: Hey man, I'd suggest a few of the following: 1) MUTE TEAM! Seriously, as soon as someone says something that you feel that frustration boil up, mute them. It's not worth your time to get upset over this game even though it happens. It makes you play worse and focus on the wrong things. 2) Every team fight and laning phase, evaluate what happened during greyscreen. Ask yourself how YOU and only YOU could have played it better. You cannot control your team. Things like, am I having to tank for my team, do I have enough defensive stats? How was my positioning? How was our vision? Who initiated? Did I push us into the fight by going on a bad initiation? Could I have backed off and let some others kite? Ok I was behind in lane here, how can I make that up? Is this a bad match up? How is our team comp, can I take one of my other mains to make up for it? What champs do I synergize well with? Am I backing during a canon wave? Am I taking too much damage from minions during trades in lane? My opponent left lane, did I MIA ping? What can I do with them gone to get an advantage (vision, push, freeze, roam). Where is my jungler when I push up? Jungle is on otherside of map, can I fight? There are a lot of questions you can ask. I'm in Silver and no way an expert but I have learned that I can only improve myself not my team. Try to learn to be adaptable and have really good map vision. Learn where your on a losing matchup or your team is and try to strengthen the match up with a different champ or different runes or different build. 3) Stick to your mains but be familiar with each champ and role as much as possible. I've swapped positions so many times. Sometimes if I'm failing in x role over and over, its time for a break, go play support, or go play jungle. I often find sometimes the elo there can be a day where all the crappy adcs or supps or jungles are playing, can you fill that gap? If not, still learn the position and what it takes so that you know how to get their help when you need it. 4) Duo, find a friend that you can duo with coms. Kinda lame but it can help get you out of hell. GL on the rift. Feel free to reach out if you ever wanna just play. megadethfish
BTW, this was quickly typed I know I missed things. Just key thing is don't worry about your team. There are always things you can improve on, just focus on that. Watch some pros too. Watch worlds and listen to the casters.
: Advice Please
Hey man, I'd suggest a few of the following: 1) MUTE TEAM! Seriously, as soon as someone says something that you feel that frustration boil up, mute them. It's not worth your time to get upset over this game even though it happens. It makes you play worse and focus on the wrong things. 2) Every team fight and laning phase, evaluate what happened during greyscreen. Ask yourself how YOU and only YOU could have played it better. You cannot control your team. Things like, am I having to tank for my team, do I have enough defensive stats? How was my positioning? How was our vision? Who initiated? Did I push us into the fight by going on a bad initiation? Could I have backed off and let some others kite? Ok I was behind in lane here, how can I make that up? Is this a bad match up? How is our team comp, can I take one of my other mains to make up for it? What champs do I synergize well with? Am I backing during a canon wave? Am I taking too much damage from minions during trades in lane? My opponent left lane, did I MIA ping? What can I do with them gone to get an advantage (vision, push, freeze, roam). Where is my jungler when I push up? Jungle is on otherside of map, can I fight? There are a lot of questions you can ask. I'm in Silver and no way an expert but I have learned that I can only improve myself not my team. Try to learn to be adaptable and have really good map vision. Learn where your on a losing matchup or your team is and try to strengthen the match up with a different champ or different runes or different build. 3) Stick to your mains but be familiar with each champ and role as much as possible. I've swapped positions so many times. Sometimes if I'm failing in x role over and over, its time for a break, go play support, or go play jungle. I often find sometimes the elo there can be a day where all the crappy adcs or supps or jungles are playing, can you fill that gap? If not, still learn the position and what it takes so that you know how to get their help when you need it. 4) Duo, find a friend that you can duo with coms. Kinda lame but it can help get you out of hell. GL on the rift. Feel free to reach out if you ever wanna just play. megadethfish
: > [{quoted}](name=megadethfish,realm=NA,application-id=3ErqAdtq,discussion-id=ZufqaJAJ,comment-id=000000000000,timestamp=2018-10-01T22:47:38.074+0000) > > What is your main issue with how he is rn? Just been butt hurt for two years. Just here to raise some more awareness. I don’t play league anymore but I still follow updates and reddit waiting for changes to zac. Just the playstyle shift made him lose his identity. He was really fun before, he’s really fun now but different.
