Meddler (NA)
: Quick Gameplay Thoughts: February 2
I’m concerned about the comments made about Elder and Baron. For the longest time, pro play(and somewhat soloq) was consistently death ball midgame teamfight vs death ball midgame teamfight due to the crazy high power of those objectives(with the occasional pick comp to force 5v4s at the objective). Now that they are not overpowered, stall is viable; early game snowball is viable to counter stall; and splitpush counters stall as well. Splitpush being viable feels so good because now trading Baron for bottom inhib is actually an interesting choice since it is hard to break open the base otherwise. Especially since split push had not been viable in ages, what’s going to be done to keep it as an option once Elder+Baron are buffed up again?
: The most rage inducing thing to happen when you're losing badly.
In my opinion you should only surrender if you don't have a win condition. It doesn't necessarily matter how many kills down you are. All you have to do is execute your win condition. If you have a late game hyper-carry+peel on your team, you have a win con. If you have someone that is fed on your team that you can play around, you have a win con. If you have an infernal drake lead, you have a win con. If you have a decent pick comp, a better teamfight comp, or split push+disengage comp, you have a win con. If your opponents are just bad and are only snowballing because of some early mistakes and have no idea how to close, you have a win con. If your team is staying positive and working well together when the enemy team might be toxic, you have a win con. Now if you are down 20 kills after you picked the early game snowball comp that has no teamfight, no CC, no one strong enough to win a splitpush duel, everyone is flaming each other and you gave up multiple dragons, then well you are fucked.
: Rapid Firecannon and Statikk Shiv need the Hydra treatment
The interaction between the two is not that powerful and if they didn't have any interaction, they wouldn't be bought together.... Initially, the damage stacked and they were must-buy on every ADC and ADCs that used them poorly were useless. Then Riot made the passives completely unique and they were never bought together again. The only thing they added since then was RFC charging the energized passive quicker to give a small incentive to stacking energized effects, but a lot of times the synergy is more of a bait than anything compared to the safety+power of Hurricane and PD. This is not the same thing as the Hydras. The reason you can't buy both of the Hydras is likely because coding them to coexist was probably a nightmare.
: I like how people down voted you for haveing an opinion they don't agree with
> [{quoted}](name=ninjaroxas,realm=NA,application-id=3ErqAdtq,discussion-id=Yati5m3A,comment-id=00000000,timestamp=2017-06-28T19:22:01.822+0000) > > I like how people down voted you for haveing an opinion they don't agree with Isn't that how it is supposed to work? Upvote what you agree with/like, downvote what you disagree with/don't like
Meddler (NA)
: Quick Gameplay Thoughts: June 13
If Duskblade has multiplier scaling with Lethality then why would you push it as a rush-item? Similarly, why is it like that for IE+Cinderhulk too? Deathcap makes sense(although it is undertuned now) because it is only gold-efficient as a multiplier. Scaling items shouldn't compete as a rush item.
: JG: "Top, can you please play AP?" TOP: "Ok, np. I'm going Rumble" JG: "Alright man, thanks :D"
Rumble is actually a good Pantheon counter and Pantheon is a good Jax counter lol. I'm sure he is more experienced on Jax but I wouldn't assume it would have gone better with Jax top. Also Jax does plenty of magic dmg so I don't know why he needed to switch to AP. Actually I kinda like Jax on all AD comps because it baits them into going all armor and Jax is deceptively effective at that point.
: On-hit item
Wow 9 days later and Riot decides to rework BORK to give less attack speed! Perfect :)
: Why is GA disabled on Twisted Treeline?
Enable Dark Seal and Mejai's while you're at it.
: because of the extremely obvious synergy between the passives and the stats is this an actual question?
> [{quoted}](name=regaline,realm=NA,application-id=3ErqAdtq,discussion-id=qyEY8U9k,comment-id=0000,timestamp=2017-01-30T03:24:49.169+0000) > > because of the extremely obvious synergy between the passives and the stats > > is this an actual question? That's a good reason for why MOST of the on-hit items would have attack speed. But there's no reason why ALL but one of them should have attack speed... They also don't need so much attack speed to go over the cap so easily.
