: {{champion:90}} It's so good that he's not allowed to have his kit or deliver on his fantasy like I want to be a swarm lord not a suppression machine
the main issue with that logic is that with the voidling mechanics you depend on the suppression to ensure they hit the target, otherwise they will just die trying to reach it. this doesnt molest much for the AP build (because you can offset the lack of inmovilization with {{item:3116}} ) but the old AD Malzahar would have been unable to do what he did best which was locking down the enemy and let the voidlings turn it into shreds. being more direct, he needs a complete rework/relaunch.
: > [{quoted}](name=Snake of Avarice,realm=EUW,application-id=3ErqAdtq,discussion-id=ENEmqJrz,comment-id=0000,timestamp=2019-01-18T23:43:36.356+0000) > > Manamune is perfectly fine. I think that its fine on Ezreal. However, if it could be adjusted to be be just as strong on Ezreal but also usable on others, it would be a good change. Not necessarily priority work, but worthwhile for the game.
i think that's mostly dependant on the champion abilities rather than thei tem itself. it works on ezreal because he has to spam his skillshots to do what other marksmen can do just with basic attacks. {{champion:42}} and old {{champion:6}} were Manamune users aswell (heck, even AD {{champion:90}} used to build it), im not sure if they still get a use on it. perhaps if we returned the CDR part on it? i mean, its AP cousin gets 10% CDR. it would put them in a similarity to {{item:3508}} with the difference that its oriented for those champions that want to stack AD and Mana directly rather than depending on basic attacks to replenish.
: I have no ~~fucking~~ bloody idea what that is and knowing these boards I sure as hell aint googling it
Pokemon (Ruby,Sapphire, Emerald editions and their remakes)
Roark1 (NA)
: Recently released champions reflects Riot's poor balance choices.
i can only complain about {{champion:555}} in this case. an Assasin should never have hard CC on his kit, EVER. {{champion:245}} is fine becaue it requires setup but pyke doesnt have to setup anything he just does the dash almost instantly and stuns you without a proper frame of time to respond. {{champion:518}} is fine as long as you dodge her habilities, and her ult is as unreliable as {{champion:143}}. you can just simply walk outside of the AoE (unless you got CC'ed) {{champion:142}} was a mess to play against but she got nerfed heavily after release and i barely see her, the damage se can throw depends a lot on setup so you just have to be on the lookout for the projectiles (much like with {{champion:76}} back then) {{champion:145}} seems balanced, i play her regularly and im pretty sure you need to push way more effort in order to nuke someone compared to other marksmen that are being picked up(*cough* {{champion:202}} , {{champion:21}} *cough*)
: Were all remade champs worse than their original?
just from personal experience: {{champion:78}} -> she got better, i was fine with her old kit but being feast or famine was aids (and getting out of mana so quickly) {{champion:114}} -> didnt get to adapt to her new gimmick, i preferred when she was just "female Yi" that you could counter with the same methods as him {{champion:14}} -> he didnt change much, but i miss pressing R and going full Arnold onto the enemy team (or get kited to death, whatever came first) {{champion:28}} -> she improved, dont play her much but i feel her easier to learn {{champion:39}} -> not sure what to feel about her, guess she's just unpalatable in general {{champion:3}} -> picked him out on a few ocasions, he was very specific in terms of role and AD comps got him bad, now he's just a nuissance in general because not only he is the go to against AP comps but also can tank well enough against AD too. {{champion:81}} -> im liking it, pre-rework i couldnt stomach playing him because he felt very complicated to play but right now i feels very rewarding whenver i pick him {{champion:50}} -> still good, not opressive as before as you have to wait until midgame to start being a menace to the enemy team {{champion:6}} -> improvement, my only downside is that he lost the guided missile mechanic but otherwise he got better {{champion:30}} -> not sure if his rework was merely visual because i never played him before that, the only thing i can cry about him was that i used to stack AoE as his build, then Riot nerfed {{item:3068}} , made {{item:3001}} into a tank item and took out the penetration bonus from {{summoner:3}} so i couldnt eat {{champion:157}} for breakfast anymore. he can still be tanky tho but yeah loss some needed damage. {{champion:84}} -> havent played her reworked version, old Akali was a nightmare when not having hard CC around but otherwise it gave a fair fight with enough visuals to be wary of her habilities, the new one throws a shuriken and you practically dont see it, and the smoke ring lasts too long, i would probably go for that instead of nerfing her directly, its not a matter of raw damage but rather of how much damage she evades while in hiding and how poor is the visual indication of her habilities so you cant properly dodge. {{champion:83}} -> i played his old version in several matches, dude was a monster unless kited or CCed. his new rework makes him more harder to kill but i think he gets too much power when building damage (even for a juggernaught), otherwise i had the most fun after rework with the army build (Banner of Command, {{item:3512}} and mostly full tank).
Verxint (NA)
: The problem with marksman is that they all fundamentally do the same thing: build as much damage as possible and kite. This one dimensional purpose means there's very little space for them to stand out or establish niches for themselves, leading to the pattern that's existed for almost all of the games history where two or three marksmen dominate the role.
that's why i advocate for removing that part. some assasins can go offtank, some mages require to enter the frontline in order to maximize their damage. im more or less fine with the inclusion of champions like {{champion:203}} or {{champion:29}} into the jungle but for the most part that image of the marksman just adding damage/crit/AS items and kiting people has to be removed and the class has to broaden what it can do. and that means doing a full pass of changes in terms of stats, skills and interaction with runes to ensure each marksman can fulfill an specific role instead of being underlooked because only 3-4 of them in the whole class can do everything at once. it doesnt take too much to see how this balance should be when we have posterchild champions like {{champion:81}} {{champion:145}} {{champion:6}} and {{champion:51}} , they pretty much englobe the vision i want to give in the thread, only cait falls into the traditional image but she's the main Sniper of this game so it makes sense she would be the best example of that particular subclass. but instead i only see {{champion:202}} and {{champion:21}} on every match because they can just poke, outrange, outdamage and outspeed the competition. its not a matter of just nerfing those two but of rebalancing all the list to organize it once and for all.