Idk, his kit is nearly the same. I wish his q was still more AOE but I think it was a good way to expand on his identity and gives him more cc. His E and W and passive were pretty much untouched. I just feel that his ult is kinda lame and underwhelming, and he still says Lets bounce! which doesn't make sense lol. What would you like to see his ult do? Just curious. I like the capture mechanism but id rather it be like a xerath ult thing where you can hit r x # of times and bounce to target location each time then you can hold it to go flat and capture or something (ok yeah all that would be op) but I feel like he needs to bounce around like his old ult
: > [{quoted}](name=megadethfish,realm=NA,application-id=3ErqAdtq,discussion-id=ZufqaJAJ,comment-id=0000,timestamp=2018-10-01T22:23:17.372+0000) > > I say keep the Q changes, bring back old ult or mix the two some how AGree. Anything reverted would be nice right now
What is your main issue with how he is rn?
: Hurry up and revert zac already riot garbage.
I say keep the Q changes, bring back old ult or mix the two some how
: I think I read somewhere on the pbe updates that it got pushed back to next patch
Thanks man. I was having a heck of a time trying to find the details. Makes me sad though, I was really looking forward to the buff. {{item:3070}}
: Patch 8.6 notes
Wasn't there mention of changes to Kayn's transformation timings/soul collection? Would love to know if these changes were cut or just not mentioned in the notes.
Flaffi (EUW)
: Wrong, Urgot's ult states that at the end of the duration, if it can execute, he will automaticaly do so. However, if you Ult a Tryndamere after he started his ult and fell to like 10 HP, you will hit him and INSTANTLY pull him towards you, without any imput from the player. I mean instantly as in, instantly, not after the 4 seconds. It seems to me that the ultimate thinks it's target is dead, so in order to go on cooldown, it 'uses' itself, thus pulling tryndamere in, when in reality it should wait for the 4 second or a recast to do so.
I'll confirm this. Been maining him for a while and its a really annoying bug because you could just spear him with the ult after he's halfway through the duration of his, then when it runs out reactivate. I wonder if they put this in place due to the ease of that interaction. Idk, I still see it as a glaring bug. Have you seen the Braum shield bug though? A full hp Braum can jump with his shield after Urgot re-activates his ult and Braum will take the chain to execute instead which can litterally 100% -0% him lol
Durzaka (NA)
: 350 range is still nearly triple traditional melee range range. Really tired of people calling it practically melee range.
I agree and I'm an Urgot main. I still just want to build Sterak's tho.
Meddler (NA)
: Quick Gameplay Thoughts: March 9
I was wondering about the Hybrid build paths in general? As a whole, I feel that it is an under represented area. Most of the Hybrid items have been changed away from giving both AD and AP and with the proposed changed to rageblade it feels like the item paths are getting smaller. Are there plans to build out a better item set for those champions who want to go hybrid or champions where an off meta build into a hybrid area could be valuable? Where does the hybrid style fit within the values that Riot tries to bring to League of Legends?
Meddler (NA)
: Yes, we'll be trying to do more stuff like that, both at the individual kit level and items/runes that support alternative playstyles like that.
Thank you for keeping my dreams of viable Leona top lane alive. I'd love to see some changes to her ability scaling (like health rather than AP).
: I'd personally love it if we could transform chests into keys and vice versa. Maybe at a ratio of 2:1 to make it less abusable. I have the opposite problem of you, too many chests and no keys.
I agree, i think something around conversion would be great. I don't even care if it is like 4:1 so long as there is an option. I hope i just get a bunch of chests at the start of the year and can use all keys but still would be nice to have another option for keys
: Too many chests is a problem that can be solved, slowly, but will eventually happen if you're honor 5 and get lots of keys. In the old system, it was pretty damn hard to get 12 key frags in a month, wich lead to accumulating chests; but in the past year/season I've been able to consistently, playing about the same rate per month as before, get all 4 chests and more than 12 fragments. I went from 20ish chests laying around to about 14 now, never missing a chest when available. Worth noting: I haven't spent any RP on the loot system. Only tokens from missions wich sometimes got me extra fragments, but mostly just orbs and icons. I can only imagine too many keys is due to buying them when you had too many chests, but I could be wrong and these guys just play a f***ton more. Still, you got all the possible chests, and whenever you get another one, its automatically open, doesn't sound like a problem to me lol
I play a f*ton lol.
