0000) > > Nice idea thats the problem its an idea it would be nice to see it in action.
: Or. We could just revert the Teleport nerf and not completely take away someone's ability to ward.
> [{quoted}](name=Warlord Rhinark,realm=EUW,application-id=A8FQeEA8,discussion-id=ehntN5L7,comment-id=0001,timestamp=2018-08-31T10:41:26.250+0000) > > Or. > > We could just revert the Teleport nerf and not completely take away someone's ability to ward. teleport was nerfed because it was to strong, this allows for similar power of map presence of the player, at the cost of map awareness and offers no in combat benefit like other keystones, making it a strong tradeoff for the possibility of running with 2 teleports with the possibility of teleport the summoner spell and teleport the summoners totem, or going top and running ignite, and still being able to tp back to lane with summoner totem placement when recalling.
Rioter Comments
: > [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=3ErqAdtq,discussion-id=wPWl0cOH,comment-id=000000010000,timestamp=2018-08-23T14:28:42.576+0000) > > Even if he does, he's still weak then, because he has no ultimate to let him get out if he fucks up, then. > > You don't kill Mundo. You just keep beating his ass in like he's some super minion that keeps running from you and healing. Push past him and you'll win. > > He's bullshit, but there *is* a way past the bullshit. It's just annoying as fuck to do. Except when he fights you and gets you low and his warmogs heals him to full :) rework the champ into none cancer bullshit
> [{quoted}](name=Neptunia xoxo,realm=NA,application-id=3ErqAdtq,discussion-id=wPWl0cOH,comment-id=0000000100000000,timestamp=2018-08-23T14:32:24.519+0000) > > Except when he fights you and gets you low and his warmogs heals him to full :) rework the champ into none cancer bullshit warmogs is an tiem all champions can use, saying mundo is op because he can buy that item is like saying viegar is op because he can buy deathcap and get more bonus ap from it due to his passive ap scaling. mundo isnt op. annoying? yes, op no.
: > [{quoted}](name=alfavhunter,realm=NA,application-id=3ErqAdtq,discussion-id=wPWl0cOH,comment-id=0004,timestamp=2018-08-23T02:55:00.230+0000) > > how to make mundo very weak > > {{item:3123}} ... > > he just lost 50% of his sustain 40% forgot to mention Spirit Visage
> [{quoted}](name=Commando9800,realm=EUW,application-id=3ErqAdtq,discussion-id=wPWl0cOH,comment-id=00040001,timestamp=2018-08-26T18:07:11.144+0000) > > 40% > forgot to mention Spirit Visage is grievous wound 40% now? also spirit visage doesnt change grievous wound, it makes his total heal more, and also the total heal reduction more, it does however result in more net healing for mundo with that item than without, but {{item:3123}} is still a very effective item vs mundo earl at 800g and has good upgrades for vsing mundo as well.
Lakega (NA)
: Why do champs like Mundo even exist?
how to make mundo very weak {{item:3123}} ... he just lost 50% of his sustain
: Obtaining key fragments takes too long.
keys are earned from being honorable/teamplayer/friendly/ exc. i have over 40 keys and no chests. how? im a support main, my playstyle is empowering my team. thus i get a lot of honor, and a lot of keys.
: Watching Bjerg play Zoe.
how to fix zoe reduce the ability power ratio on her Q by -50% from max ranged Q hits nerf her trouble bubble damage by 10% AP ratio W now offers a passive that causes her to deal bonus damage based on hitting an enemy champion with an ability zoe deals 10% bonus ability power as magic damage to enemy champions when she lands an ability on them for 5/6/7/8/9 seconds, stacking up to 5 times. this also applies to her passives dealing damage this means she has to combo more and be consistent on it to deal her damage however it will lead to her Q doing the same damage, and E and passive doing more IF the zoe is able to reliably combo, effectively giving her a ramp up time in a fight for her to be powerful.
: I got lee sin kicked through a yasuo windwall
lees kick is a knock back, effectively he makes you dash. Your not a projectile, your dashing, and have an aura on you that makes it so if your hit box collides with an ally it knocks them out of the way and damages them.
: > [{quoted}](name=alfavhunter,realm=NA,application-id=3ErqAdtq,discussion-id=I2bHHA9y,comment-id=00030000000000000000,timestamp=2018-07-30T00:48:07.259+0000) > > replenishing them every time ur 3 run out inst an issue, if u have unlimited wards that can be placed but a limited amount on the item though u would have to endlessly refresh it until the map is filled with wards, and with a 3 min duration that would be near endless. > > edit: as a support main i don't want to go back to being the warding bitch, as it is now warding is the teams responsibility, if the map is to dark and you've placed your wards, its your teams fault, not the design warding has right now. Honestly, the support was never the 'warding bitch' Hi ive been playing since unlimited wards. Everyone on the team had a responsibility to buy wards, and to carry pinks. Even if they did remove the ward limit you still have the trinket, and the responsibility to buy pinks. Don't see the issue with reverting something like that. Vision is essential to winning games as well as knowing where to ward and when.
