: am i missing something? i thought {{champion:105}} built at least one off tank AP item or was his tank a 100% committed full tank build? because even with the low ball of 74 you have {{item:3100}} {{item:3151}} {{item:3165}} {{item:3027}} {{item:3116}} (i know lich isnt a tank item but it is a fizz item) adn then even though they dont have health you can easily work in {{item:3157}} or {{item:3102}} on a tank build considering the res, CDR, and AP?
Dude this was from over a year ago, don't necromance dead threads. This was back when fizz went trinity force into straight bruiser items like spirit visage, and WAY before they overhauled mage items.
: Is League even fun anymore? The current Meta and general state of the game is downright awful
Jump ship, take a breather from online games (League in particular), and go do something else instead for a bit. Come back to league in a month, see if you still feel like it's worth playing, and if it is, great! jump back in. If not, move on. It's simple enough and not really a hard commitment one way or the other until you've had time to take a step back and look at it objectively. Sometimes things seem way worse than they are and a break helps you realize that, and sometimes the break helps you realize how you're happier not participating in something anymore. I did this exact thing at the start of the season to focus on school and relationship stuff, and for me, it meant I realized league wasn't making me happy anymore so I've moved on. Hopefully you find some clarity brother.
Rioter Comments
: I actually can't handle the titanic hydra bug. I really want to build the item. But I can't.
Huh, never knew about this... I always just used it paired with other auto resets so I guess I never saw it cuz I'd just AA > Titanic > AA reset
: The nature only kills you if you're a meanie. So it's better to come as a friend and ally with one of the big bois like Shen, Zed, or Irelia.
Until someone shows up and tries to kill you because they want to exploit the nature stuff. Go to Freljord instead.
: ''yasuo was designed to be weak early game and be a hyper carry late game''
Yasuo was never supposed to be a hyper carry, he hard spikes mid game, and carries if he snowballs off that spike. That's kind of the point of giving him double crit chance but nerfed crit damage, lets his DPS and burst top out sooner, but keeps it from getting really crazy overall. Other people have already covered why he spikes level 2, so not gonna bother rehashing that, but needless to say his kit does what it's supposed to do. The real problem is that people in general just dislike playing against that style of kit because it feels pretty feast or famine based off of seemingly small advantages. It's the difference between being designed well as a champion (which he really is) and being designed well for the game (which is the part most people debate over). I'd argue that the people saying what you quoted either don't really understand the words they're using/are parroting circle jerk that they've heard elsewhere, or fundamentally lack an understanding of champion kit design and game meta-systems.
Dysnomia (EUNE)
: The only thing (apart from Camille's ult) that can cancel Sion's ult is Yi with his alpha. But you can take him under your turret that way if timed good.
Anyone with temporary terrain can stop Sion's ult. Few things are as tilting as getting pinballed in the opposite direction by a Trundle pillar, but I have seen it in my own games on at least 5 occasions.
Speeedy (NA)
: stormrazor was a much needed change because rushing it first item was incredibly broken, especially with cait. You litterally just run up AA someone kite back wait to the timer to refresh, rince and repeat. You automatically did more damage then your opponent with little to no counterplay. The only way i found to beat it was to have a support that can all in you easy, but some assassins with it you die even quicker than before and when you die in less than .3 seconds from full HP with ninja tabis its not really fun
Funny how people complain so hard about Stormrazor's first version when Ashe used to have almost the same mechanic through her original passive, but people thought it was utter shit. Not that I care, just an interesting observation of how times have changed...
: Can we forget the great pun for a second and imagine the greatness and badassery of a Melee AoE Burst Fire Mage?
Only if he's *actually* Melee though... Like leaving his current cast ranges and making him have melee AAs would suck. Make his Pillar of fire a self targeted burst, and shortening his ranges in exchange for some cool melee interactions with his blaze combos, he'd be badass.
: What do you call Sona's AA-Q-AA combo?
I was hoping for an A-Q-Apella pun. This was alright instead.
: > [{quoted}](name=SkyeMoon,realm=NA,application-id=3ErqAdtq,discussion-id=Ed9VVULT,comment-id=0001,timestamp=2018-03-14T03:22:18.151+0000) > > or make it champion/epic monster only aaaand RIP tryndamere, farewell bud', the champ was really broken anyway so xd ^-^
Honestly that would fix a lot of what makes him oppressive when strong. His laning pattern is supposed to be built around building fury and then making decisions on how to use it. Lifestealing off a wave of minions negates that, removing a huge amount of strategy and counterplay from his kit, forcing him to be nerfed. It's by no means the only thing wrong with him, or even the worst, but it would actually help his game health, even if it meant he needed buffs elsewhere to be balanced.
