: For those who hate the Windwall, what would you do for Yasuo instead?
> [{quoted}](name=The entire team,realm=NA,application-id=3ErqAdtq,discussion-id=HdGWyloW,comment-id=,timestamp=2019-03-22T19:55:42.688+0000) > > Title. There are hundreds of better ways to balance Windwall. Here are the 3 best: 1.) It only blocks auto attacks, all other 'projectile' style effects that pass through instead have all damage and effects reduced by 50%. (No more canceling ultimates, basically Would be a heavy handed nerf that would considerably hurt him) 2.) Windwall has a number of charges equal to the level of the ability, and only absorbs that many attacks before vanishing (this adds counterplay, keeps the heart of the ability the same, and probably the simplest and best solution, IMO) 3.) Add a delay for how long Windwall takes to activate, and make the collision hitbox easier for projectiles to bypass by a small margin. (Higher skill cap, but less reactionary style gameplay for Yasuo, which is something he's known for. )
: Everyone wants to see damage nerfed but no one's willing to have their class nerfed.
> [{quoted}](name=charge attack,realm=NA,application-id=3ErqAdtq,discussion-id=P82rjauB,comment-id=,timestamp=2019-01-04T07:48:26.652+0000) > > Say: Let's nerf damage guys!! > Everyone: Woo yeah let's nerf damage! > > Say: > Let's nerf some problematic items like Ludens not consistently adding upfront burst to every mage or double mpen that's been broken for the longest time... > Mage mains: Wtf? Can't nerf mages!! Mages are the "most fair" and "most balanced class" (not biased at all btw). Nerf lethality instead!! > > Say: nerf lethality > Assassin players: Wtf... lethality is already bad, and assassins never see any pro play... Nerf mpen instead... they get it flat while ours has to scale... > > Say: Let's nerf conquerer or steraks so bruisers can't just build 3 damage + tank items and still be tanky and melt tanks and squishies alike - and instead actually have to itemize for tank busting/burst/tankiness. > Bruiser mains: wtf - how will we survive in a "tank meta" then!!! bruisers always suck!! Hashinshin and his army will all lose their fucking minds. > > Say: How about we nerf support gold income so it isn't a carry role...? > "Support" players (carry support players): wtf! then no one will want to [play the role if we can't 1-shot people at every stage of the game... > > Say: Nerf jungle so it isn't another carry role > Junglers: Wtf! Even if we get our laners ahead they might still feed. WE can't solo-carry unless we are the same (if not higher) level with more gold in later stages of the game... Nerf X instead. > > You see how this goes? This is why we can't just nerf shit. Cause let's be honest the second Riot actually starts nerfing things (like they did with ADCs) their playerbase will lose their fucking minds. Excellent Point and you're totally on the mark here, but I think what your average player wants is less damage globally, which isn't really a class or role specific change. Every single one of your examples isn't really so much about 'decreasing damage' but a way to decrease a certain roles power over the other. What about a change like this: Every single character gains 5 bonus Armor and Magic Resist from beginning to end. It's a simple change, and it's one that no one would feel 'butthurt' about because it affects everyone globally, and that's the big difference here.
: Defense is mathematically inferior to damage
Yea, great post +1! Definitely captured how it feels some games - There are so many times when I'm playing a squishy support champion and I debate if I want to pick up an armor or MR item as we head into mid/late game and more and more it just feels like it's not worth it. All that said: I'm not 100% convinced that putting them on equal footing would be healthy for the game. My question for you is thus: What would you do to fix the imbalance? What items would you tweak and why? Would you prefer a meta where buying armor/mr has more value? kinda slow the pace of the game down?
: "we're unable to log you in because you may be offline
Restarting the client multiple times is what fixed it for me. Definitely seems to be a networking problem on their end.
Nhifu (NA)
: Exhaust needs a look at
Exhaust is too critical for dealing with fed opponents. Absolutely not.
