: The only way to make champions fun is to give them exceptions to existing rules. Almost every single champion that wasn't made in 2008 has a "rule breaking" ability or passive. If you think his champions are so extremely broken, i doubt you've played them for more than 3 games
The thread discusses why people are frustrated with their kits and specifically the universal game systems they circumvent. Not exactly sure where I said they're 'extremely broken'. And yeah, I have over 42k Mastery Points on Zoe, so I do play her regularly.
Rioter Comments
Rioter Comments
Ralanr (NA)
: To be fair, that one spell is her ult.
The ultimate only does about 20-25% of Twitch's health, as well. {{summoner:14}} doing the rest is the larger issue here. The buffs to it were unnecessary.
: i hate lulu
My big issue with her (besides the plethora of peel she offers carries) is that she doesn't only level a "shield" (defensive) ability first, it also scales as an offensive ability when used on enemy champions. It means she doesn't really have any trade-offs for maxing E (Q AoE is hardly a trade-off as it does lower single target damage anyway). So, if she's behind and maxes E, she still gets her larger shield with a lower cd. But if she's ahead, she still gets a largely damaging ability that helps the snowball, whilst maintaining a max shield in situations that call for shielding. At least if Janna maxes W for lane harass her E is on a huge cooldown. Lulu doesn't really pay for anything.
: The one thing scarier than anything that has ever existed in League
Aftershock Lux = Best Lux *never again please oh gosh*
: When us LeBlanc mains hear the good news on her update.
: New Champ, Kai'Sa
Metroid {{sticker:sg-lux}}
: I geniunely wish that the new void champion wasn't a human. We need more monsters.
: Scaling Crowd Control
Generally, the projectile cc effects aren't even the ones melees have an issue with lol We should instead find a way for melees to cope with champions like {{champion:113}} who basically makes you a walking ward every teamfight. I'm not exactly against it, but Xerath also has access to a stun and that can't be compared to a snare. Stuns are inherently much stronger than snares (unless against riven, which is basically the same thing, sorta). Although, I'm not sure I understand your Sion point. Him blocking the Brand Q for his carry is already a reward because the carry stays alive. Why should Brand be further punished if his single target, situational stun is body-blocked by a tank? He's already punished in that he's within a carry's range without any means to cc them anymore.
Terchio (NA)
: Ah, the Galio theory. Drop bases to the ground and scaling can make it up for midgame power. Yeah, don't think so. If you scale by both AD and levelup instead of just AD, a chunk must come out of the AD scaling to prevent endgame ridunculousness. If instead the base damage is dropped to accomodate for extreme ratios in lategame builds, the skill is pathetic early and midgame, where it matters most. Lowering base damages on skills is also particularly hurtful to most top champions, who depend on that heavy earlygame damage to make room to tank up instead of focusing longswords all early game.
You realise total AD means that their base AD at level 1 is included into the skill damage?..
Meserion (NA)
: Thoughts on the New Swain
I think new Swain feels really smooth. Hands down some of the best animations out there. Some troublesome things with his kit, however. I take it he's been redesigned for mid lane (although his short range kinda portends to him going top); however, he doesn't have any real means of poke - unless you E>auto them towards you while re-positioning to the side of the minion wave>Q. His Q not piercing minions is a big issue imo. He needs some real means of poke to adequately deal with threats mid. About his E...at first I thought it was a relatively weak ability, but looking at his potential to drag CC-ed opponents towards him (cc not needing to be his own), I think giving him any more might be a little misguided. His play-pattern seems to favour that of someone who bursts in short periods, but this doesn't support his supposed 'sustained damage' design. The Ultimate and his kit seems a little disconnected from each other. Additionally, being bursty (only to whoevers blocking the Q) and short ranged means that to actually capitalise on his potential damage you have to put yourself in vulnerable positions. I think he's being purposefully left a little weird in terms of power distribution in his kit, due to his W and Passive's potential functions. Vision and a large pull on cced opponents can be very strong effects, which means other parts of his kit have to be slightly weaker than average abilities to counter-weigh this. All-in-all, I think at this point it's a little too early to tell, as we're all trying to play him in a manner that might not even suit how he is designed. I think he's now a bit more of a utility pick with the potential to do a fair amount of burst if left unchecked rather than the drain-tank mage that runs into enemies - that we all knew him as before the VGU.