: Legit Starting To Actually Hate This Game
Then quit. I did about 3 months ago, recovered from semi-suicidal depression, and rediscovered my social life. MOBAs as a genre are the most cancerous, unhealthy (physically and mentally), and draining games around today. Save yourself the stress and frustration. Riot themselves have stated they're balancing for the pro scene. They don't care about an average joe who's played for years, unless he's got a fat wallet.
Galibro (NA)
: @Riot I know you probably don't care about Aram balance much but Dark harvest is really overpowered
Lol glad someone finally mentioned it. Very first game of preseason I rolled Mundo in ARAM, just played passive and safe till I could buy warmogs and then never died while stacking ludicrous damage. Pretty sure I was proccing around 550 stack damage, not to mention the AD ratio and his E. Everyone else who uses it can abuse it pretty hard to, especially Ezreal (and other ranged on-hit champs) and the reset style assassins.
Bârd (NA)
: Using "Vision of Empire"
It's the same thing as when people crapped all over Sion's ult because they kept trying to predict fights from half a map away, instead of the many other uses like followup engage, mind games, ~~running for your life~~ strategic redeployment, map rotation and split pushing, etc. Many good points here, +1
: No, homeguard most definitely was the most popular on ADC’s, and on basically every champion as well.
At first yes, then they dumpstered homeguard and left enchantments in for a while after, at which point furor was heavily abused by ADCs.
: What does a Bruiser Keystone look like?
What Juggernauts really need from keystones is either *strong* windowed mobility (stormraiders as opposed to phase rush) so that they can get to their targets on occasion, selfish tankiness (not tied to hard CC or shielding) so they can build damage a bit more freely, or strong damage that encourages them to get deep in a fight (old fervor of battle or a version of grasp that isn't weak af). Personally I'd change Grasp to combine the resolve rune, so instead of just 5 bonus health it also gives you ~.1% increased bonus HP Now when it's late game and you've worked to stack all game (say 300 bonus health, or 60 procs) you also get +6% bonus HP.
Terozu (NA)
: thats flat out outdated info
Well I'm not the one updating Riot's website, just explaining why you see them on Google.
: If you hit on google you´ll include Leo/shen/sion and some others there too.
That's because they're all tank primary, fighter secondary.
kargish (EUW)
: I feel like Grevious Wounds is an unfair mechanic
I'd prefer some sort of stacking mechanic personally, not related at all to the health percentage of the target (since that's way too arbitrary and actually even harsher on the majority of sustain based champs who play around a low health pool). Grievous wounds as a concept is simple; you inflict extreme damage in a way that it is difficult to heal from. What makes more sense is for grievous wounds to build up because the longer you fight the more of a beating you take and the more severe your injuries. Something like this using {{item:3123}} just to be clear, but I'd want roughly the same for all (and keep in mind this is just a suggestion, numbers are just to give an idea how it could work): * Grievous wounds: Unique passive: Basic attacks apply a stacking debuff to the target on-attack, reducing the healing they receive by a certain percentage based on the current number of stacks. Stacks last for 1.5 seconds and fall off one at a time, reducing healing by twice the previous stack's value, max 7 stacks. * Heal Reduction: 1% / 2% / 4% / 8% / 16% / 32% / 64% This works for at least the AD variation because it forces the carry to focus the tank down to shut down their healing (stacks drop off to non-threatening levels fairly quickly), in which case both they and the tank are doing what they're supposed to, drawing aggro and dealing focused DPS respectively. A variant for defense and an AP item would have to alter the stacking speed because they aren't applying damage as quickly or consistently, possibly something like "Spell hits (or damage return procs for bramble) apply two stacks of grievous wounds" (most mages don't have the cooldowns to keep full stacks otherwise, and the ones who do could be tuned appropriately). Perks of a stacking mechanic: * Allows more counterplay for both parties involved (exit the fight until a couple stacks fall off and go back in, focus targets for more effective GW). * Allows someone to achieve even more powerful grievous wounds for countering that insane Mundo+Soraka combo the enemy team has going, but requires focusing a literal health wall, which is a strategic trade-off. * Feels fairer for short trades (especially in laning phase) without sacrificing the legitimate threat that GW should offer in an all out fight. * Works in a way where GW can share a single debuff passive and tuning is based around speed of stacking for various items (e.g. multiple stacks per proc? stacks start at X number? stacks fall off in this amount of time, etc.)