: Patch 8.1 notes
My only thing about rewards is that I have SOOO many keys/fragments! It would be nice if you could disenchant them for something or offer another crafting route like x amount can give you a chest. With so many keys and the way you EARN chests (not buy them), it is counter intuitive to how most players suggest you get better at the game; play the same champ over and over. I do like that you are addressing the concerns about rewards tho, don't get me wrong. Keep up the good work.
: Our apologies for this one - the team is aware and is actively working on a fix!
Agreed, sorry for the late reply but great work you guys. And thanks for working on the fix so quickly.
: Compare Your Connection With Lag Report
So, I just get an application error result... :(
Meddler (NA)
: Quick Gameplay Thoughts: August 8
To the Leona buffs, I'm excited to see what you guys bring but feel like a really easy win for her is to allow her auto attacks proc her passive or simply give her a new passive. I feel like it is easily negligible especially when you look at higher levels of play. Perhaps the procs can heal or empower her next ability or something. I used to main her but had to leave her behind because she lacks a lot of other utility that most other supports can bring to the table but adore her play style.
: Patch Chat with the Playtest Team - Patch 7.10
Any thoughts on the health of the support role at the moment? Blind Norms I'm seeing a lot more people wanting to play support, but that's blind norms..... I was thinking about a topic I from "beyond the rift" about how do you reward supports or make it more interesting to play as and was wondering; what if there was a similar item line that built off of a summoner spell like maybe off of old clairvoyance that could make for more interesting support play?
: So this is a two parter: 1) I do not feel that these changes are actually a long term nerf to the character. I (and others) expect his win-rate to initially drop however once people re-learn skill orders I actually expect his win-rate to increase long term(I think it's pretty easy to overlook the extra Q range, it's quite a bit of power in lane). 2) When developing the character he was designed as a go in and put yourself at risk, but have the mobility to outplay. When he maxes shield first he tends to sit back in lane and use his very high shield values to just buff up his carry. I personally feel this is a much less interesting version of Rakan and would much prefer him move up and interact in his lanes. Goal here is to incentive the W max to give him more free mobility, increased cc, and increased damage(all in/trade potential). He is definitely on our radar though. His win-rate with 30ish games played is in a very decent spot, so once people learn him he is still quite powerful, but if he drops too much from this and stays down I would be very surprised if he isn't given more to compensate.
I will say every time I played as him I would Q expecting it to hit from where a safe support distance would be for the rest of his kit and it would miss. I think the value of being able to hit more Q's is being underestimated since it can heal. It allows for a more reliable trades imo.
: Patch Chat with the Playtest Team - Midseason Patch 7.9
Thoughts on {{champion:154}} as a support now? Ran him twice yesterday. Hella fun but definitely depends on match up. That said, thoughts on being able to Q, AA slam with a champ + minion? Seems odd that you can, but once I found this out he became so much better.
PhRoXz0n (NA)
: Heimerdinger Changes for 7.10 (Request for Comment)
I love {{champion:74}} and I actually really like a lot of the proposed changes but feel like his turret dmg may still be lacking. I think a way around this is a way to lvl up your turrets by expending a stored turret charge. Maintain current RQ however. I feel like it would open up options for {{champion:74}} as a midlaner to make intelligent decisions with his q. (To upgrade or to spawn?) I think it could provide players with better/more rewarding counter play on both sides. Any thoughts on something like this?
arc95 (NA)
: Static in game highlights audio
As a heads up, this has been impacting me as well. I'll try a few of these fixes in the coming day and report back. I use Razer Synapse and likely have ffwd'd prior to highlight. Thanks!
Meddler (NA)
: Quick Gameplay Thoughts: April 28
Thank you for the update on Heimer. (I know I've been really annoying on it haha) I think that I love the early mentions of changes but think sometimes it'd be nice to know some specifics of why they fall into this bucket of "we are looking at working on this champion". The comments on late game gives some very good insight. Thanks again Meddler!
: Go Maryland! But also Maryland = Midwest...? Methinks not.
Sorry, "BIG 10" all the way. (They were added more recently... still not sure why but they got my backing)
: The College Championship Bracket is Set!
Rooting for Maryland. Lets go Midwest!
