: Can they just make it so support items don't work with each other?
I think they were working on a more elegant solution for gold generation items after they pushed the whole "No gold unless teammates are nearby" crap to stop this from happening top lane. Kleptomancy and support items are just a mess. Newsflash, CSing is an important part of the game that forces laners to interact. Getting free gold for doing something that doesn't require you to interact is dumb. Kleptomancy needs a rework or for something new to replace it, and support items in general need something to make it so that other lanes stop getting them nerfed for the supports. Maybe only grant gold if you're the person on your team with the lowest CS or lowest gold amount? Or just buff support base stats, nerf their scaling, and let assists on minions grant a small amount of gold URF style so the support gets comparable income to everybody else, but doesn't scale well with that gold. They'd still be encouraged to buy items with active effects or heal/shield power because their scalings would be bad, but they'd have gold. People are gonna immediately jump in and be like "Supports have more income than they've had in years be grateful you're getting any gold, it used to be terr-" Shh. Problems like this one aren't going to stop until free gold is addressed. Even if they nerf Kleptomancy and support items again, there's gonna be some dumb strat where a jungler grabs a Relic Shield or something to roam and execute every cannon for gold funneling.
macspam (NA)
: So whatever happened to removing the "puddle" on Zoe E
Zoe's CC isn't strong. It's blocked by minions, the range is quite short without a wall to extend it, and there's a delay before you actually get stunned where you are able to pop a defensive cooldown, dash away, Cleanse, QSS, Flash, whatever. Compare to Ahri's Charm. It has a longer range, a much shorter cooldown, the same initial damage, and the stun itself is instant. It even amps Ahri's burst. Landing two skillshots and an empowered auto for a kill is not a "one-shot", and it only kills you from full health when Zoe is fed and you didn't build any magic resist. Seriously, build a Banshee's Veil or QSS and see how hard it is for Zoe to actually kill you.
: just played new kayle for the first time
Her Q is weird. Even though there's a delay, it always fires from the casting position, not from your position. If you cast it and move, the skillshot doesn't move with you. This makes it excellent for running away, but not as good for chasing, which is probably intentional. The E does primarily missing health damage. Save it to finish your trade, don't keep trading once you use it. Her early game trading pattern is generally: W to get close and absorb poke, Q to slow them and strip resistances, auto them if you can, then E as you're disengaging to deal a good chunk of damage or finish them off.
: When does X champion powerspike and what category do they belong in?
I feel like the game should really do a better job of communicating this. We've got like, what, 140 champions in the game? Are we really expected to be familiar with every single one and know when my opponents are strong and when I should be looking to close out a match? A simple indicator in their description, like the measurement of damage/CC/mobility/etc., that shows where they're meant to be at their weakest/strongest, would be insanely helpful. As a general rule of thumb, supports are good early, assassins are good in the midgame, marksmen and mages are good lategame. There are nuances based on level vs. item scaling, base stats, and learning abilities. For example, assassins tend to have really strong level 3 and level 6 all-ins because when they have all their buttons to press but no items, they're generally much stronger than a mage with all of their buttons and no items.
: Yeah...I'm not seeing the value with her spell thief as an ult, then. It needs...More added to it if we're making it an ult. And her Portal Jump needs further changes to incentivize putting more than one point in it as a basic ability. Maybe something along the lines of reduced mana cost per rank for the jump. Not sure what to do for spellthief, though.
> [{quoted}](name=DuskDaUmbreon,realm=NA,application-id=yrc23zHg,discussion-id=x9vkcac7,comment-id=0008,timestamp=2019-04-21T00:09:39.796+0000) > > Yeah...I'm not seeing the value with her spell thief as an ult, then. It needs...More added to it if we're making it an ult. And her Portal Jump needs further changes to incentivize putting more than one point in it as a basic ability. > > Maybe something along the lines of reduced mana cost per rank for the jump. Not sure what to do for spellthief, though. My intention was that she'd max it last. Q is her bread and butter, and E is her CC. Portal Jump is utility only, so it's natural that it would get maxed last. I did put above that Spell Thief get slightly more damage, but more additions might be needed. A small heal/shield/mana restore when you use a stolen spell, better and more consistent balloon drops from minions, better range on the bubbles, etc., might be in order, but there are plenty of champions with non-ultimates. Portal Jump already isn't really an ultimate, just an extra ability. The main idea here is the swap. Whatever number tweaks that need to happen to make it work, I think it'd be worth it to gate the power of free summoner spells until level 6.
