DaRkSkyX (EUW)
: All I like and I don't like about Kayle & Morgana reworks
A simple texture change that made the bodysuit into chainmail would be a massive improvement.
: Kayle is Really Putting Her Neck on The Line
: Its incredible! I can't even play the champion I love without seeing someone in champ select saying "I see our mid is trolling with the akali pick so ill troll too" this is so insane. PLEASE fucking fix akali in 9.4.
> [{quoted}](name=plzbuffdarius,realm=NA,application-id=3ErqAdtq,discussion-id=OVTN4AEO,comment-id=0004,timestamp=2019-02-19T02:37:12.143+0000) > > Its incredible! I can't even play the champion I love without seeing someone in champ select saying "I see our mid is trolling with the akali pick so ill troll too" this is so insane. PLEASE fucking fix akali in 9.4. She's getting buffs in 9.5.
: Kayle's rework in a nutshell
She was just like "Screw it, all these people are dealing true damage to me anyway. Who needs armor?"
: Anyone else think that Schrödinger's Cat is the dumbest thing ever? [Resolved]
When Schrödinger coined the thought experiment, he was using it to try to explain quantum mechanics and the concept of superposition. It wasn't supposed to be generalized to every single unknown thing in the world, just to subatomic particles. People just went crazy over the idea because it made them feel smart for knowing it, even though they didn't understand it.
: well since we all know its a little too late to change kayles model...
It's not too late to do some minor tweaks. They did it when they released the new Aatrox. It might take a bit, but Riot is usually pretty dedicated to delivering on these sorts of things, especially when there's this much hype and press around it. I expect they'll go back and make the wings a bit bigger, like they did for Aatrox, as well as adjusting the textures on her body to make it look more like chainmail or something, rather than a bodysuit. They might even add a few extra armor plates for more coverage.
: Will All Morgana and Kayle skins be updated when they release?
Of course, they always do when they do a VU/VGU for champions. It would be weird if just the base skin got better and the old stuff stayed the same. They likely completely redid every single one of Kayle's and Morgana's skins from the ground up to match their new models, including any special particle effects for the skins that have different effects than the base.
: So we're closing in on Kayle and Morgana's update. What's to come after?
: What are champs that go "inside" you??
With enough weird fanart, all of them.
: 4th Sorcery Keystone Concept
So basically, you get AoE damage-over-time if you hit an enemy with a spell? Interesting. The only problem I see is that as a straight damage keystone, it has to compete with both Summon Aery and Arcane Comet, and unless the damage on this is insane, Comet will generally beat it because burst > DoT. I think it would be better if the storm provided some kind of utility as well as damage, such as debuffing enemies who stand in the zone (a slow, armor/MR strip, if they stand inside too long they get stunned by lightning, etc) or if it gave you some kind of buff for going in and standing in the zone too (health/mana regen, movement speed, tenacity, etc.). Adding utility would give it a different niche than Comet. I do agree that we need another Sorcery keystone, and it should absolutely be spell-focused.
: What is the trick to positioning?
Good positioning is not being in range to get killed by those things in the first place. If you are close enough to the enemy that they can kill you faster than you and your teammates can kill them and/or save you, then you are too close. Your goal as the ADC is to be in range of one enemy. One. Uno. You place yourself as far back from the enemy as you can with as many teammates between you and the enemy as possible, and shoot the one person that is closest too you until they are no longer the closest, either because they died or they backed up. Repeat until everyone on the enemy team is dead. If there are suddenly two enemies that are in range, back up until there is only one. Pay attention to enemies with lots of mobility or range, like assassins and burst mages. It's their job to kill you, but it's not your job to kill them. Imagine a ring around those enemies that is the range of their mobility/spells, and stay out of that range unless you have a way to avoid it (e.g., Flash, a support with CC or a body that can block it), you see the enemy use it on someone else, or you are safely in the middle of your team. Positioning is a dance between being a threat while avoiding the enemy's threats. You need to be close enough to deal damage and get kills, but you also need to be far enough away to not get creamed. Finding that happy medium is a large part of the marksman's skill ceiling.