: 420 Smoke weed today. But in all fairness I am a bit disappointed by the lack of tanks getting a rework for the mid season update. I am guessing that the MSU is there to lay the foundations for the Rammus, Malphite and other future VGUs are coming up.
A while back (if i recall correctly) they mentioned that they wanted the champ focus to be: 1) Focus on Vangards (hard initiation types, hence mao, zac, sej. Though i feel more fit the build here but thats ok...) 2) They did recognize that there were more but they didnt need major overhaul and can be worked out in smaller patches or didnt want to wait for this patch for the changes to hit. (however rammus would have been a good one to change). Side note, MASSIVE item changes I think made the champ updates limited. If they changed this many items AND a bunch of champs, play testing/balancing would be even crazier than I'm sure it already is. I'd expect the smaller tweaks to other tanks following this major update due to the scale of item changes. Then again, that's just my input.
Meddler (NA)
: Very unlikely we make Heimer changes in 7.9. He's a slower burn project at the moment, with mid-season related stuff taking priority.
I'm very happy to hear an update on this, thank you! Just curious about what aspects are putting him into the balance bucket. Able to comment at all?
Meddler (NA)
: Quick Gameplay Thoughts: April 18
There was mention in quick thoughts' about Heimerdinger; any word on what is being looked at for him?
Meddler (NA)
: Quick Gameplay Thoughts: April 4
Any word on what aspects are being looked at for Heimerdinger? We've been having fun speculating and posting our ideas for his improvement here: [https://boards.na.leagueoflegends.com/en/c/gameplay-balance/bQ1jhPLL-comprehensive-list-of-possible-changesthings-to-look-at-for-confirmed-heimer-changes](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/bQ1jhPLL-comprehensive-list-of-possible-changesthings-to-look-at-for-confirmed-heimer-changes)
: > [{quoted}](name=megadethfish,realm=NA,application-id=3ErqAdtq,discussion-id=bQ1jhPLL,comment-id=0006000000000000000000000000,timestamp=2017-04-07T16:26:12.468+0000) > > Love this conversation. > > It's a tough decision and you point out why; i like that. > > I think if you could manually do it, it prevents a situation where you are against an insanely strong laner that can just one-shot turrets because you'd be able to store 2 turrets, place one, then tinker it to upgrade it. Then you have the issue where you only have one turret which creates a big decision for the player imo. > > On the other hand having to defend it offers its own rewards and challanges as well. I think either option would be pretty viable. Just comes down to play-testing to see which has a better method of play I'm loving it as well, it's rare to have a conversation on Heimer that isn't "omg he counters all tops, just delete him pls" Either option would be very interesting, another thing that someone mentioned that I liked would be to have multiple kind of turrets. They would be toggled sort of like TF's blue/red/yellow cards and each would have a unique trait. 1. Slow on attacks. 2. More dmg/shorter range. 3. Extended Range/less damage. 4. A periodic beam that triggers the "grounded" cc. Something to that effect, with sure other options available.
That's a pretty cool idea but I'd worry about his consistency. he already has a lot of options in his kit due to his ult but this idea would be pretty fun to play around with.
: Comprehensive list of possible changes/things to look at for confirmed Heimer changes..
FYI, still no word on what their plans are for the Donger. At Surrenderat20 they keep it up to date pretty nicely. New items/item changes are boggling my mind rn tho ([http://www.surrenderat20.net/2017/04/46-pbe-update.html#more](http://www.surrenderat20.net/2017/04/46-pbe-update.html#more))) . These changes flip a lot of things on their heads for defensive items. Abyssal Scepter losing its AP and moving it to Banshee's Veil. GA losing its MR for AD.... IDK man seems screwy but may actually shake up the meta
: > [{quoted}](name=megadethfish,realm=NA,application-id=3ErqAdtq,discussion-id=bQ1jhPLL,comment-id=00060000000000000000,timestamp=2017-04-07T14:39:05.056+0000) > > I like the idea too. I just feel Riot's current development path would make it so you'd have to interact with it rather than just gain power over time. They've been focusing on the ability to counter play and interesting interactions but I feel either would work pretty well and not be super overpowered as it almost would just be giving more health. Perhaps upgraded turrets decrease the time to charge the lazer rather than AS. I think the latter option would open more avenues for interactive play. With the former option, it's business as usual as long as Heimerdinger has enough CDR to consistently upgrade turrets without much strategic decision. Early on, I could see it being a big decision but as the game progresses not so much. The latter option would open the window to more interactivity in lane (in my opinion). Once Heimerdinger sets his turrets, he then has to defend them for "x" amount of time in their weaker state and it gives the enemy a fair window to take them out as well before Heimer begins to ramp up. I see where you're coming from though as far as Riot's viewpoint on idle lanes.