: So to sum it up, higher mana cost, longer cooldown, reduced speed, and lower damage (where it counts). Even in the lategame she'll be weaker with these changes than she is currently due to that mana cost increase. Also portal jump would be unusable early game with that mana cost as all it would effectively do is slightly increase Q damage. That isn't even worth 50 mana back when you have a small mana pool.
> [{quoted}](name=Votable Jester,realm=NA,application-id=yrc23zHg,discussion-id=x9vkcac7,comment-id=0007,timestamp=2019-04-20T23:18:35.406+0000) > > So to sum it up, higher mana cost, longer cooldown, reduced speed, and lower damage (where it counts). > > Even in the lategame she'll be weaker with these changes than she is currently due to that mana cost increase. Also portal jump would be unusable early game with that mana cost as all it would effectively do is slightly increase Q damage. That isn't even worth 50 mana back when you have a small mana pool. I disagree, Portal Jump is useful for more than extended Qs. It can be used to dodge skillshots, land E around minions, place deep wards more efficiently, etc. I get what your saying, though. The higher mana cost is intended to make those heavy-damage Qs more costly so she can't just play super-safe and poke from under turret all game. Tuning could be made to the mana cost of her Q and E, or her mana growth to make up for it. The numbers aren't final - the main focus here is the swapping of W and R, pushing the safety net of extra summoners further down the line to make her early game more dependent on landing your skillshots and managing your resources. Zoe being able to win lane because she can use her summoners plus free summoners from minions, and you can't use yours without giving her even more, is part of what makes her so frustrating. That's a distinct advantage that is difficult to play around.
Psyrix (NA)
: I can guarantee u that u don't want Zoe to have portal jump on a basic ability. Zoe's Q scales with range, not just levels and AP... potentially having access to that combo at level two will create several problems and make her even more hated than u seem to think she is. Her W honestly doesn't have that much problems, there is clear counterplay to her not getting the shards (either dont use ur summoner spells, or zone her away from collecting the shards.) A more reasonable change would be to have the spells she steal be a weaker version. That and have the item actives have a level gauge so she doesnt have the power of the full item until like lvl 6-7. The main problem with W is that often times she'll consecutively get the same spell, something that I think should change so it cycles better (so Zoe wont get two ignites in a row, or 3 redemptions etc.)
> [{quoted}](name=Psyrix,realm=NA,application-id=yrc23zHg,discussion-id=x9vkcac7,comment-id=0005,timestamp=2019-04-20T22:52:27.072+0000) > > I can guarantee u that u don't want Zoe to have portal jump on a basic ability. Zoe's Q scales with range, not just levels and AP... potentially having access to that combo at level two will create several problems and make her even more hated than u seem to think she is. > > Her W honestly doesn't have that much problems, there is clear counterplay to her not getting the shards (either dont use ur summoner spells, or zone her away from collecting the shards.) A more reasonable change would be to have the spells she steal be a weaker version. That and have the item actives have a level gauge so she doesnt have the power of the full item until like lvl 6-7. > > The main problem with W is that often times she'll consecutively get the same spell, something that I think should change so it cycles better (so Zoe wont get two ignites in a row, or 3 redemptions etc.) I did mention that the Q damage would likely need to be nerfed at early ranks to make up for this, plus the increased mana cost on Portal Jump would make it much more costly to do the combo, so missing it would be more punishing. I don't agree that "don't use summoners" is fair counterplay for Zoe. If Zoe gets summoners and you basically don't have them, she has a substantial advantage over you. Combined with her range, you can't really afford to get aggressive and push up with your summoners as a safety net. The skill needed to outplay such a long-range champion without using summoners is too much to expect of players at equal rank. A weaker version of the spells, or having their strength scale with W rank, would be another great idea. I've said before that she needs some sort of level gating on the summoners she gets. Even if they just adjusted the drop table so she'd only get defensive summoners early, and offensive ones late, she wouldn't be nearly as obnoxious to play against.