Rioter Comments
Kelg (NA)
: Who's the most forgotten champ(s) in the game
what, no {{champion:427}} ? i heard he's used in the very top of the ladder or something like that but otherwise i only see one like once in a blue moon.
: > [{quoted}](name=xaritscin,realm=NA,application-id=3ErqAdtq,discussion-id=hsENQVJw,comment-id=0001,timestamp=2019-01-15T07:14:37.791+0000) > > he needs a rework, hopefully one where he's more than just stealth botting and kill with basic attacks. AD itemization on him is what makes Shaco so problematic in the eyes of the community, i would probably get downvoted to the void for this but he would be much healthier if his kit revolved around the rest of his habilities like the boxes and the clone. > > i mean, as far as im concerned the main fantasy of playing Shaco is killing people with clever tricks, not just press Q -> oneshot with a few stabs. that's bland and unoriginal. for example: > > -backstab could be replaced with something else like "every X amount of seconds you can juggle 3 knives towards enemy targets as ranged basic attacks that also poison the enemy briefly" > > -Q no longer provides stealth, instead it throws a paint filled balloon that slows the enemy and marks it to receive extra damage from all sources. > > -W is the same boxes we know but they could be way more powerfull, like putting them on a charge system like with Teemo's shrooms or Heimer's turrets so you can set a lot of them all at once for ambushes when needed. > > -E looses the slowing part and becomes an execution tool, with an extra bonus based on target's missing health > > -R has 2 effects, if casted normaly you enter stealth automatically the same way he does right now, if you recast the hability during the first seconds you also get to summon your clone > > this would mean that you would have to properly time when to enter stealth, before getting on cooldown and would get some extra tools to mess up with people. of course there's something to take in consideration which is that he looses some early game mobility but yeah, something has to give. so what you're saying is remove the assassin part from Shaco.. Ok? and you took that backstab passive from a rework concept made by someone that I read a few months ago
or perhaps you're missing the point completely. he has to be an assasin yes, but his method of killing should be consistent with the fantasy that you get when playing him. if you want to go on stealth and burst people down with a few attacks on the face you should play Talon or Kha'zix or even Zed (by switching with shadow out of the enemy vision). Shaco identity should be about going full Jigsaw on the victim, make it run into a bush full with traps, confuse attackers by getting into stealth and leave your clone to fight them while juggling pointy things towards them out of nowhere. that method of using Q to run into enemies and delete them with basic attacks goes against that fantasy and is the main offender on why he cannot be properly balanced. less stabbing and more mindtricks should be the focus. perhaps not at the degree of Neeko or Leblanc but something close to that. and that means either making him scale only with AP or ditching the stealth in order to conserve the AD builds not as a sustained damage dealer but as an AD caster.
: [MEGATHREAD] Let's Discuss: Shaco
he needs a rework, hopefully one where he's more than just stealth botting and kill with basic attacks. AD itemization on him is what makes Shaco so problematic in the eyes of the community, i would probably get downvoted to the void for this but he would be much healthier if his kit revolved around the rest of his habilities like the boxes and the clone. i mean, as far as im concerned the main fantasy of playing Shaco is killing people with clever tricks, not just press Q -> oneshot with a few stabs. that's bland and unoriginal. for example: -backstab could be replaced with something else like "every X amount of seconds you can juggle 3 knives towards enemy targets as ranged basic attacks that also poison the enemy briefly" -Q no longer provides stealth, instead it throws a paint filled balloon that slows the enemy and marks it to receive extra damage from all sources. -W is the same boxes we know but they could be way more powerfull, like putting them on a charge system like with Teemo's shrooms or Heimer's turrets so you can set a lot of them all at once for ambushes when needed. -E looses the slowing part and becomes an execution tool, with an extra bonus based on target's missing health -R has 2 effects, if casted normaly you enter stealth automatically the same way he does right now, if you recast the hability during the first seconds you also get to summon your clone this would mean that you would have to properly time when to enter stealth, before getting on cooldown and would get some extra tools to mess up with people. of course there's something to take in consideration which is that he looses some early game mobility but yeah, something has to give.
: Gotta love how most of the people saying he is strong... don't even play him "Strongest he's been in years" Don't make me fucking laugh. How is an annoying fly Malz dependent of enemies ignoring him to deal damage stronger than approach-me-and-die Malz Even without a shield and with more clear weaknesses... Old Malz had a better win rate and less complaints about him overall. New Malz has been bitched about more in approx 1 year than Old Malz has been in approx 5 years. Let that sink in.
"strongest he's been in years" yet he needs the jungler's assistance in order to secure a kill because his damage is too low to kill something on his own. most of the other mages in mids just shove the damage even without MR, and its worst when they build just a little bit. try to land E + Voidlings, they run away, E+Q doesnt do much on its own. a full spell rotation with ignite and they still dont die. and its not only during the lane phase when you're trying to rush a good item like {{item:3027}} . its the whole game, even with 3-4 items up the damage is anemic. strong my ass. he was a 1v1 god with a hidden uber sieging potential. they ruined him, i'd even dare to say a support deals more damage right now.