Rodsquad (EUW)
: Voidborn stories and updates.
I think the reason why is that the conflict with the Void is like the finale to the Runeterra story. The ultimate battle against all-consuming hunger and the entire world. The battles between Noxus and Demacia and Ionia are absolutely relevant, but the battle against the Void is on another level. It's the endgame. The End. Advancing the Void's story is advancing THE story, and I'm not sure we're quite ready for that in the ongoing lore.
: > [{quoted}](name=iiGazeii,realm=NA,application-id=yrc23zHg,discussion-id=KnAj4RmL,comment-id=00020000,timestamp=2019-02-16T19:24:19.791+0000) > > The healing is small because you can trigger it multiple times in a fight. You could only get the old heal when above 190 energy, which would happen once, maybe two times in a trade or a teamfight. This version could proc 4-5 times in one rotation (E-Q-Q-W-Q). > > Compare with the healing that was removed: > > At max rank, a Gunblade's stats would be giving you 25 (+16)(+32) = **73 healing**, once per trade. In order to beat that healing, my version would need you to land 5 empowered autos, which is a full rotation of abilities (not including the ult). It's MORE healing if you land everything. > > This is also comparing it to a max-rank Q. At early ranks, the healing is much stronger than it was before. At level 3 with just a Longsword, this version could net you significantly more healing. Old heal was above 180 energy. It was also ranged. She had less risk involved and got a more reliable heal. I don't know if you play akali much, but landing 4-5 empowered autos in a rotation is unrealistic. The enemy isn't being inhibited enough in a 1v1 for it to happen that much when they can just walk out. Your math is also wrong. If you've got 100ap with a gunblade and 40 bonus ad. Youre looking at a grand total of 5+(.1 x 100)+(.1 x40)= 5+ 10+4. With 4 autos you don't get 100hp back. Akali already has a very low armor base. That's why she was given a heal. Your version is severly undertuned for the risk involved. Look at sylas who has a point click heal that has ridiculous healing. If she has to get into melee range to heal, then there has to be a much more significant heal for it to be worth. I seriously want you to look at the taste of blood rune. It scales better than your proposition and has better base stats, while not being an integral rune. This is supposed to be a part of her identity. If they won't let akali have a worthwhile heal, then her combo setup needs to be faster. That's her sole problem in late game is that she is bursted faster than she can burst anyone due to a long setup.
Gunblade gives 80 AP, and Akali should have no problem sticking to targets between the increased range and movement speed from her passive, the slow on Q and Gunblade, the movement speed in her shroud, and her E and ult dashes. Sylas gets a giant heal, but it's on a long cooldown. This heal has no cooldown. Regardless, these numbers aren't final. This is a concept, not official patch notes. The heal amount could be tweaked, but the point is to gear her more towards extended trades and sustained self-healing rather than a burst of healing every once in a while.
: I want to point out that your version of an added "heal" is nothing. If i get 100bonus ad and 1k ap, which is ridiculously high, I'd be healing for under 150. This would be at a late stage in the game where champion abilities easily do 300+ without items. The taste of blood rune has a higher scaling and base state. For akali to benefit from a heal, the ap scale would need to be at least 50% ap and have a better base value. Think about the risk involved with what you need to do to get that heal. You have to get into auto range, expose yourself to damage, and then you get back maybe 20 hp with a fully completed hextech gunblade. Average time for akali's gunblade is 14 minutes. You're going to take so much more damage if you get hit by all of the enemies spells and having that heal did nothing. Having said all that, I keep trying to point out. Akali is supposed to be a mid laner. If we tie her sustain to hit champs and autoing, then she'll have to be busted to be viable mid. On the other hand, she will always be better in top lane, where a lot of champs are forced to melee. If you want to keep akali viable mid without busting her in top, her sustain power can't be added if she can get into ability range.