Rioter Comments
: Can we please make Annie throw her bear instead of insta-spawning it
: Low elo ADCs are actually pretty impressively skilled nowadays
I'm actually completely astonished at how many ADCs and junglers in low elo opt into "I just want to farm" and come out of it with 50 cs less than their opponent. It's kinda like those people who say "I'm only good at Riven top" then go 3-11. It just makes you wonder, if that is the only aspect of the game they focus on and they can't even do that, how did they even figure out how to install the game?
sit kid (EUW)
: What have masteries archieved so far?
I don't think you know what the phrase 'power creep' even means. It can't 'creep' in two different directions...
PhRoXz0n (NA)
: For 1. Interesting thought experiment, I think a lot of the value of cast times is not knowing which direction they will throw their skillshit. It's amazing how many times Thresh hits his hook when throwing it in a direction he's not facing. We lose some of that in this model. Apart from that I think we get similar benefits, so probably not worth it. I also think dash champions are slightly better in this model (Ezreal can actually dodge annie). Interesting idea though. 2. Garen isn't non functional in lower MMR. So giving a straight up buff to low ELO Garen is bound to end in disaster. Essentially what you're asking is what happens if we balance Garen for Diamond. I'm pretty sure this would involve giving 10% winrate or more to low ELO Garen, which would make him an unbearable 60% winrate champion. What we need is something that buffs Garen for ONLY high ELO. Many smart people have tried to solve this problem and come u empty. If you have any ideas hit me up :D
> [{quoted}](name=Fizz Enthusiast,realm=NA,application-id=3ErqAdtq,discussion-id=6EEk9efX,comment-id=00150000,timestamp=2016-12-19T08:36:09.768+0000) > > For 1. Interesting thought experiment, I think a lot of the value of cast times is not knowing which direction they will throw their skillshit. It's amazing how many times Thresh hits his hook when throwing it in a direction he's not facing. We lose some of that in this model. Apart from that I think we get similar benefits, so probably not worth it. I also think dash champions are slightly better in this model (Ezreal can actually dodge annie). Interesting idea though. > > 2. Garen isn't non functional in lower MMR. So giving a straight up buff to low ELO Garen is bound to end in disaster. Essentially what you're asking is what happens if we balance Garen for Diamond. I'm pretty sure this would involve giving 10% winrate or more to low ELO Garen, which would make him an unbearable 60% winrate champion. What we need is something that buffs Garen for ONLY high ELO. Many smart people have tried to solve this problem and come u empty. If you have any ideas hit me up :D Garen is supposed to be the charge headfirst into battle champ. Why not just play off that? Replace his passive with a "teammates moving toward you as you chase an enemy champion move faster" similar to a weaker Kled ult. Likewise why not remove the true damage part of the villain mechanic and just add a speed boost moving toward that champ/increased tenacity from spells used by that champ(even could make W a situational cleanse that only works on the Villain or something)? This would really give Garen the "dive their carry WITH A BUDDY" niche because he wouldn't be able to straight up one shot them so easily, but could make it much easier for him+an actual dive champ to get to them. I really don't like the added armor shred. Garen has always had the problem of being "Darius-lite." Recent changes giving him true damage and armor shred honestly just exacerbates the problem. Play off his charge into battle alongside his small army thematic. Also if you really want to improve Garen for higher elo without really buffing him for low elo you should start by shortening the animation on his Q. You can honestly use any counter-play ability in the game on Garen AFTER he managed to get all the way into melee range during his Q wind up. For example, trying to silence any decent Renekton that just stuns you then dashes away just feels bad, but champions like Jayce that can just knock you away then blast you from afar feel even worse. In low elo though they don't react fast enough so Garen does OK.
zecastar (NA)
: Does Grasp feel a bit too weak now to anyone else?
I mean it is good on Darius and Mundo who want more in-combat sustain+dmg. Although Darius prefers Stormraiders in most match-ups and Mundo could use some help.
: I explained what the passive gives each premier example and stated that the potential it gives to some champions is silly. I also don't find a trade off very prevalent, considering most people will buy multiple crit items in every game. Usually I see {{item:3094}} {{item:3085}} combo {{item:3085}} {{item:3087}} is only really needed if your team has 0 waveclear and it's all on you. {{item:3085}} {{item:3046}} is kind of a weird of a combo unless your Kindred, just because most of the Champions I listed shouldn't be dueling a lot as most of them lack escapes and can be quite vulnerable.