Cåracal (NA)
: ***
That's one of her actual skins (-_-). It's a legacy skin called Defender Leona
: It's no wonder bruisers are abusing Kleptomancy; they need the gold since their items are so costly
Problem there is once you make them cost a reasonable amount then ADCs and assassins abuse them. Bruisers should be self sufficient within their kits so they can use roughly the same items as tanks with an occasional damage item and play their role effectively. What this means is give them built in damage boosting (e.g. Darius passive) and tools to do what they're supposed to do (soak and deal heavy damage), and then go at tanks and rework them so they do their job (soak heavy damage for the sake of locking down, *not killing* opponents). Bruisers in their heyday had this. They had high base stats and strong ratios so they could go for one damage item and then focus on not blowing up, but players got greedy and wanted more from items so riot stealth nerfed base damage for item damage all without addressing how building more damage was power creeping the meta and making fighters feel paper thin.
Shırø (NA)
: "You should be executed in front of your family"
I love how he's flaming even after a win (read: I'm crying internally). Come on man, whatever happened to being a good sport?
Daunt (EUNE)
: You can't really outburst Akali. You just look for grouped fights instead since she's weaker there.
Unless she got a few solo kills off her level 6 gun blade spike and got ahead even a little, then she can just reset off team fights instead. She's a midgame powerhouse (which is where most games end right now, 2-3 full items), and her heavy mixed damage keeps her dangerous until tanks can hit late game builds.
Dameshi (NA)
: > [{quoted}](name=Maple Nectar,realm=NA,application-id=3ErqAdtq,discussion-id=yNKRYiqi,comment-id=000a,timestamp=2018-01-12T17:47:16.928+0000) The designer who's been working on the project has been doing a load of tuning to the sightstone quest reward so that it "turns on" roughly around the same time supports are buying sightstone on live. What this means is you'll have vision around the same time as usual, but will also have that 800 gold that you can put towards a more exciting purchase. This is the only part that concerns me. It seems like this change will push power even further into the early game because supports now get essentially 800g for free, which leads to earlier power spiking in the bot lane.
Definitely a shared concern. I think it's important that they keep the sightstone timing roughly the same (otherwise vision is worse and it becomes even harder to keep from getting team ganked bot lane). The issue is still the gold though, because it means supports will be hitting power spikes sooner, and in the current state of the game, a support powerspike is really just a powerspike for their ADC (be it redemption, Locket, Ardent, KV, etc.) which pushes excessive power to the early game. If anything, now is the time to nerf zeal items so that with supports popping off sooner, ADCs will be delayed a bit more in going full carry mode.
: At the moment, the change does not benefit him quite as much as to justify the learning curve, I agree. However, it does have the benefit of avoiding potential future conflicts with items your team is kicking around or maybe hasn't even thought up yet. If Thresh is a Warden and will be balanced against Leona, Blitz, Alistar and Braum, and he has to get half benefit from any future Warden items you release to curb their benefits from enchanters, I think that will cause a headache in the long run. At present, Thresh isn't suffering too much from the melee / ranged divide, but I just don't think his range is worth preserving when it means he gets shafted on future Warden items/runes.
I think one of the big things you're not taking into account when discussing reducing his range is how drastically it affects his laning pattern if he were to become melee and receive the pros and cons of that transition. If he switched to melee, he'd lose out on a significant amount of his lane presence through his E auto harass (which is pretty impactful), but he'd also become comparatively safer when picking up souls since he'd be naturally tankier. My point isn't so much that changing him to melee would ruin him, since I actually find your argument fairly compelling. Instead I'm trying to bring up the fact that you're underestimating how drastic a change it would be to both his play style and balance, and a lot of that change would result in diminishing his potential for skill expression overall, as well as removing counterplay and homogenizing him with the other support wardens like Blitz and Leona.
: [Systems of Measurement] Everyone's foot is a different length...