> [{quoted}](name=RyzenLord,realm=NA,application-id=yrc23zHg,discussion-id=KnAj4RmL,comment-id=0002,timestamp=2019-02-16T18:06:03.509+0000) > > I want to point out that your version of an added "heal" is nothing. If i get 100bonus ad and 1k ap, which is ridiculously high, I'd be healing for under 150. This would be at a late stage in the game where champion abilities easily do 300+ without items. The taste of blood rune has a higher scaling and base state. For akali to benefit from a heal, the ap scale would need to be at least 50% ap and have a better base value. Think about the risk involved with what you need to do to get that heal. You have to get into auto range, expose yourself to damage, and then you get back maybe 20 hp with a fully completed hextech gunblade. Average time for akali's gunblade is 14 minutes. You're going to take so much more damage if you get hit by all of the enemies spells and having that heal did nothing. > > Having said all that, I keep trying to point out. Akali is supposed to be a mid laner. If we tie her sustain to hit champs and autoing, then she'll have to be busted to be viable mid. On the other hand, she will always be better in top lane, where a lot of champs are forced to melee. If you want to keep akali viable mid without busting her in top, her sustain power can't be added if she can get into ability range. The healing is small because you can trigger it multiple times in a fight. You could only get the old heal when above 190 energy, which would happen once, maybe two times in a trade or a teamfight. This version could proc 4-5 times in one rotation (E-Q-Q-W-Q). Compare with the healing that was removed: >If cast at 180 energy or above, heals for 5 / 10 / 15 / 20 / 25 (+ 20 / 25 / 30 / 35 / 40% AD) (+ 20 / 25 / 30 / 35 / 40% AP). At max rank, a Gunblade's stats would be giving you 25 (+16)(+32) = **73 healing**, once per trade. In order to beat that healing, my version would need you to land 5 empowered autos, which is a full rotation of abilities (not including the ult). It's MORE healing if you land everything. This is also comparing it to a max-rank Q. At early ranks, the healing is much stronger than it was before. At level 3 with just a Longsword, this version could net you significantly more healing.
: Is it okay to abandon bot laine?
No, it's not. Abandoning your bot laner will only make things worse. Midlaners don't want a support. They don't need a support. Your presence actually hurts them, because even if you help them secure a 2v1 kill, you split the XP that they need. Roam there and help them snowball, but leave as soon as you secure a kill. Being the support is being the babysitter. It's not the jungler's job to keep your marksman alive; it's yours. Depending on the type of support you're playing, you're either bodyguarding that baby marksman, healing them and protecting them with spells, spoonfeeding them kills with CC, or zoning the enemy with high-damage spells. Marksman scale. If they're doing very poorly in the early game, they can still do pretty alright in the late game if you stick with them and try your best to keep them alive.
: You really didn't watch it. Aoes DO proc it. DoT Aoes do not. Watch the Twitch Ult, or Zyra clips.
Twitch ult is an empowered auto. Zyra's plants are summons. They aren't in the same category. AoE spells, like Evelynn's Q or Neeko's Q, don't give more than one stack per use, which is shown clearly in the video.
: It's 5 champion hits. you can literally proc it on a single Cait Q if you hit 5 champions. Any champ who has a large aoe directional ability can instant proc it. Static Shiv also can assist in proccing it.
Not true, if you watch the video attached, AoE abilities only count as one hit, regardless of the number of champions that one ability hits.
: I think this is a good tweak, but is she going to be buffed 9.4 or are they pushing it back later?
> [{quoted}](name=MessyStuff,realm=NA,application-id=yrc23zHg,discussion-id=KnAj4RmL,comment-id=0001,timestamp=2019-02-16T01:48:12.085+0000) > > I think this is a good tweak, but is she going to be buffed 9.4 or are they pushing it back later? Meddler confirmed today that they're looking at buffing her in 9.5, unsure on what the direction is though.
