: Really loving how every single game is literally "who can burst the other faster"
Hi there, I'm a support main, why are you farming bot when the team is taking rift herald instead of sitting back and just stopping the tower push? And of you can't do that, what are you still doing there?
: > [{quoted}](name=alfavhunter,realm=NA,application-id=3ErqAdtq,discussion-id=WlIx8cKb,comment-id=000b,timestamp=2019-07-22T22:44:37.164+0000) > > How to change baron > > Baron Regen increased by 50% > > Baron now takes 75% less damage from all sources, reduced by 15% per enemy champion in combat with it down to 0% bonus damage reduction. (So 1 man vs baron it takes 60% less damage) > > This means it's noticably difficult to kill with less than a full team helping to take it out. Proper Baron taking often requires a lookout. This discourages that. Taking Baron after a 5-2 team wipe is also supposed to be pretty standard. This, likewise, discourages that. I get not wanting 1 or 2 champs to be able to solo Baron alone, but it's not necessarily SUPPOSED to be a 5 man objective, and if you balance it for the 3 man situation, but continue scaling it down for 4 and 5 man, you make 5 man Baron sneaks trivially easy
> [{quoted}](name=SonicÐeHedgedawg,realm=NA,application-id=3ErqAdtq,discussion-id=WlIx8cKb,comment-id=000b0001,timestamp=2019-07-23T12:49:59.772+0000) > > Proper Baron taking often requires a lookout. This discourages that. Taking Baron after a 5-2 team wipe is also supposed to be pretty standard. This, likewise, discourages that. > > I get not wanting 1 or 2 champs to be able to solo Baron alone, but it's not necessarily SUPPOSED to be a 5 man objective, and if you balance it for the 3 man situation, but continue scaling it down for 4 and 5 man, you make 5 man Baron sneaks trivially easy Baron would still be doable by 2-3 champions, just not as easy. And it would take more time to do it. This actually just adds more counterplay And scouting would still work, as players can hit baron once, then go scout. They would still be in combat with baron for the normal "in combat" timer. This change would also make having a jungle there for the baron smite more valuable as it is harder to steal vs smite because smite is true damage and thus not reduced by the change in suggesting even if trying to solo baron. The idea behind the suggestion wasn't just to make baron itself harder to kill, but to add more counterplay with a higher priority on true damage for finishing blows on it.
: Erm... I think there's something a bit wrong with your math there bud... 75 - 15 is NOT 50
> [{quoted}](name=ThatGuyFTP,realm=NA,application-id=3ErqAdtq,discussion-id=WlIx8cKb,comment-id=000b0000,timestamp=2019-07-23T00:44:12.986+0000) > > Erm... I think there's something a bit wrong with your math there bud... > 75 - 15 is NOT 50 Didn't notice I hit 5 instead of 6, sorry
KOG IRL (NA)
: So, Riot just buffed the Baron without mentioning it in the patch notes?
How to change baron Baron Regen increased by 50% Baron now takes 75% less damage from all sources, reduced by 15% per enemy champion in combat with it down to 0% bonus damage reduction. (So 1 man vs baron it takes 60% less damage) This means it's noticably difficult to kill with less than a full team helping to take it out.
Rioter Comments
: > [{quoted}](name=The thigh guy,realm=NA,application-id=3ErqAdtq,discussion-id=9452tcEe,comment-id=0004,timestamp=2019-07-11T03:25:05.645+0000) > > Or maybe. Learn to actually play the matchup like everyone else? :/ Sitting under tower and hoping for the best? You pretty much lose every trade, all he will do is Q you, empowered auto, and then zap you with W. You can't even trade him because he just runs away with E. Learning to play the matchup is more like begging your jungler to come.
> [{quoted}](name=ExplodingFist66,realm=NA,application-id=3ErqAdtq,discussion-id=9452tcEe,comment-id=00040000,timestamp=2019-07-11T04:17:53.933+0000) > > Sitting under tower and hoping for the best? You pretty much lose every trade, all he will do is Q you, empowered auto, and then zap you with W. You can't even trade him because he just runs away with E. Learning to play the matchup is more like begging your jungler to come. Learn to count his auto attacks for the empowered one and play around it??? Oh but that requires brain cells I guess.
coreym11 (NA)
: What can I do to win when the 2 lanes i'm not present in die 5+ times within the 10 minute mark?
: Rengar top is ridiculously annoying and kinda unfair.
Since when did his passive give aoe damage??? Are you sure your not referring to his roar or Hydra items???
: to the people who say yasuo is broken, yet also make/laugh at yasuo feed memes
Yasuo with 0 items = weak and feeds Yasuo with 1-2 crit items = OMG broken op plz nerf dis champ rioto Basically he is a vayne
: > [{quoted}](name=alfavhunter,realm=NA,application-id=3ErqAdtq,discussion-id=9452tcEe,comment-id=0000,timestamp=2019-07-10T21:18:02.357+0000) > > Protobelt is fine, maybe the issue is you? Lol are you troll? It's a core item in most of champions' builds and its less gold than any other first item rush.
> [{quoted}](name=ExplodingFist66,realm=NA,application-id=3ErqAdtq,discussion-id=9452tcEe,comment-id=00000000,timestamp=2019-07-10T21:34:47.491+0000) > > Lol are you troll? It's a core item in most of champions' builds and its less gold than any other first item rush. It also takes the spot of the hextech line, making you lose other options Maybe the problem isn't proto belt but the other options being to expensive. After all they nerfed AD item gold costs constantly and other AP item gold costs, so maybe it's not that protobelt is to cheap, but riot made everything else to expensive.
Thilmer (EUW)
: Can we nerf Spear of Shojin altogether?
How to nerf it Spear of Ronin (new name) You only get the buff when you don't have allied champions near you when you activate your ult This means it's powerful for split pushers / duelists but not nearly as good for actual team fights. You can still ult then have your team join you but it now loses a lot of power inside of a team fights.
Seal Bot (EUNE)
: > [{quoted}](name=Gank bot or lose,realm=NA,application-id=3ErqAdtq,discussion-id=cQ4FbkHi,comment-id=000b,timestamp=2019-07-10T21:09:47.722+0000) > > Is there something i'm missing here? Is that really a lot? The champion is dead.
> [{quoted}](name=Seal Bot,realm=EUNE,application-id=3ErqAdtq,discussion-id=cQ4FbkHi,comment-id=000b0000,timestamp=2019-07-10T21:15:08.303+0000) > > The champion is dead. She's dead jim
: Why is Kennen getting a compensation buff?
Protobelt is fine, maybe the issue is you?
: Maokai Support is THE hidden meta champ right now
Ironically shaco support is a hard counter to him
Seal Bot (EUNE)
: Is no one going to talk about the fact Sivir received a MASSIVE nerf??
They gutted sivir, better need irellia to compensate
: ''You have no right to talk because you're Bard top''
Next time run with smite and take their buffs. Or you could always just throw your ult on them at "bad" times Embrace the griefer by griefing back with bad ults and such. Intentionally ultin away his kills by CCing him so the enemy escapes Ult him as he does a jungle camp then you take it, exc.
: TFT idea for Illaoi & Heca
Shaco assassin demon When his Mana bar is full he spawns a clone of himself that deals 50% damage and takes 100% bonus damage and any enemy that was attacking shaco will now attack the clone instead, when it dies it fears all nearby enemies for 1 second
: top lane = slave role
I would say support is the worst role.
: 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.
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alfavhunter

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