Rioter Comments
: No wonder everyone is getting banned for saying a few bad words. These are the type of people you hire at RIOT? LOL!
spotted the banned player
: EXTREMELY IMPORTANT QUESTION: Why is Meddler the leader of gameplay designs?
: > [{quoted}](name=Moooose2,realm=NA,application-id=3ErqAdtq,discussion-id=Yf6VEus7,comment-id=0000,timestamp=2017-11-13T09:17:12.370+0000) > > All spells apply them. What? Ezreal's Q has never applied those until this patch.
> [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=Yf6VEus7,comment-id=00000001,timestamp=2017-11-13T09:45:08.909+0000) > > Ezreal's Q has never applied those until this patch. Ezreal's Q actually did apply them before this patch. It's always counted as a spell that also procs on-hits.
L4T3NCY (NA)
: Showdown 1v1/2v2 mode in Customs
It only took nearly four years, but we're finally here. http://na.leagueoflegends.com/en/news/game-updates/game-updates/all-star-showdown-magma-chamber
Meddler (NA)
: Quick Gameplay Thoughts: August 25
Any idea how the team will approach changing the Jungle EXP? Looking to lower it in certain areas or alter the system in some way?
: Hi Meddler, no one from Riot has so much as acknowledged any of my messages/posts both here on the boards, on the main league reddit, or in direct private messages (even just a simple "thanks for the feedback we see your posts" would be appreciated): *** *** #RE: Runes Reforged, My Primary Concern > #[Can you guarantee that I'll still be able to play champions in multiple ways?](https://na.op.gg/summoner/rune/userName=B%C3%B4%C3%B4sted%20Bonobo) > Example: > * Tank Teemo * Splitpush Udyr * Lifesteal Udyr * Max CDR/AP "Blow Em Up" Karthus * Spellvamp Jungle Karthus * Crit Damage Jhin/Panth/Trynd * Max AS Trynd > I have some _very specific_ rune pages that **are absolutely a must have setup** for certain champions to be viable in certain lanes/roles/playstyles; > ##With the new setup it seems like there is a lot less theorycrafting/off-meta viability, and just _forcing champions to be played in a certain way by limiting the choices of runes. > *** *** Also, I have some Keystone Rune ideas you and the Runes Reforged team might find useful/interesting: ##Keystone Rune Ideas > * **Keystone Tokens (1 slot)** * **Overdrive** (Significantly boost Movespeed % for X amount of time when X happens [WiP]) * **Goliath** (Summons the Spirit of a Shogun and causes enemies in X radius to Flee for X seconds [WiP]) * **Liquid Defense** (When taking X amount of burst damage, triggers a protective, fluidic sphere that negates X% of incoming damage [WiP]) * **Sonic Shock** (Every X seconds, passively emits a shockwave around champion, slowing enemies for X seconds by X%, and silencing their abilities for 0.5seconds [WiP]) * **God's Armament** (Passively provides extreme levels of Armor, MR and Health when X [WiP]) * **Susanoo** (For every X attack over X amount of damage done, summons an ethereal sword that strikes the enemy 3 times in rapid succession, or parries 3 AAs from any source, so long as incoming damage is X amount [WiP]) * **Shadow Walk** (Passive -- So long as no damage is done to enemies, allows the user to temporarily increase movespeed by X%, and provides a stealth shroud by bending light in the surrounding environment for X seconds. High Cooldown, disabled by taking damage from any source [WiP]) * **Commandment** (Increases durability and damage output of nearby allied turrets within X radius [WiP]) * **Refractive Shielding** (Passive -- Creates a prismatic barrier which blocks a portion of incoming projectile damage from one direction. Barrier can only mitigate X amount of damage before failing. User must not take damage for X seconds in order for the barrier to reinitialize itself [WiP]) * **Transfusion** (Passive -- Every X number of spells or attacks, converts X% of champion's HP into AP(or AD) damage. Health regen is temporarily increased by X amount for X time [WiP]) * **I Will Survive** (Passive -- When user is taunted, stunned, snared, rooted, or otherwise immobilized, provides 3 short bursts of HP, based on X% Bonus HP amount [WiP]) > *** *** And a suggestion on the naming scheme for the new system: ##SUGGESTION: Rune Naming Schema > I think you should move away from mythology based naming schemes altogether -- things like "runes", "marks", "glyphs" etc feel ancient (no pun intended) and really do not reflect the modernization of the new client and League overall. Not to mention it feels very ... unfocused, and can be confusing to new players as to what a "rune" is, et al > > I suggest a new naming schema: Tokens (Runes) -- Force (Marks), Fortify (Seals), Augment (Glyphs), Enhance (Quints). Even if some or none of the original types of runes make it through the dev stage (i.e. quints becoming the "keystone"), you can still rename the new rune lines and what have you, for better clarity on what they accomplish.