Rioter Comments
Geneseid (NA)
: There's practically no item in this game you can build against Yi
> [{quoted}](name=Geneseid,realm=NA,application-id=3ErqAdtq,discussion-id=I8YnNeeW,comment-id=,timestamp=2018-06-19T17:13:10.333+0000) > > Whether or not he is hard countered by cc (because being real, if you know how to utilize his q correctly you can dodge most cc) is irrelevant, however the fact remains that, due to the sheer amount of true damage Yi deals with his E, Conqueror and {{item:3124}} he becomes virtually impossible to itemize against. It really doesn't matter what you build because if Yi is allowed 1 second to auto you you're dead. > > Can something be done about him please?The amount of true damage he dishes out is actually ridiculous, and when you pair it with Essence Reaver it becomes even more cancerous. > > Edit: Yi is immune to the slow from {{item:3110}}. Hi there! I am a high plat support main who frequently has to deal with Master Yi on the enemy team spiraling out of control. Maybe i can offer you some advice and feedback about how to best deal with him! I promise you he has counters, and while he is definitely a hyper carry, you can still stop him from taking over games. So.. lets go: 1.) Most people will tell you that CC is the counter to Yi - and that's pretty true, but what most people DONT tell you is that he is countered by really good **grouping and teamwork mechanics. ** It's paramount to stick togehter, so that Yi can't dive in and assassinate you all or face severe consequences for doing so. Protect each other and Yi will just have to sit around on the backline and try to find an opening. 2.) The 2nd most important thing to countering Yi? Knowing where he is at ALL times. Vision control is ABSOLUTELY CRITICAL when dealing with someone like Yi. Buy more pinks. ward up. Stay together. In short? Treat Master Yi like an bush full of angry hornets. Don't go fucking with the hornets. Stay away. Know where the hornets are at all times, and lastly - Work in teams and setup traps FOR the hornets. 3.) There are a PLETHRA of items and champions that counteract Master Yi. I would post them all, but people have already done the work for you ,and I want a sandwich. I will be having a sandwich after posting this. The big things you want are anything that can delay assassination. Shields, CC, Armor, Health, SLOWS. All of these things work to prevent Yi from doing what he does best. You might come back at me with 'Yi's Q and his Ultimate make him immune' which I will say yes, which is why its CRITICAL you go back and read my first point. You MUST fight him in groups, so you can dogpile CC ontop of him. 4.) There is no 4th part, just remember the bit about a bush full of angry hornets and you will be fine. Also make sure you eat.
: %MH damage to yourself? Why?
> [{quoted}](name=Karunamon,realm=NA,application-id=3ErqAdtq,discussion-id=HfzsQKN9,comment-id=00f20000,timestamp=2018-06-16T21:35:25.285+0000) > > %MH damage to yourself? Why? I've always felt that Liandrys should have a self-inflicted negative aspect to it - for some reason, the item picture and name suggest self-inflicted wounds for power to me, so I went with that for a Thematic. True Damage based on maximum health is going to be much more substantial on a 3-4k tank. (around 220-250 damage - that's pretty substantial) whereas on a 1-2k mage, your looking at roughly 90 damage. If players would see it as hot garbage, then you could reduce the damage by a fair bit - maybe the 'caster' only takes half the damage (so 3% instead of 6%).
: Experiment: Community Patch Notes
(didn't see much about Liandrys, want to push this item into 'mage vs tank' identity a bit harder, along with a stronger late-game scaling mage item) {{item:3151}} Ability Power 80 -> 60 Health 300 -> 500 (Madness -> Removed) **Unique Passive - Tormented Madness** Dealing spell damage to a target applies 'Torment' to both you and the target of your spell cast. _Torment:_ After a 3 second delay, suffer **6%** of your **maximum health** as True Damage. This effect can only occur on a target once every 5 seconds.
: How long til displacements are reduced by tenacity?
I definitely concede that displacements can feel unfair or are annoying, but just a few counterpoints to your arguments: 1.) If you could reduce the distance or duration of displacements in a big way, it would **dumpster** a good chunk of the champions. For example, if Blitzcranks hook only pulled you about half the distance it does now, he'd be pretty worthless and become a bottom-tier pick. So from a balance perspective, I feel like you'd have to rebalance a BUNCH of champions. Can you give me specifics? Like someone who built with a Tenacity focus should be able to reduce pulls and pop-ups by how much? 25%? 50%? 75%? 2.) Not something I'd wager your thinking about, but it would be a massive project to undertake for Riot. Your talking about changing half the casts abilities. The coding required would be nuts. It'd be a huge amount of effort, and I'm not sure the game would be better for it. 3.) Lastly, I kinda disagree with your point about how all the displacement champions are always in the meta. Just a few off the top of my head that have been very weak at points in the game: {{champion:62}} {{champion:78}} {{champion:266}} {{champion:33}} {{champion:421}}
: Phase rush is garbage. I agree. It could explain my recent losing streak since I've been trying a new build with it
> [{quoted}](name=Mordepool,realm=NA,application-id=3ErqAdtq,discussion-id=LA4TGKxQ,comment-id=0000,timestamp=2018-06-09T17:11:22.148+0000) > > Phase rush is garbage. I agree. It could explain my recent losing streak since I've been trying a new build with it It's frustrating because I WANT to like it, but its just too hard to consistently proc or rely on. Try Fleet Footwork! Even if your champion doesnt normally go Precision.