ovocherad (EUW)
: Can we address the issue with lethality assassins (Zed, Talon, etc)
I don't think Zed or any AD assassins are particularly weak - in a micro/1v1 aspect, I think their damage is quite strong - especially with {{item:3147}}. It's a combination of multiple reasons why AD assassins generally don't perform well. 1. Many teams don't compensate for having an AD mid. Which means, without a real magic damage threat/presence, enemies stack armour and quickly nullify your damage and outscale your team. 2. AD+Support combination dominates currently and any utility that enables or aids that combination is more effective than selfish picks, particularly, in the case of assassins, /generally/ only the assassin receives the gold and no team assists or distribution of gold occurs - you may be ahead, but it doesn't mean your team is (higher elos take advantage of the map pressure, but the point still stands). 3. You're an early focused class in a meta that doesn't give enough time to close out a game before ADs become extremely relevant or Supports/Tanks make you irrelevant. Utility dominates teamfights when carries have too much protection. 4. Assassin rework funneled out kill-potential in kits to {{item:3147}}, meaning you're more dependent on that 1 item spike than you were before. Additionally, if you fall behind, you're much more irrelevant now. (I think Zed doesn't really suffer this, he didn't really change much - but Talon, etc. did) You're also easier to competently fight 1 on 1. (I personally find an issue with an assassin having to 'outplay' me all the time, you'd think them finding me on the map by myself without any _real_ protection enough of an outplay...but sure) How can you cope with these issues? You pressure bot lane and help them snowball. Taking all of the gold and kills is no longer viable. You can't solo carry as Zed or Talon anymore, especially the higher up you go. Use your pressure to invade the enemy jg with your jg and put the teams laners behind while putting your team ahead. Your roaming is now your strength (and your pick-potential, but this is situational and never a given against competent players).
: Toggled sunfire
I actually like this idea. Plus, it would be great to actually zone someone off a wave without pushing it. {{sticker:sg-janna}}
: HELP! I’m a terrible lux main
I think you should continue pursuing {{champion:99}} as she's a great mage to learn with in mid. Lux is all about her positioning. If you position well, you'll warp teamfights in your favour and never die. Position poorly (on such a squishy champion), and you'll die whilst being ineffective. Positioning well in fights allows you to double snare priority targets with Q, zone a major portion of the fight with your AoE E and gain full effects of your W on teammates. Hitting skillshots is inherently tied to how you position within fights. If the enemy can only approach you or your team from one angle successfully, then your job is 100x easier. Do note that her waveclear is quite poor for a mid mage, so learning to CS with her and prep waves can be difficult at first.
: Top, mid, and jungle won?
I find it annoying how both the ADC and Support roles have been power-crept. {{champion:89}} was picked for her heavy engage and ability to peel with her abilities. Now, if she screws up, or if the enemy outplays her, then she just pops {{item:3190}} and negates a massive amount of their burst. {{item:3109}} also makes the caught-out AD more tanky and harder to burst. Not sure why champions who weren't designed to shield or heal are capable of buying items that allow them to do that. Kinda removes tactical picks when you have a shield on any one of them that greatly boosts an AD's survival. Supports feel more like active items than anything right now, and these actives have an incredible amount of power and utility. Utility and effects (shielding, healing, ally damage reduction) that isn't accounted for in the champions' designed 'counter-play'. I can outplay a Leona E/Q/R, but I can't outplay her Locket, which then allows the AD to sustain through my burst and kill me afterwards. Maybe Supports have also been given too many reliable tools to disengage/peel in the event someone outplays their kits.
: If you want to go an infinite mana build, Ludens may not be the play. You could go with a Tear -> Ludens -> Archangels build if you wanted. We can't give out too much flat pen, because it is usually the best option when you just stack them.