Metric is superior but because I learned Imperial so young it's engrained in my head and no amount of learning metric values will make it easier for me to switch. I will always think in imperial, it's just like how you always think in your native language even after learning a second one. I'll definitely teach metric to my kids if I ever have any, but I'm past helping on that front (and that's saying something since as a Track and Field athlete everything is in metric for that regardless). Also fun fact Fahrenheit temperatures *are* completely arbitrary because the Belgian merchant who came up with the system just needed a way to easily divide the distance between the temperature marks on his thermometers, so he divided the tube of mercury in half, then quarters, then eighths, etc. and arbitrarily decided "freezing point of water is at 32 degrees and Human body temperature is at 96 degrees" (they only realized how far off his measurements were after several years of having water at 32 degrees, so they just adjusted the human body temperature mark).
Sukishoo (NA)
: > [{quoted}](name=immortalibra,realm=NA,application-id=6kFXY1kR,discussion-id=We17Ekmh,comment-id=0001,timestamp=2018-01-13T00:23:46.453+0000) > > MF is not part of the Vandal gang. More like Hyena Warwick. Just an FYI > > That being said, I like your idea They both share the theme, it may not be the same name but they are part of it. Just like Risen Fiddle is part of the Guardians of the Sand skins The one that shouldn't be considered part of the Vandals is Jax... https://vignette.wikia.nocookie.net/leagueoflegends/images/8/80/Jax_VandalSkin.jpg/revision/latest?cb=20170616002512 I mean just look at that. The outfit is totally different.
MF is just as much not a part of the Vandal Gang as she is not a part of Gangplank's crew. She shares a theme, but she's more of a free agent, similar to how there are skin lines that are similar to each other but after further development turn out to be only loosely related. For instance Warring kingdoms skins and lunar goddess/guardian skins. Similar theme and reason to exist (chinese new year themed) but one is based around a certain set of myths that the other isn't. On top of that you still have unattached but clearly related skins like dragonblade skins.
: The funny thing is that it had good intentions in promoting skill expression in kiting. It charges with moving and attacking, so it should've allowed you to capitalize on good kiting, as in the more you try to move and attack instead of staying at one place and pressing right-click, the faster it charges and the more blasts are given in single fight. It just went a little meh.
It went meh because they made it charge faster based on movement *and* attacks. If RFC's passive instead made it so it doubled the recharge rate for moving and halved it for attacking, then it would encourage kiting. As of now it just means ADCs only need 7 autos to proc instead of 10
: Don't dis candy crush, it get harder and harder as you level up.
PaladinNO (EUNE)
: You ain't wrong. http://www.gadgethelpline.com/wp-content/uploads/2012/04/NokiaRiot.png "Drop a smartphone, and the screen breaks - drop a Nokia, and the floor breaks." My only phones in 15 years: Nokia 3410 (still got the receipt, original box and all accessories) Nokia 3720 (current - I just wanted a phone with a camera) _There is a reason why I prefer having a basement apartment - with only solid concrete under me..._ Can I just say that the Nokia 3720's camera is excellent! _...However only if I want to print some stamps._
"A protester aims a nokia at Riot police in Jakarta yesterday..." That is one of the most beautifully accurate statements about the use of that phone I have ever read.
: But universe interfering with Chuck would make it divide itself by zero. It's not a solution.
But Chuck Norris can divide by zero. I see no issue.
: Maybe Twin Shadows will make a comeback.
Hoping for this, since I loved that as a great AP roaming item, support or not.
: Issue is that relic shield will no longer be useful for supports. Did you guys heard of ther elic shield, adc, overheal, and enchanters bot lane meta. Tank supports will no longer be a thing because the most important item is ancient coin. This will provide the best efficiency to finish the quest. Also i love playing tank supports but Riot considered them op. sigh
Only reason ADCs went relic shield was for the quest passive, with that gone now they'll have no reason to buy it because it'll gimp their early game too hard for a sightstone passive that they couldn't care less about. Overheal builds only came along to bolster this as an already present strategy, but with the main draw of the item gone, overheal+relic shield isn't gonna be a real issue anymore.
: Riot Please Do Not Remove the Active on Face of the Mountain :/
Honestly seems like a good change. The sightstone variants were probably more popular in general already, and changing the quests to all offer the same reward fixes a lot of balance issues; each line can be tuned more fairly and objectively in regards to quest timing, while also addressing ADC abuse of Targon's passive shield and bonus gold flow to their support. Ruby sightstone was also beginning to feel either too niche or way too strong because of how hard it stacked with ingenious hunter's active item CDR (the more you get the more powerful the stat becomes, which is especially strong/oppressive on support items which have powerful actives). Removing FotM's shield is honestly good for the game as a whole. They've done a real number on the power of heals and shields and they are just too damn strong to be healthy, so removing one of the more generic ones is a good place to start, and indicative of the possibility that they'll address heal/shield power as a whole, which needs to happen before they can tackle oppressive burst and over the top damage output in the game.