: Actually they do get a heal, because Conquerer is a heal. They also gain massive AD on stacks, and the true damage. The only challenge is getting the 5 stacks in 3 seconds, but some Adcs can definitely do it, like Twitch, Kai Sa, Sivir, Caitlyn
10% of the damage they do after hitting an enemy five time is not a reliable heal. By the time you started feeling your keystone doing anything, any other keystone would have already gotten its full value in the trade. At early levels, the AD you get is comparable to the AD you get from spell shards. At max stacks. ADCs that have extremely long trading patterns might see a lot of benefit, but it's definitely a late-game rune that provides little to no benefit to a ranged AD champion in the laning phase.
SS1986 (NA)
: So you removed true damage from IE and gave adcs it back anyway
If they go Conqueror, they basically don't have a keystone until the late game. They don't get the attack speed stim of Lethal Tempo, they don't get the healing of Fleet Footwork, they don't get the extra damage from Press the Attack. The new Conqueror is really bad in the laning phase, which is exactly when an ADC needs their keystone to be really good. It's hard to stack and keep stacked without dying when you're the squishiest thing in the game.
Rioter Comments
Yenn (NA)
: Please fix attack move so that it doesn't target wards
There's an option to toggle on "target champions only". I recommend rebinding it to a key that's easy to reach, but one you won't press accidentally, like caps lock or an extra button on your mouse. It makes it much easier to chase, attack, and target champions without needing to worry about hitting a minion, tower, or ward instead. Just get in the habit of toggling it on when you're committing to fighting, and it saves you a world of trouble.
JuiceBoxP (EUNE)
: What would happen if we take a flat 25% damage out of the game?
What would happen is that sustained damage champions would see virtually no change in viability, tanks would be buffed, and all burst damage champions, especially those that walk that razor's edge of damage thresholds to actually kill somebody would fall off. Hard. Not only would their targets get a longer laning phase to farm up, but they would outscale the assassins earlier on and with less gold invested in defensive items. Their whole kit wouldn't be enough to get a kill, so their options would be limited to "get in, fail to get a kill, and die" and "get in, secure a kill on somebody who was already low, and die". I'm not saying it's a bad idea, but burst champions would need compensation in some area other than damage. I would love to see them get a buff to their mobility, so that they have better access to enemies that are low and trying to get away, and better escapes so they can actually get out of a fight. Their job wouldn't be to 100-0 people anymore, it would be to either 100-50 people for their team to clean up, or to 50-0 people and get out alive.
: I've held off creating this thread for too long... The Day Riot invited me to Playtest Mordekaiser
That's so amazing! It's nice to see how much the devs really care about selling the fantasy and feel of the champions, not just the mechanics. So how many bugs does the new Morde have?
: Am I the only one that really really really hates SG Urgot?
Star Guardian team I want:{{champion:104}} {{champion:4}} {{champion:201}} {{champion:516}} {{champion:240}}
: What is blue essence even for now?
It's for champions. Sometimes, the Essence Emporium opens up and it allows us to buy cosmetics with it, but BE is primarily for buying champions.
Ifneth (NA)
: What If Doran’s Shield Granted a Shield?
Doran's Shield doesn't actually have a cooldown; the timer you see ticking down is the reactive regen that you gain from taking damage. It gives you a bit of flat health regen, plus additional regen whenever you take damage that scales with missing health. It'd be interesting if with your idea, they made it an orange shield, which we currently only see in Camille's passive. It would block physical damage only, making it good for fighting against another marksman or an AD burst assassin, but wouldn't be as effective against everybody.
: Then address the facts before you try to "Debate" lol
I did. You just didn't read it. You claimed that Sylas loses trades and fights because of grievous wounds, and suggested that either his healing be made an exception, or his healing be made large enough to sustain him through grievous wounds. I told you that that is a terrible idea, and informed you that there are upsides to forcing your opponents to build against you that would be lost if grievous wounds was irrelevant. Instead of making Sylas' heal inconsistent with other heals to reduce how powerful grievous wounds is against him, I argued that it would be better to improve the sustain in his kit that isn't affected by grievous wounds. I think we're done here.