Aarron (NA)
: Spell thief would make for a shitty ultimate
> [{quoted}](name=Aarron,realm=NA,application-id=yrc23zHg,discussion-id=x9vkcac7,comment-id=0003,timestamp=2019-04-20T22:12:04.853+0000) > > Spell thief would make for a shitty ultimate Portal Jump also isn't much of an ultimate, and there are plenty of champions with non-ultimates. It wouldn't be a flashy power spike, but it would make her laning phase healthier if all the enemy had to worry about was skillshots, not extra summoner spells, damage, and movement speed. Adjusting the spawn rate of balloons was something I mentioned, so she could get more consistent free spells. Perhaps adjusting other things, like how quickly shards despawn, the damage/speed provided, or having it give you a small bit of shielding/healing/mana would make it more worthy of the slot, if needed.
: Her ult definitely isn't something I'd feel is an ult...but giving her access to NUKING me at lv 2-3 with the slingshot from hell doesn't sound very appealing either.
> [{quoted}](name=ChaosReyn,realm=NA,application-id=yrc23zHg,discussion-id=x9vkcac7,comment-id=0002,timestamp=2019-04-20T22:05:51.617+0000) > > Her ult definitely isn't something I'd feel is an ult...but giving her access to NUKING me at lv 2-3 with the slingshot from hell doesn't sound very appealing either. Her Q damage scales with level, rank, and AP, so the damage she gets to do now at level 6 is far more than she could do at level 3 with no items. I also put here that the base damage of her Q would need to get tuned to make that early game combo less powerful, perhaps even making Portal Jump's range scale with rank or putting it on a much longer cooldown early on. The numbers aren't final, but I think the general concept is sound. Zoe should absolutely be doing damage, but she shouldn't have so much safety at early levels.
Rioter Comments
: It's time to take brand out of support lane
Brand is in bot lane because most mages that don't have mobility get creamed by assassins and junglers. When assassins are strong, immobile burst mages get forced bot. There is no nerf to Brand that would get him out of bot lane; you'd need to buff him so he can go mid and actually do well, or create an item that lets an immobile mage be relevant against an assassin. Being strong early without items is exactly what a support is supposed to be. Poking and zoning is a valid way to support. He needs to land skillshots, his range is quite short, he is squishy af, and he has no mobility. If he pushes up too far and you sidestep his spells, you can easily get him low or even kill him. He also provides no healing/shielding to his ADC, so any poke you can do to either of them will stick.
Ligseo (EUW)
: The Tahm nerf
They want to take the things that are non-interactive about his kit (saving allies for free) and put power into the rest of his kit. He even said on Twitter that this isn't the last pass for Tahm. He's slowed while eating allies (he can still protect them, and Phase Rush + Switfies is still a thing he can do to mitigate that), but he gained: * A longer and more potent slow on his Q, with increased range * More healing and shielding from his E, and it no longer needs mana * Better damage on squishy enemies when Devouring them * A better ult in the late game This is just the first step. I'm all for taking the one thing that makes him very strong down a notch so that the rest of his kit can be better. Squad5 said that the intention is for these changes to be an overall buff for Tahm. Don't make harsh judgments until the full list of changes is out.
: The best annie guide
Honestly, I'd love to see Annie get a VU/VGU. I totally disagree with Riot's stance on this. Her cinematic was so gorgeous and heartbreaking, showing so much depth of character. A little girl that just wants to be loved, but her dark, uncontrolled powers took that all away from her. Now she depends on those powers to survive on her own. In-game, she's a low-poly gremlin with too much eyeliner with the gameplay depth of a petri dish. League should absolutely have "easy champs", but there is a huge swath of design space between "easy" and what Annie does. A free kill because you hit Flash + R and hit all of your buttons and being virtually useless outside of that window isn't fun or interactive for anybody involved. Character-wise, she doesn't match up with the story at all. There's so much room to build her character as a bully, to tie in the impact of trauma and how power changes people, but nope. She's a giggling little psychopath, not the lonely little girl with a mean streak her cinematic so beautifully portrays. A "painterly" skin that gives us the look of her cinematic, complete with oil-painting flames, would be amazing, but Riot can't do that. If more people started playing Annie, they'd realize how bland and lifeless her kit is.
Done25 (NA)
: Celerity is still shit tho, and in no way competes with the new buff to Transcendence.