: > [{quoted}](name=junglerboy16,realm=NA,application-id=3ErqAdtq,discussion-id=PQKXtwde,comment-id=000400000000,timestamp=2018-01-08T22:44:31.456+0000) > > I think I misspoke, I'm not meaning to talk about gold efficiency, I'm talking about slot efficiency (I understand I said gold efficiency in my post tho).** If you load up an item with too broad an array of stats, it becomes a must buy item and crowds out other options. **Slapping CDR or MS on on-hit items that already exist is not a good idea. Maybe suggest some new items instead, **but giving 4 different stats is pushing it.** Stinger may be gold efficient in both instances, but it and any upgrades to it become too slot efficient. > > As for Scimitar not being as good as your version of Wit's, that could be the case, however it again indicates that people are being forced to get an item, which leads to champion kits getting nerfed when there wasn't previously a need. My main reason for saying it isn't as good is the fact that there was previously an AS item with QSS, and it was far weaker with nearly the same stat line, and **as soon as you have two items with the same active on the same map it automatically becomes a stat check.** Well there are already many items that have 4 stats: Nashor's, TF, Bortk, Titanic, BC, Guinsoo, LB, Ghostblade, Abyssal, Visage, R. Glory, Ohm, Censer, Zeke's, BoC, Athene's, Redemption, Mikael's. Among this list are Nashor's and Guinsoo's which fewer than 5 champs in the game routinely buy. Well I believe this is something that can be tuned to equilibrium, but I think there is a big difference between AS+On-hit vs AD+LS and I think that the choice between them will be more based on kit and build synergies rather than straight gold value stat check.
Ok, you bring up a good point, too many stats can also make the item too niche since not enough champs can use it, which is certainly a fair point. I would argue that most of the items you listed are actually overtuned because of their excess of stats, or intentionally awkward niche items. Furthermore, several of those items you listed do not have 4 separate stats, since they are gated by unique and usually named passives. 4 stats means something like AD, AS, lifesteal, and move speed on the same item. You could stack something like that all by itself and have an effective DPS build. You can't however get an effective build out of say stacking Trinity force (sheen and phage passive don't stack, and until recently neither did the overcap on CDR). Basically the point of what I'm saying is you can't usually get away with *4+ raw stats*, because if they are complementary (meaning those that synergize well with each other), it's overpowered unless it's way overpriced, and if they aren't, the item becomes a trap unless it offers a large enough pile of stats to be useful despite not working well with itself, at which point anyone who can use all the stats correctly becomes gated by the balance of their new core item. Honestly, 4 is kind of an arbitrary number, instead frame it like this: Does the item offer *everything* X champ could want at once? if yes, it has too many stats and should be broken into multiple items. A good example of this is Nashor's tooth and Wit's end used to be a single item called Malady, that gave a large AP scaling on hit damage proc, MR, MR shred on hit, AS, and CDR. All together it was very niche (few champs wanted it) but super powerful on anyone who could utilize it fully (literally an on-hit dream item). Your suggested items don't seem necessarily broken looking back over them, they just seem pretty awkward and a little strong in the right hands.
: > [{quoted}](name=junglerboy16,realm=NA,application-id=3ErqAdtq,discussion-id=PQKXtwde,comment-id=0004,timestamp=2018-01-08T05:21:35.794+0000) > > I agree that MS is important for on-hit champs (AAing stops movement, hence you need higher MS to either kite or chase and have any sort of DPS), however,** adding it to Stinger is not a good choice since the item is already very gold efficient**, it's only weakness being that it builds into either a very niche item, or an item used primarily by a class that doesn't prioritize its stats as a component for Trinity force. Add MS to other items on-hit users build instead, not the actual on-hit items themselves. > > > > > Your changes to wit's end ruin the item, t**here would never be a good reason to get this over Mercurial Scimitar, it's stats are inferior and offer no advantage**, plus it's not really a cohesive on-hit item anymore. Wit's right now has a clear purpose as an on-hit amplifier and shredder that allows your other sources of on-hit damage to hit harder. It needs buffs to its stats, not a copy paste of MS's functionality on an inferior stat line. You removed 15 max MR from the item and a whopping 25 MR shred just for the QSS function which is redundant. Any on-hit champ who'd build a QSS into this would either build mercurial, GA, or Zhonya's instead. Stinger is already efficient but I suggested removing 5% attack speed and increasing the cost by 100g. Zeal for comparison offers 3 stats, costs 1200g and is 114% gold efficient. Stinger in its current form is only 103%. I disagree that Scimitar is superior to Wit's End in this example. AD and lifesteal are great for AD crit champions, not as attractive for on-hit champs who prefer the attack speed and 40 on-hit damage.