Kynin (NA)
: Yorick is probably the best designed summoner, though some of their mechanics are irritating to play with. Heim has had his turrets slowly lose their impact, now his kit is heavily reliant on his w. Zyra's plant AI feels extremely lackluster. This is compounded by the recent changes to health. This season has not been kind to her. She lost her early power with the new runes system since magic pen was removed and her itemization took a large hit with the ap itemization changes. It seems like every time they change malz they make him less fun to play. His voidlings, which I imagine as a huge part of his kit, are now near useless and there arent the highs of swarming an enemy. They have made Zyra plants the same way and it feels terrible. Most of the time her plants are accidently destroyed before they fire a single auto attack. RLDR: Riot seems to be pushing summoners away from their niche. All summoned creatures are losing power and Riot needs to look at all three again. {{champion:90}} {{champion:143}} {{champion:74}}
the thing with {{champion:143}} is that all her kit revolves around the plants. she can dish a good amount of damage out of Q an E but the real bulk of her is getting a full rotation of plants then lock down enemies while R enrages the greens. {{champion:74}} isnt as affecte because his turrets still require a fair amount of damage to get killed and i think he is in a better spot right now (allthought i still loathe how safe and opressive he is in the laning phase). {{champion:83}} is balanced in that the ghouls spawn after a certain condition is made which is after having 3 graves nearby or if you use R. they also have the dashing thing if you caught an enemy champ with the mist globule. they still die to basic attacks but they spawn in enough numbers to be dangerous if not carefull. {{champion:90}} kit wasnt designed about the Voidlings. all his other habilities are stand alone for a regular mage. the voidlings were just something that was there every time you casted spells and they would focus people under E or R just for an extra. then Riot had the weird idea that Voidlings should have some kind of protagonism, that was a mistake that costed one of his niches. voidling spam as a main hability and tie them to the AP build was wrong and gutted the use they had. first of all because they dont do anything outside of being a waveclear tool. Yorick can make his ghouls jump into the enemy, the voidlings have to walk, you can only get 2 of them per cast whereas the other summoner champions get 3-4 depending on the situation. if the voidlings were trully a part of his kit they would have had to keep the functionality they had previous to the rework, not become weaker.
Abibyama (EUW)
: So if I got this right. That would mean cast W and after your and everyone’s else spellcasts the voidlings spawn out from the zone? Depending on how many spellcasts this could be good
not really. its more similar to his old passive which was "every 4 casts from your habilities spawns a voidling", they usually spawned out of thin air a few blocks from Malzahar and they still had to walk into the enemy which meant sometimes they could get killed before arriving. so, the Void Zone interaction means that every 4 spellcasts from your habilities you charge a voidling. the next time you casted W you would get a Voidling to spawn from the Void Zone. unlike Yorick's ghouls you only get 1 voidling after every 4th cast so it was designed it for reaching the enemy without making them walk too much. they could still chase and will stay for a while as they do right now but they shine more when you can land a full rotation of QEWR. because you silence, then infect, then lock them down in the zone with the voidling getting the attack speed boost. the hability is designed so you either focus on the AoE magic damage or go for a summoner gameplay by focusing on spamming spells to get the most amount of voidlings while still having the other spells to work in setting up the trade.
: Kai'Sa is... Underwhelming
Marksman =/= ADC. if your strat is to throw pellets to the enemy via basic attacks, then she's not the right tool for that. just by looking at her kit is evident that she's ment to be a versatile ranged asassin. building for burst? -> stack AD, but Q is meant to be high power when used against isolated targets, not wasting it on minion waves. building for long range sharpshooting? -> stack AP, nothing to say from that, skillshot working as intended i guess building for actual DPS? -> stack AS, the invisibility while in channel is meant to work as Twitch's invisibility, you use it to prepare for the ambush not to do invisible rolls midfight like Vayne. she's more akin to an Strategic Cruiser from EVE Online. she can focus on short range missile barrage, long range gunnery or covert ops ganking with short range DPS depending on what you build on her. i'd buy her for the versatility not because she will be the FoTM peashooter in botlane.
Kynin (NA)
: Hopefully Riot does more work on Malz soon. All of the summoner champions need some work imo.
> [{quoted}](name=Kynin,realm=NA,application-id=3ErqAdtq,discussion-id=jLa5zIpz,comment-id=0002,timestamp=2018-03-08T18:49:40.311+0000) > > Hopefully Riot does more work on Malz soon. All of the summoner champions need some work imo. compared to the others he's in a really bad spot, the voidlings werent his focus actually, but you could build around them and they would be a good strat. this doesnt work anymore because of the way they were changed with the rework and after. champions like {{champion:143}} and {{champion:74}} have better "summon" interaction because their kits are actually centered around them to a good degree. Malz never had that relation, the voidlings were just something you got from casting stuff. making them so you could invoke them directly was counterproductive because they actually got weaker to compensate that freedom thus being obsolete compared to summons from actual summoning champions. gated amount of summons -> they have space to be more powerfull despite their limited numbers freedom to spam summons -> have to be weak to compensate or otherwise they become underwhelming to the enemy pre-rework Voidlings were capable of shredding people in seconds if you built AD with {{item:3071}} because not only they scaled with your health but also the total AD and their attacks would apply armor shred on top of on hit effects like Red Buff, this coupled with enraging a few seconds after spawning that was the attack speed steroid the get now from using E on a target. they were really nasty back then and the kit was balanced because if you focused on that build you didnt have AP to boost the rest of the kit. now they scale a bit with AP and apply magic damage but its worth nothing because they die with a single basic attack and have way less raw power.