> [{quoted}](name=StrangIethorn,realm=NA,application-id=3ErqAdtq,discussion-id=I2bHHA9y,comment-id=000300000000000000000000,timestamp=2018-07-30T04:22:17.372+0000) > > Honestly, the support was never the 'warding bitch' Hi ive been playing since unlimited wards. Everyone on the team had a responsibility to buy wards, and to carry pinks. Even if they did remove the ward limit you still have the trinket, and the responsibility to buy pinks. > > Don't see the issue with reverting something like that. Vision is essential to winning games as well as knowing where to ward and when. supports are designed to do more with less gold, this resulted in supports having to spend ~30-50% of their gold a game on wards and leave 2-3 inventory slots open solely for warding. if the ward limit is removed and nothing else changes it means supports will be getting their warding item, movement speed items, and filling up the map with wards, while the rest of the team is running sweepers trinket to try and deny ward vision, making supports have to ward more because their wards are being killed. all of this so the carries can get more gold and get ahead faster. gold funneling happens in every aspect of the game, heck its even a strat now to have a carry jungler and a support mid with smite, to funnel the gold to the jungler as the support who gets almost no minions, is just there to funnel and use their utility for the jungle carry... i garentee you if the ward limit was removed supports would get their warding totem, then spend the rest of the game trying to ward while the enemy team counter wards with sweepers...
: > [{quoted}](name=alfavhunter,realm=NA,application-id=3ErqAdtq,discussion-id=I2bHHA9y,comment-id=000300000000,timestamp=2018-07-29T23:43:53.252+0000) > > aw but it is, because with the warding item, we would ward, then have to go back to base again, and again, and again, until we filled the map like a Christmas tree. with wards limited duration we would be going back to base to fill the map with wards more than anything else. throughout the game. > > it would also make supports prioritize mobility items to be able to be more effective at this. > > so again, hell no. > > > edit: i want to point out, i was here before there was a ward limit, so i know what it was like, and what it will become if your change was made. > > your not the 1st person to suggest this. its been suggested since a limit was placed, the change was designed to make warding a team effort. if your having issues with vision, it is likely because it is your teammates not providing enough wards. so replinishing your wards is to much of a hasel? quit being lazy
> [{quoted}](name=Captainn Ginyu,realm=NA,application-id=3ErqAdtq,discussion-id=I2bHHA9y,comment-id=0003000000000000,timestamp=2018-07-30T00:00:47.681+0000) > > so replinishing your wards is to much of a hasel? quit being lazy replenishing them every time ur 3 run out inst an issue, if u have unlimited wards that can be placed but a limited amount on the item though u would have to endlessly refresh it until the map is filled with wards, and with a 3 min duration that would be near endless. edit: as a support main i don't want to go back to being the warding bitch, as it is now warding is the teams responsibility, if the map is to dark and you've placed your wards, its your teams fault, not the design warding has right now.
: Which big lore event would you like to see in the future ¿
i want to see an event for {{champion:35}}
: I'd love to be able to maintain 5 at once, 3 isnt enough after mid game because the enemy could be anywhere
> [{quoted}](name=Primaquarius,realm=NA,application-id=3ErqAdtq,discussion-id=I2bHHA9y,comment-id=0000,timestamp=2018-07-29T22:51:40.728+0000) > > I'd love to be able to maintain 5 at once, 3 isnt enough after mid game because the enemy could be anywhere {{item:3363}} is the item u want then, its unlimited ward limit on the map, but the downside is they are visible and easily killed.
: > [{quoted}](name=alfavhunter,realm=NA,application-id=3ErqAdtq,discussion-id=I2bHHA9y,comment-id=0003,timestamp=2018-07-29T23:33:05.937+0000) > > as a support main i say HELL NO. > > unlimited wards meant a support would have 2-3 items and the rest of the inventory was filled with wards. all the gold went to wards and if there was any leftover it would get spent on items. > > so again, hell no. i don't want supports to go back to being nothing more than a ward droppers with no gold for anything else. considering you can have a warding item and your warding totem if you choose to bring it thats not an excuse
> [{quoted}](name=Captainn Ginyu,realm=NA,application-id=3ErqAdtq,discussion-id=I2bHHA9y,comment-id=00030000,timestamp=2018-07-29T23:34:23.270+0000) > > considering you can have a warding item and your warding totem if you choose to bring it thats not an excuse aw but it is, because with the warding item, we would ward, then have to go back to base again, and again, and again, until we filled the map like a Christmas tree. with wards limited duration we would be going back to base to fill the map with wards more than anything else. throughout the game. it would also make supports prioritize mobility items to be able to be more effective at this. so again, hell no. edit: i want to point out, i was here before there was a ward limit, so i know what it was like, and what it will become if your change was made. your not the 1st person to suggest this. its been suggested since a limit was placed, the change was designed to make warding a team effort. if your having issues with vision, it is likely because it is your teammates not providing enough wards.