> [{quoted}](name=Done25,realm=NA,application-id=3ErqAdtq,discussion-id=z6v1rgA5,comment-id=0001,timestamp=2019-04-20T05:22:41.137+0000) > > Celerity is still shit tho, and in no way competes with the new buff to Transcendence. 1% movement speed gives you a small advantage early on, letting you kite enemies and catch up to them when they're just out of range to auto. Transcendence requires you to build more than 30% CDR to get the damage. It's late game vs. early game, and some champions really don't need all that CDR. That said, I'm absolutely going to be cheesing botlanes with Max CDR Bruiser Kai'Sa. That'll be hilarious. Fleet Footwork + (Triumph, Legend: Alacrity, Last Stand) + (Transcendence, Gathering Storm), rushing Spear of Shojin, then into Black Cleaver, Death's Dance, Guinsoo's, Nashor's Tooth. Bruiser Kai'Sa. All abilities evolved, Transcendence alone giving me 54 AD (72 AD with Ionian Booties). If I can grab a blue buff, that blue buff would give me 18 AD. Engage with ult, activate Awakened Dragon, and spam out Q's and autos, with the shield, extra health, Triumph, and Death's Dance to keep me alive. It'll be lit. Maybe finish with a Bloodthirster, just for fun.
: Why is Riot buffing lots of damage runes?
Inspiration runes (i.e., utility runes) are becoming the standard pick for secondary runes because of how much value they provide. They want people to take other things than Inspiration secondary because free boots and biscuits are non-interactive. They're not buffing damage runes specifically, they're just buffing non-Inspiration minor runes across the board while nerfing Magical Footwear, and it just so happens that most non-Inspiration runes are damage runes, lmao. Bone Plating, Conditioning, Celerity, Taste of Blood, Ultimate Hunter, and Relentless Hunter are also getting buffed.
: New Tear Exclusivity, Ezreal, and Off Meta
Now if only Manamune was viable on a champion other than Ezreal.
: Wait..... a Second buff to Ultimate Hunter?
Ultimate Hunter will still only be great on champions that either have an ultimate central to their kit (e.g., Ekko, Pyke) and need that insane CDR or on champions that don't build CDR and can't really benefit from the spell vamp of Ravenous (e.g., most ADCs). Ultimate Hat was fine because it competed with Manaflow Band and Nullifying Orb, situational and mildly useful, but none of them hugely powerful. Ultimate Hunter needs to compete with Ravenous Hunter, and that's a whole different ball game.
Mr Meat (OCE)
: Nautilus changes are... wrong.
Shields counter Vayne. Can't have that.
: Finally
The tank keystone that grants armor scaling off of tank stats? It's almost like we've been asking for exactly this since Runes Reforged. Better late than never.
Fobu (NA)
: Tips on how to win a 4v5?
Find a way to make it an even fight. Get a kill without dying for it, force an enemy to back, have a split pusher force 2+ enemies to come deal with them. Unless you completely outclass the enemy team, a numbers disadvantage is a big deal.
: "You are Shit" and "You ain't shit" are both insults, but...
"Fat chance" and "slim chance" mean the same thing. When something "sucks" or "blows", both mean it's bad. "Oversight" can mean both to have something in your care or to completely miss important details. Yeah, English is awesome.
: Marksman Support
Making a support marksman would be tough, since traditionally, marksman are all about sustained damage, scaling into the lategame with lots of gold, and needing peel to survive, while supports are supposed to be strong early game, function on a low income, and provide the peel that marksman need. A marksman is focused on taking down big, tanky targets like tanks, buildings, and objectives, which means that they need to scale into the lategame when taking those things is most important. Supports with carry potential, like Brand and Lux, also scale into the lategame, but are balanced by high mana costs early on, which doesn't limit autoattacks. In order for it to work, they'd likely need abilities in their kit that empower their autoattacks so that A) Their ability to function like a marksman is gated behind cooldowns/mana and B) they don't need as much gold to get stats. Honestly, they would probably need to be an AP marksman, like Azir, so that they can't just build AD and hit stuff, they need to use abilities to get access to the damage they've built. That way, enemies are able to play around their damage and they can't just be the marksman. A passive similar to Pyke's, that converts AD/AS into AP, which their abilities then turn into on-hit damage/attack speed stims, would be one way to do it. The main problem I see is that a team usually doesn't need two marksman. Unless the intention is for them to run as a non-traditional botlane (e.g., the marksman-support is supporting an assassin, mage, or fighter, rather than another marksman), most teams really wouldn't want two squishy teammates that both need time to scale.
: Rakan’s getting some changes... but something caught my eye.
His attack speed is slow and his range is very short, but he's still technically "ranged" (so he can't use Relic Shield). His overall DPS just from autos is still quite low and is basically melee.