> [{quoted}](name=l Helios l,realm=NA,application-id=3ErqAdtq,discussion-id=Xr1N5Esf,comment-id=00240000,timestamp=2016-11-27T02:32:48.900+0000) > > I explained what the passive gives each premier example and stated that the potential it gives to some champions is silly. > > I also don't find a trade off very prevalent, considering most people will buy multiple crit items in every game. Usually I see {{item:3094}} {{item:3085}} combo > {{item:3085}} {{item:3087}} is only really needed if your team has 0 waveclear and it's all on you. > {{item:3085}} {{item:3046}} is kind of a weird of a combo unless your Kindred, just because most of the Champions I listed shouldn't be dueling a lot as most of them lack escapes and can be quite vulnerable. Most people don't buy double Zeal items in a game lol... Usually they only do that if super fed against no threats or if the game drags out to 6 items. It also depends on the champion. PD can be good on Kindred, Vayne, Lucian, Graves, Sivir, even Ezreal and none of them buy Runaan's. Shiv can be good on anything because it gives you the strongest autos. RFC depends on enemy champs; it gives the lowest DPS so you don't really want it if you don't need it. Hurricane is the best teamfight AOE option duh, but not every game is "pick backline hypercarry against no divers/assasins then teamfight all day."
: I Honestly Believe Runaan's is an Unhealthy Item
The problem with Runaan's is that it is Runaan's? You never explained why a champion having the ability to accentuate strengths/cover weaknesses based on item choice is inherently bad... I think it makes a very interesting tradeoff compared to the higher single target DPS options in shiv, the safety of RFC and the little of both in PD.
: {{champion:111}} But president, don't you get HP for every unit you kill- {{champion:154}} And have a shield for %max HP that can also damage- {{champion:57}} And are basically rewarded for dying in team fights? {{champion:14}} Sh-SHUT UP ALL OF YOU! You all are being built AP!
> [{quoted}](name=Melledoneus,realm=NA,application-id=3ErqAdtq,discussion-id=MkQmtHE3,comment-id=000300010001,timestamp=2016-11-25T01:32:01.473+0000) > > {{champion:111}} But president, don't you get HP for every unit you kill- > {{champion:154}} And have a shield for %max HP that can also damage- > {{champion:57}} And are basically rewarded for dying in team fights? > {{champion:14}} Sh-SHUT UP ALL OF YOU! You all are being built AP. Funny thing about this is Jaurim's Fist can give them all HP for every unity you kill, Nautilus has an even bigger %max HP shield that gives him even more dmg Zac is rewarded even heavier for dying in team fight And Maokai has %Dmg reduction, the cream of the crop for tanks
: Some thoughts on Support
Overall, I just wish you would get rewarded with better supporting tools for playing well as a support. Carries get tons more damage with the gold they get from a good early game and tanks get more tanky. Supports get some cool supportive items when they snowball, but they don't really empower their own kit that well. If a Zed goes up 800 gold, you know he's coming back with those longswords to tear you up more. Soraka who gets up 800 gold on the opponent comes back with wards or boots. She doesn't come back as a scarier empowered healing machine. Leona doesn't come back with scarier stuns. Alistar doesn't come back headbutting people farther away, etc. It would be really cool if there was a "utility" stat instead of just AP+AD+Armor+MR. You've already started doing this sort of with the new bonus healing passive. Make heals/shields/CC duration+impact scale with utility instead of with AP and replace "+10% healing/shielding" with "15 utility." With the new utility stat in place so that supports now scale better with gold, please make it so that everyone who participates in a kill gets an equal share. That way it truly doesn't matter who takes the kill because everyone who assisted gets the same amount of gold AND the support will be scaling decently with that gold. It feels really bad to watch an enemy run away because you're not supposed to be the one getting the kill and your ADC was just barely out of range. These two things will make support a lot more satisfying to play. One change that I think will require more work is to make last hitting a minion give equal gold to everyone nearby. It feels bad playing support and watching all the gold go to the ADC even if you are a champ that scales really well with gold(especially after introducing "utility" stat) and you have good wave-clear just because that is the meta. Maybe have minions split between multiple people be worth 50% more gold so that ADCs aren't shafted too much for having to share. Also maybe rework the gold income items with shared CSing duties in mind.