Penetration could however be handled with one unique-named item passive, to enable more item versatility without increasing the available magic pen. In fact, Eyes of Pain - +15 Magic Penetration already exists, so that can be an option. The lack of mana return on Ludens/GLP is still worrisome, however. Lux, even with current {{item:3165}} still has mana issues, particularly during sieges or clearing waves without kills/assists. If a Lux were to invest into the new {{item:3285}}, I believe it solving her inherent inability to reliably clear waves is a fine trade-off, as it provides no real sustain. Her E at Max rank costs 130 mana, so the 500 mana on the item is gone within 4 uses of E, eep. Could the mana regeneration stat be a possible inclusion into the new AP items? If there is enough, then {{item:3174}} could once again become viable/viable rush on Lux and other mid-laners with supportive utility (she would sacrifice raw damage for more utility/sustain/defense but still scale decently with the conversion of mana regen > ap on Athene's). EDIT: Could Tear possibly build into these 3 items? Each receiving a different 'Quest' passive/active after completion whilst maintaining the same/similar amount of mana? {{item:3040}} Remains the same [Best for battle/control mages] {{item:3285}} Trades the active shield for passive poke damage (the current proc, _possibly_ with better scaling) [Best for artillery/burst mages] {{item:3030}} Not really sure how to improve this besides giving it Health...as its new niche (besides the slow) would sit similar to {{item:3040}} [battle mages need tankiness]...maybe the slow could give a small decaying movement speed buff/spell vamp?
adjoth (NA)
: How to climb with Ahri in ranked in a tank meta
I think your best option would be to try and snowball your bot lane so that they have a better time dealing with the tanks as the game progresses. Roaming and putting pressure on the map will really alleviate some of the pressure your bot lane could be facing (which can put them behind, severely reducing your chances to win as Ahri can't really wear down tanks). If their team is very tanky, it's good to throw in a {{item:3151}} after your {{item:3165}}, as not only is the {{item:3136}} very good for your roams against squishies, but the % Health Magic Damage is good later on for gradually wearing away the frontline.
: Maybe weaker is the wrong word, but they all seem to have extra things that hold part of their power budget. Lux has her shield on a skillshot, Thresh has a small AoE to aim, Rakan has it as part of a dash, and unless I'm forgetting someone the rest are either self targeted only or decay rapidly. There's always something that makes it good, but gives it situations where it is lacking compared to the straight up point and click shields.
That's fair. But I suppose that's what makes these particular shields more interactive and thoughtful than straight point and click shields. Never on Janna have I thought, 'Oh if I shield now...' but on Rakan, Lux, Thresh, etc. each have meaningful decisions to make with these skills because they're not just simple shields (with no animation effects!). Lux has to stop moving and throw her wand, Rakan has to use a long cooldown dash and Thresh has to waste a vision/peel ability whilst Janna, Karma, etc. can continue moving as they're simply 'only' shields. I've also gone and upvoted all the other posts in here because someone went and downvoted everything without saying why {{sticker:slayer-jinx-unamused}}
Subdue (NA)
: Hey now, let's keep it clean...
: The only problem I have with it is how does a squishy escape this, besides being strong enough to stand and fight? It would definitely be a nerf to shields, but it would be a significantly larger nerf to immobile champions who have to physically turn around to widen the gap between themselves and their enemy. I know this is even more out there than your idea, but what if targeted shields were changed to let the shield giver pick a direction, forward or backward? Non-targeted shields are already weaker than targeted, and being able to choose which side of your carry is more applicable to your current situation would give some additional strength to shielding an immobile target, while still giving assassins a decent opening. Could work similar to Viktor E or Rumble R.
That's an interesting idea, and allows a fair bit of counterplay while introducing a skill-cap to shielding. However, in terms of the non-targeted shields being weaker, I suppose that can either be fixed by giving skill-shot shields the 'barrier' effect (fully encircled) while targeted remain directional. As a Lux main, I don't find her non-targeted, skill-shot shield weak (albeit, unreliable on teammates who love to run away from it) because it allows for potential 5-man shields which greatly increases its effectiveness.
Rioter Comments
Rioter Comments
Rioter Comments
: What is something SPECIFIC you wished Riot would make in a skin to a champion you like?
For LeBlanc to have a back animation where she's playing chess with her clone. Her clone eventually checkmates her and LB flips the table and board in anger. GameMaster LeBlanc when pls
Penns (EUW)
: @Riot, please someone tell me what good the Fizz rework did
If you don't use duskblade, welcome to assassin mediocrity. Riot butchered the majority of assassin kits (namely AP assassins for some reason...) with delays and then put a gross amount of damage for it to "work". Now here we are, a year later, with nerfs to "toxic" ratios and damage down, left doing the same amount of damage we did before but 2 seconds slower amidst a plethora of shield/peel options. (AP) assassins are more feast or famine than ever. Fizz needs his W delay removed and his ult reverted. His E and Ult already give enough reaction time with their delays. What's the poor fish to do against coordinated teams? Splitpush? Boy, I enjoy assassinating turrets. :( hehe Although electrocute is busted right now. Not sure how so many of the runes came out so heavily loaded with damage.