Azeranth (NA)
: When will Conqueror Officially Be A Failure?
They should make adjustments to champions like Vayne, Kennen, Akali, etc., so that they can be strong and powerful in their own lane without needing to come top and abuse their range in order to be viable. Top should be for fighters and tanks, assassins should go either jungle or mid, and Vayne should live botlane and depend on a support to get her through her early game. Jungle Kennen would be dope.
IAmTheLego (EUNE)
: > [{quoted}](name=iiGazeii,realm=NA,application-id=yrc23zHg,discussion-id=2gAEI2bt,comment-id=0003000000000000,timestamp=2019-04-17T20:21:41.902+0000) > > You can see the balloons and shards, too. Don't want her to get those? Zone her away from the minion wave, don't let her CS, just like you would against any other mage. Unless you are hard-pushed into enemy territory, those bubbles will land on your side of the map. Punish her for stepping forward to grab them, or punish her for using her R to pick them up. > > If you go up against a Zoe, bring Cleanse, not Ignite. You can use it to stop her sleep, and if she picks it up, she can't use it to kill you. I'm talking about her piss poor failsafe. Now how to lane against her. I've stomped plenty of Zoes before. But there isn't a single day where i wanted to punch the wall because of how tilting she was despite making her go 0/10.
> [{quoted}](name=IAmTheLego,realm=EUNE,application-id=yrc23zHg,discussion-id=2gAEI2bt,comment-id=00030000000000000000,timestamp=2019-04-17T20:43:13.196+0000) > > I'm talking about her piss poor failsafe. Now how to lane against her. > > I've stomped plenty of Zoes before. But there isn't a single day where i wanted to punch the wall because of how tilting she was despite making her go 0/10. Her W is not a failsafe. It's unreliable, and like I said, you can actually control whether or not she has it through wave control. Zone her so she has to push from afar, don't overextend to where you need to use your summoners to save you, and she doesn't have a W ability. Everything Zoe does gives you the opportunity to stop it or avoid it. She punishes people who play outside their means and don't manage the wave properly.
IAmTheLego (EUNE)
: > [{quoted}](name=iiGazeii,realm=NA,application-id=yrc23zHg,discussion-id=2gAEI2bt,comment-id=00030000,timestamp=2019-04-17T19:27:40.989+0000) > > Her E is on a long AF cooldown, is an avoidable projectile, and can be blocked by minions. > > Her Q is telegraphed, is an avoidable projectile, and can be blocked by minions. > > If you get hit, she outplayed you, because you either pushed up without minions to block or she cleared all of the minions while still having the health/mana to go for aggressive plays. Yeah well...missing an e + q combo can be punishing for Zoe except it's not (or rarely at least) thanks to her W. Oh I miss my e q combo? It's ok! I'll use my w and summoner spells to kill you or escape! That's a cheap failsafe and a poor design if you ask me. Literally the weakness of Zoe'z e and q can be covered by her W and the only counterplay is if our cooldown of our spells are down but that won't be enough much because minions can drop summoner spells because why not? Screw the logic of this shit champion.
> [{quoted}](name=IAmTheLego,realm=EUNE,application-id=yrc23zHg,discussion-id=2gAEI2bt,comment-id=000300000000,timestamp=2019-04-17T20:15:30.587+0000) > > Yeah well...missing an e + q combo can be punishing for Zoe except it's not (or rarely at least) thanks to her W. > Oh I miss my e q combo? It's ok! I'll use my w and summoner spells to kill you or escape! > > That's a cheap failsafe and a poor design if you ask me. > Literally the weakness of Zoe'z e and q can be covered by her W and the only counterplay is if our cooldown of our spells are down but that won't be enough much because minions can drop summoner spells because why not? Screw the logic of this shit champion. You can see the balloons and shards, too. Don't want her to get those? Zone her away from the minion wave, don't let her CS, just like you would against any other mage. Unless you are hard-pushed into enemy territory, those bubbles will land on your side of the map. Punish her for stepping forward to grab them, or punish her for using her R to pick them up. If you go up against a Zoe, bring Cleanse, not Ignite. You can use it to stop her sleep, and if she picks it up, she can't use it to kill you.