Rioter Comments
Zyranium (EUW)
: After the Noxus lore update, I think {{champion:7}} should be added to the VGU list too, her recent lore paragraph gave us a hint of how powerful she is, but still, we don't know anything about her, the Deceiver is nearly thousands of years old and is the leader of a secret cult, her looks doesn't portray that, she doesn't feel like she would be a cabal matriarch. Her model is outdated, her VO is poor and doesn't fit current lore, gameplay wise she's truly okay compared to some champions, but just like Irelia or Akali who are okay in term of gameplay, Leblanc still require a VGU, after the fail of the assassin update, she's getting reverted to old Leblanc this year, and I don't think it's a solution, she needs more work indeed. I would put those champions in the VGU list : {{champion:24}} {{champion:26}} {{champion:7}} {{champion:9}} {{champion:42}} {{champion:56}} {{champion:54}} {{champion:131}} {{champion:33}} {{champion:8}} {{champion:72}} {{champion:32}}
Diana is problematic in terms of kit but her visuals are still fine for her age, i would swap her with Amumu for that spot. also dont forget this guy {{champion:20}} or {{champion:36}}
: > [{quoted}](name=xaritscin,realm=NA,application-id=6kFXY1kR,discussion-id=AooltAYV,comment-id=,timestamp=2018-03-07T18:01:38.841+0000) > > on his current lore iteration {{champion:24}} is the last Icathian warrior (actually the last Grandmaster at arms of the whole kingdom) and he even stood there when the portal to the Void was open. the new bio states that his lamp post is "The Last Light of Icathia", so even the whole "imagine if i had a real weapon" meme still stands taking in account the lamp is not only a relic but also an object of memorial value. he would only need a revision of his habilities but for the most part the only problematic with him would be to find the visuals for the new model of him and the lamp. A member of Riot explained long time ago that the last light of Icathia is literally a simple lamp post, not a magical relic or anything like that.
either way the lamp post needs a model change, but i still think it should have something to make it shine above all the other actual weapons in League (no pun intended).
Rioter Comments
boez (NA)
: as a soft-core hecarim main I feel hes not in a terrible spot and is still really strong when used properly
> [{quoted}](name=boez,realm=NA,application-id=3ErqAdtq,discussion-id=99WIs4Es,comment-id=0001,timestamp=2017-10-18T01:25:16.154+0000) > > as a soft-core hecarim main I feel hes not in a terrible spot and is still really strong when used properly i used to play the hell out of him before, mostly AP (even before runic echoes) but nowadays it feels like he doesnt do any damage. almost like they want to obligue me to go full tank or something.
: We got the Champion Roadmap guys!
seeing all those crows in {{champion:50}}'s teaser makes me think if he's gonna be flock centric like {{champion:9}} . well, i mean, using a flock of crows here and there instead of just good ol Beatrice and transformation.
: What games are you playing?
Terraria. i was originally trying to beat the game in expert + hardcore but got hooked on mods so now im playing a softcore expert run with some mods. sometimes i play EVE Online but only to put my character skills. oh, and i also have a Cookie Clicker play going on. checking from time to time.
Rioter Comments
EkyonKun (NA)
: I made something very similar to this, also addressing the unique crit interactions such as Ashe, Jhin, and such. Something you forgot to mention, though, is Ashe does NOT gain damage from crits normally. Instead of gaining 50% damage per auto with IE + PD, she would more realistically gain 25%. I did a lot of the math here. If you're interested, anyway. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/cytGR9Lj-wrath-system-replaces-crit-chance
i like that it address champion habilities. but it doesnt give an explanation of the stat on itself. i wanted to make it so it scales with the champion rather than the items so it doesnt get to crazy stuff like lethality. instead you take 2-3 items from the same family and the rest is normal build. you cannot delete people in 3 attacks like before but well, that's the point, you shouldnt, most of the champions that built crit were based around sustained damage not killing people from a few hits.
Ąkąli (NA)
: I usually get too confused in these threads and bail.
here's an abridged version: crit is replaced with a new type of stat that scales with the champion's own base attack damage on each lvl, instead of being a total damage increase in basic attacks like {{item:3053}}. adding a flat % increase in damage for basic attacks. so for example, if i have 60 base AD at lvl 10 and rush IE, i get 20% extra base damage, so 60+12 = 72 base damage on basic attacks, not counting the rest of stats given by the item. then if you get to lvl 18 with IE and PD and your base AD is 100, then you deal 100 + 50% = 150 AD per hit, not counting the rest of the build because this new stat is additive. it means that instead of dealing 400 damage then suddenly give a 900 damage hit at random, you deal 500-600 constantly, depends on the stats of the champion and the target your hitting. but that should be the threshold at lategame. the stat is made so it doesnt scale like crazy with items so people cant abuse like it happens with lethality.
Rioter Comments
: The more I dwell on it, the more I hate Sona's current state. I want a rework.