: It's pretty bad, how many champs is it even viable on much less constantly used. You could say it's a very niche rune but that doesn't change the fact it's awful on most champions
It's offers a good benefit, but its just not reliable or consistent enough. Comparing it to Fleet Footwork shows how obvious the problem is.
Madsin25 (NA)
: The people that think phase rush is bad are the same people that get completely shitstomped by {{champion:75}} {{champion:23}} and wonder why. Phase rush is not a offensive rune like aery and comet, it is a defensive rune. Riot knows this and you do not.
> [{quoted}](name=Madsin25,realm=NA,application-id=3ErqAdtq,discussion-id=LA4TGKxQ,comment-id=0003,timestamp=2018-06-09T21:23:31.203+0000) > > The people that think phase rush is bad are the same people that get completely shitstomped by {{champion:75}} {{champion:23}} and wonder why. > > Phase rush is not a offensive rune like aery and comet, it is a defensive rune. Riot knows this and you do not. **Movement speed by definition is both defensive AND offensive. ** Do you understand why?
: Phase Rush is only being used on 3-4 champions and has similarities with fleet footwork in that both are supposed to be about movement speed. I personally think Fleet Footwork and Phase Rush should be the same rune, with conditions on how they're procced. For example, I think that auto attacks on champions should heal the user and give a burst of movement speed, and then abilities on enemy champions should do the same. Making it 3 attacks to proc Phase Rush is one of the reasons why it's only used on 3-4 champions. Make it have the same charge up thing as Fleet Footwork, but the next auto attack or ability on an enemy champion procs it. This would make Fleet Footwork and Phase Rush better. They could even give the movement speed and heal back, as long as it required CHAMPION HITS, the rune would be totally balanced. This would also give a chance for a better Sorcery keystone if they combined the two runes.
> [{quoted}](name=VoraciousX,realm=NA,application-id=3ErqAdtq,discussion-id=LA4TGKxQ,comment-id=0004,timestamp=2018-06-09T21:29:02.651+0000) > > Phase Rush is only being used on 3-4 champions and has similarities with fleet footwork in that both are supposed to be about movement speed. I personally think Fleet Footwork and Phase Rush should be the same rune, with conditions on how they're procced. For example, I think that auto attacks on champions should heal the user and give a burst of movement speed, and then abilities on enemy champions should do the same. Making it 3 attacks to proc Phase Rush is one of the reasons why it's only used on 3-4 champions. Make it have the same charge up thing as Fleet Footwork, but the next auto attack or ability on an enemy champion procs it. This would make Fleet Footwork and Phase Rush better. They could even give the movement speed and heal back, as long as it required CHAMPION HITS, the rune would be totally balanced. This would also give a chance for a better Sorcery keystone if they combined the two runes. I love it, but a few problems: 1.) Does it stay in Sorcery or Precision? It seems pretty versatile. 2.) What do you replace the Keystone with?
Madsin25 (NA)
: You are completely wasting FF on range supports. If the bot lane is actually letting you auto them with no retaliation i'm pretty sure you could use hail of blades and get the same results.
> [{quoted}](name=Madsin25,realm=NA,application-id=3ErqAdtq,discussion-id=LA4TGKxQ,comment-id=000200000000,timestamp=2018-06-09T21:28:45.064+0000) > > You are completely wasting FF on range supports. > > If the bot lane is actually letting you auto them with no retaliation i'm pretty sure you could use hail of blades and get the same results. I used to agree with you, but after trying it, and winning most every game - I feel completely different about it. I expect a trade, my first auto gives me a bit of HP back which is EXCELLENT for trading, and it gives movespeed, meaning I can follow up on good trades and escape bad trades easier. As for Hail of Blades, I don't see it - it offers only extended auto benefits - which you would never do as a support. What level do you commonly play at? do you support?