Quáx (NA)
: > [{quoted}](name=Everyday Legends,realm=NA,application-id=yrc23zHg,discussion-id=2gAEI2bt,comment-id=,timestamp=2019-04-17T17:05:45.870+0000) > > She's mechanically-intensive and requires good game sense, allowing for a lot of skill expression. Yes. Land and E and then Q and deal half their health. WHAT AN OUTPLAY.
> [{quoted}](name=Quáx,realm=NA,application-id=yrc23zHg,discussion-id=2gAEI2bt,comment-id=0003,timestamp=2019-04-17T19:00:58.178+0000) > > Yes. Land and E and then Q and deal half their health. WHAT AN OUTPLAY. Her E is on a long AF cooldown, is an avoidable projectile, and can be blocked by minions. Her Q is telegraphed, is an avoidable projectile, and can be blocked by minions. If you get hit, she outplayed you, because you either pushed up without minions to block or she cleared all of the minions while still having the health/mana to go for aggressive plays.
: Nerf Kayle post 16, buff her pre-16
Agreed. I'm all for late-game champions, but Kayle doesn't even need to do well in lane, she just needs to not-feed and she can carry once she hits 16. Take power out of her built-in powerspikes and put it into her AD and AP scalings. This makes her more dependent on gold, she scales into the late-game hard, but her early game can benefit from the items she buys.
Teckon (EUNE)
: How do i play against zed?
First, before the game starts, make sure your runes are in order. Zed is a hellacious matchup for any mage, so you need to gear your runes towards early-game sustain. Consider taking Inspiration secondary for Biscuits + Time Warp Tonic for extra lane sustain and free mini-Heals, or taking Resolve secondary for Bone Plating + Demolish/Overgrowth/Revitalize. Take one damage shard and two armor shards. For your summoners, you want Flash + Exhaust. Flash is mandatory on 99% of champions, and Exhaust totally shuts down his ult. Second, you want to build armor. Everything he does is physical damage, so armor can protect you quite a bit. If you're playing a mage, look to buy Seeker's Armguard {{item:3191}} as fast as you can before you start building your main item, then finish your Zhonya's {{item:3157}} once your main item is done. Zhonya's gives you another button to avoid his combos and his ult. Even just doing those things will improve your odds against Zed tremendously. Zed is heavily dependent on his cooldowns and skillshots. Unlike most assassins, he actually has great poke and waveclear and he can be one of the slipperiest champions in the game, but all of that power is gated behind him needing to land his stuff, and manage his cooldowns effectively. Beating him requires you to understand his kit, know when his window of vulnerability opens up, and avoid getting hit. His Shuriken is his primary form of waveclear. Stand just to the side of your minion wave so that he has to choose between hitting you, and pushing. Once he throws it, juke towards your minions so that if you do get hit, they take the brunt of the damage. Abuse your range. When he walks up to last-hit a minion, attack him for it. Make him trade health for that gold. As a mage, you can shove out the lane pretty much whenever you want, but his cooldowns are very long. If you can force him to spend his cooldowns to push, he isn't hitting you with them, so you get more opportunities to attack him. His W, the ability that makes the shadow clone, is on an incredibly long cooldown, but it's also where a huge part of his damage and all of his mobility comes from. If you see him use it, respect the shadow. He could teleport to it at any time, and it copies his abilities. Stay out of range of the slash, and keep an eye out for it to throw a shuriken. Once it disappears or he swaps to it, you now have a long window where he is very vulnerable. He won't have any mobility to juke your skillshots or escape if he pushes up, so his shadow clone is your signal to look to gain an advantage while he's weak. If he dumps his whole combo and whiffs, do not let him walk away from free. Punish him for it. He doesn't have mana, so you need to make him trade health for going in. If Zed brings you down to half health, **leave**. Just leave. Go back to base, buy some items and potions, and come back at full health. He does increased damage to enemies below half, so if he gets you low, you will die to his next skill rotation. There is no shame in backing early when you're in a bad matchup. It's better to lose a wave than to give him kill gold. If you play the lane right, Zed will get bored and try to leave lane to gank someone else and get gold. Don't let him do that for free. If he's moving towards the side of the map that your jungler is on, follow at a safe distance, and hope to either 2v1 him or make his jungle gank into a 2v2. If he's leaving to go roam top or bot, ping that he's missing, shove your lane into the tower so he misses gold/XP, and look to either roam to the other side of the map, back for a free buy, or place wards so you'll see him return. Zed, like most assassins, will only scale into the late game with a mountain of gold. If you deny him that gold, he will be virtually useless in late game teamfights. If you are a mage, your job is not to beat him, it's to **survive** him. Outlast his aggression, take good trades, keep up the pressure without giving him anything, and eventually, you will do more damage than him from a range he can't deal with. It's a tough matchup, don't get me wrong, but it's absolutely doable.