> [{quoted}](name=Bôôsted Bonobo,realm=NA,application-id=A7LBtoKc,discussion-id=IGuqsyN3,comment-id=0001,timestamp=2017-06-20T16:19:12.549+0000) > > Hi Meddler, no one from Riot has so much as acknowledged any of my messages/posts both here on the boards, on the main league reddit, or in direct private messages (even just a simple "thanks for the feedback we see your posts" would be appreciated): > > *** > *** > > #RE: Runes Reforged, My Primary Concern > #[Can you guarantee that I'll still be able to play champions in multiple ways?](https://na.op.gg/summoner/rune/userName=B%C3%B4%C3%B4sted%20Bonobo) > Example: > * Tank Teemo > * Splitpush Udyr > * Lifesteal Udyr > * Max CDR/AP "Blow Em Up" Karthus > * Spellvamp Jungle Karthus > * Crit Damage Jhin/Panth/Trynd > * Max AS Trynd > I have some _very specific_ rune pages that **are absolutely a must have setup** for certain champions to be viable in certain lanes/roles/playstyles; > ##With the new setup it seems like there is a lot less theorycrafting/off-meta viability, and just _forcing champions to be played in a certain way by limiting the choices of runes. > > > *** > *** > > Also, I have some Keystone Rune ideas you and the Runes Reforged team might find useful/interesting: > > ##Keystone Rune Ideas > * **Keystone Tokens (1 slot)** > * **Overdrive** (Significantly boost Movespeed % for X amount of time when X happens [WiP]) > * **Goliath** (Summons the Spirit of a Shogun and causes enemies in X radius to Flee for X seconds [WiP]) > * **Liquid Defense** (When taking X amount of burst damage, triggers a protective, fluidic sphere that negates X% of incoming damage [WiP]) > * **Sonic Shock** (Every X seconds, passively emits a shockwave around champion, slowing enemies for X seconds by X%, and silencing their abilities for 0.5seconds [WiP]) > * **God's Armament** (Passively provides extreme levels of Armor, MR and Health when X [WiP]) > * **Susanoo** (For every X attack over X amount of damage done, summons an ethereal sword that strikes the enemy 3 times in rapid succession, or parries 3 AAs from any source, so long as incoming damage is X amount [WiP]) > * **Shadow Walk** (Passive -- So long as no damage is done to enemies, allows the user to temporarily increase movespeed by X%, and provides a stealth shroud by bending light in the surrounding environment for X seconds. High Cooldown, disabled by taking damage from any source [WiP]) > * **Commandment** (Increases durability and damage output of nearby allied turrets within X radius [WiP]) > * **Refractive Shielding** (Passive -- Creates a prismatic barrier which blocks a portion of incoming projectile damage from one direction. Barrier can only mitigate X amount of damage before failing. User must not take damage for X seconds in order for the barrier to reinitialize itself [WiP]) > * **Transfusion** (Passive -- Every X number of spells or attacks, converts X% of champion's HP into AP(or AD) damage. Health regen is temporarily increased by X amount for X time [WiP]) > * **I Will Survive** (Passive -- When user is taunted, stunned, snared, rooted, or otherwise immobilized, provides 3 short bursts of HP, based on X% Bonus HP amount [WiP]) > > *** > *** > > And a suggestion on the naming scheme for the new system: > > ##SUGGESTION: Rune Naming Schema Runes only impact the extremely early stages of any game on any champion with any build. That's what they're designed to do in their live form. If your playstyle or build absolutely requires a specific rune page, pushing the rune page beyond what it was designed to do, maybe that's a sign that your "off meta" choices aren't so viable. Secondly, your keystone suggestion may work while RPing or in an anime, man, but those are way too dramatic and don't make much sense for a MOBA, specifically for LoL. Thirdly, glyphs, marks, and all that are going away. Why would they rename them if they're going away?