: I got into a PBE game and the first thing two of my teammates said to me was
Remember when the PBE boards said the juggernauts were weak and demanded buffs? Lol
Adalvar (EUW)
: @Meddler, will season 7 see a return of Boot Enchantments?
Honestly I thought the boot enchants were in a good place. Captain was niche for Supp/Jg/Top/some minion using mids. Distortion was great on play-makers. Alacrity was general purpose and getting it early could help in some gap-closing dependent matchups. Furor felt amazing to use on chasing/kiting champs(it actually had like 70% winrate on Vayne lol). Riot's main point was that movespeed scaled up into late-game too much, but skill shot speed did not scale, so it was unfair to champs like Xerath who realistically should be pretty good in late-game based on his kit. Idk I don't agree with it, but that's what they said and it makes sense. Even though they added cloud drake which give +75 movespeed to dodge skill shots... If they brought back enchants it would probably not have movespeed bonuses attached.
: > [{quoted}](name=youngjake93,realm=NA,application-id=3ErqAdtq,discussion-id=AdsaoePb,comment-id=0004,timestamp=2016-09-15T21:56:10.831+0000) > > But you see, when our ADC does 9k dmg and I do 45k dmg as a Renekton, I'm gonna point it out lol. > > You can visibly see when a carry is not clicking on ppl and doing dmg and its pretty validating to see their dmg to champ stat reflect what frustrated you in the game. > > Especially if the ADC brags about being 6-2 when the only reason they had a good KDA is because they played incredibly selfishly+far back and contributed sooo little dmg to the teamfight. Again, I said it applies to ADCs and APCs. And that is an extreme example.
> [{quoted}](name=Mira Arya Enthe,realm=NA,application-id=3ErqAdtq,discussion-id=AdsaoePb,comment-id=00040000,timestamp=2016-09-15T22:00:01.642+0000) > > Again, I said it applies to ADCs and APCs. And that is an extreme example. Happens all the time lol. I'm an aggressive player and usually pump out way more dmg than the rest of my team regardless of role or champion. We win when they match my aggression and follow up, we lose when they stand back and flame me for being too aggro.
: Upcoming Kog'Maw Changes
This is such a mistake. Kog'Maw is one of the most unique champions in the game now. He feels incredibly impactful to play and is very balanced by EXTREME immobility and weak early game. He isn't picked much in the pro scene because he has such defined strengths and weaknesses. Pros generally reach for jack-of-all trades champs with minimal weaknesses. But that's what you want... You want well-defined strengths and weaknesses. You should strive for other champs to be more like Kog, not the other way around.
: "Damage dealt to champions" Is only one stat
> [{quoted}](name=Mira Arya Enthe,realm=NA,application-id=3ErqAdtq,discussion-id=AdsaoePb,comment-id=,timestamp=2016-09-15T19:27:00.135+0000) > > And one of the less important ones if you aren't a pure ADC/APC. > > I can go 1/12/4 on Zyra, Karthus or Teemo and still have the most damage done. I can play Udyr jungle, cap dragons, counter jungle, take barons, gank well, end positive and win. And have least damage done. People need to stop bringing up damage dealt as if it is an important stat. > > Most of the time, laners will have more damage done than junglers. DPS will have more than supports. Tanks could get a lot or none depending on how things go. But in the end, did the person partake in objectives, help in fights, play mechanically well, ping mias, ward well, push when it was needed, not feed and overall play their champion to a good level? If yes, then I don't give a damn if they have lowest damage done. It's not a super important stat, stop bringing it up. > > Sincerely, your farm heavy junglers and supports. But you see, when our ADC does 9k dmg and I do 45k dmg as a Renekton, I'm gonna point it out lol. You can visibly see when a carry is not clicking on ppl and doing dmg and its pretty validating to see their dmg to champ stat reflect what frustrated you in the game. Especially if the ADC brags about being 6-2 when the only reason they had a good KDA is because they played incredibly selfishly+far back and contributed sooo little dmg to the teamfight.