: Which champs are you using this on? Enchanters? I feel Phase Rush *is* terrible for supports, but it also isn't *supposed* to be good on them. Phase Rush is for more offense-oriented champs so they can get into the enemy team and onto the backline. It isn't really supposed to be for escapes.
Primarily Enchanters, yes. I was so surprised by how effective it was, I could genuinely see it being pretty darn good on just about any support that uses auto attacks. Off the top of my head a few really, really potent synergies I want to test: {{champion:201}} Healing, Sustain, and the ability to proc his passive much, much easier - Braum seems like a super good melee candidate for this - downside is survivability. Can he survive a good poke matchup without a Resolve Keystone? possibly. {{champion:44}} Same theory as above. This gives him much, much stronger chase potential after landing a stun. {{champion:37}} Really want to try this setup on Sona. {{champion:99}} Makes autoing to proc her passive a lot safer. Again, will be testing. {{champion:267}} Obvious. This makes Nami terrifying to try to trade with, because she can close the gap and land bubble that much easier.
: I realize your point is to show why Phase Rush is bad. That would be better served with an argument showing why it’s bad, not with one saying an already pretty sucky keystone is “better” than it.
> [{quoted}](name= Król Wilk Sam,realm=NA,application-id=3ErqAdtq,discussion-id=LA4TGKxQ,comment-id=0001,timestamp=2018-06-09T17:47:42.181+0000) > > I realize your point is to show why Phase Rush is bad. > > That would be better served with an argument showing why it’s bad, not with one saying an already pretty sucky keystone is “better” than it. This presumes that I think Fleet Footwork is bad or sucky - I do not. I think its underrated, even after the nerfs.
Rioter Comments
: "Yi is a low elo noob stomper"
Your claim that CC affects everyone equally is pretty bunk. CC is infinitely more effective on squishy and bursty targets. Conversely, CCing a tank like Braum or Mundo has much less effect, because you cannot really do much to them within that window. Yi is essentially an assassin and you should treat him as such - Just stay grouped, protect each other, and he won't really be able to dive anyone without putting himself at full risk. If he can solo 3 or more of you, then you've already given him too many kills and lost the game awhile ago. The counter to Yi is staying grouped. (and CC!) Just curbstomp him after his alpha strike by dumptrucking damage and CC on him.
: Wow, Dream Snatcher is incredibly aweful.
**It'd be really interesting if (in addition to the stats) it CONVERTED an enemy minion to your side, and made it so it gives no gold/xp upon being killed. **
k wìx (NA)
: Why do shields last so long? - They should decay over time. Always. Like, globally.
Thank you, Riot. **Janna Eye of the Storm (E) shield duration changed from 5 seconds to [decays over 5 seconds]**
Cosnirak (NA)
: {{champion:25}} is a non-mage? {{sticker:zombie-brand-mindblown}}
> [{quoted}](name=Cosnirak,realm=NA,application-id=3ErqAdtq,discussion-id=AOf3PUce,comment-id=00150000,timestamp=2018-06-05T05:14:39.268+0000) > > {{champion:25}} is a non-mage? > {{sticker:zombie-brand-mindblown}} Fair enough, but these days I mainly see her as a support, which is why I threw her in there - still - original point stands!
: Nimbus Cloak would've been a nice rune if every battlemage wasn't forced to take Manaflow Band now
I agree with your central point, but I think Nimbus Cloak is intended for non-mage players who want to splash into Sorcery and have a better rune to take. Non-mage champs who can work with Nimbus Cloak: {{champion:22}} {{champion:53}} {{champion:36}} {{champion:122}} {{champion:9}} {{champion:105}} {{champion:120}} {{champion:427}} {{champion:89}} {{champion:236}} {{champion:11}} {{champion:25}} {{champion:111}} {{champion:92}} {{champion:44}} {{champion:67}} {{champion:77}} {{champion:29}} {{champion:62}} {{champion:23}} {{champion:497}} {{champion:48}}
: Why am I Silver?
Generally speaking, early placements don't do a fantastic job of deciding where to put you, its impossible to measure where you should be after such a small volume of games. Almost everyone goes into either Bronze, Silver, or Gold. Many new players can hit Silver or Gold by playing strong champions or having really good mechanical skills. Keep playing, if you lose a lot of games, then you probably got placed to high. If your winning, then the opposite occurred. Riot is actually working on introducing a new division in that area so that there is a wider gap between bronze & silver.
