Rotain (NA)
: It's actually bad. The poison-stacking will require for other people to play poison champions. Meaning Teemo will be a weak pick in solo queue, but a strong pick in flex queue. As a solo queuer main Teemo who does not duo, this means Teemo is garbage if my team doesn't pick Twitch or Cassiopeia.
If that was the case, then Cassiopeia would only be played with other poison champions too, since her Twisted Fangs bonus damage/healing can be activated from other champions poisons.
: And what is ur purpose of a club
> [{quoted}](name=BANG BANG 5HUNNA,realm=NA,application-id=yrc23zHg,discussion-id=RmP7nYcm,comment-id=0000,timestamp=2018-10-29T23:28:28.407+0000) > > And what is ur purpose of a club I'd honestly just like to rename one of mine and find it ridiculous that I can't... But other people have other ideas of how they can leverage clubs to improve their experience, but are held back by Riot essentially abandoning the idea immediately after implementing it and making it so limited.
Rioter Comments
Keyru (NA)
: Boards Moderation Discord Verification
Genorok (NA)
: I used to think this way, but now that there are so many resource-less champs in the game that my opinion has turned full circle. My question is, at what point in the game should health no longer become a meaningful resource for a champ? For some champions, there are no resources (Garen,Yasuo,Riven,Renekton,etc...), for some characters it's more of a minor inconvenience all game (Energy Characters), for mages it's until later in the game when they accumulate enough mana to not run out, marksman tend to have mana issues the entire game but many don't need mana to deal massive damage, but for health champions should they become weaker than their counterparts late game due to losing large portions of health to deal damage? I believe that riot going to need to find that sweet spot to when health costs don't largely impact a champion in teamfights. Aatrox is the perfect example as Twin Tails has stated. Late game, when most champs no longer worry about resources he's still starting teamfights with 85% health. I'm hoping they can balance Vladimir's spellvamp or health costs without making him fall off hard late game. It's tough enough to choose when to bloodpool in a large fight when it's a decision of finishing off an opponent at the cost of a large portion of health that likely won't be regained.
Well I think Riot screwed up a while back by making resourceless champions too plentiful and abilities up too often across the board. I think, in general, resourceless champions should have higher cooldowns (for equally powered abilities) or lower damage/cc/reliability while mana reliant champions should be more capped by their mana then their cooldowns. Energy being more geared towards in-and-out champion playstyles. Essentially, mana based mages should be like **Cassiopeia** (Q with no CD while they are poisoned, limited by mana. Squishy and short range, but high damage over time when she can go all in), and resourceless champions should be more like **Gnar** (Q requires catching boomerang and limiting movement, rage bar has to be very well maintained, generally high cooldowns / low damage abilities, super balanced all around, despite having a fairly loaded kit). I dislike when mana-based champions can just infinitely spam their abilities though with never running out of mana after they buy 1 mana item.
: Well, the release of Jhin certainly proved you guys are completely capable of and willing to make exceptions using insane math equations. That alone opened up windows for options :D What if you added a condition to Vlad's passive that spellvamp on his kit instead fills a secondary resource bar, similar to Aatrox? And his spells that cost health would instead draw from this "pool" before his own health, because he's using his enemy's blood to fuel his power instead of sacrificing his own? Spellvamp suddenly becomes much less of a sustain resource on Vlad. Sure, maybe if he gets ahead, he can cut down on the health costs of his spells, but that's nothing special. A snowballing Aatrox or Mundo do the exact same thing. And if the pool itself provides no defensive value, no "second health pool" to block damage with, then spellvamp becomes _offensive_ sustain only, with no _defensive_ benefits to speak of. The value here becomes twofold: -You don't have to balance spellvamp around the one problem case that uses it (I wish you guys would make Iceborne Gauntlet melee only so you don't have to balance THAT around the problem case of Ezreal) -You can much more easily balance Vlad's sustain vs cost numbers, as you directly control precisely how much sustain he has independent of every other mage.
I wish A LOT of items would be moved to Melee / Ranged only. It's stupid trying to balance them for 2 entirely different styles of play. Hell, I wouldn't even be opposed to their being "classes" and items only certain classes could have (but in a much more broad sense than games like WoW have).
: Oh boy... this is the thing of my nightmares at the moment. I love that Vlad is 'the spellvamp guy.' It's very thematic and is pretty unique to him. But... It's tough to make a damaging ability with a health cost when spell vamp exists, as the healthcost quickly fades to irrelevance (especially AoE spells in minion waves!) That said, we do not *want* to remove spellvamp, and we want Vlad's spells to do damage and cost health, so we're going to have to find some clever solutions here. Currently, for example, we're exploring reducing vamp's effectiveness on minions, but this is just one of the many stabs we're taking at trying to get these things to coexist.
