: Crit Item Explorations
I think that Riot should simply rework the way crit work. Dont make it do 200% damage. Instead, 20% crit=20% additional damage on ranged auto (not on-hit) and 20% chance to do a small amount of additional damage like 15% total AD (not on-hit). This way, you keep the crit animation, the damage is more stable (less front-loaded) and ADC's can build defensive item sooner (second item) and still be relevant. Of course, you balance the items appropriately. IE can replace the 15% total AD physical by 15% total AD true damage and you kinda revert essence reaver (maybe 20% CDR instead of 30?). You also change Yasuo and other outliers around the new stat.
: Crit Item Explorations
Direction 1 for IE seems better to me but still not great. The new defensive PD is not a great option for jinx or Ashe. ER is still very bad on xayah, worst on lucian and make it pretty much irrelevant against tanks.
: Preseason Dev Update Number 3!
Bot lane damage reduction (Fortification) was removed in patch 6.15 to promote a more standard laning phase in competitive. Is there anything planned to avoid going back to 10 min of tower taking rotations with no action? Bulwark seems fine to delay the tower taking but wont help much if you plan to switch bot and top to avoid a bad matchup.
: > [{quoted}](name=macapi,realm=NA,application-id=3ErqAdtq,discussion-id=K0b5fhnN,comment-id=0008,timestamp=2018-07-26T17:44:55.837+0000) > > I think people also forget that support and jungle have alot more gold than they used too. That translate in more damage from these roles. Back in the day, jungle items were not as efficient in combat stats and support had less gold and had to buy a vision items and wards. > > The big problem is that even if Riot acknoledge the damage creep, they can't just add defensive options or base stats and call it a day because then assasins won't be able to... well assassinate their target. > > They need to reduce the offensive stats on support items or their gold generation. Jungle is also very strong early... long gone are the days where you could turn a gank if it was not done properly. Maybe give them progressive stats like Roa do? .... that is flat out false... support dont have "more gold" supports of LESS support items they want to rush furst back gold always goes to {{item:3098}} thats not different but the next 800 that goes to sightstone? is now spend on damage items then the next 1500 on {{item:3098}} ? more damage items... we HAD support items we WANTED to build{{item:3312}} ... now we DON'T. therefore that gold is now being spent on damage rather than support items. and remember that spot in our inventory for a sightstone? its gone... support dont have "better income" than we did in season 4 or 5.. what we have is NOTHING TO SPEND THE GOLD ON BUT DAMAGE! sure tanky supports can get stuff like {{item:3109}} but for the most parts were are much better of just building damage even over rushing healing items.. becuase 10% heal is jack shit compares to how much more healing u get for 80-100 ap.
I was talking about the time before the instroduction of support items ( i am an old player haha). But nobody want to go back to supports being walking wards. Like you say, support items and specificly the one made for mages are loaded with offensive stats instead of utility ore are too efficients compare to other options.
: > [{quoted}](name=macapi,realm=NA,application-id=3ErqAdtq,discussion-id=K0b5fhnN,comment-id=0008,timestamp=2018-07-26T17:44:55.837+0000) > > I think people also forget that support and jungle have alot more gold than they used too. That translate in more damage from these roles. Back in the day, jungle items were not as efficient in combat stats and support had less gold and had to buy a vision items and wards. > > The big problem is that even if Riot acknoledge the damage creep, they can't just add defensive options or base stats and call it a day because then assasins won't be able to... well assassinate their target. > > They need to reduce the offensive stats on support items or their gold generation. Jungle is also very strong early... long gone are the days where you could turn a gank if it was not done properly. Maybe give them progressive stats like Roa do? This is blatantly untrue in the case of junglers. There jungle has **less** gold and XP in it than it has, at any point, since S4. There are, however, two cushions which hide this: First is that there is catchup xp, which provides a flexible cushions to keep junglers from falling immensely behind due to not clearing all of their camps as soon as they spawn. The second is that gold and xp per camp has dramatically increased, but the respawn timers have gone up even higher. As such jungler gold tends to 'spike' fairly hard at specific points in the game. And, if they manage to get ahead via kills while their camps are spawning, they can double-down via a clear and establish an extremely noticeable gold and xp lead. On a purely farm basis, however, the jungle is less rewarding than it's been in 4-ish years. However the jungle is designed to afford the jungler a lot of time to gank with no - or marginal - loss to farm efficiency. This leads to ganks no longer having a gold and xp 'opportunity cost' (or that cost being lower), which allows them to establish dominance in scenarios where they are fed.
I was comparing to to the early days of league where smite had no other effect. But jungle is not my role so i dont have the best perspective on it. Maybe as you say its the skewed power spikes that give me the impression that their damage is higher than they used too? Also, tank junglers are having a hard time those days and most of the S tiers are high damage carry style champions.
: A Rioter finally aknowledged that damage creep "Might" exist! (on reddit OFC).
I think people also forget that support and jungle have alot more gold than they used too. That translate in more damage from these roles. Back in the day, jungle items were not as efficient in combat stats and support had less gold and had to buy a vision items and wards. The big problem is that even if Riot acknoledge the damage creep, they can't just add defensive options or base stats and call it a day because then assasins won't be able to... well assassinate their target. They need to reduce the offensive stats on support items or their gold generation. Jungle is also very strong early... long gone are the days where you could turn a gank if it was not done properly. Maybe give them progressive stats like Roa do?
gregab (NA)
: Runes Corner: Meteor Sneak Peek
I dislike it mainly because it's unreliable if its not garanteed to hit. In my opinion, the only champions that would prefer it to the current iteration of thunderlord are those with a hard cc engage spell like {{champion:12}} {{champion:34}} {{champion:89}} {{champion:497}} or those who can slow or root with their main poke spell like {{champion:43}} {{champion:117}} {{champion:150}} {{champion:432}} {{champion:79}}
Meddler (NA)
: Quick Gameplay Thoughts: June 16
Any plans for ezrael {{champion:81}} ? He seems rather weak since the crit items buff.
Démo (NA)
: How Riot should bring Ezreal back
I think 125% or 25% extra on crit would be the limit before it get's really broken with IE. You could go ER, IE, Shiv for a nice burst and poke.
: just build crit and get tear as a 3rd item and tart stacking then
Not sure about that! like crit ez but the fact that q doesn't crit make it less efficient in term of damage even if you weave your auto's. Plus, if you go trinity and ER, you go over the CDR cap... maybe the new rune will help with that but still.
: Can we consider some buffs to Ezreal?
The biggest problem for me is manamune {{item:3004}}. It's a strong item but you basically concede lane and sacrifice your early game for it. That and the fact that crit items are now so cheap that your mid game spike is the same as any other adc. I wish they would just put half the muramana {{item:3042}} passive on manamune or make ez q crit for 125% to give him new build paths.
: High skillcap has nothing to do with a winrate. A high skill floor is what would cause players to lose with him.
Yeah you're right, ill edit it.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: May 16
Any thoughts on ezrael?{{champion:81}} He seem rather weak these days (45-46% wr) with the crit items buffs and so much early sustain options (doran shield, warlord or bork rush) that mitigate his poke. Maybe buff his early game with {{item:3004}} stacking faster or additional stats?
Statikk (NA)
: Mid-Year Mage Update
Honestly, i would swap Vel'Koz for Ziggs. Ziggs damage is really unreliable and his win rate is really low for quite some time now.
Rioter Comments

macapi

Level 91 (NA)
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