: Spear of Shojin is going to an AD assassin + riven item
**There should NEVER be items that are designed for damage output that also provide strong defensive statistics. ** It's just poor design. Can anyone prove me wrong?
Rexxiee (NA)
: Graves is pretty much auto win right now
All 3 are currently very strong in the meta, but they are only sporting under 60% winrates, so yes - you very much can lose with these champions. No champion is an auto win. They all have counters. I main one of the best counters in the game to Khazix and I have absolutely NO trouble winning games against him. I think some minor tweaks/nerfs might be necessary, especially with the upcoming AD item sweep.
: Riot please nerf Nocturne
It's borderline impossible to survive a Nocturne Dive when he's ahead and your playing a Squishy champion with no mobility tools. He is a HARD COUNTER to the likes of {{champion:22}} {{champion:101}} {{champion:143}} {{champion:115}} {{champion:161}}. All that said, I don't believe he needs direct nerfs because if you take away his identity you essentially dumpster the champion. Instead, you have to build teamcomps around him and stick together so he can't dive you rapid-fire. **If I can make a prediction with the upcoming AD item changes, no ones talking about Nocturne, and I think he's going to secretly get busted with all the burst items heading to AD Bruisers, and he's going to get nerfed into oblivion and not see the light of day for awhile. **
: Anyone else notice that almost every support has abandoned ancient coin?
Coin needs to give more mana now, and be the option for sustain in the laning phase. Currently, it's not viable and is outclassed by the other two options. Increasing the mana gain would make Coin significantly more attractive without straight up busting it. The ONLY advantage it has now is that it allows you to get to warding sooner. Also, Losing the health or AP from the other support items essentially nullifies your impact in the early laning phase. If you don't have health, you can't sustain from harass, and if you dont have the AP, you can't really provide peel or harass.
: Champion identity is being destroyed by upfront damage, decreased time to kill
I still strongly feel like one of the biggest problems with 'Runes Reforged' is how limited defensive options became for the early game laning. **You basically have to wait until 10 minutes before you can become tanky enough to deal with the damage no matter which page you pick as a squishy champion. ** Another big problem that no one seems to talk about is that before, you could build a page of runes to help you DEAL with specific matchups. This can't really be done anymore - to a certain extent you can, but it's not nearly as effective as it used to be. Focusing against 'Physical Damage' is basically a single rune choice. Same with AP Damage.
Rioter Comments
: PLEASE GIVE ME SOME TIPS TO GET PLAT
Yo' High plat Support main here so take my advice with a grain of salt 1.) Immediately I notice your death rate when I check your profile. Specifically - the fact that on your games that are LOSSES your death rate is very high. This leads me to believe you struggle at **recovering games**, or don't know how to **play from behind**. Focus on that. How do you recover a potentially lost game? First things first, and I know this sounds like shit advice, but try to die less, like aim for 5 deaths per game. 2.) I would encourage you to solidify your champion pool and try to main 1 specific champion. Counters don't matter as much in your elo, and mastering a champion can mean everything. Take your VERY BEST into every game. 3.) Keep an eye on how every single player is doing - always be aware of who is fed and who is feeding. This is doubly true for the 5 players on the opposing team - This leads me back to point 1 - I think you might be butting heads with the enemy when they are fed, and wind up paying the price, and giving them even more power. Pick your fights carefully and make absolutely sure you can win before you commit. 4.) Last point, Wifes waiting on me. Vision. Vision. Vision. This is really, really important as you transition from Gold to Platinum. Know where the enemy team is as often as you can. Do not fight if you can't be sure where they are. This leads to lost games. Hope it helps brother - cheers.
Dasdi96 (NA)
: Anyone else legitimately worried about ad assassins becoming overpowered in 8.11?
My main is a counter to assassins and divers, so I'm not so worried - but I think its pretty obvious to anyone that a big ol fat bruiser/assassin meta is incoming. Hot and Heavy like a Llama in heat.
: As a mage main, I would really apprciate it if riot would quit shitting on my role choice.
Ayup. Compare the Mage Item rework to the upcoming AD item rework. What. A. Joke.
: questions about ranked solo q
http://lmgtfy.com/?q=honor+rewards+riot
: Oh someone didnt get their preferred role and forced us to lose
Do you think it's feasible for Riot to just allow players to ONLY queue for a single role ?
: What is Riot's obsession with mages and movement speed?