now that you mention a rework, and the more i think in what Sona's main concept is, she doesnt really live up to her fantasy in her current state. she's basically a "bard", i mean, she uses music to empower her allies and damage her enemies. but right now she's just an aura bot. like you can just press QWE (or those buttons in any order) and R sometimes and give some powerchord attacks but that's it. that's Sona's way of playing right now. other champs got a change on their kit to allow an specific strat, or got interactions between their different habilities. for example {{champion:13}} can chain different combos and each combo does a more or less a different thing on its own. the most logical path to go with {{champion:37}} is to ditch out the whole aura thing and base her about actually composing things in the run. she has only 1 instrument and 4 skills along with her passive. something like: **new passive:** every 3rd basic spellcast Sona can produce an special melody with a special effect depending on the habilities used. **new Q:** Sona casts 3 empowered chords on an enemy target dealling magic damage on each hit, casting this in an ally empowers their next basic attack with bonus magic damage on hit. **new W:** Sona casts a soothing song over an ally healing them for the duration of the effect, she can also use this over an enemy to slow them briefly. **new E:** Sona casts a strong chord that shields an ally, she can also use this on an enemy to deal a single burst of magic damage (i like the idea of Sona being able to fend for herself in a solo lane) **new R:** Sona prepares her instrument for the grand finale, producing a shockwave around her that knocks enemies back, reducing the cooldown of her other habilities and increasing the attack speed of nearby allies for a time. now, about her passive, the idea is that each 3th basic spellcast releases a different combo depending on what you used (the order of the skills dont matter only the number, it would be too much combos): triple Q -> Sona shoots a damaging bouncing chord that prioritizes champions. (can bounce to at least 2 enemy champions) triple W -> heals a big chunk of life for the nearest ally champion with the lowest health triple E -> nearest ally gets reduced damage for a short time. Q+2W -> Sona shoots a charming chord on her next basic attack. Q+2E -> Sona shoots a stunning chord on her next basic attack. W+2Q -> Sona shoots a bouncing chord that heals her and the nearest ally champion. W+2E -> Sona shoots a bounching chord that shields her and the nearest ally champion. E+2Q -> Sona shoots a big empowered chord on her next basic attack E+2W -> Sona reduces the target's enemy movement speed on her next basic attack Q+W+E -> increases Sona's attack speed for a few seconds. (couldnt think of any other thing honestly) there's no interaction with R. sorry, i was running low on ideas.
: i had over 400 armour on nasus and a adc still chucked my hp away in under 5 seconds damage creep is insane.I dont if it was because of the buff they get in nexus siege or if adcs and crit need to be looked at in general
if it was a {{champion:67}} or {{champion:119}} i can understand. i mean, marksmen are supposed to build damage to destroy the front line and the enemy structures, its how they are being worked upon in the game right now. they're not supposed to be highly mobile or have protection outside of their own lifesteal and damage. but getting struck down by a {{champion:141}} in shadow form or even {{champion:238}} shouldnt be logical as a tank. and im talking about full tank build, with all the required runes and masteries. its just plain unbalance. in most cases they only needed 1 or 2 lethality items with the rest being stuff like {{item:3072}} or {{item:3142}} or even {{item:3153}} . seeing a {{champion:157}} taking on the team 1v5 while tanking with {{item:3022}} and {{item:3053}} shouldnt be possible in any form, yet it seems the game goes on in alloying these champions to stack damage and become unkillable even when under heavy fire.
: Season 7 has been the most stressful season of all
i was really excited with this season when the reworks of certain champs came and i could play them with a much better winrate then turned out you cant compete in ranked against the new champions and the certain not so new champions that have plagued the metagame since season 4. people bitch about tank meta or ADC in 2k17 but it seems the game has turned into a damage fest for the worst. you think {{item:3504}} is the worst thing to happen? well, try to use a tank when certain champions just buy a second lifesteal item and suddenly all your gold is worthless even when having a lead over them. at least against AP you can more or less survive, but AD has gotten out of control, specially in top.
Rioter Comments
Rioter Comments
Elikain (EUNE)
: Fiora has an AP scaling on her Riposte (100% AP) but that doesn't mean she is supposed to be played as a full AP Riposte one shot wonder. Opposite scaling (or even damage type) on champions serve as additional scalings on builds that aren't as optimal on them but could be in rare situations. You can't balance AP and AD playstyles for the same champion. They don't depend on the same stats. What does crit for AD translate to for AP? Some spells do crit (Anivia's Frostbite) but those are special cases that are hard-coded into the game. AS doesn't exactly translate into CDR as AD champions also have this stat and use it for their own skills. But the majority of their damage (depending on the champion) comes from AAs or spells while the majority of AP champion's damage comes from their spells primarily. Multiple playstyles cannot be supported because champions should fit into a certain role and type. You can't balance all of the stats the game has with every champion's kit. They are not made to be versatile. Jhin is supposed to be a Marksman, not a Mage, Support or a Tank.