: Runes are still grossly overpriced
Riot has put out surveys asking what people would think if the rune system was changed to match the mastery system in flexibility+accessibility. Riot has also stated that they will not be making new client features until after the client update. So I would venture to guess this issue might be resolved after the new client comes out.
: Assassin Roster Update - LeBlanc Direction
A couple of really cool ideas I thought of: Give LB a way to use abilities(or at least W) for the clone! One way to do this is if LB has left clicked her clone, then the clone uses W instead of the real LB when you press it. This would go such a long way in deceiving the opponent because as it is now, as soon as you panic and W away, they know which one it is. You could remove Qs bonus damage mechanic and instead make it so that it procs your passive instead! You could lower the damage on W, but increase the damage to minions and add damage elsewhere. This should in theory incentivize using W as more of a repositioning tool than a smash your face into them tool while not killing your ability to waveclear. Another obvious way to make it more healthy is to make it a dash back instead of blink back. That way landing on top of people is more punishable.
: Meddler, any changes planned for tanks right now?
Maybe the problem is we have so few defensive abilities that scale with defensive stats. For example, what if Maokai received a higher damage reduction % from his ult based on how much armor/MR he had? Or what if his root duration scaled with bonus health? That would incentive building tank on tanks. Most of our defensive scalings are on offensive abilities. Tahm, Mundo and Volibear do more damage if you build health. But what if Mundo's cleavers slowed more per health? Something to think about
: I'm really starting to question if Nasus actually has a weak early anymore.
I've played this matchup a ton. Pantheon loses the lane if he doesn't trade with autos+drop minion aggro with bushes+zone Nasus from the creeps. Pantheon will run out of mana if he stands behind the creeps casually chucking spears because Nasus will just sustain up. But if you play super aggressively, Nasus will have to give up A TON of farm. Also after level 6, Pantheon should only be in that lane to waveclear under tower. Take double kills bot lane all day or the easiest kill of your life mid and just let Nasus farm. With your ult you can snowball your team faster than anything Nasus can accomplish 1v0. The big problem though is trading with autos pushes the lane when you draw creep aggro and trading in front of the minions at melee range makes you lose a lot of health and be in a dangerous area for ganks. You have no escape and Nasus has Wither. If your jungler does not understand the concept of counter ganking(very likely in soloqueue), you're kind of boned. Likewise, if the enemy bot+mid lane just freeze to preserve laning phase for Nasus and avoid your ganks, you're stuck laning vs Nasus. In that case you have to build black cleaver and hope you killed him or are up 30 farm by the level 6 mark. This is the matchup that's probably most decided by what the Mids, Bots and Jgs do, but most of the time neither team realizes that and will flame you if you mention it.
Penns (EUW)
: https://i.gyazo.com/61642ce4059ee977e17721ee7eddfe88.png https://i.gyazo.com/32cd8723d808af78f427884d54465906.png feelsbadman
> [{quoted}](name=Penns,realm=EUW,application-id=3ErqAdtq,discussion-id=MJ5AAGG7,comment-id=0003,timestamp=2016-04-08T17:02:46.008+0000) > > https://i.gyazo.com/61642ce4059ee977e17721ee7eddfe88.png > > https://i.gyazo.com/32cd8723d808af78f427884d54465906.png > feelsbadman Those are for specific roles. Nunu Top and Support is not as good as Nunu Jungle. Galio Support is not as good as Galio Top. Rumble Top is not as good as Rumble Jungle. Olaf Jungle is not as good as Olaf Top. Kog'Maw and Soraka are played in off-meta roles enough to bring down that win-rate below 55%.
: > Not a Malhazhar question specifically but how do you personally take on a challenge where maybe rioters and the players don't see eye to eye or where there's disagreement within the players about what a champ is? I've noticed individual champs can have a wide variety of definitions of what this champ means to me. Personally, I'm just trying to do my homework on what players love about the character and what absolutely does/doesn't need to go, and then hoping that goes a long way toward making a champion that is more healthy/fun while meeting player expectations. I think a big part of this is the realization that since this isn't a brand new champion we're dealing with, moving him from a 4/10 to a 7/10 (or whatever the correct numbers would be) as far as game health goes can still be a really good update. I think in the past when we've overstepped and tried to make absolutely perfect champions, we've made some odd decisions that involved a lot of compromises to the existing champion. Being comfortable with the amount of change we're aiming for and the amount of resources we're putting into it (these aren't full kit overhauls) should help to focus on the stuff that's most important.