Could also consider making percentage health costs be applied AFTER the ability is casted and spellvamp is applied. This would cause spellvamp to be less effective (but still effective), as a percentage of it is taken away Example: >**Current Health:** 500/1000 >**Current Spellvamp:** 20% >**Current Damage:** 200 for 10% current health Current method of applying costs: >**Health:** 500 - 10% = 450 + (200 x 20%) = **490** Proposed method of applying costs: >**Health:** 500 + (200 x 20%) = 540 - 10% = **486** Leaving it unchanged for if they don't have spellvamp, but with spellvamp, it's slightly less effective.
: "Free sustain+Damage+Point & Click is not really a good combination of things. The only counterplay to it is to not be within range." Agreed! It'll still do damage, heal, and be point and click, that's not changing. BUT! What if, for 3 seconds after Q'ing an opponent, the opponent could fight Vladimir to get the health that he stole BACK? We're not going to do that in particular, as I don't think it fits Vlad particularly well, but my point here is there are other ways to make it fair while retaining all that other stuff.
Always feels to me that champions that ability revolve around health cost never have meaningful health costs. Mundo's Q being one of the biggest offenders. I feel if you guys make vlads other abilities actually cost a more meaningful amount of health, but still be rewarding, and Q being more of a way to recover, then it wouldn't be so bad.
: I solved this problem by going into the game setting files, because quick cast, quick cast w/indicators, and normal cast are bound to different commands. Shift+ability was w/ indicators and the standard key would use them as quick cast. Now that the files are stored on Riot's side, I'm not sure if this would still work, or if there is a way to manually input settings, but hopefully this helps.
> [{quoted}](name=baladucci,realm=NA,application-id=cIfEodbz,discussion-id=MPVzGrHM,comment-id=0000,timestamp=2015-12-01T20:10:11.052+0000) > > I solved this problem by going into the game setting files, because quick cast, quick cast w/indicators, and normal cast are bound to different commands. Shift+ability was w/ indicators and the standard key would use them as quick cast. > Now that the files are stored on Riot's side, I'm not sure if this would still work, or if there is a way to manually input settings, but hopefully this helps. Unfortunately, this won't work if you want to change settings based on the character. The reason I want this is to be able to make use of it on a character to character basis because there are some abilities I would prefer to use a true Quickcast on, like Ezreal's E.
Rioter Comments
Rioter Comments
: We have a few changes to pathfinding that should make Unit Collision a little smoother in lane for Preseason.
What's the general through process of keeping it in though? Like illionaire69 said, at least friendly unit collision shouldn't exist. All it does is become a nuisance and enables things like blocking minions to create favorable freezes, in which you guys have to find workarounds for to prevent. (Most recently with Zz'Rot Portal being used to block minions, or having to make the front 2 minions speed up when they are blocked, etc)
: Balance Team Q+A: Ask Us Anything! [COMPLETE]
Have you considered introducing more variation to summoner spells that could add value to the game? A while back I posted a concept of a summoner spell that essentially buffs your tower or minions for anti-diving (bonus turret firing rate, applies slow, prioritizes champions) OR pro sieging (essentially {{item:3060}} on a summoner spell). Concept is kinda similar to {{summoner:17}} Concept being that from behind, it keeps you safe from tower dives, which is a big threat because of {{summoner:12}} and might reduce the necessity for {{summoner:12}} as much and offers a solution to how easy tower diving has become... but it's also not completely useless after laning phase because it can also be used to empower minions for sieging....
: Balance Team Q+A: Ask Us Anything! [COMPLETE]
: Balance Team Q+A: Ask Us Anything! [COMPLETE]
Riot seems to be playing around with Teemo a bit and I have a few suggestions to make his kit a bit more healthy. Just wanna know what you guys think of some of the concepts. The main objective I have is to really allow different build paths to give Teemo different play styles and abilities. Currently, Teemo is balanced to prevent his any of his build path having too much utility, but not balancing in a way that targets each build path individually. The changes I'm suggesting focus on two build paths: * On-hit, AA focused Teemo (*Aggressive playstyle*) * AP, Burst, Shroom Bot Teemo (*Passive playstyle*) The focus is to grant Teemo the tools he needs to be *aggressive*, without giving it to him while he's playing a *passive playstyle* and vice versa. These are just ideas, so take everything with a grain of salt. > All changes to abilities are ***bold and italic*** or have "*(new)*" in front of them #Proposed Teemo changes _________________________ ##**Camouflage (Passive)** > If Teemo stands still and does nothing for 1.5 seconds, reduced to 0.75 seconds if he is in brush, he gains stealth. ***Teemo also gains stealth after 1.5 seconds in a brush if he hasn't taken damage or used an ability.