: You implied there was something wrong with what I was stating, PC up
Yes, it's called "debating". It's not a comment on your character to say that you are wrong. Which you are. And it's not an attack on your person to call your idea terrible. Which it is. Now, if I had said that you are an idiotic, self-righteous buffoon who couldn't argue their way through a revolving door, THAT would have been an ad hominem attack, regardless of how true that statement might have been. But calling your idea wrong, explaining why, and providing alternatives is the basis for healthy debate, the very concept which the rules against ad hominem and other fallacies were created to protect.
: ***
"Ad hominem" is an attack on the person, calling your argument terrible is as far from ad hominem as I could get.
: > [{quoted}](name=iiGazeii,realm=NA,application-id=3ErqAdtq,discussion-id=i7nmo52t,comment-id=0000,timestamp=2019-02-14T06:29:01.060+0000) > > Are you seriously suggesting that Riot prevent people from itemizing against Sylas and punish them for burning their summoners to kill him? This wouldn't be a "fix", it would be a horrific exception to well-defined game mechanics. > > People aren't going to have Ignite for every fight. If they build items like Mortal Reminder or Thornmail, they've just invested a ton of gold into being good against specifically you, when they could have spent that gold on being good against everybody. > > If he does need more sustain in trades, there's a million things they would do before making his heal an exception to grievous wounds. his kit is already weird or we wouldn't have this issue. You could double his healing instead but that would make grievous wounds too important for a non ultimate ability. Just saying it how it is ;)
No, you're not "saying it how it is", you're giving a terrible suggestion. Outside of his ult, his kit isn't weird at all. His interaction with grievous wounds isn't the issue. A lot of his sustain comes from healing, therefore anti-healing items are strong against him. Those items are suboptimal compared to what people could be building instead, so they're hurting their overall build just to be good at killing Sylas. If grievous wounds is too strong of a counter to Sylas, the solution isn't just to make him an exception to it. That's a lazy, cop-out way of going about things. Instead, you give him sustain in other ways. Increase his health and/or resistances. Make the shield on his E stronger, or have it refresh when he pulls himself to an enemy champion. There are so many ways to make his ability to trade better without hinging it entirely on one ability or making his heal ignore the thing that's supposed to counter healing.
: Syllas heal fix
Are you seriously suggesting that Riot prevent people from itemizing against Sylas and punish them for burning their summoners to kill him? This wouldn't be a "fix", it would be a horrific exception to well-defined game mechanics. People aren't going to have Ignite for every fight. If they build items like Mortal Reminder or Thornmail, they've just invested a ton of gold into being good against specifically you, when they could have spent that gold on being good against everybody. If he does need more sustain in trades, there's a million things they would do before making his heal an exception to grievous wounds.
Rioter Comments
: > [{quoted}](name=iiGazeii,realm=NA,application-id=3ErqAdtq,discussion-id=Tu2VWW8z,comment-id=0000,timestamp=2019-02-13T22:39:34.209+0000) > > 10 extra base damage on his shuriken is still less damage than he'd be doing with that extra AD from the passive. U probably didn't read the extra 10% ad ratio
10 damage + 10% AD on one ability is not as good as bonus AD that applies to his autos and all of his abilities.
: Fix Lux R hitbox.
Watch this. https://youtu.be/-PYzKgw9-Ps The actual target area on this ability is _massive_. The hitbox isn't necessarily the problem, its that the animation doesn't actually display how ridiculously wide the actual hitbox is. At the very least, the devs should give it an area indicator on the ground as she casts it, similar to the change they gave Irelia's E recently. If I could just see how far I need to move before I get blown up, I would be satisfied. Personally, I think the best option would be to give it two hitboxes; a thinner center hitbox that does more damage than it currently does, with the wider area it is now doing less damage. This would reward Lux players who are very skilled or who land their full combo on somebody (since the thin center area is easy to line up on a rooted target), but it would prevent her from just throwing it out into a choke or a teamfight and getting huge damage/kills because of the forgiving area.