> [{quoted}](name=Elikain,realm=EUNE,application-id=3ErqAdtq,discussion-id=skQT8dwa,comment-id=00040000000000000001000000000001,timestamp=2017-05-19T23:05:17.829+0000) > > Fiora has an AP scaling on her Riposte (100% AP) but that doesn't mean she is supposed to be played as a full AP Riposte one shot wonder. Opposite scaling (or even damage type) on champions serve as additional scalings on builds that aren't as optimal on them but could be in rare situations. > > You can't balance AP and AD playstyles for the same champion. > They don't depend on the same stats. What does crit for AD translate to for AP? > Some spells do crit (Anivia's Frostbite) but those are special cases that are hard-coded into the game. AS doesn't exactly translate into CDR as AD champions also have this stat and use it for their own skills. But the majority of their damage (depending on the champion) comes from AAs or spells while the majority of AP champion's damage comes from their spells primarily. > > Multiple playstyles cannot be supported because champions should fit into a certain role and type. You can't balance all of the stats the game has with every champion's kit. They are not made to be versatile. Jhin is supposed to be a Marksman, not a Mage, Support or a Tank. exactly, she's not supposed to rely on riposte all the time, the idea with these alternate buildpaths is that you use your brain and try to think on ways to make use of the different damage or items you're gonna use. 100% AP scaling on riposte is good, would be well paired with building on hit magic items like {{item:3100}} and {{item:3115}} add a thunderlord's and you can have a reliably burst if done right. AP {{champion:23}} can still be done, AP yi can still be done. they are not meant to be the end of all builds or the flavor of the month. but they can be done with a dedicated planning. AD {{champion:90}} was around getting good amounts of physical damage with enough mana and cdr to spam your spells so you could stack fast for the voidling spawns. with 2-3 voidlings you could do good trades because they scaled out of your health and your damage while getting further ehanced in terms of DPS after a time. with enough practice the voidlings would shred even tanky oponents with the help of {{item:3071}} . was it good? yeah, and was a fine jungler with that too. had it a clear weakness? of course, lategame the voidlings were propense to be killed fast, and heavy armored oponents would shove out of them while your spells wouldnt do much damage. it was a right tradeoff for the obscene damage you could get with them. in the right conditions an AD malz could dunk towers as fast (if not faster) than any {{champion:11}} or {{champion:23}} on lategame because the voidlings would dunk basics that were almost worthy of being called "crit" (400-500 damage on towers or minions) before the assassin rework {{champion:121}} had a 50% AP scaling on his passive, and it still has a 50% AP scaling on his W (the healing part). if you evolved R first, you could have spammed the passive 3 times on your victims, first one stacked with {{item:1402}} or {{item:3285}} + {{item:3100}} + thunderlord's was enough to burst squishies. you also had enough mana and CDR for escapes with E or additional heal with W. you could keep up on lanes by healing out of minion waves with a {{item:1056}} . was it a viable path? yes, even if you only used 50% of your AP on skills you could still put the AP to use by using spellblade and masteries along with other item effects. proccing the passive 3 times was enough against any ADC or midlaner, even some tops or supports died easily. it had weaknesses? yes, not building AD meant all your kit didnt do damage hability wise, save for the passive. so enemies in armor or too much health would survive the initial burst. you worked on a budget, waiting for the right momento to stealth into the enemy. and in some cases the enemy would still counter it with certain methods. certain alternate builds were nerfed because there were aspects of it that became well exploitable and were actually harmfull for the game like AP {{champion:11}} or tank {{champion:245}} and they were of course, worked on in order to limit them. but there are several champions that can work fine with the scalings they get from building other items apart of the meta ones. AP {{champion:5}} can abuse on his heals but its still limited by being a basic attack champion. AD {{champion:105}} was a thing in the past, he was nerfed but he still have them. AP {{champion:35}} was one of his "worst" buildpaths but even then it could be done and it has gone better now after the rework. it even was the only viable way for a time when his AD build was bugged. AP {{champion:19}} was and it still is deadly, and it doesnt limit him much on his kit anyways. the list goes one and one. i could even say AD {{champion:60}} is doable, and i have done it myself from time to time. crazy buff from spider W and you can apply damage both in human and spider form, kinda like {{champion:126}}. only limitation is how well does the enemy work around it and how well are you thinking your strategy. and that's the way of thinking that should be encouraged here, to go and try a different playstyle with champions instead of being locked to the metagame and copying the "pro playstyles".
: Just for the people who might have missed it; Malzahar is basically being reverted
unless im reading the details wrong, there's no point on keeping the AD scaling on the voidlings since they will be doing magic damage anyways. like, what for? only physical i will be doing will be from my own autos and im not built as basic attack ADC. the whole point of the AD build was to cheese on the voidlings doing the damage for you while the rest of your spells were utility and you dodged/kited the enemy if it was fool enough to not build armor. they just shoved the AP build as the only viable playstyle. i wouldnt call it a revertion, that's just shitting more on him for the sake of preserving that unnecessary mess of a rework. at least with "AP" {{champion:121}} i can still build boots and somehow apply the passive's damage even while all the kit obligues me build AD. this guy will just be plain useless if building AD, enemy builds armor? my basic attacks wont do shit, enemy builds magic resistance? my spells wont do shit anyways because im not building mage and my voidlings apply magic damage so they dont do shit either. JUST REVERT THE REWORK ALREADY FOR FUCKS SAKE!
Rioter Comments
vodrio12 (EUW)
: mundo demasiado fuerte.... para ti! huehuehjnrnkgmgm
> [{quoted}](name=vodrio12,realm=EUW,application-id=6kFXY1kR,discussion-id=qzKoH5K6,comment-id=0001,timestamp=2017-05-09T22:18:17.194+0000) > > mundo demasiado fuerte.... para ti! > huehuehjnrnkgmgm mundo pensar que tu ser gallina :v
: Also, since Mundo is stupid, he uses the infinitive (Ir) instead of the conjugated form, (Va). This is something that is usually done to make fun/imitate people who can't speak Spanish. Also, my grammar nazi senses are tingling. "Él" has an accent if it's a pronoun.
> [{quoted}](name=WingedWinter,realm=EUW,application-id=6kFXY1kR,discussion-id=qzKoH5K6,comment-id=000000000001,timestamp=2017-05-10T13:17:27.938+0000) > > Also, since Mundo is stupid, he uses the infinitive (Ir) instead of the conjugated form, (Va). This is something that is usually done to make fun/imitate people who can't speak Spanish. > > Also, my grammar nazi senses are tingling. "Él" has an accent if it's a pronoun. yeah. oh the tilde? well, that's more from the web browser side. i dont really know how to put tildes when texting.