Love this conversation. It's a tough decision and you point out why; i like that. I think if you could manually do it, it prevents a situation where you are against an insanely strong laner that can just one-shot turrets because you'd be able to store 2 turrets, place one, then tinker it to upgrade it. Then you have the issue where you only have one turret which creates a big decision for the player imo. On the other hand having to defend it offers its own rewards and challanges as well. I think either option would be pretty viable. Just comes down to play-testing to see which has a better method of play
: > [{quoted}](name=megadethfish,realm=NA,application-id=3ErqAdtq,discussion-id=bQ1jhPLL,comment-id=000600000000,timestamp=2017-04-06T20:36:23.554+0000) > > I actually think that giving him move speed when he is near turrets would be solid but I don't think it would be the answer. > > I think he definitely needs help with his E as it is easy to miss. If they reduced the CD on it, it would be in a much better state. > > Just thought of this, his turrets can be upgraded ( id call it "tinker") giving them more attack speed and health). You spend an stored turret to do so by targeting an existing turret with your q. Heim will walk within melee range to "tinker" thus upgrading your turret. Each turret can be tinkered with 2 times so that you can have 3 total turrets that are stacked thrice (3 spent turrets on 1 single standing turret). This allows you to make intelligent decisions as to when you use the cached turrets -- to tinker or save for peel/escape -- as well as giving more survivability to his turrets. They don't get additional AP so they don't get over powered. > > Another option for "tinkering" is simply they upgrade after being active for x amount of time, but i dont like that as much as ^ > > It is something to give back to what he is supposed to be all about; his turrets. I think true high elo play with heim really comes down to effective use of rockets as it is a more reliable source of damage which goes against his character thematically. > > I'd also like for his turrets to grant on hit effects of AAs and scale with attackspeed, but dont think that'd be very effective. It would just make him even more trolly. When Zzrot was popular on Heimer that bonus movespeed was nice to have but definitely not make or break. I like that upgrade option, but I like the upgrade if active for "x" amount of time option a bit more.
I like the idea too. I just feel Riot's current development path would make it so you'd have to interact with it rather than just gain power over time. They've been focusing on the ability to counter play and interesting interactions but I feel either would work pretty well and not be super overpowered as it almost would just be giving more health. Perhaps upgraded turrets decrease the time to charge the lazer rather than AS.
: > [{quoted}](name=Glenius,realm=EUW,application-id=3ErqAdtq,discussion-id=bQ1jhPLL,comment-id=0008,timestamp=2017-04-06T12:36:13.375+0000) > > Hi, my english is not good but i will believe in the google translate XD. I am from spain. > i play the champ Heimerdinger since 3 years. > > What does Heimerdinger need? > Is a complicated question. > There are several options, so I do not know which would be better, but of course it is important for Heimerdinger to continue to base the damage and zone control of Heimerdinger in his best defense and not around, ie I do not want heimer to have more life, nor More defense. > The best defense of Heimerdinger is a good offense. I don`t like the build tank for Heimerdinger, because Heimerdinger is not a tank. Heimerdinger es a midlaner with a possibility of the play in the topline for the range of the turrets and the zone of control. > What I want is for Heimerdinger to continue to have the same damage as he currently has or more. In fact I propose something, what if we make Heimerdinger a champion of physical damage and not magic damage? In fact their abilities are of inventions, and therefore not magic, they are physical objects. > > From this change, you could consider adding attack speed, physical and critical damage to turret attacks, would certainly be something interesting. > > From my point of view, Heimerdinger should be AD damage. > > Now let's talk about another option: > > It would be to have an own object that would allow to add more options to the turrets, like the one that the turrets only attacked the rival champions. In this way Heimerdinger could lashitear underneath the tower or maintain the line without needing to be all the while putting on. > > Regards Lol, nice attempt bro. Much respect. More damage on Heimer would be useless if his turrets remain in the same state. Changing Heimer to AD and allowing crit would be interesting though.