Broporo (NA)
: 2017 Ranked Rewards Help Desk
Hi, an OCE player over here. I was wondering if it were possible for Twisted Treeline 3v3 Borders to appear in our Normal SR games? The TT queues only open up periodically for us, and so, we don't get to actually use them very often. It's kind of sad only being able to use the border for approx. 16 hours (divided across two days) every week. Would be a great addition to the avid purveyors of TT 3v3 on OCE.
: Please dont allow ZOE voice lines on move and attack to be heard to enemies...
Penns (EUW)
: {{item:3147}}
> [{quoted}](name=Penns,realm=EUW,application-id=3ErqAdtq,discussion-id=WoxzYVjE,comment-id=0002,timestamp=2017-11-05T11:24:00.509+0000) > > {{item:3147}} -- "Assassins insta-bursting people is unfair!" -- Goes through full roster change slowing down burst of Assassins -- Introduces {{item:3147}} with instant burst damage {{sticker:sg-lulu}}
Sukishoo (NA)
: LeBlanc isn't an Assassin, she's a Burst mage.
> [{quoted}](name=Sukishoo,realm=NA,application-id=3ErqAdtq,discussion-id=eXA3d0xZ,comment-id=0001,timestamp=2017-10-26T04:05:13.865+0000) > > LeBlanc isn't an Assassin, she's a Burst mage. It hurts :(
Outdated (NA)
: Can we consider changing Kindred's ultimate ability
I'd always hoped Kindred would receive an ult that really emphasised Lamb and Wolf's role. Something like, Kindred forms an arena around a chosen enemy target, if they remain within the arena Lamb...something something...% health shred on aa...something something - if they choose to leave the arena, Wolf begins hunting the target gaining bonus movement speed towards them and dealing bonus damage based on % missing health. Dunno tho{{sticker:sg-zephyr}}
Arcyyy (NA)
: Evelynn's Empowered E range should be greatly increased versus targets with the full charm mark.
I do find the E a little short, but I always go mobis so catching up to an enemy is quite easy. Having a long range gap closer might be a bit much in conjunction with her stealth. They could test it, at least. I find her W actually has a lot of nuance to it. It's not just a "wait 2.5 seconds and charm", it's a tool of psychological warfare that allows you to force people in to where you want. I normally flank from behind and use W, where most enemies start running backwards thinking I'm approaching from the front. A quick Q>E>Q...etc. usually does the trick. Great fun. Loving new Eve so far. And her personality. Boy is she fantastic. I feel like more of a predator than rengar, and the satire in all of her quotes is delicious.
Tygger7 (NA)
: I miss Quinn's old ultimate
I do think her kit right now is a little too plain. She could possibly use an W redesign, or heck, even a gameplay update to introduce Valor back into her kit - rather than him being her taxi cab. Rip birb, he was taken too soon
: The Assassin Class and where it stands
I'll just quote this quickly from another thread: 'I used to enjoy actually being able to play LeBlanc into teamfights by dipping in and out and dealing decent burst. But now I can't really do that anymore. Come 15minutes, even if I'm fed, I'd rather just split-push with a lich bane and draw attention there so my team can force other objectives...it's just so saddening how hard you fall off now - even when fed. I didn't want to be forced into playing as a gank-assist, kite monster. I just wanted to assassinate and this passive (which is loaded with all my damage, so using multiple skill rotations hardly does much) doesn't allow that anymore. I've literally had a Draven - earlier in the season - facetank my full combo whilst he was autoing my clone and then proceed to kill me afterwards. It's just not rewarding nor practical anymore.' {{champion:7}} LeBlanc is just...not that enjoyable to play anymore. The high-points with LeBlanc were quick, fluid burst and 'deceiving' with distortion - NOT her clone. Our primary objective was to combo someone to death, or in teamfights, dip in with Distortion > Q > R poke and dip out. Now, we essentially ask the squishy how their day's going while they're pummelling us with spells/aa as we wait for our passive. I think unnatural delays are incredibly counter-active to the assassin class, particularly with supports having instant, high-impact defensive abilities. Many people say, 'you shouldn't be able to 1v2 an adc and a support...' well, why not? Why bother choosing a class who instantly is invalidated the moment the adc stands within 1000 units of their support? Why shouldn't the adc be punished if the support - normally their babysitter - fails to ward/react quick enough to an assassin targeting their adc? Additionally, if the enemy team chooses a damage-support such as Zyra or Brand, they should be punished if the Zed/Talon/LB/Fizz continually kills their squishies over and over who have no peel or ability to position correctly. Why bother not playing a diver, if you want to wait for a coordinated teamfight to dive the adc? {{champion:59}}, for instance, does an incredible amount of instant damage and has enough bulk and utility to still be useful if the adc doesn't die instantly. {{champion:105}} Fizz's E is a delay done right. Want more damage? Position correctly so you can wait out the E animation and deal full damage. Want to reposition or quickly get some damage off? Reactivate it instantly. Fizz's R is a delay done horribly wrong. Not only is he punished for actually being near an enemy when he uses his R, he becomes incredibly binary if he's unable to land it at max range later in the game. Additionally, he has to blow his E to even get near an enemy in time for the R to proc if he's at max range. That's not what I'd consider smart design. I will say though, that Katarina and possibly Talon were some of the more successful reworks. However, I don't believe we can say that they were perfect.