I think I misspoke, I'm not meaning to talk about gold efficiency, I'm talking about slot efficiency (I understand I said gold efficiency in my post tho). If you load up an item with too broad an array of stats, it becomes a must buy item and crowds out other options. Slapping CDR or MS on on-hit items that already exist is not a good idea. Maybe suggest some new items instead, but giving 4 different stats is pushing it. Stinger may be gold efficient in both instances, but it and any upgrades to it become too slot efficient. As for Scimitar not being as good as your version of Wit's, that could be the case, however it again indicates that people are being forced to get an item, which leads to champion kits getting nerfed when there wasn't previously a need. My main reason for saying it isn't as good is the fact that there was previously an AS item with QSS, and it was far weaker with nearly the same stat line, and as soon as you have two items with the same active on the same map it automatically becomes a stat check.
Rester (NA)
: > [{quoted}](name=junglerboy16,realm=NA,application-id=Ir7ZrJjF,discussion-id=4IEyJgwX,comment-id=00060000,timestamp=2018-01-08T04:41:41.473+0000) > > Love PL, but he'd get wrecked by anyone with a Hydra item or decent AoE (read: virtually any non-support) and he'd be weak af unless we bring over diffusal blade/mana burn too. Well I did say let's bring over items too and just make things broken. So Skadi/Heart/Diffusal would be there :P
Still skeptical... Also Rammus would murder him so badly XD still not as hard a counter as bristleback though...
: that's just in wealthy countries tho
> [{quoted}](name=BlueVestGuy,realm=NA,application-id=yrc23zHg,discussion-id=ZIhAfpgI,comment-id=0001,timestamp=2018-01-08T02:55:03.991+0000) > > that's just in wealthy countries tho Smallpox was only eradicated in wealthy countries first too, but as medicine and cures become more prevalent they'll spread to the rest of the world until we can add HIV/AIDs to the list of diseases you only read about in history books alongside smallpox.
: Sunfire Staff
You do realize that 10% AP DPS in an aura is huge, right? even without the base damage this thing would be dealing 3X what a sunfire deals at any given stage of the game unless you picked it on a tank for some reason. Your version of the Eternity passive is also bonkers, it's quite strong in its normal state, it does not need to restore mana for damage dealt or have the buffed heal rate per mana spent, the passive is already plenty strong as-is. The stat line is also too strong. For reference, RoA, the most comparable item, offers only 50 mana and 20 AP more than this item *AFTER* stacking for 10 minutes, all without the burn passive. Granted, RoA does cost 600 gold less, but I'd still suggest switching the build path to a blasting wand and cutting the AP down to maybe 60 max, otherwise this item is just too good of a stat stick for any short range mage, and overlaps too closely with RoA's niche.
: On-hit Itemization Update
I agree that MS is important for on-hit champs (AAing stops movement, hence you need higher MS to either kite or chase and have any sort of DPS), however, adding it to Stinger is not a good choice since the item is already very gold efficient, it's only weakness being that it builds into either a very niche item, or an item used primarily by a class that doesn't prioritize its stats as a component for Trinity force. Add MS to other items on-hit users build instead, not the actual on-hit items themselves. As far as changes go, I don't really like your other item suggestions. Your version of Runaan's has stats that don't work very well together (on-hit items should be built around recurve as the core item, not stinger). If you want to push Runaan's back to an on-hit Item, try something like * Recipe: {{item:1043}} + {{item:1043}} + gold (~2600-2800 total) * Stats: ~60-70% AS, 30 physical damage on-hit * UNIQUE passive: Wind's Fury: Basic attacks send out two secondary bolts that deal 30% AD and apply on-hit effects to nearby targets Point of these changes being that it makes the item stronger and more focused for someone dealing on-hit DPS, no CDR BS, no crit catering, just a hearty serving of attack speed and solid on-hit damage that applies to the bolts Your changes to wit's end ruin the item, there would never be a good reason to get this over Mercurial Scimitar, it's stats are inferior and offer no advantage, plus it's not really a cohesive on-hit item anymore. Wit's right now has a clear purpose as an on-hit amplifier and shredder that allows your other sources of on-hit damage to hit harder. It needs buffs to its stats, not a copy paste of MS's functionality on an inferior stat line. You removed 15 max MR from the item and a whopping 25 MR shred just for the QSS function which is redundant. Any on-hit champ who'd build a QSS into this would either build mercurial, GA, or Zhonya's instead.