Meddler (NA)
: Quick Gameplay Thoughts: May 23
Hey Meddler. Thanks for taking the time to spell some of this out. For the animation changes, you mention that there were some unintended issues with Renekton's animation changes, and that you're reverting all of them for him entirely. Could you explain what those unexpected consequences were that caused Rito to need to revert them? As for Runes and Masteries, is there any way you could provide us with any hints on thoughts for Runes and Masteries? Are we looking at a huge widespread system change again, or are we talking small tweaks across the board to just clean some stuff up? Thanks again.
: Good luck in trying to take on the Colossus who eats magic(the source of your powers), a man with nothing to loose(quite dangerous believe me), a veteran monster hunter, the greates duelist in the world, the unkillable gladiator, the prodigous prince, the dauntless general who won countless battles, the prodigal daughter in Light magic, the artist capable of seducing anyone with her music, a literal imortal angel from heaven, a hero with hammer capable of smashing anyhting, the beautiful demi-god with cosmic power, a skilled sharpshooter with a bird that can actuallly fly and a fucking half-dragon lady. Yeah two birds that can't even fly right with some feathers surely stand a chance. Kappa.
> [{quoted}](name=PTZekrom69,realm=EUW,application-id=6kFXY1kR,discussion-id=nLLWQWbe,comment-id=0001,timestamp=2017-04-11T18:56:03.431+0000) > > Good luck in trying to take on the Colossus who eats magic(the source of your powers), a man with nothing to loose(quite dangerous believe me), a veteran monster hunter, the greates duelist in the world, the unkillable gladiator, the prodigous prince, the dauntless general who won countless battles, the prodigal daughter in Light magic, the artist capable of seducing anyone with her music, a literal imortal angel from heaven, a hero with hammer capable of smashing anyhting, the beautiful demi-god with cosmic power, a skilled sharpshooter with a bird that can actuallly fly and a fucking half-dragon lady. > > Yeah two birds that can't even fly right with some feathers surely stand a chance. Kappa. You feel very passionately about this for some reason, huh?
: Are there any concerns with about true damage negating the downside for the Gargoyle Stoneplate item? Like Chogath ultimate, for example.
> [{quoted}](name=CyberBalt,realm=NA,application-id=A7LBtoKc,discussion-id=gQ1uBNLG,comment-id=000b,timestamp=2017-04-11T16:56:08.380+0000) > > Are there any concerns with about true damage negating the downside for the Gargoyle Stoneplate item? Like Chogath ultimate, for example. The item does say it lowers ALL damage, not just physical and magic. I assume that means true damage as well.
LankPants (OCE)
: Building MR is far easier than armour, I don't know who'd argue otherwise after actually thinking about it for more than 15 seconds. The AD/MR items in the game make it very easy for AD champions, especially casters to stack absurd amounts of MR without actually sacrificing anything out of their build. In addition Abyssal is generally a stronger item than Hourglass on an average mage and is just a better item to be forced into. While tanks can gain higher armour values than MR that really amounts to nothing. Options for shredding armour in LoL are insane, a team with many ADs can buy a Black Cleaver somewhere and prioritise LDR and/or Lethality and just ignore a large amount of the tanks armour anyway. 1 MR tends to be worth more VS magic than 1 armour is VS phys. A tank with 250 armour will melt to an ADC, a tank with 200 MR is neigh indestructible VS magic damage. The same goes for carries, a carry with 100 armour will be destroyed by an average AD assassin, a carry with 80 MR can probably survive the burst from an average mage pretty well. Finally you can tell magic damage is marginalised just by looking at team comps. How many times do you see full AD and how often does it actually work? For me that's a lot and around 30% of the time. I almost never see even 3 AP champs on a team and those AP heavy comps are nearly guaranteed a loss.
> [{quoted}](name=LankPants,realm=OCE,application-id=A7LBtoKc,discussion-id=WgNuqAK8,comment-id=000100030000,timestamp=2017-04-06T14:14:02.476+0000) > > In addition Abyssal is generally a stronger item than Hourglass on an average mage Stopped reading here, lol.