: Why is Yasuo so powerful?
Yasuo is strong right now because the devs buffed him after reworking IE and nerfing all the crit items, and then reverted the crit changes without reverting the compensation buffs to Yasuo. He's getting nerfed in the next patch.
: What the hell are this Zed changes?!
10 extra base damage on his shuriken is still less damage than he'd be doing with that extra AD from the passive.
: I don't think so necessarily. Most of her kit also scales with AD as well. Her E scales AD a lot better than it scales AP. Sure her passive will be shit but idk I feel like she / Varus / Kogmaw should be item bed buddies honestly.
> [{quoted}](name=Hethalean,realm=NA,application-id=yrc23zHg,discussion-id=uzEq9UaN,comment-id=0000,timestamp=2019-02-13T22:12:43.726+0000) > > I don't think so necessarily. Most of her kit also scales with AD as well. Her E scales AD a lot better than it scales AP. Sure her passive will be shit but idk I feel like she / Varus / Kogmaw should be item bed buddies honestly. If every single one of her abilities didn't have hybrid scaling, I would agree with you, but it's honestly ridiculous. Her Q, her main damage and waveclear ability, scales harder with AP than it does with AD. Additionally, both Varus and Kog'Maw primarily build on-hit, not crit. They pick up Runaan's to spread their damage around for waveclear and only pick up IE in the late game, they don't rush it. Kai'Sa's current build rushes IE into Rageblade, then continues to build crit. I would be totally fine if her build was to rush BotRK like they do, but she doesn't, she rushes crit.
Rioter Comments
ÆØNiC (NA)
: Support items...
It's tough because jungle items aren't restricted by role, they're restricted by Smite. It doesn't matter what lane you are assigned or what lane you play in, if you bring Smite, you can buy a jungle item. There isn't a set summoner spell exclusive to supports or even that is the same between supports. There's no in-game or mechanical factor that can distinguish supports from any other champion. If you artificially restrict it to people assigned the support role, what happens to Blind Pick? Lane swapping? There's no way for the game to reliably detect who is actually playing support at the very start of the game.
: And giving your lane opponent a HUGE bounty for the jungler to have
CS doesn't give you a huge bounty. Bounty is roughly a 70-30 split between kills and farm, respectively.
: I completely agree with this change. It makes jhins traps actually have utility other than just being another method to stun people. Although I think the timing or duration of the traps would have to be nerfed to compensate right? Or do you disagree?
> [{quoted}](name=emarythomp2,realm=NA,application-id=yrc23zHg,discussion-id=FEGBZQME,comment-id=0000,timestamp=2019-02-13T18:48:37.253+0000) > > I completely agree with this change. It makes jhins traps actually have utility other than just being another method to stun people. > > Although I think the timing or duration of the traps would have to be nerfed to compensate right? Or do you disagree? Reducing the duration would be an interesting way to compensate. He'd have to place them more actively. The only problem I see is that it would improve their power in teamfights, since when Jhin kills people, they leave exploding traps behind, which would have a stronger slow after these changes. That's why I was leaning more towards a slight damage nerf.
: So you would say... primarily.. it's the bounty system abuse.. secondarily the vision?
It's not a bounty system abuse. They're abusing a support item + Kleptomancy to get just as much or more gold than they would going after minions without actually interacting with the lane. CSing is an important part of the laning phase because it pulls you into conflict with your opponent. If you go for CS, that's a window where your opponent can punish you, forcing you to trade health for that gold. If somebody can generate gold without needing to hit minions, only their lane opponent, they can just wail on that person to punish them for CS while still getting all the gold they need.