: Well that you think Kayle is the only on hit champ is part of the problem. No builds on-hit because the alternatives are just better.
No, him saying they're Kayle buffs is not saying she's the only on-hit user, it's just pointing out that these buffs comprehensively buff almost every item she uses (at least indirectly buffing Nashor's tooth, while hard buffing Runaan's for her and making her even safer with Wit's having QSS), unlike most on-hit champs who only use a handful of any of the available on-hit items any given time.
Rester (NA)
: [Meme] If Dota 2 heroes were available in League. Who do you bring over first?
Omniknight cuz Chuck Norris needs to come show league a thing or two. Elder Titan cuz I like Elder Titan. Witch Doctor would probably be really fun in League too, sort of a supportier version of {{champion:9}} + {{champion:69}} + {{champion:37}}
: Husker so we can have a vayne/Olaf like combination of annoyance.
Rester (NA)
: Personally. I would play Cancer Lancer (Phantom Lancer) and just watch most people struggle against the illusion army.
Love PL, but he'd get wrecked by anyone with a Hydra item or decent AoE (read: virtually any non-support) and he'd be weak af unless we bring over diffusal blade/mana burn too.
Cunky (NA)
: Unpopular opinion
Came to this thread expecting another "Unpopular opinion: (insert really popular opinion here)" circle jerk, was pleasantly surprised it wasn't. I agree that they're fun, generally high skill cap champs, not sure I look forward to more (although the Warwick rework was a masterpiece). Playing against most of CTs champs still make me want to cut my fingers off and never play a video game again, but kudos for actually saying an unpopular opinion.
Μid (EUW)
: Zed really doesnt need the blue buff lmao, zed can survive lane without it if he just doesnt spam all his abilities and waste it, for most midlaners this is really different and they really suffer if they dont have a blue buff
The thing is a Zed with blue buff early on (when his energy costs are higher and CDs are longer) can apply a surprising amount of pressure on his lane, allowing him to force out opponents even more than he normally does.
Vad Nova (NA)
: Game has gone downhill hard (rant warning)
Switch to DotA then. I did a couple weeks ago and it's like League in its heyday. Everything is super flexible, you have a ton of agency over games regardless of role, and it actually feels pretty tame compared to league in terms of damage and CC, and balance is better there at the moment. If not DotA, pick any other Moba out there, there'll be at least one that feels like what you believe league should feel like (Just stay away from Tencent's mobile league ripoffs)
: When your team dominates for the first 22 minutes but then 1/8/2 enemy Vayne hits 1.5 items
Bruh you let the game go to 22 minutes? Of course Vayne stomped you in super late game... /s
: > [{quoted}](name=Glamorous Rammus,realm=NA,application-id=yrc23zHg,discussion-id=wKbVP2An,comment-id=0005,timestamp=2018-01-07T00:26:38.657+0000) > > I'd upvote this post but "So sad.. you are not authorized.." That's an old bug, try a few minutes later and/or refresh the page.
> [{quoted}](name=Mounting Dread,realm=NA,application-id=yrc23zHg,discussion-id=wKbVP2An,comment-id=00050001,timestamp=2018-01-07T00:33:23.895+0000) > > That's an old bug, try a few minutes later and/or refresh the page. Nope, they actually turned it into a new thing to keep under 30 accounts from up and down voting. Like I've had this account almost exclusively for boards use for over 5 years, only this past fall was I blocked from upvoting because it's a level 23 or something account.
: Draven could make that build work. Draven can do anything he wants. https://giant.gfycat.com/UnfoldedApprehensiveCavy.gif
It's not even overcapping on crit! new meta draven right there.
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junglerboy16

Level 23 (NA)
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