I do think that some of it is concerned around relative safety, as movement speed helps you kite potential incoming damage. You also have the capacity for all of them to synergize. I think one of the 'secret' design goals Riot has for Sorcery is to make it more inviting for EVERY champion. With the upcoming AD rework, your going to see lots of assassins / bruisers potentially dipping into sorcery for damage / mobility. I like that change, but at the other end of the table, I don't think Sorcery is all that great for mages currently. Like, its the only tree that feels like it's underperforming for its 'core' audience. No other tree really has this problem. I want to see a new mana-driven rune, a new keystone, and just... more original ideas in general.
x HIGH x (EUNE)
: Suggestion on the new rune.. Nimbus Cloak (S2).
I'd rather get rid of it in favor of new design ideas to begin with. Nimbus Cloak already exists and it's called Phase Rush.
D4M2X0 (EUW)
: phase rush+nimbus cloak in the same tree is gonna be pointless no?
Your going to see big ultimate users / assassin style divers run... Phase Rush / Celerity / Nimbus Cloak / Essence Reaver / Ultimate Hat It's going to be absolutely stupid for Solo Q Style climbing strategies. Keeps the ultimate up more often, injects a shit-ton of power into a users ultimate. Someone like {{champion:11}} {{champion:80}} {{champion:48}} {{champion:23}} {{champion:62}} {{champion:67}} {{champion:92}} {{champion:102}} {{champion:120}}
Rioter Comments
: Is there a support tank that matters right now?
As a high platinum support main, I play against {{champion:12}} {{champion:201}} {{champion:89}} {{champion:412}} {{champion:44}} {{champion:223}} quite often, and in an experts hands, they are all absolutely terrifying currently. Also, if you watch the Pro's, Alistar, Braum, and Tahm are seen quite often.
Joell (EUNE)
: So how do I win games as support in silver?
Hey there! Maybe I can help - I'm a high plat / low diamond support main. Here is some advice for you on carrying games and winning as support: First and foremost - always remember that you are 1 of 10 players to influence the game outcome, if you divide that down to percentages, that means you determine 10% of the games outcome. If you look at it specific to your team (1 of 5 players) then its 20%. Either way, There will be countless games that you are unable to stop the outcome of - this is just part of big team games like League. This is why a winrate of 70-75% is considered 'pro' level. Even the best of the best usually only have a winrate of 60-70% over hundreds of games. My point is this: Do not beat yourself up over every loss. Instead of focusing on winning or losing, focus on your own play, and if you could've played that game better. Now... lets talk teammates Your best chance of winning a game as a support main is always with your laning partner. Your first step should always be trying to get them as fed as possible and protecting them at all costs. Sometimes you're paired with a player that you don't mesh with - or that you think is pretty awful. In these cases, I have 2 strategies to try. 1.) Take over the lane, and start making yourself as powerful as possible. This depends on who your playing to some extent, mage-supports tend to scale better than someone like Janna. This is why Janna players frequently DuoQ, because it ensures they have at least 1 strong ally. The main takeaway here is that CS is power. If you dont think your ADC is competent enough to even have a shot at carrying, then the CS is better given to you, since you know what you are doing. I have won countless games by 'taking over the lane' .. I hate to do it, but if my ADC proves completely lost, then this can save the game. Good supports for doing this: {{champion:1}} {{champion:432}} {{champion:63}} {{champion:43}} {{champion:25}} {{champion:161}} {{champion:101}} {{champion:26}} {{champion:143}} 2.) As for the 2nd option, pay close attention to the 3 other players in your game, and try to make a decision on who you think the best of them is. Support the player(s) that you think is MOST likely to carry. Believe me when I say that ANY role can carry it. If your mid is 4/1/3 - That's pretty freaking good - Start to follow your Mid around, keep them alive. The ADC will break off and get farm on his/her own.
: They actually buffed me so much in this last patch
Mages did not get 'buffed'. Even if you include the item changes, post level 6, you have less mana and your capacity to wave clear is significantly reduced.
: Mage Bottom Lane Keystone
It's too powerful - would never be considered. You could cut the AP value in half and it would still be among the most powerful of the mage keystones. It also completely breaks how mana regeneration works - Botlane suddenly doesn't run out of mana anymore.
Rioter Comments
: I think AD only/AP only shields should be a more common game mechanic, especially among supports.