I think think it'd be cool if he could go either. Give dual scaling to give the flex to build how you want and allow turrets to have on hit effects of ad items and ap items, but idk if riot would ever go that far. That said, I have wondered what it'd be like if he was able to have BORK applied to his turrets' shots :)
: > [{quoted}](name=AUFault,realm=EUW,application-id=3ErqAdtq,discussion-id=bQ1jhPLL,comment-id=0006,timestamp=2017-04-06T04:27:38.468+0000) > > I have played over 3k ranked games with heimer since season 4 and one thing I have noticed as league has been adapting is many champions have been given movement speed in fights or global ultimates. As heimer needs to kite around his turrets to get effective damage out, his damage is massively reduced when he cannot keep the enemy within certain areas for periods of time. (Or if they destroy your turrets) > > The main way of doing this is by baiting the enemy into a range and then stunning them. When the enemy has massive bursts or movement speed or dashing abilitys it's very hard to land one of the most difficult abilitys on the game (heimers stun). For this reason I believe one simple fix to heimer would be to reduce the cooldown of your stun at level 1 (becuase you max it last) OR let heimer stack more turrets (maybe reduce cooldown) OR make the hit box for e larger OR put movement speed into heimers kit somehow. Maybe if the Lazor hits from one of heimers turrets a spanner appears above the enemy champion and if you auto attack him you gain a burst of movement speed yourself. > > Making heimers turrets alittle more tankier would also help if the cooldown is not reduced or if you don't let him stack more. > > Another issue is junglers were given the ability to stack 2 smites a while back and no one realised that if the jungler smites heimers R Q it pretty much instantly kills it. If junglers now gets 2 smites they can almost always remove heimers ult every fight. For this reason I believe QR hp should be buffed massively too. > > Heimer has many bugs which if fixed will have a positive impact on heimers gameplay (one was fixed this patch which is nice). I also don't think heimer should be changed to much (mainly becuase I have so much time practicing him as he is) so I would strongly appreciate it if riot spent a lot of time fixing the turrets the way they are now rather than coding them from scratch. > > Heimer is weak but his kit works. He just needs tweaking. I don't think Heimer needs movement speed modifiers, the answer to mobility creep isnt to add more mobility.
I actually think that giving him move speed when he is near turrets would be solid but I don't think it would be the answer. I think he definitely needs help with his E as it is easy to miss. If they reduced the CD on it, it would be in a much better state. Just thought of this, his turrets can be upgraded ( id call it "tinker") giving them more attack speed and health). You spend an stored turret to do so by targeting an existing turret with your q. Heim will walk within melee range to "tinker" thus upgrading your turret. Each turret can be tinkered with 2 times so that you can have 3 total turrets that are stacked thrice (3 spent turrets on 1 single standing turret). This allows you to make intelligent decisions as to when you use the cached turrets -- to tinker or save for peel/escape -- as well as giving more survivability to his turrets. They don't get additional AP so they don't get over powered. Another option for "tinkering" is simply they upgrade after being active for x amount of time, but i dont like that as much as ^ It is something to give back to what he is supposed to be all about; his turrets. I think true high elo play with heim really comes down to effective use of rockets as it is a more reliable source of damage which goes against his character thematically. I'd also like for his turrets to grant on hit effects of AAs and scale with attackspeed, but dont think that'd be very effective. It would just make him even more trolly.
wjmagno (EUNE)
: and they should think about adding by back past 30 mins. to add another layer onto the game. but definetly having ether that you can combine 2 items. to only take up one items slot. but give stat for 2 two items in one slot. Or add reall lategame items. I am glad you mentionede pro play. cause i have seen this shit happen soo many times, and its a turn of seeing the carry running around with 5-7k gold not being able to use it on nothing besides doing the zz-rot portal chess etc
Another option could be an additional item slot post x time frame (maybe 50 min).