Rainfall (EUNE)
: At This Point There Are 2 Choices
how to fix duskblade for assassins remove the damage on AAs and instead cause it to marks an enemy champion with Dusks Embrace for 2 seconds. causes your abilities to deal .15 bonus ad damage to the target since assassins are more ability based than AAs this lets them deal more damage with their abilities IF they get close enough to get an AA off before using to many of their abilities. it would still function with the out of sight to get the proc ready again.
: Can we get infinite wards back again
as a support main i say HELL NO. unlimited wards meant a support would have 2-3 items and the rest of the inventory was filled with wards. all the gold went to wards and if there was any leftover it would get spent on items. so again, hell no. i don't want supports to go back to being nothing more than a ward droppers with no gold for anything else.
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: Shaco box Vs duskblade
someone answered what, please explain what you didn't understand and ill try to clarify it.
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Rioter Comments
: If you can create a skin, what would you do ?
: So you mean just make it so that the people who intentionally go around stealing kills should be rewarded more BE than those who commit more to the team like dealing more damage to enemy champions and objectives? {{sticker:zombie-brand-clap}}
> [{quoted}](name=ElderMage Rhokai,realm=OCE,application-id=3ErqAdtq,discussion-id=m2qjmMG6,comment-id=00050010,timestamp=2017-12-09T06:51:01.159+0000) > > So you mean just make it so that the people who intentionally go around stealing kills should be rewarded more BE than those who commit more to the team like dealing more damage to enemy champions and objectives? > > {{sticker:zombie-brand-clap}} that would be a flaw with the ranking system not the BE rewards per game also ive gotten S+ before with 0 kills... so ya it doesn't need to KS to get S+, if you play well you will get bonus BE vs the standard also some BE per game is better than none, just saying
: Or way more tbh, the prices are all the same post pre-season, so how in the sweet fk does it make sense to just remove ip growth all-together? in exchange for bs capsules and chests alone. you used to earn ~70-80 for a win on SR down to ~40-50 on a loss with 150 as first win. It will take an insane amount more matches and time (regardless of your level) to acquire the BE necessary to get new champs especially a 6300 champ. I have a decent amount of money invested for skins alone and have been able to feel good about my investments, but now its feeling like you will need to fork out to get bundles of chests for fking BE to even get champs you have shards for. One of the best things about league has always been you get what you give, and not what you pay for, I thought getting rid of runes would be good for new players because now they can just focus on getting what champs they want instead of having to balance between buying runes and champs. I have been playing since preseason 1, have an alt without all the champs (would have like to get them at some point) and a wife who like to play super cas w me sometimes, how the fk is this a good feeling? Its going to take forever to get the BE to even get ones who have a shard for nevermind those you didnt randomly drop one for. Im super annoyed, pls fix this or you will see a very long time player and supporter leave in a pretty pissed off fashion.
> [{quoted}](name=KingTyrion,realm=NA,application-id=3ErqAdtq,discussion-id=m2qjmMG6,comment-id=0005000f,timestamp=2017-12-04T07:51:28.000+0000) > > Or way more tbh, the prices are all the same post pre-season, so how in the sweet fk does it make sense to just remove ip growth all-together? in exchange for bs capsules and chests alone. you used to earn ~70-80 for a win on SR down to ~40-50 on a loss with 150 as first win. It will take an insane amount more matches and time (regardless of your level) to acquire the BE necessary to get new champs especially a 6300 champ. I have a decent amount of money invested for skins alone and have been able to feel good about my investments, but now its feeling like you will need to fork out to get bundles of chests for fking BE to even get champs you have shards for. One of the best things about league has always been you get what you give, and not what you pay for, I thought getting rid of runes would be good for new players because now they can just focus on getting what champs they want instead of having to balance between buying runes and champs. I have been playing since preseason 1, have an alt without all the champs (would have like to get them at some point) and a wife who like to play super cas w me sometimes, how the fk is this a good feeling? Its going to take forever to get the BE to even get ones who have a shard for nevermind those you didnt randomly drop one for. Im super annoyed, pls fix this or you will see a very long time player and supporter leave in a pretty pissed off fashion. the suggestion i offered is an idea numbers would need to be balanced however we should get less BE than we did IP BECAUSE we get capsles on level up, they can also make events as a daily or weekly mission to get BE example make a weekly mission that requires you to kill 4 towers, 5 dragons, and 3 baron/rift heralds and it rewards 400 BE the current iteration is an issue, yes, but getting 1 per 1 of what BE and IP would not work because of how level up capsules and such work
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alfavhunter

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