*** *This is more of a quality of life buff. It's often annoying having to stand still upon entering a brush, especially for players not used to pressing the S-key to prevent Teemo from auto-attacking nearby targets. I think giving it the full 1.5 second timer will keep it balanced* _________________________ ##**Blinding Dart (Q)** *I think this ability is fine where it's at.* _________________________ ##**Move Quick (W)** > **PASSIVE:** Teemo gains bonus movement speed (***10/13/16/19/22%*** 「***+ 1% for every 15% bonus attack speed***」*from 10/14/18/22/26%* ) if he hasn't taken damage from enemy champions or turrets for 5 seconds ***or while moving toward an enemy poisoned by Noxious Trap***. > **ACTIVE:** Teemo ***removes all slows affecting him*** and doubles his bonus movement speed for 3 seconds and prevents it from being disabled by damage. *It allows On-Hit Teemo more ability to be in a fight by giving him the mobility to do so effectively. The bonus utility from Noxious Trap also allows Teemo to follow-up stick on a target. While nerfing some slow off Noxious Trap to compensate.* _________________________ ##**Toxic Shot (E)** > *(new)* **TOGGLE:** When active, Toxic Shot becomes airborne, causing enemies hit by Toxic Shot to spread it to other nearby monsters or minions, poisoning them for 3 seconds. (**COST:** 15 Mana per auto attack) *An easy way to tweak Teemo is to give his E a freakin active. Here is a concept that I like to help his wave clear without him having to waste all his shrooms to do it.* _________________________ ##**Noxious Trap (R)** > **MAGIC DAMAGE PER SECOND:** ***40/70/100*** (+ 12.5% AP) *from 50/81.25/112.5 (+ 12.5% AP)* > *(new)* ***If an enemy is poisoned by Toxic Shot, Noxious Trap deals an additional 25% base damage.*** > **SLOW:** ***26/33/40% (+ 2% per 100 AP)*** from 30/40/50% > **RECHARGE TIME:** 34 / 28 / 22 「***reduced by 2.5% per 100 AP***」 > **COST:** ***100 mana at all ranks*** *from 75/100/125 mana* > **RANGE:** ***50 per champion level (300/350/400/450/500/550/600/650/700/750/800/850/900)*** *from 300 per rank (300/600/900)* *Base damage changes is to reward Teemo more when he's in combat with the enemy rather than them randomly stepping on a shroom across the map.* *Slow amount will be reduced to give it less disengage potential for on-hit team, but actually buffing it when building AP. On-hit Teemo will get bonus movement speed when following a champion affected by Noxious Trap, from his new Move Quick passive. The recharge time will scale with AP to be only accessible to AP building Teemo, however.* *Mana cost, I think also makes sense to normalize at 100 mana like most champions and makes sense with the other changes being made.* *The range buff is also a quality of life change just because the range is such a large, awkward jump between ranks and it doesn't really make sense for it to need to be bound by ability rank.*
Aéther (NA)
: Let's walk in. And press Q. And Win... = 5 Darius's in a nutshell. (THEY DONT EVEN HAVE TO ULT AND THEIR PASSIVES WORK TOGETHER)
While with Teemo, their poisons literally counter each other because they don't stack on top of each other.
Aéther (NA)
: Banshees doesn't save you from a map covered in shrooms...
They only last 5 minutes, MR negates most the damage, they are high mana cost, you can avoid them by simply staying in lane and warding enough to keep them from freely shrooming the map, and you can clear them with sweepers and pink wards easily. Not to mention, there synergy with each other isn't very good at all because their poisons don't stack, thus negating a lot of damage between each other. Plenty of champions are annoying in this game mode. Shaco, Darius, Morde, Heimer, Lux, Gankplank, and plenty more are just as annoying if not more and several of which don't even have decent counterplay.
TŒŒMØ (NA)
: So Teemo{{champion:17}} is a problem and Heimerdinger{{champion:74}} is not? We do have a banning phase in this mode. No reason to disable anybody {{item:3070}}
Teemo isn't a problem with 5 minute duration shrooms. This is silly. I played it a few times in PBE and it was by no means OP. Nowhere near as powerful as Heimerdinger, Morde, Darius, Shaco, Lux, Tahm Kench, etc.
L4T3NCY (NA)
: Teemo & Karthus disabled in One For All queue
With the 5 minute shrooms, Teemo is FAR less oppressive of a pick than he was last year. He shouldn't be disabled in this mode, he has numerous counters and plenty of other champions are far more oppressive.
: You should consider Mordekaiser. Did that against a team of monkeys and it was disgusting how big we got.
Yeah, Morde is much worse. In PBE, my team played him and could force a teamfight at 12 minutes, win because we have insane sustain, then push 100% into their base and end without anyone needing to recall and killing them as they respawn. Teemo isn't even a problem with his 5 minute duration shrooms. And I played it quite a few times on PBE... Not at all OP.
: Agreed. My only critique is that the recharge time being reduced by max AP seems a bit strange to me. Full build the most you can expect is about a 10% reduction, which isn't as good as just going CDR.
Well it scales with CDR as well (as in CDR amplifies that bonus because it's applied before the CDR)... it's basically making it so that AP Teemo gets the buff that Riot had on PBE with the slightly reduced recharge time, but On-hit Teemo doesn't get it because he doesn't build as much AP.
: his E cost a lot, teemo does not have a lot of mana...
They are just rough numbers... But it's still cheaper than clearing a wave with a 125 mana shroom.