: > [{quoted}](name=megadethfish,realm=NA,application-id=3ErqAdtq,discussion-id=bQ1jhPLL,comment-id=0004,timestamp=2017-04-05T17:29:56.851+0000) > Other ideas is simply give him an escape by allowing his rockets to shoot him back slightly so that he actually has some survivibility outside of zhonyas. Gotta go balls deep, make them shoot him forwards instead.
haha i mean it would make him more troll. but thematically, he's a tiny guy and he is shooting huge rockets from his person. I certainly think they would blast him back at least a little.
wjmagno (EUNE)
: well. i am looking at this from an ADC perspective. they should be the strongest lategame. but thy arnt. Mages are however strong all fugin game long.. also am lloking at this froma dota 2 perspective(where you can never get to much gold). compared to lol, ohh shit i have to much gold 30min ingame. there in all honesty is a need to expand or combine items, soo one can keep scaling into the 40-50-60-70 min mark. and the items would be balanced, they cost way more and give comparable amount of statss, but they /it/the item/¨s take up ldess inventory space. also why i suggested combining pd+ie soo that you can free up another itemslot
I like the idea of another tier of combinations for items. I think that'd be an appropriate way to deal with it. I have had enough games where it does get to be an issue. I see where you're coming from. I think something like trinity force could level up with BF sword and combine cost. Not sure d'd really want them to just mash two items together. We'll lets hope Riot sees this and addresses these extreme late game issues as even in pro play it happens and just becomes, if we fail this one team-fight, all hope is lost lol
: Probably a bit of both. I only got one playtest on him, but the extra bounces netted me like 3 kills. It felt ridiculously powerful. Know that was likely the best case scenario, but I felt like my payoff for autoattacking anywhere in a fight was high. Hope you try it out and enjoy.
I certainly will. When I originally saw the extra bounces, I was so excited. Then I saw the delay and started to worry but I'll take your advice and give it a shot. Thanks! Keep up the good work guys {{sticker:slayer-pantheon-thumbs}}
: Was the adjust on Amumu simply to make players feel like they're dealing damage when playing him? Otherwise, is this more or less damage in your opinion? P.S. Does Gunblade's passive give you health from the damage dealt via your passive but by other players or would it heal the mage who triggered the passive?
The wording of it makes it sound like it wont apply. It makes the magic damage dealt be dealt with 15% true damage. The source of the damage remains with the caster.
: Patch Chat with the Playtest Team - 7.7
I feel that the change to Volibear doesn't really do much for him. I like that it bounces more but I feel like the delay in the lightning bounce hurts him although it is thematically appropriate. Do you feel like the ult changes actually help him enough or does he need much more work?
wjmagno (EUNE)
: soo i havea bone to pick.. as your playerbase gets better, games become longer. but you do not have items to compliment that. what i mean is that every single completed item ingame cost from 3k-4k gold and there are no single recepie item that cost more than 1300gold when will we get 8k-10k gold items when will we get BIG ASS B.F sword (cost 3000g) when will we get ultra lategame items. Or perhpas a 5k gold cost to combine Phantom dancer with Infinety edge for a Phantom edge/infinety dancer please respond ;_; sincerly regards teig1
I'm pretty sure their goal is to ensure games to get to that point. While that is not to say they don't, I think if it becomes a regular thing they would tend to make changes to make games shorter. Not a terrible idea to have some very late game situational items but the worry may be balancing them so they aren't op when bought first or something.
: > [{quoted}](name=megadethfish,realm=NA,application-id=3ErqAdtq,discussion-id=bQ1jhPLL,comment-id=0004,timestamp=2017-04-05T17:29:56.851+0000) > > I thought it would be interesting to have his w and e have unique interactions with the turrets as he his supposed to be all about the turrets. thought it'd be cool for w to have 1 rocket shoot from you turrets at the current cursor location on use of w and e to send a brief slowing shock-wave (.5 sec slow, no dmg) from all turrets when you throw the grenade as it can help the grenade land.. > > Other ideas is simply give him an escape by allowing his rockets to shoot him back slightly so that he actually has some survivibility outside of zhonyas. > > Turret attack speed increase through scaling would be neat. Not sure if it should be tied to AP, or AS, or something else but I think allowing some scaling there would be beneficial as well. > > Possibly just increase the # of turrets that can be placed. > > Possible cool interaction with actual turrets. > > Anyways top two are my top suggestions. Simply giving him a dash type ability he can live much longer in a meta where like every champion has a dash, it be comes so much more important. I love the idea of having his W or E have some turret interaction, a lot. A slight knockback from the rockets is also neat. I don't think he needs a full blown dash though.