Rioter Comments
: Now that the new patch is out what do you think of Kai'sa? Has her build changed?
> [{quoted}](name=Aralakh Company,realm=NA,application-id=yrc23zHg,discussion-id=MyYcb80E,comment-id=0000000000000000,timestamp=2019-02-11T22:23:39.189+0000) > > Now that the new patch is out what do you think of Kai'sa? Has her build changed? The new build seems to be focused on crit. Infinity Edge -> Rageblade -> Runaan's Hurricane is the go-to, with Berserker Greaves built somewhere in the middle.
Seth L9 (OCE)
: Again why is Lucian immune to any major nerfs?
The increase to the W mana cost is pretty significant. It's his main source of kiting and sticking to targets in the early game due to how long his E cooldown is to start. If he's too aggressive and just spams out spells for passive procs, he'll run out of mana a lot faster. It's not the biggest nerf in the world, but it's something. This is always Riot's first pass with problematic champions. First they take what's supposed to be weak about them, and make that weakness more pronounced.
drash79 (NA)
: We'll need cross the board Bruiser nerfs if the new conqueror goes live
If you let someone stack up the new Conqueror to five stacks and you STILL are trying to outtrade them, you deserve to die to them, that's just being stupid and/or stubborn.
: Love the updated Katarina Run! BUT I think I could be even better! <3
All I could think of while seeing the new running animation was [this](https://www.youtube.com/watch?v=mjjkHg5FOhk)
: does jhin feel a little weaker to anyone this current patch?
I think he feels stronger, personally. Early game is a bit rougher since your first item is more expensive, but my shots _hurt_ again. The go-to build is to rush IE or Essence Reaver (IE if I'm ahead, Essence Reaver if I'm behind), then go for RFC (or PD, if the enemy keeps bursting me), finish Berserker's Greaves when I can, then I usually build a Last Whisper and sit on it while I finish a third crit item. Once that's done, I upgrade Last Whisper into whatever's most appropriate for killing the enemy team.
: > [{quoted}](name=iiGazeii,realm=NA,application-id=yrc23zHg,discussion-id=rR79kulW,comment-id=0000,timestamp=2019-02-11T04:27:04.964+0000) > > The vocal minority shouldn&#x27;t make decisions. > > Yasuo is fine. He&#x27;s got a stable winrate and tons of counterplay. Everything he does is telegraphed and gives his opponent the opportunity to avoid dealing with it. > > He&#x27;s only really considered a problem on the NA servers, for some reason. Over in the Asia servers, he&#x27;s seen as a balanced champion with no major issues. Everything he does is telegraphed? Not at all. In that case, every champ is telegraphed...yasuo's windwall - not telegraphed. E dash spam - not telegraphed. Crit and double Shields passive - not telegraphed. Yas Q1 and Q2 -hardly telegraphed. Q3 - telegraphed only in the sense that it is a Mana less, spammable, otherwise free ranged harass/engage/disengage/execute/lockdown tool. Yas ult? Only as telegraphed as yas's q, which can be completely instant of Q'ing at melee. If Yas had any teammates with knockup, then all counterplay is removed. You want to see telegraphed? Look at Darius, then come and talk.
> [{quoted}](name=kingDeDeDarius,realm=NA,application-id=yrc23zHg,discussion-id=rR79kulW,comment-id=00000001,timestamp=2019-02-11T17:47:11.533+0000) > > Everything he does is telegraphed? LMFAO not at all. In that case, every champ is telegraphed... > You want to see telegraphed? Look at Darius, then come and talk. You can count Qs to know how close he is to his tornado, and he gets a loud sound effect + particle effect when his knock up is ready. His shield meter shows you exactly when he has his shield and when he doesn't. Windwall has a long af cooldown, making it easy to track, and once it's out, it's easy to play around. It's only really good for blocking that one skillshot, especially if he's engaging or retreating.
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iiGazeii

Level 63 (NA)
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