: Dont like the your ult idea. Youre nerfing the slow and dmg, at least for on hit. Your W idea, no. RITO JUST REVERT THE W CHANGE SO TEEMO ISNT SLOWER THAN A FUCKING DARIUS. Thatd all i want as an on hit teemo main.
It's only a nerf on Teemo's ult if Teemo isn't there to follow up, otherwise, it's a buff... On-hit Teemo just gets rewarded more for being there to follow up and not just relying so much on random shroom kills cross map.
Saianna (EUNE)
: Q,W = fine E lacks damage. Does it refresh as currently? Without it can't say if I approve or not. R: I kind of dislike this E buffs R damage. Because it will lead to low base damage on his mushrooms. I do know you gave us numbers here, but i'm more than certain those values will be lowered if he has this E-R interaction. Second thing, here in lolking.com > Tosses a stored mushroom as a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows Movement Speed by 30/40/50%, reveals them and deals **200/325/450 (+0.5*AP)** magic damage over 4 seconds. Your valus aren't even 1/3 of that.. You want to promote more Q-E oriented teemo where he has to be going offensive no-stop. While mushroms are pretty much just wards. That i dislike a FREAKING alot. Third thing: By that E-R interaction Teemo has alot harder time setting those bombs. Because he has to lure enemy to mushroom OR somehow lead enemy to get in his mushroom. Just no.
> E lacks damage. Does it refresh as currently? Without it can't say if I approve or not. I'm not sure what you mean? Nothing really changed about his E besides there being a toggle that applies 3 seconds of poison to nearby minions/monsters (the same poison from his current passive E, but for only 3 seconds instead of 4). > and deals 200/325/450 (+0.5*AP) That's total damage, not damage each tick. My numbers are damage per tick of poison. That's all the same. With the E-R interaction, it's only a small nerf to the base damage and an even smaller buff if the bonus damage is active. Essentially, it would be roughly the same since Shrooms do a bulk of their damage from Liandry's and AP. It's not meant to be a huge difference in damage, just slightly more rewarding if Teemo is actually in the fight. > Third thing: By that E-R interaction Teemo has alot harder time setting those bombs. Because he has to lure enemy to mushroom OR somehow lead enemy to get in his mushroom. Just no. With the range buff, it's not hard to throw a shroom behind a target to prevent him from escaping. Along with the revert to 1 sec arm time, it's not hard at all, even if you throw it right on top of them.
Forby (NA)
: AS A TEEMO PLAYER. I APPROVE <3
Gonna post it again for the Balance Team Q/A in a couple days, but I figured I'd float the idea here first.
Rioter Comments
Rioter Comments
moffat (NA)
: 70 ping unplayable? ahahahhahahahahahah
To be fair, I find these ping changes optimistic. CA -> Chicago should be similar to what east coast was dealing with before. Moving to Chicago might widen the amount of people playing at more ideal levels, but Riot really should have just made NA West and NA East coast servers.
ItemsGuy (NA)
: > [{quoted}](name=Godspeed KiIIua,realm=NA,application-id=cIfEodbz,discussion-id=xEVZQjPL,comment-id=0036,timestamp=2015-05-21T21:03:33.150+0000) > > #Alternative Build Paths > > Ekko seems like he would be such a good bruiser champion, but just doesn't have the right numbers attached to him to do so. Everything in his kit scales on his AP. No diversity at all. So I guess my questions relate to giving him some diversity in his kit to allow for other builds that won't benefit him if building straight AP. > > Why not give him something like: > > * Bonus AD scaling on his E and W passive? > * Bonus Health scaling on his W shield? > * Have his ult reflect percentage of damage taken in last 4 seconds? Having the percentage scale with defensive stats. Even starting it at 0% and scale only if they have defensive stats would be fine. > > He really feels pigeon-holed into a static AP build. I spent 4-5 hours last night in customs trying about 10 different builds on him to prep for this Q&A ranging from AD, AD bruiser, AP bruiser, full tank, on-hit, etc and none of them compare to his AP path regardless of how much fun the other paths were to play on. Ehhhhh, I'm not a huge fan of the misconception that being able to slap whatever kind of stats on whatever champion you want is "diversity" and that champions designed to fulfill a specific role are "pigeonholed"--especially considering that there are over 120 champions in the game, the items you're buying should be the last thing that defines a champion. Looking at your suggestions, would being able to build AD/AP/tank/etc. on him cause him to bring anything new or different to the team besides more damage on basic attacks/more damage on abilities/more durability? Also, looking at (for example), the Lulu problem, being able to build a champion into whatever role can break the game or create a champion that isn't really that great to play against, because different roles have different properties, beyond the items they're buying. Supports, for example, are able to bring a lot to the team without much gold income (Lulu for example brings slows, speed boosts, free on-hit damage, bonus health, knockup, polymorph, vision, shield, etc.), while mages have naturally less utility and base effectiveness in exchange for more damage and scaling effectiveness. When someone's allowed to have the best of both worlds, you end up with a champion whose weaknesses cancel each other out and whose strengths stack on top of each other, and the only alternatives to that are making them good at one thing or bad at both. Ekko as an AP-based assassin means that his ability to "fall back" on his autoattacks (like Zed, Talon, Wukong, etc. can) when he uses his abilities poorly is extremely limited--specifically, within the 3-second window after getting a third Innate proc or attacking enemies under 30% health. Being able to build AD or tank on him successfully means that these built-in balance levers are tossed out and Ekko either gets to do whatever he wants, or nothing.