: What about that game where the enemy team has 0 healing pog
> [{quoted}](name=rECatherine,realm=NA,application-id=3ErqAdtq,discussion-id=HgTlB8kL,comment-id=0000,timestamp=2019-04-15T06:20:22.759+0000) > > What about that game where the enemy team has 0 healing pog Forty-five different champions can heal themselves, and thirteen can heal others. Eleven finished items, three keystones, and seven minor runes provide healing. Virtually every ADC will build lifesteal either through their items or their runes, and they will bring Heal. Gunblade is a common buy for any AP assassin. Death's Dance is pretty much a must-buy for any fighter. Elixir of Wrath exists. There is pretty much zero games that have no healing.
: Vayne's ranked statistics are hysterical
Yeah, she needs a nerf. I think dialing back the roll CDR on her ult and gating it behind ult rank is the way to go. For example, she gets no CDR at rank 1, 25% CDR at rank 2, and the full 50% CDR at rank 3. That makes her, holy crap, a late-game hypercarry with a weaker early game? Whoda thunk.
: PTA gives 40 damage at level 1. Electrocute gives 30.
Electrocute doesn't deal 30 at level 1. It deals 30 + 40% of your bonus AD + 25% of your AP. So at level 1, if you started with two damage shards and a Doran's Blade, your Electrocute proc is dealing ~37 damage. A negligible difference to PtA. This damage will continue to scale with your AD and AP, easily reaching several hundred damage with the right build. PtA damage only scales with level. It also procs itself off of your abilities AND attacks, where PtA only works for attacks. If you deal damage with your abilities and/or don't build attack speed, Electocute is much faster to get off. They're different runes. They both give access to extra damage, but one is about burst damage, the other is about sustained damage. That's the whole point.
: So, I'ma give some early feedback on those upcoming PBE Aatrox adjustments.
Personally, I'm a fan of this change. The intention is for it to be Aatrox's "true form", where you go into a frenzy of killing, but most people use it as an emergency, "I'm about to die" button, get the revive, limp away, and reset. This version is closer to that idea. You don't just get a free revive, you actually need to kill somebody to get it. The fear on-cast is what sells it for me. That's essentially a stun. You can jump in on somebody and stun them between casts of your Q or ensure they can't run away from your W. You get an AoE stun around you when you pop it, making it easier to line up your skillshots as you look for that kill and start snowballing.
: Post MSI Gameplay Improvements
Have you considered that Inspiration is crowding the secondary slot because the minor runes offer a lot of value, but the keystones are situational at best? Kleptomancy is balanced around the few champions that can abuse it, Glacial Augment only really sees play on cheesy mage builds that use the slow for easy skillshots, and I haven't actually seen anybody take Unsealed Spellbook since its minor rework. It seems like the opposite problem that Domination had a while ago, where the keystones were stronger than other options, but the minor runes were not as strong, only this time, you don't have to commit to the rune as your primary to get the benefit. I would hope that if you look to nerf the strength of the Inspiration minor runes, you also tune the Inspiration keystones so that more champions can actually take Inspiration if they're looking to gain that utility.
: So I am able to do what this man did without consequences?
You had a toxic player in your game, ruining your experience. Your response was to AFK and ruin everyone else's experience. Penalty deserved. Does that other guy also deserve a penalty? Absolutely, that's a shitty thing to do to somebody. But penalties are not about the other person. Context does not matter. The only thing that matters is your behavior, and you behaved poorly. The right thing to do would have been to focus on farming the botside jungle. He'd eventually either lose top for not being there and get reported by your entire team, or he would get bored and actually play his role. Instead, you made it a gray area where both people involved deserved a punishment, and you were the only one who was clearly throwing the game.
: opinion on adc Neeko
I honestly don't know why Rito has let her be an ADC/toplaner for this long. They've hit off-meta builds that are weaker than Neeko harder and faster. Just remove the passive on her W and put that power into her Q damage or her E damage or her R shield. She is obviously supposed to be a burst mage, why are they letting her be an AA champion?