Fasmodey (EUW)
: We have a neutral god, what about dark gods?
the thing is that, most of Runeterra doesnt seem to have developed religion. best examples i know are Bilgewater with the mother serpent and Zaun with the Gray/Grey Lady. Shurima had a worship regarding the Sun Disk. but it wasnt really an entity. Freljord had a worship regarding the Watchers, but they for the most part have forgotten them ever since, save for Lissandra and her tribe. Icathia in the old lore was related to worshipping the Void, however, as far as the new lore is coming out it seems they were actually fighting it or caused the void war. Targonian society worshiped their own gods and they actually remain, just that only a few mortals are able to see them. {{champion:89}} , {{champion:44}} , {{champion:80}} and {{champion:131}} are avatars or heralds of some of the Targonian Gods. Ionia is more about eastern spiritism and philosophy so they dont really worship gods, instead they have philosophical schools and spiritual rites related to illumination. Noxus and Demacia seem atheistic, however, both the Noxian and Demacian ideals could be seen as an object of worship. but they dont have gods. Bandle city has an obsession with the "mothership", however this is still old lore and im not sure if Riot will change it in the future. Piltover is a technocracy with an emphasis on commerce, they dont worship gods. the ruined king could be taken as an object of worship in the Shadow Isles. however, the only thing closer to a cult there are the followers of {{champion:82}} and {{champion:60}} apart from Nagakabouros and the Targonian Gods, there's not much deities to see in Runeterra.
: Candy-Themed Skins
no chocolate amumu? shame!
: ¡Mundo va a donde él quiera! ~~It's been forever since I've taken spanish but this looks right...~~
> [{quoted}](name=EvanThomas,realm=NA,application-id=6kFXY1kR,discussion-id=qzKoH5K6,comment-id=0000,timestamp=2017-05-09T19:01:59.867+0000) > > ¡Mundo va a donde él quiera! > > ~~It's been forever since I've taken spanish but this looks right...~~ from the latin american client: "Mundo ir donde quiera" your translation isnt really wrong anyways. just that the way you wrote it can be taken like if someone else was saying it, not Mundo. the difference between you making an affirmation and someone else doing it in spanish is the pronoun, "**Mundo** ir donde quiera" (when addressing to yourself in spanish you use "Yo", but since its Dr. Mundo, he refers to himself by his name directly, non 3rd person sentence from him would be "Yo voy donde me da la gana" or "yo voy adonde yo quiera" (i go where i please/i go to wherever i want. you can say it in different ways) "Mundo va a donde** el** quiera"(3rd person, "Mundo goes to where HE pleases", that would be the english translation of that sentence, the EL/HE marks it as 3rd person since its already addressing its a comment about Dr. Mundo). also the "va a donde" part can be abreviated, "va donde" (you cant really exclude the "a" in the first sentence, because it notes that Mundo is going somewhere, the second sentence is more related to going inside/outside in a place most of the time). ex: "a donde va pablito" (where pablito is going), "donde va pablito" (where does pablito have to be put or where does he have to sit) you have good spanish, cheers from a native spanish speaker. have an upvote
Dasdi96 (NA)
: Anyone else sick of this spoiled brat?
ever since i discovered i could counter him with {{champion:30}} is not a problem to me anymore. althought, since the last nerf i've seen him out of matches, usually banned or no one picks him for that matter.
: He can't build lethality -> garbage champ.
> [{quoted}](name=Could not care,realm=EUW,application-id=3ErqAdtq,discussion-id=fuild051,comment-id=0005,timestamp=2017-02-19T17:37:00.353+0000) > > He can't build lethality -> garbage champ. technically you can, but since his AD build was built solely around voidlings its not worth it anymore. back in the day all you had to do was spam your spells until you got 2-3 voidlings on the field. but since the rework that build has been going downhill. he has good range for autos but the real meat was on discharging your spells into someone and see how the voidlings shred them even when trying to escape. they were also incredible pushing towers and clearing minion waves. now they're just decoys, they dont do anything.
Skyroar (EUW)
: So Mid Lane Malzahar has been officially destroyed
basically there's no reason to pick him for anything now. i used to spam him for top/mid/jg before his rework. seeing him dumped to a support role goes completelly against to what he is supposed to be. if i wanted to go supp with a mage i would pick an actual mage support like {{champion:16}} or {{champion:40}} . all in all this demonstrates that the rework was an utter failure and should be reverted. his DoT is garbage, his voidlings are garbage, the rest of his spells are garbage. they gutted him, all because of "change for the sake of change" if people was worried about a point & click ult it could have been replaced with something else, or change the grasp into something else mechanic wise (a tether that amplified the effects of malefic visions for example).
: Now that I think about it, a lot of his kit and core thematics can be kept if he were a bruiser. A voidling army, but it has a short leash radius around Malzahar: more easily balanced. Malefic Visions, refreshed by melee attacks. Suppress fits a lot of frontline champions.
> [{quoted}](name=5000000000000000,realm=NA,application-id=3ErqAdtq,discussion-id=1Yr4ggzE,comment-id=0003,timestamp=2017-02-06T09:53:03.538+0000) > > Now that I think about it, a lot of his kit and core thematics can be kept if he were a bruiser. > > A voidling army, but it has a short leash radius around Malzahar: more easily balanced. > Malefic Visions, refreshed by melee attacks. > Suppress fits a lot of frontline champions. like some kind of AP {{champion:83}} equivalent. that's what the rework should have been. peple whined about him because of the suppresion. rito balance the whole thing around the suppresion instead of looking at the voidlings like it was meant to. they should have left the voidlings as they were after the rework and instead make the rest of the kit revolve with them. take out damage from R and make it a buff for the minions instead, like increasing their damage or attack speed against a suppresed champion. this wait Q and E wouldnt need to have been nerfed damage wise (Malefic visions could have kept its %maximum health damage that way). all the worry about he being able to 100-0 people because of the suppresion was what hurt him the most. meanwhile {{champion:7}} still has her bullshit damage and mobility, even when using a tanky champion against her its a horrible experience to play. and she doesnt need a point and click spell for it.