I mean, I'm all for the idea, but I'm not sure it solves any of the fundamental issues with shielding currently... 1.) Shield Stacking makes prime targets unkillable for large windows of time. 2.) Very little skill involved in shielding a target from a safe distance for extended windows of time. You also don't enter combat when shielding said target, even if THEY are. 3.) The 'core' enchanter shield supports can keep shields on a target indefinitely through CDR. 4.) Multiple items have enhanced the value of shields to inflated values, making getting around shields harder than ever. Your suggestion solves point 4... but that's about it. I also think you introduce some new problems with certain combinations being very strong or being weak. If Morgana's shield didn't stop all forms of CC - she would be hot garbage. If Janna or Lulus shield only stopped physical damage, I think it would be a strong enough nerf to stop them from being a competitive or popular pick.
: Look the point is we currently get +250 mana that we didn't have like 2 patches ago. Average mages are losing about 425 mana at level 18 but if you consider Manaflow Band it's -175 compared to before Manaflow Band gave mana. Now add the +90-100 or so we're getting at level 1 and it's actually only like -100 total at level 18. It doesn't matter. We're not gonna miss it. We're getting 0.4 mana regen which is 24 mana per minute. That will easily make up for it. And what are you talking about "not having solid waveclear"? You're overreacting to a very subtle change. Waveclear will actually be easier because our mana regen is going up and mana pool is actually not going down by much when you consider Manaflow Band. It's really funny how people just didn't say anything when we suddenly got +250 mana but now you're all acting like it's the end of the world when we're losing some mana from another place.
> [{quoted}](name=Khristophoros,realm=NA,application-id=3ErqAdtq,discussion-id=EAV6rYEb,comment-id=00000000,timestamp=2018-04-30T01:59:17.807+0000) > We're getting 0.4 mana regen which is 24 mana per minute. That will easily make up for it. This isn't precisely true either. **While the base starting values of mana regeneration are going up, the endgame values are remaining the same. Again, math is important here.**
: Resolve Tree Is Kinda Unfair In Terms Of Gold
While I absolutely concede that I think you are right, and Resolve seems really, really good right now, I just wanted to play devil's advocate for a minute: When dealing with Defensive statistics, the relative value a champion gets out of it is dependant upon base stats and kits. As an example, because of abilities, a champion like {{champion:33}} or {{champion:89}} gets far more value out of health then a champion like {{champion:22}}. Or to put it another way, Tanks are the ones getting the full value out of the resolve tree, there is significantly less incentive for a champion like {{champion:26}} to take it.
: Scenario: You win lane as Aatrox
Certain champions need to have some resistance built-in against Grievous Wounds. Those champions are {{champion:266}} and {{champion:36}} I don't think Nerfing Grevious Wounds flat out is the right move.
: ADC's arent broken
But look at how much mana he had to expend to do that damage. {{sticker:slayer-jinx-unamused}} #nerfmages
: I don't think the upcoming mage changes are a nerf. I think they are a buff.
Um, this is a bit false. **The vast majority of Casters are losing around 400-600 mana @ level 18. ** If you look at items like Tear, Then your effectively losing so, so much more. Check here for some Maths on the subject: https://drive.google.com/file/d/1bO3H3DafLCx8rH3ESGUMmcTWxso9qXgQ/view While I agree about Doran's ring, That's a minor issue - in my opinion. **The big pushback is that casters are going to fall off harder than ever before come late game. ** Your also targeting casters only way to delay bad games - this is a horrific mistake and marks the beginning of the decline of mages - in my humble opinion. Not having solid waveclear is going to make them pointless to play. Look at a champion like {{champion:101}} who ALREADY is considered 'meh' by experts and has absolutely no professional presence because of how easily he is counter picked. **These changes straight up DUMPSTER him. ** If they are targeting wave clear, there are just better ways to do it that don't involve such a massive rebalancing effort. Start with looking at minions MR and Armor values. Even then, when you have a community of players crying foul over the ADC centric meta, and see the balancing team literally issue a global nerf to a single class, you start to ask some questions, namely: Why the fuck? But I digress - more to your topic: If you were taking mana band before the change... Then your not getting any additional benefits post mana changes. Your still going to go oom faster starting @ about levels 5-6. **Doubly so if you are playing someone who buys Tear. ** And on a more personal note, the fact that Riot said they were going to look into making Marksman not needed in games feels a bit disingenuous at this point. Why make such massive changes that dump the game in the opposite direction? Makes me not trust them nearly as much as I used to, years ago.
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k wìx

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