: After spamming Eve some more my biggest complaint has to be her downtime
I do find her downtime a little rough, and have been supplementing that by building more CDR. Although, I do think her early ganks are quite effective - not the best, but decent. Early is clearly meant to be where she is weakest, however. So, I'm not entirely sure if she should be as capable of duelling as one of the arguably strongest early jungles (Elise). I've been going Q>W>E with great success. The benefits of maxing W vastly outweigh the small damage boost granted by E. Generally, this has been my build. {{item:1402}} {{item:3117}} {{item:3100}} {{item:3157}} {{item:3089}} and maybe a {{item:3102}} /{{item:3151}} {{item:3165}} The extra movement speed from mobis, lich bane and runic echoes really help with target selection. I didn't really enjoy protobelt. Felt it added too much unnatural delay and forced me to spend too much gold on the health components, slowing my spike.
Rioter Comments
: > [{quoted}](name=Ceol,realm=OCE,application-id=3ErqAdtq,discussion-id=OWnEYd6z,comment-id=0006,timestamp=2017-10-08T07:47:52.099+0000) > > With Sona, I feel that her kit could become more interactive and put larger emphasis on her power chord. Due to her kits' lack of skillshots - besides her ult - she's left quite weak (unless, of course, some sort of item that makes her relevant breaks her again) They already did, but it's Coin + Ardent + Athene's now. > Perhaps her ult could be replaced with one that functions like her power chord, giving the Sona player more versatility. This would most likely be more successful if her other spells to change from being purely ambient AoE effects. > Such as: > Etc. Honestly, I think the only reason Riot wants to keep Sona's simplistic, fat, line ulti is because no one else has an ulti like it at this point. Idk if the ult is actually good for Sona as a champ, though. An ult based on the last move(s) you used could be interesting, though. However, if you have too many ult variants, that's a lot of different "ults" shoved into one champion. If this were to ever be acted on, it should be based on the last spell you used. > Possibly some of her basic abilities could just become some of these skills instead. They're only ideas. It's been high time for Sona's basic abilities to be more involved than just "zones around me". Even if she's about sounds and aoe, the way it's implemented is sorely lacking. The only reason people are complacent with it in my opinion is because she's allowed to be broken by items. > For Soraka, I enjoy her thematic as "the healer" but there's not much counterplay besides buying grievous wounds (inherently flawed in itself) or focusing Soraka (which opens your team up to being slaughtered by non-focused carries + a good Soraka wouldn't be in a position to be caught out in the first place) In turn, we could make her abilities more effective if she plays it right. > For instance, > > (W) Whirl of Restoration - > Soraka calls down a field of AoE heal, which ticks over 3/4/5 seconds in regular intervals (similar to how Janna's ult heal rate works). Each time Soraka lands Q - Starcall on an enemy champion, a small burst of heal within the zone (equivalent of two ticks) occurs. > > - This might require a small rework of Q, so that the Soraka will be more rewarded for landing it. Possibly extending the duration of W instead of a bursty heal? Honestly, I thought of something like this for a Sona rework concept, myself, where her skills would drop lingering aoes with varied effects rather than being auto-targeted. I'm a fan of the idea of dropping healing zones to keep