> [{quoted}](name=RiotRepertoir,realm=NA,application-id=A7LBtoKc,discussion-id=6c2r0VAc,comment-id=002a0000,timestamp=2016-02-14T04:54:56.677+0000) > > Personally, I'm just trying to do my homework on what players love about the character and what absolutely does/doesn't need to go, and then hoping that goes a long way toward making a champion that is more healthy/fun while meeting player expectations. I think a big part of this is the realization that since this isn't a brand new champion we're dealing with, moving him from a 4/10 to a 7/10 (or whatever the correct numbers would be) as far as game health goes can still be a really good update. I think in the past when we've overstepped and tried to make absolutely perfect champions, we've made some odd decisions that involved a lot of compromises to the existing champion. Being comfortable with the amount of change we're aiming for and the amount of resources we're putting into it (these aren't full kit overhauls) should help to focus on the stuff that's most important. Have you thought about just making the Q and W bigger? You can simply tune down his damage to remove his assassination pattern, but a larger hitbox on his Q would do wonders for his poke and teamfight damage. Even if you took away 30% of its damage, a bigger hitbox might still be a buff in teamfight/poke. Also I think it would be very cool if there were other ways to spread Space Aids such as if you Q something that has Space Aids, then you apply Space Aids to everything else Q just hit. The silence and %HP DMG are boring and take up a huge part of his power budget. Being able to smack 4 people with your Q is cool, space aids are cool, and his R peeling off/shutting down assassin shenanigans is cool. It definitely doesn't need to stay as a suppression, it could be something like a tether that disables mobility spells and lowers damage output. Much less powerful, but still does what you want it to do. Then you could give him power elsewhere like Q spreading Space Aids or W could have some sort of Viktor Gravity Field effect. Those would make him feel much more powerful even though he would probably not be since suppression, silence and raw numbers could be taken away.
Statikk (NA)
: Mid-Year Mage Update
Malzahar, Brand and Cassiopeia are 3 DOT mages that have have trouble deciding whether they are lane bullies or team fight mages depending on their numbers. I feel as if Cassiopeia has a strong identity as the single target DPSer and the AOE part of her kit(miasma slow and ult) are mainly forms of disengage. I would say keeping her in this single target role is healthy, but fix other issues for her. Malzahar, in my opinion, should play off the space aids. Make them feel even more impactful and fun since that is the coolest part of his kit. Maybe have space aids spread to an area around the person you ult. Maybe have more damage done by space aids to people who are CCed. Or my favorite would be to make voidlings reapply space aids. Just something to make it more dynamic. Likewise, rework his W. The tank shredding mechanic is unneccesary, unfun, and really way more powerful than it looks. I would suggest a similar mechanic to Zz'rot but for his voidlings. Those are all ways to make him more fun and unique, but there's also the issue of whether he is supposed to be the 1v1 lane monster or is he supposed to be this AOE teamfighting mage. I think if you steer towards one or the other, people will be able to know which situations they are supposed to pick him in. Brand, if you ask me, should be all about tons of damage. I would honestly remove his stun from his kit, add a slow and increase his damage. The stun takes away too much of his power budget and doesn't really fit him in any way. Fire doesn't stun people. I get that it is a way to show skill as Brand and is a good fallback pattern if you get behind, but really there are enough CC mages and single target mages. Brand doesn't need to compete with Syndra for single target pick potential, just let him do tons of damage and be a huge short-mid range teamfight threat.
: The Current State of Nidalee
The problem with balancing Nidalee is that Riot balances for high level play(plat+ with 50+ games of experience on the champ). Expert Nidalee players were hitting win rates of 65%+ when her overall win rate was at a really low 44%. Even though she looked weak, she needed nerfs. Similarly champions like Rek'Sai, Azir and Ryze receive nerfs even when they have bad win rates in solo queue because at the highest level they perform much better.
: i think an arena type league of legends map would be amazing!