LankPants (OCE)
: >MR/lvl for all >Since this is pretty straightforward, we’ll get it out of the way first. Every champion that has no MR/lvl is planned to gain a small amount. This change will probably go mostly unfelt, but should help to curb some especially crazy burst damage cases on squishy champions, and though we have no current plans, it puts us in a better position to do things like use MR/lvl as a tuning level in the future, similar to how we do for Armor/lvl already. I was really hoping that you'd go against this decision. As it stands magic damage in League is already heavily marginalised by stronger physical damage. This change only serves to hurt struggling magic damage junglers and more damage reliant traditional supports who rely heavily on base damage and have no real room for pen in their builds. That's before the potential for a giant shift towards already obnoxious and overpowered AD burst champs like Lee, Zed, Rengar and Talon since their most direct competition in mages is getting a fairly huge nerf.
> [{quoted}](name=LankPants,realm=OCE,application-id=A7LBtoKc,discussion-id=WgNuqAK8,comment-id=0001,timestamp=2017-04-06T05:20:32.415+0000) > >As it stands magic damage in League is already heavily marginalised by stronger physical damage. Do you have any proof for this allegation? Most people tend to agree that AP is much harder to build against than AD, so I was curious where you came up with/learned of this idea.
: Patch Chat with the Playtest Team - 7.7
Do you folks over at Riot believe that some of the pretty stellar jungle buffs (Nunu, Amumu, J4) will be enough to add more diverse options to the meta, or do you think they were just enough to make those specific champions viable?
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Borkahn (NA)
: Ah yes. The typical response to people just looking to start a fight. Only comment I'll leave to you, it doesn't matter what sport it is, when you are a true fan, most refer to their team with them included because they feel the wins and losses with the actual players. Most Fairweather fans and band wagoners wouldn't understand. But ya might someday. Good day
Ah, internet banter. Always such a treat to behold and grow from.
arc95 (NA)
: Reapered lost it in the draft
Yeah, me and someone else on Twitter were trying to figure out the same thing. What exactly was going through Reapered's head? Was it a power move? Like "You can't win with this against the tank meta, but WE can" or did he honestly think that they had some strategy that would allow it to work better? When I saw the pick/bans end for the final round, I was genuinely confused and turned to my wife and said, "they just beat TSM because of those exact pick/ban mistakes, what are they thinking?"
: Better for C9 to lose early ish in the season than it is to go undefeated and have a loss in the playoffs and not know what it tastes like or feels and get potentially destroyed. While they may be 8-2 they are still a very powerful team and the loses will only make them stronger, now rather they go 0-2 again or 1-1 in the upcoming weeks doesn't mean they aren't learning from their mistakes. Impact also had really bad performances honestly and when 1 of your cogs is doing bad or a bad series it takes it's toll on every player on that specific team.
Unfortunately though they've known about their issues prior to losing twice this week. The past couple of weeks before week 5's losses were real struggles for them to win. On games where Impact can't perform well or the other laners require more help from Contractz, they really start to fall short. They're also a very passive team in a world where aggressive teams always climb to the top, so they've been trying to adapt to a new playstyle as well. It's possible to spot weaknesses and still win. In fact, C9's were easy to spot long before their losses. The losses just mean that those weaknesses caught up to them before they could improve, even though they had weeks to work on it. Losing doesn't automatically mean that they'll be better in the post season, it just means that they either couldn't improve before it was too late, or they didn't notice anything to improve before actually losing a series. Both options are bad for them as a team. I'm a C9 fan, and I hope they can turn their shit around, but as it stands right now, they just flat out don't look strong in the light of TSM, Fly, P1, and even Echo Fox's improvements as teams.
Łulu (NA)
: > [{quoted}](name=Moooose3,realm=NA,application-id=9hBQwnEU,discussion-id=AYPvAcrr,comment-id=0000,timestamp=2017-02-20T18:59:10.983+0000) > > Lol. You can't say a patch took a toll on a team just because they lost. Maybe they had an off week, or the teams they played were just good. There's no evidence it was the patch. I don't even follow lcs. Correlation doesn't equal causation lol. i guess, its mostly due to the fact that week 1-4 they were doing super good and then week 5 rolled in with 7.3 being applied, something changed and they started playing pretty bad. maybe it just an off week. plus the other reason it might be the patch is due to the changes done to the more powerful champs from 7.1 and 7.2 (Malz and Khazix mostly)
They weren't doing "super good" though. The two weeks prior to last week were slugfests that C9 had to struggle through to pull out wins. They started showing weaknesses in the areas of their new jungler and their lack of aggression as a team, and they have a difficult time dealing with teams that can give Impact and Jensen a run for their money that require more attention from Conctractz, as well as against overly aggressive teams in general. The fact that they lost this week was the product of those weaknesses catching up to them without significant improvement from their scrims.