a fight in, rather than spamming a heal on top of someone over and over. It's be cool to see that put on Sona or Soraka. > (R) Wish - > Lowered instantaneous heal. Slightly lowered cooldown. Soraka is able to channel for up to 2 seconds, enlargening her heal the longer it is channeled for. > > The effectiveness over time and reduced "burst" of her heals would allow more time to both counteract her heals (forcing them out of her heal zone, cc-ing her during ult channel) and in return, would allow more power to be afforded to Soraka. I like this idea as well. It'd reward someone that *had their eyes on the map* over someone that barely noticed something going on. > These are all only ideas though. (/o3o)/ {{sticker:slayer-pantheon-thumbs}}
I agree that having all of those ultimates (although, they would be up more often and less powerful than a regular ult) may be a bit convoluted. Would be fun to have that much versatility though. Maybe she could be a form changer, swapping between treble (buffing/defensive) and bass (debuffing/offensive). Though, that would likely increase the issue of her skills not having enough "oomph", as individual abilities are weakened in form changers. Perhaps, we could devise a skill set for Sona - one that includes cc in her non-ultimate kit so she doesn't just exist as a walking stat-ball. Q - Dissonance Sona flicks her hand across the Etwahl, unleashing a linear shock wave, dealing X damage, knocking enemies to the side and slowing by X% decaying over 1 second. W - Hymn of protection Sona plays a soft melody, shielding an ally of her choosing for X + X %hp (of the target) for 3 seconds. If the shield is not broken, any leftover shield is converted into a heal. E - Battle Trance Sona unleashes energy from her Etwahl in a cone, granting allies a burst of speed decaying over 3 seconds. If enemy champions are hit by this ability, they are blown back a short distance and slowed by X% for 1 second. R - Double Treble The last two spells used by Sona can be combined as an enhanced version. Q+W/W+Q - The linear shock wave also applies the shield to allies struck. Q+E/E+Q - The cone now deals X damage and roots all targets for X seconds. W+E/E+W - Places a larger shield on an ally, scaling with their bonus health % and granting them a speed boost decaying over 3 seconds.
: Her E is almost undodgable and it deals incredibly high damage, so lower the damage in the beginning to prevent the spamming.
I don't believe her E needs changes because it is the only form of reliability she has in her kit. Being all skill shots makes her incredibly unreliable when playing against competent opponents. Though E harass may be 'oppressive' (although it costs 130 mana at max rank, so it's not nearly as spammable as people make out) it's pivotal to her ability to reliably poke. Not to mention, it doesn't do an exorbinant amount of damage. I think it's quite fine where it is.
MagÊ (EUW)
: Supports are not the reason adcs are broken, Just think about it
I still believe supports should not be walking item actives. Their inherent strengths as a support, tanky engage, peel, healing, etc. should be tied to their afforded skill set. Atm with all the newly introduced actives, it feels as if most supports do everything now, even if it's outside of what their kit entails. But...yeah, adcs definitely are incredibly high up on the power curve. Unnecessary item cost reductions, coupled with butchering of assassins' ability to Insta-burst and the introduction of anti-burst, loaded support actives/passive all at once have caused this.
: A More Constructive Thread: How would you guys work Enchanters?