: I feel like Malzahar's rework failed almost as spectacularly as Mordekaiser's.
pretty much. they said they wanted to keep AD Malz as a viable strategy but failed in doing so. the only reason i played it after trying it first time was because of the voidlings. now i can barely play it because my build was gimped by everything not only the nerfs but also the changes to assasin items. he was watered down to be yet another mage. you could practically take out the voidlings and add another spell and it wouldnt make any difference to him. now if i wan to play a minion army i have to play with this guy instead {{champion:83}} , not that im complaining but im more a fan of the void. same happened with AP {{champion:121}} , there's no point on stacking AP when all that does is to buff the heal on W, that killed another gameplay option for me. im not interesting on playing the AD bug. pre-rework Malz wasnt even a nuissance it was a fine pick, if i saw him on the enemy team i already knew someone had to carry CC or a cleanse item to counter his R. without the point and click supression he didnt do much. and people played around that. playing him AD was something fun and unexpected for the enemy team. now it just feels lame to play. same with Kha'zix, i could go magic bug and have a good chunk of healing while bursting down squishies, it was easily counterable but right in late it was as viable as any AD build on him, stopped playing it when it was evident rito wanted to shoehorn it into an AD assasin without any kind of adaptation, which should be his emphasis, there's no point on adaptation when practically all your kit revolves on only 1 type of damage. they have to revert those changes for both. much like they did with kog'maw
Rioter Comments
Oelyk (NA)
: The lion has hands. I call bull.
its a common term in spanish speaking LoL groups that if you're bad at the game you're "disabled"(missing limbs, bla bla bla), i think i saw this image first in spanish lol pages on facebook before seeing the english version. so it may be a bit confusing to understand what the lion is telling.
333lom (EUNE)
: A cult revolving around a ridiculous deity instead of around science, where people as mindless drones place their severed bodyparts and organs to rot on the altar? This is horrible.
> [{quoted}](name=333lom,realm=EUNE,application-id=6kFXY1kR,discussion-id=i9d3ckvI,comment-id=000400000001,timestamp=2016-11-29T20:35:45.548+0000) > > A cult revolving around a ridiculous deity instead of around science, where people as mindless drones place their severed bodyparts and organs to rot on the altar? > > This is horrible. meh it sounds a bit like the Adeptus Mechanicus from 40K, just a little less...brainless...
: Nasus and Yorick are juggernauts, though.
that's the point, if we have juggernauts that can dish damage and tank it while not struggling too much in lane then what's the point of picking shit like {{champion:157}} in the top lane. same for the jungle, {{champion:11}} and {{champion:23}} are only reliable when the enemy has been stupid enough to not get hard CC on their composition. for most time a {{champion:64}} or {{champion:120}} or even a {{champion:154}} gets the job done without turning the game into a 4v5 because the jungler is dead most of the time. heck, {{champion:5}} can build like 2 damage items not counting the jungler item and the rest tank and he will be able to get rid of most squishies due to his skirmisher role. it would be several times better than try and do shit like {{champion:104}} jungle.... the point i wanted to make is that people is too obsessed nowadays with dealing damage and not enough with trying to bring something that actually helps the team in any way. i pointed {{champion:83}} because he can build pushing items like {{item:3060}} and {{item:3512}} that coupled with his ult make it a pushing machine that can take down entires lanes if the enemy is stupid enough to not pay attention to him. he wont be doing godly amounts of damage but even with full tank items a single Q can take a good chunk of life on any squishy midlaner or ADC because is based on maximum life i think. i can only imagine that the problem of paperbag teams is more of an obsession over getting the highest kill score at the end of the match. so they pick the shit that can be most broken on 1v1 or teamfights when being good handled.
: "We need a tank. Can you tank support?"
and its not only on the support role. pretty much having a "paper store" team is suicidal. usually its 3-4 paperbag champions whereas the enemy team has 3 heavy tanks (voli, amumu, chogath, or worse... {{champion:75}} ).... people is too focused on damage dealing and not looking at the larger picture. there's stuff that can vomit damage and still tank like a pro ({{champion:83}}, {{champion:78}} , etc..), there's no need to come out with paperbag champions that get removed with a single stun.
KIWl (NA)
: The rune wars are indeed a bit sketchy at best you're right. But on the topic of Jax, there have been multiple speculations that Jax is one of the remaining five Darkin Warriors alive, along with Aatrox. His combat prowess proves to be an equal match to the Protectorates while his mastery of magic in combat shows he considered great skill that the Magelords were said to have mastered. However, there is no proof that either race was immortal, otherwise there would be a race of immortal people in Valoran (Which there arent - for the most part). He may have some other connection which may explain his immortality, but for now it seems like being one of the last Darkin Warriors is a possibility. All Darkin seem to be immortal, as shown in Aatrox's lore. Bard is a celestial, and is immortal until made mortal by his own decisions (like Soraka), Tahm may be immortal, it is hard to say. He may just live a long life, there is no recollection of a River King far back into ancient lore. As for Kindred, they are spiritual beings who form a modern day Grim Reaper mentality. It's hard to say whether they are innately immortal, require the hunt to sustain themselves, or if they form contracts with the rare few they hunt when their spiritual connection to the world can no longer be maintained and must find a replacement every few centuries *(A far-fetched concept that last one - but it seems interesting all the same)*.
according to the short story that was added on the Universe page, Jax is Icathian.....it seems he was a byproduct of the fall of the Icathian civilization, so he has been honing his skills for like, thousands of years, he seems to be the last native Icathian in the world actually, and one of the few that knows what lurks on the other side of the void portals. the story even tells why the mask, he's hiding his appearance, he has been void touched.
Show more

xaritscin

Level 17 (NA)
Lifetime Upvotes
Create a Discussion