I'm not saying that every kit should have a billion different build paths or able to scale off anything. I'm simply stating that the ones that have flexible kits should be enabled to make difference uses out of them. Ekko is someone that could be played significantly differently just by giving him a small amount of tweaks. Ekko building tank automatically weakens his ult (resistances vs health is already bad because you take less damage, thus less is returned) the under 30% passive scales of AP, and so does his passive. So those are already balanced for those situations. Making him into an AD bruiser would be the simplest because you can just shift his power from his Q > E > W to E > W > Q and you're fine.
doviende (NA)
: I'm not sure what you mean about {{champion:161}} , because when I play him as Support, I choose along the spectrum of [Damage -- Tank], depending on the game. Some games I need to get aura items like Aegis and FH (and still end up doing most dmg to champs). Lots of options there.
That just comes with playing the support role though. But if you play him mid, there is only one real path to go in building. AP. No real adaptive building at all. Honestly, supports are probably the best example of how other lanes should be. Responsive build paths, alternative routes based on how the game is going, etc. Problem is, it only exists in the support role.
: They actually do dodge abilities. They have a prediction factor that allows them to know exactly where your skill shot is going, and path around it. I've seen {{champion:122}} Stop knowing my {{champion:412}} was going to hook him if he walked forward. Being next to a wall, he couldn't simply move to the side, so instead he walked backwards.I also see {{champion:22}} and {{champion:10}} bot try to kite me when I chase them. They're not the best but to a new player it would be hard to deal with.
Well perhaps dodging is just bugged for certain champions. I know they don't bother dodging Ekko's abilities at all. And honestly, from what I saw yesterday playing customs (2 bots + me vs 5 bots) to best some builds, the Lux bot on my team would throw bindings and the other bot would just take it and get ulted. How recently have you seen them actively dodging? But anyways, the rest of the bugs still apply. Flashing, warding, selling early game items, tracking CD's, etc. All these things seem bugged. Even there trade evaluation seems bugged. They used to know when to back off. Now they will just keep trying to fight until they are <20% health. When I played Ekko against a Yi mid, I just walked up towards his tower at 1:00 and through a Q, he takes both hits and then walks towards me, do it again, and it walks towards me again, eventually kite him out from under his tower, he has half health and I am still full and he is still walking at me trying to fight. So I just kill him. Happened multiple games.
: Now that I remember, there was a little time last year (not doom bots) where bots warded and rekt you. Although I always had the impression that there was lazy coding behind that, bots already had the knowledge that you were in the bush, they just warded just to delude the player that they were spotted by coincidental warding.
Yeah, it was pretty much like that. But it looks to me like the bots are bugged out. Like the rework traits are still there, but bugs are preventing them from executing them.
AD Yuumi (NA)
: > [{quoted}](name=Godspeed KiIIua,realm=NA,application-id=cIfEodbz,discussion-id=xEVZQjPL,comment-id=0036,timestamp=2015-05-21T21:03:33.150+0000) > > #Alternative Build Paths > > Ekko seems like he would be such a good bruiser champion, but just doesn't have the right numbers attached to him to do so. Everything in his kit scales on his AP. No diversity at all. So I guess my questions relate to giving him some diversity in his kit to allow for other builds that won't benefit him if building straight AP. > So I too have thought about alternate build paths for Ekko and it's somewhat intentional that straight AP is by far the best on him. This is mainly due to the sheer power of his ultimate and passive. Ekko has access to permaslow, pemahaste, and a fight reset on his R should his opponents ever manage to get him low. An Ekko who's squishy, afraid of death, and forced to move in and out of fights between burst windows, can likely still be dealt with even with these strengths. An Ekko that's building tanky and training people down with basic attacks is likely going to be much harder to deal with, and not feel all that clever to boot. THAT SAID, I like off builds, and my ideal world is one where AD Ekko and Bruiser Ekko are decent off-builds that can work in soloqueue under specific circumstance but are by no means the primary or most obviously successful way to play him. I'll keep an eye on it when he releases > > > #General Questions / Feedback > Outside of that though, here are a few questions I do have about the champion: > > 1. How is his ult calculating damage taken over the last 4 seconds? > Is it **BaseHeal + ((PrevHealth - CurrentHealth) * Ratio) = HealAmount**? > Or does it actually track damage taken over the last 4 seconds. If it's the former, then things like spellvamp, lifesteal, health regen would negatively impact. I know the health wouldn't be taken away, but it would reduce the amount that gets returned. > 2. Why does his Chronoshift ghost appear blue/golden when you're playing him, but when the enemy place him, the ghost is fully colored with some transparency? (Maybe already fixed) I feel this is confusing as hell. I often see his ghost on the enemy team and think it's him and this could easily lead to people panicking. Or similarly reacting like they did when the bug that caused champions to randomly appear for a split