> [{quoted}](name=Godlike Jungle,realm=NA,application-id=3ErqAdtq,discussion-id=8cTw9xNU,comment-id=0005,timestamp=2015-12-02T18:27:18.874+0000) > > i think an arena type league of legends map would be amazing! Dominion??
Rebonack (NA)
: Vayne is ripping everyone a new asshole with stacked Energize items-
Kog was most efficiently built as on-hit after the rework(BORK/Rageblade/Runnaans/etc). Although late-game the AD multiplicative scalings were nice, it wasn't efficient to go that route early game. So, Riot took away the over-the-top 1v5 6 item build scaling in order to MASSIVELY buff his early damage. It's basically the perfect adjustment.
: You're asking riot to buff towers? the community asked this every time and riot keeps nerfing them you're expecting them to buff them rofl.
> [{quoted}](name=playfive Koopska,realm=EUW,application-id=3ErqAdtq,discussion-id=urj8TUBi,comment-id=0002,timestamp=2015-12-02T11:58:38.022+0000) > > You're asking riot to buff towers? the community asked this every time and riot keeps nerfing them you're expecting them to buff them rofl. Riot has almost only ever buffed towers. Patch 5.22 had a bug in it which took out the armor+mr which was meant to scale up over time to make towers incredibly more tanky than before. Lazer turrets do much more DPS than a standard tower, but the community acts like it does less. The tower shield buff was broken and removed because it basically killed split pushing and sieging which is why last season was such a teamfight meta. Other tower buffs have included towers targetting quicker and completing their attack no matter what(end of season 4), towers taking reduced damage for the first few minutes of the game(mid season 4 I think?), and towers gaining much more armor without any minions around. At the beginning of season 4 you could literally walk up to inhib towers with a split pusher and no minions and solo it with 80% of your health remaining. It was common to take two inhibs+inhib towers with your tank not even taking any damage if you out-rotated your opponent. The "community" is basically every rager on the forum than got outplayed on a tower dive and came to complain. Riot always buffs towers
: We need another AP CDR Item
CDR runes are more cost effective than magic resist runes. If we're not talking about six item slot efficiency, it's more worthwhile to take CDR runes and buy a null mantle than it is to take MR runes and buy CDR
Vaelix (NA)
: If Juggernauts counterplay is to not get close to them (Darius)
> [{quoted}](name=Vaelix,realm=NA,application-id=3ErqAdtq,discussion-id=aE8sAjYL,comment-id=,timestamp=2015-11-30T18:07:54.213+0000) > > Then why does one of them have an ability whos most available counterplay is to get close to him? > > Darius Q Healing mechanic / avoiding it by being too close for the blade to hit you. > > Isnt that counter intuitive counterplay? > > > ( 'OP' Screams aside.. this is a valid question. ) I like it. It gives you an actual chance at fighting him if you are a duelist, but punishes you for mispositioning if you got too close to him on accident. It's good that "in general" you shouldn't get close to him, but there should be other ways to counterplay him especially for melee champions. Also Riot has stated that champions need counterplay outside of their class rules.
: ***
> [{quoted}](name=Larcis Caasck,realm=NA,application-id=3ErqAdtq,discussion-id=XO82jltL,comment-id=000d,timestamp=2015-11-28T01:28:13.425+0000) > > As of right now she has a 58% win rate, so this statistic is a large exaggeration. > And that's from your own link, which is for Quinn top only, which is kinda weirdly specific considering she gets played everywhere now. That's win rate for anyone who has played her. If you go to 50-125 games as Quinn Top, it says 73%. It is one of the graphs on the right.
  Rioter Comments
: Poppy's ult is now the biggest fuck you in the game
Support Poppy hits level 6 Charges ult Flashes into support knock them back to inner turret Rams ADC into wall How do you counterplay
: There are 5 champions with winrates over 57%
I feel like the reason these mega tanks have such a high winrate isn't because they are amazing. It's mainly because everyone is going lol idgaf 5 AD even picking support Kog'Maw. What is Last Whisper? I need more crits. BORK was nerfed, never gonna build it again. And this is in mid plat. I see a Rammus about every 15 games. I see full AD comps every other game. Who can blame them though? It feels really good to play most of the auto attacking champs right now(all ADCs, trynd/yas, jax/yi/xin, etc)
: Who can fully clear the jungle and how long does it take?