Hailren (NA)
: Question about Zoe vs Yasuo
Zoe's Sleep has a cast time, travel time, and a delay. It's possible that it was already in the air when the knockup happened, or you already had it applied and the delay was just happening. Zoe can redirect her Q if it's in midair while she's stunned. Her W mimics summoners, and many summoners can be cast while stunned, like Barrier.
D357R0Y3R (EUW)
: Jhin ult damage buffed again
There's really nothing else to buff. His autos hurt. His Q hurts. His W hurts. His passive is fantastic. With how his kit works, buffing any sort of base values quickly spirals out of control. His ult is kind of lackluster. The cooldown is long and it makes him totally vulnerable, but it can feel like it does no damage unless the enemy is about to die or you've built lethality. I think "CDR Jhin" is gonna become a thing. Start lethality, then get Essence Reaver instead of IE, maybe grab runes like Transcendence and Presence of Mind, and you can just trap the everloving crap out of the bot lane and spam your ult at the enemy.
: No. it didn't. The W change literally just decreased the minimum W damage by 33%, and increased the maximum damage by 33%. If the only thing used to clear is W, the clear speed/capture rate is EXACTLY THE SAME.
> [{quoted}](name=Illabethe,realm=NA,application-id=3ErqAdtq,discussion-id=cehgBe5V,comment-id=00000000,timestamp=2019-04-10T03:00:34.497+0000) > > No. it didn't. The W change literally just decreased the minimum W damage by 33%, and increased the maximum damage by 33%. > > If the only thing used to clear is W, the clear speed/capture rate is EXACTLY THE SAME. It really did get improved. Minions don't have a lot of health, so those initial small ticks of damage lower their current health by a massive percentage compared to a hero, causing it to ramp up faster against minions than it did before. Her waveclear is stronger now.
: Morgana had 90% ap ratio on her Q for 8 years, why do you decide to nerf it now?
It's not that she's too strong, it's that she's too braindead in the midlane. Her W got significantly better at shoving waves with her update, and between her long-range CC, free pushing power, and unique CC prevention, she's incredibly hard to punish and can roam around however she pleases. They're bringing down her power to compensate for how easily she can push waves without needing to be near the wave to push it.
: Daily reminder that "Focus the ADC" is not always the best option
Rioter Comments
RéktSai (NA)
: Champions who are LONG overdue for a Skin.
I was seriously hoping that Kindred and Bard would be getting Blood Moon skins, but they didn't. I mean, come on. The whole schick is death and masks. Kindred would be perfect.
: I feel like more people should try building Wit's End on Kai'Sa.
I've been thinking about it. Attack speed is great, MR is nice, and the extra on-hit damage and healing may make it a solid niche choice. You have to consider that Kai'Sa has respectable AP scaling. Unlike most ADCs, she can actually go Banshee's and it won't hurt her build in the slightest. It only costs 100 gold more than Wit's End, but offers more magic resist, extra CDR, the spell shield, and 75 AP. Not only that, if you've already built Guinsoo's or intend to (and most Kai'Sa players should), then buying Banshee's evolves your W. I think for Kai'Sa specifically, Banshee's is better against AP, but for champions that traditionally build more on-hit, like Varus or Kog'Maw, it might compete with Maw.
Rioter Comments
: Twisted Treeline 9.7 Ghost Poro Changes
Honestly though, how many people actually play Twisted Treeline enough to care? I can see them just replacing it with Nexus Blitz and most people would probably be fine with that.
Rioter Comments
Nol (EUNE)
: Graphics update of LOL with level Overwatch grapchics
Overwatch has such high-quality models because the game is first-person. It would look terrible with a low poly count because of how close you actually get to other players. League's camera is much farther away from the action, so the devs can get away with having lower-quality models and put those resources towards rigging, animation, particle effects, and other design areas. In fact, a high poly count MOBA at this scale would probably look uncanny and off. League has well over a hundred champions. Upgrading all of them, along with all of the map assets, lane and jungle creeps, to the level of an FPS game would be a daunting task for any game company. They're not going to do that if it isn't necessary.
Rexxiee (NA)
: Jhin mains trying to get items nerfed instead of their champ
I remember the devs talking about gating Jhin's movement speed behind a different stat, so he has to sacrifice raw damage output for the safety of his mobility. I wonder what happened to that idea. I think it'd be great if AP Jhin became a thing. AD/crit build for the damage, AP build for traps, CC, and mobility.
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iiGazeii

Level 69 (NA)
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