: s3*
I'm not sure we're remembering the same season. I'm pretty sure TSM owned S3.
R7 Factor (EUW)
: Why the fuck would riot partner with big 10?
Kaligary (NA)
: Riot partnering with B1G, ESPN, and other netweorks.
League of Legends, CS:GO, Overwatch, etc.. making moves with huge franchises is a good thing. The competitions and the future of esports being brought into the mainstream is a good thing. It means longevity for something we all enjoy and more importantly, professionalism to an amateur environment. Everyone's gotta grow up someday, kid. League included. {{summoner:14}}
Meddler (NA)
: Quick Gameplay Thoughts: Feb 16
"We're currently testing taking a moderate amount of power amount out of defensive stats on items (Health, MR, Armor) and adding some of that to base stats on Vanguards, Wardens and Juggernauts at least (possibly some others if testing goes well, to be determined). Goal there is to make it so those classes that need to be a certain level of tankiness to function in the first place get to that point more consistently, while also not becoming close to immortal if they get too large a lead. Showing some promise and some potential problems, but definitely looks worth further testing as a possible mid-season change." Don't you think that will cause more of a problem, though? One of the biggest issues with the tank meta, that you guys are planning on addressing with the vanguards, is that tanks cause too much reliable damage. Raising their base stats opens the door for them to build damage items more consistently. That's the opposite of what you guys want, isn't it? Not saying I don't agree with you on the snowball-ness of tanks, but is that the right approach?
atomick (NA)
: Carry junglers dominate the meta right now. Will the vanguard tank update fix that?
It appears Rito already addressed this issue in their post about Sej wayyyyyy down in the comments. http://boards.na.leagueoflegends.com/en/c/developer-corner/pcT3hhuA-mid-season-tanks-update-sejuani?comment=00300000 They want to add "unreliable" damage that are easy-ish to dodge, like Sion Q, to the tanks so that they can clear camps and trade well in lane. They also said that they aren't afraid to dish out jungle damage multipliers to abilities.
: If tanks deal damage, Tank Meta. if tanks don't deal damage, they can't jungle.
: i think Rammus jungle is fine as well as Zac jungle. Would buffing bami's cinder against monsters be a good buff for tank junglers?
I think that would be a good start, but as they stated in the Sej update post, the whole Cinderhulk/abilities-that-mimic-cinderhulk is a big issue with tank identity. I think buffing Bami's would be a bandaid fix, and lasting solution would see better tools from their skills for clearing camps.
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: Well all we gotta do is wait till next week and we will see FlyQuest vs CLG!
Siyther (NA)
: Hai could shot call blind monkey's to the top of the LCS. I missed him
He's VERY good at shot-calling. Only person in the LCS as good at shotcalling as him might be Aphro, but Aphro's team is weaker than Hai's atm so Hai gets the edge there.
Rioter Comments
: out of these games only C9. Overall this week Fnatic. As a Fnatic fan for almost 4 years now, I really hope Fnatic wins against G2
I also hope Fnatic wins against G2! My fan-phase with Fnatic is more sporadic than yours though, it depends on who's on their roster for the season for me, as I tend to follow players more than I do teams. With a relatively small amount of players in the entire league, it's easy to get attached to certain ones.
Miror B (NA)
: For me since it's the first week (and not many "quality games" are expected to happen because of that) I'm actually looking forward to see how origen does. Everyone has them pegged as a 10th place instant-relegation team who won't win a game off anyone barring roccat and will probably never be taken "seriously" as an organization again (a bit like SK gaming is in lol). If they can do anything other than lose in 18mins and show some skill on their characters, it could be considered a massive success for them.
That's true! I've been an Origen fan since they started (I followed Xpeke and Amazing as I was fans of them both) and this season I'm not sure what to expect. I'm going to give them the benefit of the doubt though, hopefully they can make something decent happen this year.