Full attack speed Xin does it pretty fast. And he can gank mid clear too
: So what was the point of Nerfing towers?
Towers aren't supposed to protect you. You're supposed to protect them.
Ventira (NA)
: Tanks are also useless as well. Fuckin RIot went absolutely ham this preseason. Added even more RNG to the game, butchered masteries for mages, buffed the ever living shit out of any champ that scales on ad (except Kha'zix), made tanks not named rammus or garen completely useless, and pretty much said fuck all to anything that isn't yasuo, tryndamere, or adcs.
> [{quoted}](name=Metarid,realm=NA,application-id=3ErqAdtq,discussion-id=gai9iLTE,comment-id=0003,timestamp=2015-11-14T20:36:23.770+0000) > > Tanks are also useless as well. > > Fuckin RIot went absolutely ham this preseason. > > > Added even more RNG to the game, butchered masteries for mages, buffed the ever living shit out of any champ that scales on ad (except Kha'zix), made tanks not named rammus or garen completely useless, and pretty much said fuck all to anything that isn't yasuo, tryndamere, or adcs. -Tanks are useless -Mundo, Amumu and Rammus are among the highest performing champs in the game
Beuhlakor (EUW)
: The team who has a Guinsoo + Hextech champion wins
Sated Gunblade Hextech Xin into full armor vs all AD lol. You can basically 1v5 penta under their nexus turrets. But you have to be fed
Rioter Comments
Nuparu (NA)
: That's because Rush was busy trying to rape KR Solo Queue instead.
> [{quoted}](name=Nuparu,realm=NA,application-id=3ErqAdtq,discussion-id=vKe5xykU,comment-id=000200000000,timestamp=2015-11-12T00:01:33.809+0000) > > That's because Rush was busy trying to rape KR Solo Queue instead. Yep where I think he finished 2nd by only a few LP to a mid laner, not an ADC
: Needs ult to 100-0. 8 second CD. Right.
> [{quoted}](name=Gorgannan,realm=NA,application-id=3ErqAdtq,discussion-id=XHmhOyTp,comment-id=000300020002,timestamp=2015-11-11T22:24:30.241+0000) > > Needs ult to 100-0. > > 8 second CD. > > Right. No late game he only needs QWE. It's just that they probably won't stand in his W the whole time and Q might miss.
: broken? u mean, worthless? why play any top laner when you can just bring quinn,cait,graves top and just poke everytime the miserable melee son of a bitch tries to do anything in this damn adc forsaken game.
> [{quoted}](name=SpectralRaven,realm=NA,application-id=3ErqAdtq,discussion-id=4ylId7Iy,comment-id=0000000000010000,timestamp=2015-11-11T21:01:32.734+0000) > > broken? u mean, worthless? why play any top laner when you can just bring quinn,cait,graves top and just poke everytime the miserable melee son of a bitch tries to do anything in this damn adc forsaken game. Why not play the ones you call broken
: Do they even understand their own game? Mage damage comes from their spells, spells have cooldowns, so mages will only get one or two rotations off in a fight. Late game ADCs can right click and do 1000 damage autos at 2 per second till the end of time. Late game mages fall off because targets begin to survive their burst, and they cant output the same kind of sustained damage.
> [{quoted}](name=Ch0c0lateJesus,realm=NA,application-id=3ErqAdtq,discussion-id=XHmhOyTp,comment-id=0003,timestamp=2015-11-11T07:46:28.943+0000) > > Do they even understand their own game? > > Mage damage comes from their spells, spells have cooldowns, so mages will only get one or two rotations off in a fight. > > Late game ADCs can right click and do 1000 damage autos at 2 per second till the end of time. Late game mages fall off because targets begin to survive their burst, and they cant output the same kind of sustained damage. But then you have Malzahar 1 shotting tanks on an 8 sec CD as long as they stand still. Plus you have an ult that makes them stand still for 2.5 secs+huge AP scaling+dmg And other champs like Azir and Ziggs who can back line DPS late-game. Riot is attempting to make it so that DPS mages can be balanced against MR too
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youngjake93

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