second in the jungle did; causing burnt flashes and CD's. > 3. Is his Chronoshift ghost visible when Ekko is not? I wasn't really able to tell, but it seemed like you could see his ghost without seeing him, which I find alarming. This means his ult is a liability when it comes to juking, warding, retreating, roaming, and even jungle objectives. I feel if it is the case, then people will simple not level up there ult until they absolutely need it because the ghost actually does more harm than good. > 4. Perhaps it would be a good idea to give his visuals a bit more color diversity. When you have his passive indicators, ult passive, W aoe, and his Q all in the same color spectrum, it makes it very hard to focus them individually. The passive indicators being the hardest and his ghost is also hard sometimes to figure out where it ends. (Even more prominent on Sandstorm Ekko because yellow is more influenced by green terrain than blue) 1) It actively tracks damage taken. So if you take 200 damage over 5 seconds the ult heals you for **Base + X% of 200.** 2)The enemy team ghost is a bug we're trying to fix. Is not intended to be confused for the real Ekko. 3)Ghost is not visible when the enemy can't see Ekko. :D 4)Agree with you here and it's something we're watching. Some particles may need further interation should they proove too hard to read.
Thanks for the reply, but I do want to comment a bit more about his ultimate. I think something that needs to be remembered is that his ultimate is only a fight reset on a squishy. For a bruiser tank, 4 seconds of damage is going to be significantly less of a heal. In addition to the fact that the heal scales of AP, even further diminishing the heal. This is why I suggested design the ult to, when building tanky, reflect damage back. As far as the kiting ability, you could easily just tie it to AP ratios, make it so Q is leveled last and the slow increases with leveling the ability. I don't see how he would feel significantly harder to deal with than Gnar, who has access to permaslow, pemahaste, stuns, jumps and a fight reset on his Mega form giving him health and a ton of defensive stats. With this kit, I would say he would enable to huge flexibility in playstyles and builds if you enable him. You could built him straight AP for huge damage with great 1v1 and 1v2 situations with good use of your ult, but might find teamfights too risky to play a part in. Or with a few changes, make him an AP or mixed damage bruiser like bruiser Nidalee; solid in top lane, able to do well in team fights, and the ability to use ultimate in much more creative ways, but a bit weaker in 1v1 and a bit less kill potential. The kit almost does everything for him. I tried it. It just needs subtle scaling in some of his abilities to make work and good viable. It CERTAINLY wouldn't be OP, more than likely, more balanced than Ekko will be on release as pure AP. And you could easily make the scaling inaccessible by AP Ekko by making it based on Bonus AD, Bonus health, etc. ***Oh no, incoming rant....*** I really like what you guys are doing with new champions and coming up with really cool new ideas for them, but one thing you guys aren't doing is making them flexible for multiple build paths. It seems that all champions coming out are extremely 1 dimensional because of it. **{{champion:150}}, {{champion:432}}, {{champion:268}}, {{champion:429}}, {{champion:421}}, {{champion:161}}, {{champion:157}}, Ekko, etc; all of which have essentially 1 lane, 1 build path, and 1 playstyle.** No real way to play to your own playstyle. It just **makes the game far less about individual play style and more about meta picks**. X champion is stronger than Y champion because Y has to build this and X can just build this or w/e. This is the case because there is no flexibility in build paths with them. Whereas if kits are designed to be flexible scaling, X champion is strong than Y champion if X builds like this and Y builds likes this, but Y can build like this to counter X building like this. Honestly, I feel the static itemization and one dimensionality of the champs is what I think will kill this game though stagnation. Games are so significantly determined at champ select it's unreal (even more-so at pro level). You know exactly how each champion is going to skill, itemize, scale, what their playstyle will be, etc. So once the game starts, so little of it has to do with lane matchups and individual skill because that's so significantly static and pre-determined (especially for pros), so the only thing left is team fighting and objectives (which is great to have focus on, but not everything). Everyone is going to play basically the same way because there is only one 'viable' way to play the champion and individual and unique play styles won't really be possible because there is nothing there to enable it.
: Never said what I wanted was reasonable! :3
Well you have to understand why though. If third parties did have access to this information, they could essentially assess individual skills of players and cause people to flame, dodge, exploit, etc people who are assessed as not very good ("C" students).
: Played a beginner bot game the other day to get the little XP I needed to hit 30, and they had a Rzye mid who started in lane with only 4 pots.....not even boots. After I chased him off, he came back with actual starting items
Yeah, it's really painful honestly. I just remember Zyra building a sightstone, had a ward, and a warding trinket and didn't use any of them all game. It makes them incredibly easy. And what sucks more is that they receive items on a schedule, not based on gold income. So even if you wanted them to get ahead and play from behind, you can't just intentionally feed them or anything.