My main idea with the rockets is just enough of a backwards push to hop the wall to the right of mid-lane, perhaps Lucian distance but I haven't worked out how that would impact his ult rockets. I'd be wary of it sending him flying backwards and miss all rockets. Maybe it would increase the distance but they all launch from initial spot but that may look bad. Thanks for the feedback though! {{sticker:slayer-jinx-wink}}
: Comprehensive list of possible changes/things to look at for confirmed Heimer changes..
I thought it would be interesting to have his w and e have unique interactions with the turrets as he his supposed to be all about the turrets. thought it'd be cool for w to have 1 rocket shoot from you turrets at the current cursor location on use of w and e to send a brief slowing shock-wave (.5 sec slow, no dmg) from all turrets when you throw the grenade as it can help the grenade land.. Other ideas is simply give him an escape by allowing his rockets to shoot him back slightly so that he actually has some survivibility outside of zhonyas. Turret attack speed increase through scaling would be neat. Not sure if it should be tied to AP, or AS, or something else but I think allowing some scaling there would be beneficial as well. Possibly just increase the # of turrets that can be placed. Possible cool interaction with actual turrets. Anyways top two are my top suggestions. Simply giving him a dash type ability he can live much longer in a meta where like every champion has a dash, it be comes so much more important.
Meddler (NA)
: Quick Gameplay Thoughts: April 4
I know you said Heim {{champion:74}} would be a stretch goal but do you have any insight as to what aspects you are looking to fix for him?
: Patch 7.7 Notes
Love the Zelda flair in the Bard changes YA-HA-HA! : Chime tier bonuses restructured. All damage tiers have been removed, and every tier now grants improved utility. YOU FOUND ME! : Bard can now hold a maximum of nine meeps... if he collects enough chimes
: Some thoughts on Support
Personally, I have moved to support so I don't have to wait forever for a role I want just so a game can start. Additionally, some people really struggle with the support role. Overall, I feel that the issue is a result of an over commitment to current lane meta. I feel that simply by making it almost impossible to run a solo laner against a to man lane you forfeit unique aspects of being a support and simply make less strategies viable. Open up the playing field to new possibilities and I think the support role becomes more interesting. Having to rely so heavily on the success of other individuals rather than yourself in the early/mid game really hurts being a support. Also, they need to have more objectives. A great example of something to correct that is Bards chimes and the gold income items. Another piece is that I feel that you can give added mobility to supports that can allow them lane presence in more than just one lane. I feel jungling is looked at with great reverence because you are "support" that has so many more objectives and map presence that gives you the income and pressure to be a stand out play maker and carry a game. I would look at a semi global item like {{item:3107}} that could "teleport" you to an allied champion for 5-10 seconds, leaving an afterimage in place at your original position that can take damage (perhaps reduced or even increased). This would allow a support to recognize a struggling toplane and make a call to leave yourself vulnerable to help turn the tide of a fight but could really hurt your adc if taken at a bad map position or moment. Other options are making more of these support items ({{item:3107}} and {{item:3109}} ) gold income items as well so that they can be bought sooner but also force more cost benefit decisions in item build. Alright, done ranting.... I still like that you guys are giving us Supps some much needed love.
: October Early Sales: 10.21 - 10.24
First? But actually some decent sale skins. {{sticker:slayer-pantheon-thumbs}}
: Ask Riot about patches, scripting, and rotations
Can you allow dodging of marksman auto attacks with Flash or other dodge moves. Stupid that it bends the laws of physics and simply is homing.... I feel like you should be able to flash any single target, point and click skill shot. .. Sorry for the unrelated post.. Keep up the good work guys
: Patch Chat with the Playtest Team - 6.18, Worlds Patch!
Hola! My question is surrounding the overall idea that when watching the LCS, we see some of the same champions year over year minus the new champions. At times we see a breakout during the early part of the year but then I feel like it falls back to the same few champs. >> So, what is being done to level out the champ pool so that we see more variety in the LCS/competitive play? I know that there is the champion updates that are going on which I think may partially address this but I still feel like there is much ground to cover to level up the seldom/never seen champions. Since this is a patch to address worlds, I can understand why it wasn't addressed in this one but this is something eating at my brain.
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megadethfish

Level 151 (NA)
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