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Rioter Comments
: > [{quoted}](name=JarvanIVPrez,realm=NA,application-id=mNBeEEkI,discussion-id=a9H2Qnd9,comment-id=00000000,timestamp=2016-12-05T15:07:52.136+0000) > > That's the look I decided to go with, and not yet a complaint I've heard thus far. Does anyone else feel this way? If that's a problem by more people, I'd definitely be willing to switch it up! > > And on the cyborg thing, I suppose you're correct, but that seems like a semantic more than an oversight. Nonetheless, I'll watch using that term in the future! Thanks! The problem is, it would look alright if you were just using text, but in articles with additional images, it makes everything look incredibly squished. If you reduced the featured image size to 33%, it would be much easier on the eye. But as it stands, I feel like it's hiding the true length of your articles. It might just be worth double-checking what you read a bit more because there's a few mistakes like that which I noticed while reading.
> [{quoted}](name=BLU Medic,realm=NA,application-id=mNBeEEkI,discussion-id=a9H2Qnd9,comment-id=000000000000,timestamp=2016-12-05T15:14:05.281+0000) > > The problem is, it would look alright if you were just using text, but in articles with additional images, it makes everything look incredibly squished. If you reduced the featured image size to 33%, it would be much easier on the eye. But as it stands, I feel like it's hiding the true length of your articles. > > It might just be worth double-checking what you read a bit more because there's a few mistakes like that which I noticed while reading. Noted! I actually quite like that idea. And I have a few people who proofread all my articles, so I guess it was missed by all of them, haha. I'd hate to have to find someone else to proofread already though, but I guess it is what it is. I'll be more careful myself as well.
: As someone who runs a blog posting daily articles, WHY FOR THE LOVE OF THE BAHRAG DOES HALF THE SCREEN CONSIST OF YOUR ARTICLE'S FEATURED IMAGE? Also, there's some weird... language in there. Reading your article about Camille, some of it doesn't flow right. Isn't a cyborg a humanoid with robotic implants? Wouldn't calling her part cyborg be moot?
> [{quoted}](name=BLU Medic,realm=NA,application-id=mNBeEEkI,discussion-id=a9H2Qnd9,comment-id=0000,timestamp=2016-12-05T14:55:15.013+0000) > > As someone who runs a blog posting daily articles, WHY FOR THE LOVE OF THE BAHRAG DOES HALF THE SCREEN CONSIST OF YOUR ARTICLE'S FEATURED IMAGE? > > Also, there's some weird... language in there. Reading your article about Camille, some of it doesn't flow right. Isn't a cyborg a humanoid with robotic implants? Wouldn't calling her part cyborg be moot? That's the look I decided to go with, and not yet a complaint I've heard thus far. Does anyone else feel this way? If that's a problem by more people, I'd definitely be willing to switch it up! And on the cyborg thing, I suppose you're correct, but that seems like a semantic more than an oversight. Nonetheless, I'll watch using that term in the future! Thanks!
Rioter Comments
: For the concern of toxicity, I'll run the idea by Lyte and get his thoughts. Good insight.
Logged in just to say that I agree with cheezeoflegends up there. Typically I'm not one of those guys that wants to decline features just for the sake of there MAYBE being more toxicity, but honestly I don't think any good comes of this new feature anyway. The only thing coming out of this that I foresee would be more toxicity based on division-discrimination. Thanks for hearing me out.
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: Is Cho'Gath coming anytime soon? I want my favorite void behemoth to look every bit the part, and not like a wonky cockroach-dinosaur. Hopefully something like this.
You realize that's Baron and not Cho'Gath, right?
: When are we going to see more Darkin?
I'm pretty sure Jax is a Darkin. It just makes sense. Hoping to see something related to that in the future.
: First week no adc then hahahahahaha. First let the new once see its hard then let the real support help me win my botlane. Really like it a new kind of support this will chance the botlane.
: she is based around her basic attacks and her w and ult add a bunch of damage and attack speed and she also has her hunting traps which are kinda like upgraded caitlyn traps. I even thought that she might be kinda OP in the way that her ult can add 500 health, 125 attack damage and 10% attack speed with her ult alone so yeahhhhhh.
Yeah but that's also after having to spend almost 5 minutes standing in a bush. That huge amount of time kind of just adds an unnecessarily huge CD onto the ult just to get the maximum power from it.
: [MUCH WIN, VERY CATE](http://slowgun9.deviantart.com/art/Yorick-Lg-398552629?ga_submit_new=10%253A1378511478)
You gave my dream an image, thank you Baconhawk. For this, I will give you my support for Baconivia. :D
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atomick

Level 236 (NA)
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