: I've seen an intermediate bot dodge a skill shot.
I was playing with them for a while trying out some stuff and didn't notice them intentionally dodging abilities. At least not to the same degree that they did when they were first reworked by Riot.
: Intermediate or beginner bots?
Intermediate. Played quite a few of them yesterday testing builds on Ekko.
AD Yuumi (NA)
: > [{quoted}](name=lightdragoon88,realm=NA,application-id=cIfEodbz,discussion-id=xEVZQjPL,comment-id=000e,timestamp=2015-05-21T20:53:36.568+0000) > > 1) What made you decided to make him AP over AD? > 2) What does Vel'koz think about Ekko power over time? > > 3) For that matter, what does Zilean think? > > 4) Why make him from Zaun? > > 5) What do you think about the players reactions to him so far? 1) Two reasons: Thematically Ekko is a pretty skinny kid who uses wits and time magic to win fights over raw physical prowess. Mechanically, making an assassin AP locks him out from certain benefits AD grants (such as powerful basic attacks, lifesteal, and crazy tower taking). This allowed us to make his spells and utility stronger. 2) VK prolly just wants to disintegrate him to "get dat knowledge" 3) Ekko is pretty reckless in the use of his Z-Drive, I'm guessing Zilean (or Bard) might be somewhat concerned over the rippling affects of twiddling with the time stream. 4) So he had this hextech time device so it was Zaun or Piltover for sure. We liked Zaun because we've got a lot of villians from there but not many very appealing heroes (Vi moved to Piltover), felt we could strengthen the faction as well as tell better stories with Ekko being from Zaun. There was also a degree of Ezreal overlap with a Piltovian Ekko. Put "time kid" in a city of privledge and you get a very different type of person. 5)I'm happy with them :) People seem really excited and they're picking up on a lot of major notes we wanted to hit on his character and gameplay. He's gonna be fun.
> 1) Two reasons: Thematically Ekko is a pretty skinny kid who uses wits and time magic to win fights over raw physical prowess. Mechanically, making an assassin AP locks him out from certain benefits AD grants (such as powerful basic attacks, lifesteal, and crazy tower taking). This allowed us to make his spells and utility stronger. I don't think that's a good argument for not increasing his build flexibility. Because if you want to take that argument, then why is the opposite allowed. Why are tanky bruiser able to build damage and destroy like Malphite, Shyvana, Poppy, Nasus, Nunu, etc. People just want build diversity. Why would you guys give it to them. Why make build pathing and adaptation so irrelevant to the game?
kDrakari (NA)
: The lore (both Chronobreak and Seconds) indicate that Ekko has the power to undo events that happened, resetting things primarily by moving EVERYTHING to an initial marked time. His current kit only relates to that slightly, in his ult, and even that one ability is drastically different since it only resets his own position rather than everybody's, among various other things. In fact, other than moving himself back in position, it seems to have almost no actual similarities to the ability shown in the external media. Was a more similar ability planned in the past? Was it changed for balance, or technical limitations? Were the lore entries left with the original ability due to time constraints (i.e. the video and comic were started before the current kit was decided, and there wasn't time to start from scratch) or some other reason?
Actually being able to rewind time would literally break the game. There would be massive amounts of bugs and balancing something like that would be near impossible. Just remember the champions in game are simply symbolic to their lure. Cho Gath is supposed to be like 30 stories tall and Xerath is supposed to be a God with unlimited energy or something. Obviously it's not like that in game.
: > [{quoted}](name=Godspeed KiIIua,realm=NA,application-id=3ErqAdtq,discussion-id=nHhX8Fay,comment-id=0000,timestamp=2015-05-21T20:56:39.297+0000) > > There is no way to determine how good you are playing based on numbers alone. Just because you have a high KDA and a lot of gold doesn't mean anything if you don't use it correctly and work with the team. If you were doing so well, you should be helping your lanes that are hurting and get them fed. Perhaps give kills away and help teams force objectives. > > Honestly, as a Garen, it should be easy to do that, but I bet you just used your Ult to secure kills for yourself and played greedy the whole game given that you only have 3 assists. > > And how about support mains? How would you make it balanced for them? They should have high gold or kills to begin with, so they should just be demoted? > > Come on, you don't get demoted because you lost 1 game, you get demoted because you lost several and your MMR went down. If you can't carry from being ahead, then it's pointless to reward you for being ahead. Yes u get demoted for 1 loss, always when ur at 0LP and lose one game its demote, happened like 5 times already
Only way you get to 0LP and get demoted straight away is if your MMR is below your ranking. Meaning it's influenced greatly by your performance in recent games as well. I've lost at 0LP plenty of times while playing ranked and not been demoted because my MMR >= my rank. And if you are at 0LP, its because you already lost to get to that point. If you were just promoted and started with 0LP, then it gives you like 3 grace period games letting you sit there without being demoted. If it doesn't do that... then again, you MMR is lower than your ranking and you shouldn't be there anyways.