With Sona, I feel that her kit could become more interactive and put larger emphasis on her power chord. Due to her kits' lack of skillshots - besides her ult - she's left quite weak (unless, of course, some sort of item that makes her relevant breaks her again) Perhaps her ult could be replaced with one that functions like her power chord, giving the Sona player more versatility. This would most likely be more successful if her other spells to change from being purely ambient AoE effects. Such as: (R) Building Tempo - Sona builds tempo through ordered use of her spells, lasting for x seconds. Based on which order she uses her three abilities, Building Tempo changes in effect. E>W>Q - Battle Trance Sona unleashes energy from her Etwahl in a cone, granting allies a burst of speed decaying over 3 seconds. Q>E>W - Melody of Torment Sona frantically plays a flurry of notes that converge in a circular AoE at Sona's cursor, dealing X damage and stunning enemies hit by X seconds. E>Q>W - Dissonance Sona flicks her hand across the Etwahl, unleashing a linear shock wave, knocking enemies to the side and slowing by X% decaying over 1 second. W>Q>E - Shroud of protection Sona plays a soft melody, shielding an ally of her choosing for X + X %hp (of the target) for X seconds. If the shield is not broken over 2 seconds, the target gains a boost of movement speed decaying over 3 seconds. Etc. Possibly some of her basic abilities could just become some of these skills instead. They're only ideas. For Soraka, I enjoy her thematic as "the healer" but there's not much counterplay besides buying grievous wounds (inherently flawed in itself) or focusing Soraka (which opens your team up to being slaughtered by non-focused carries + a good Soraka wouldn't be in a position to be caught out in the first place) In turn, we could make her abilities more effective if she plays it right. For instance, (W) Whirl of Restoration - Soraka calls down a field of AoE heal, which ticks over 3/4/5 seconds in regular intervals (similar to how Janna's ult heal rate works). Each time Soraka lands Q - Starcall on an enemy champion, a small burst of heal within the zone (equivalent of two ticks) occurs. - This might require a small rework of Q, so that the Soraka will be more rewarded for landing it. Possibly extending the duration of W instead of a bursty heal? (R) Wish - Lowered instantaneous heal. Slightly lowered cooldown. Soraka is able to channel for up to 2 seconds, enlargening her heal the longer it is channeled for. The effectiveness over time and reduced "burst" of her heals would allow more time to both counteract her heals (forcing them out of her heal zone, cc-ing her during ult channel) and in return, would allow more power to be afforded to Soraka. These are all only ideas though. (/o3o)/
: If leblanc is graves, then where is the real graves {{sticker:sg-lux-2}}
Let's just say, the name "Graves" is befitting. ;)
GinkoG (NA)
: Well I mean the harrowing is coming soon... Headless Camile Haunted Ivern Bloodstone Taliyah Spooky (?) Yorick I don't know just maybe.
> [{quoted}](name=GinkoG,realm=NA,application-id=yrc23zHg,discussion-id=uBokBqRb,comment-id=000a,timestamp=2017-10-07T07:31:31.968+0000) > > Well I mean the harrowing is coming soon... > > Headless Camile > Haunted Ivern > Bloodstone Taliyah > Spooky (?) Yorick > > I don't know just maybe. Camille Scissor...hands? o-o
Penns (EUW)
: I do hope Riot realizes Fizz (and other assassins) kit sucks after that SKT vs AHQ game
I used to enjoy actually being able to play LeBlanc into teamfights by dipping in and out and dealing decent burst. But now I can't really do that anymore. Come 15minutes, even if I'm fed, I'd rather just split-push with a lich bane and draw attention there so my team can force other objectives...it's just so saddening how hard you fall off now - even when fed. I didn't want to be forced into playing as a gank-assist, kite monster. I just wanted to assassinate and this passive (which is loaded with all my damage, so using multiple skill rotations hardly does much) doesn't allow that anymore. I've literally had a Draven - earlier in the season - facetank my full combo whilst he was autoing my clone and then proceed to kill me afterwards. It's just not rewarding nor practical anymore. That's where Fizz has an even larger issue. He normally has to wholly commit to fights if he wants to assassinate someone. But he doesn't really have all the tools to dip in and out nor fulfill his job, particularly when adc defensive itemisation, locket and instantaneous heals/shield exist.
Rioter Comments
Dukues (NA)
: So what's with the delay in announcing season rewards?
Please be soon. The anticipation is slowly turning to bile :l
: Victorious skin 2016, 2015, now... 2017?
{{champion:7}} Don't think it can be Taliyah, because of the whole Elise fiasco when she got her Victorious skin. Could be Orianna, although, I wouldn't say she dominated the mid lane. She was just always a solid pick.
Unvictus (NA)
: I just wanna know who gets the Victorious skin
Was really hoping it'd be out by now. Have been checking everyday :c
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Rioter Comments
MinaZer0 (NA)
: either its sailor moon homage or puella, (because of the pet things) either way I dont really care lol, its 2 am here im just forum stalking
> [{quoted}](name=ILittle IMonster,realm=NA,application-id=6kFXY1kR,discussion-id=xrzQZY6O,comment-id=000000000000,timestamp=2017-05-11T07:07:37.739+0000) > > either its sailor moon homage or puella, (because of the pet things) either way I dont really care lol, its 2 am here im just forum stalking Yeah, tbh, it's probably more based on Puella considering the colour schemes of the skins. If it were SM, Lux would've stayed blonde. A great homage nonetheless.
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Ceol

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