: Champion Q&A: Ekko, the Boy Who Shattered Time [COMPLETED]
#Alternative Build Paths Ekko seems like he would be such a good bruiser champion, but just doesn't have the right numbers attached to him to do so. Everything in his kit scales on his AP. No diversity at all. So I guess my questions relate to giving him some diversity in his kit to allow for other builds that won't benefit him if building straight AP. Why not give him something like: * Bonus AD scaling on his E and W passive? * Bonus Health scaling on his W shield? * Have his ult reflect percentage of damage taken in last 4 seconds? Having the percentage scale with defensive stats. Even starting it at 0% and scale only if they have defensive stats would be fine. He really feels pigeon-holed into a static AP build. I spent 4-5 hours last night in customs trying about 10 different builds on him to prep for this Q&A ranging from AD, AD bruiser, AP bruiser, full tank, on-hit, etc and none of them compare to his AP path regardless of how much fun the other paths were to play on. #General Questions / Feedback Outside of that though, here are a few questions I do have about the champion: 1. How is his ult calculating damage taken over the last 4 seconds? Is it **BaseHeal + ((PrevHealth - CurrentHealth) * Ratio) = HealAmount**? Or does it actually track damage taken over the last 4 seconds. If it's the former, then things like spellvamp, lifesteal, health regen would negatively impact. I know the health wouldn't be taken away, but it would reduce the amount that gets returned. 2. Why does his Chronoshift ghost appear blue/golden when you're playing him, but when the enemy place him, the ghost is fully colored with some transparency? (Maybe already fixed) I feel this is confusing as hell. I often see his ghost on the enemy team and think it's him and this could easily lead to people panicking. Or similarly reacting like they did when the bug that caused champions to randomly appear for a split second in the jungle did; causing burnt flashes and CD's. 3. Is his Chronoshift ghost visible when Ekko is not? I wasn't really able to tell, but it seemed like you could see his ghost without seeing him, which I find alarming. This means his ult is a liability when it comes to juking, warding, retreating, roaming, and even jungle objectives. I feel if it is the case, then people will simple not level up there ult until they absolutely need it because the ghost actually does more harm than good. 4. Perhaps it would be a good idea to give his visuals a bit more color diversity. When you have his passive indicators, ult passive, W aoe, and his Q all in the same color spectrum, it makes it very hard to focus them individually. The passive indicators being the hardest and his ghost is also hard sometimes to figure out where it ends. (Even more prominent on Sandstorm Ekko because yellow is more influenced by green terrain than blue) 5. More prominent in Sandstorm Ekko, but it might also be good to look at the ghost trail of his ult and adjust the Alpha Blending of the particle effect itself so it's not so additive. That way, you would still be able to follow it, but being in a small area won't cause it to make a massive blob.
: If Riven's going to have one of the best early games
Her late game is utter shit unless she is fed. And if she is fed and doing well, then that's exactly what an early game champion is about. She's actually in a pretty good place right now. Just read the Reddit post from a few days ago of a Riven main telling you how to counter Riven with every champion. Giving you a guide for every champion and how to win the lane.
khorney (NA)
: zed counter
QSS counters Zed, high range poke counters Zed, Zhonya's counters Zed, etc. A would say that most people wouldn't say Zed doesn't have counters.
: Balance the matchmaking, Don't demote if u are doing good
There is no way to determine how good you are playing based on numbers alone. Just because you have a high KDA and a lot of gold doesn't mean anything if you don't use it correctly and work with the team. If you were doing so well, you should be helping your lanes that are hurting and get them fed. Perhaps give kills away and help teams force objectives. Honestly, as a Garen, it should be easy to do that, but I bet you just used your Ult to secure kills for yourself and played greedy the whole game given that you only have 3 assists. And how about support mains? How would you make it balanced for them? They should have high gold or kills to begin with, so they should just be demoted? Come on, you don't get demoted because you lost 1 game, you get demoted because you lost several and your MMR went down. If you can't carry from being ahead, then it's pointless to reward you for being ahead.
Hakavay (NA)
: Still bitter about the Veigar rework...
He was a low skill cap, low counterplay, extremely high damage mage that needed a rework. Otherwise, he would never see a buff again and every time he started looking strong, he would get nerfed. I do feel the Veigar rework has a minor problem and it is his Event Horizon visual delay. I feel the delay should remain the same between casting and it taking effect, but I feel the visual for the opponent should be reduced slightly. Much like Cho Gath's Rupture, where there is a delay between the cast and the visual appearing. This would require Veigar to still be more calculated about how he wanted to use Event Horizon, but makes it a bit less easy to escape with mobile champions.
Rioter Comments
Rioter Comments
: Didn't receive mystery gift yet (NA)
I have not either. Same boat as you. Never banned or anything, not sure why. Perhaps still rolling out.
Rioter Comments

corylulu

Level 169 (NA)
Lifetime Upvotes
Create a Discussion