: The item wouldn't be purely offense or defense oriented, but a roughly 50/50 split between the two. As a hybrid offense x defense item, I think it makes sense for it to have a combination of a damage oriented passive and a tanky/defense-utility aura. Gameplay-wise, I think it would be a good fit on ranged champions, because range advantage lets them position in the backline so that the aura protects the other backliners huddled with them. It is also designed with the intent that it would work best for on-hit champions in a duo lane in order to create healthier playstyles for those users. {{champion:17}} {{champion:518}} {{champion:85}} are usually played as top lane bullies now, but this item would have the potential to shift them into a healthier role as on-hit APCs in bot lane. I also like the idea that AOE damage aimed at the clustering backliners would be an effective way to counter that playstyle. For example {{champion:222}} {{champion:9}} could counter {{champion:518}} {{item:3170}} {{champion:37}} in bot lane because Jinx rockets and Fiddlesticks E would both punish their opponents for trying to group up closely within their auras. You might also see more AOE mages bringing some variety to bot lane to create a loose combat triangle of soft-counters. Hybrid/AP On-hit {{champion:96}} {{champion:17}} {{champion:110}} {{champion:518}} {{champion:85}} {{champion:145}} \> Standard AD {{champion:119}} {{champion:67}} {{champion:498}} {{champion:51}} {{champion:202}} {{champion:498}} \> AOE {{champion:222}} {{champion:15}} {{champion:115}} {{champion:30}} {{champion:74}} {{champion:21}} > On-hit That combat triangle wouldn't need to be enforced or apply for every matchup though. It could just be a slight pattern that encourages a bit of variety in bot lane instead of there always being the "top 3" ADC marksmen in nearly all metas. The aura could work on a tank item, but something to keep in mind is that if a melee user engages into a fight, distancing themselves from allies, then their squishy backline allies are no longer inside the aura. It could still work, and it would have potential to be a niche item on a lot of champions. As it is, being a hybrid offense/defense item, it could still be used by fighters with AP scaling. For example, I hope that {{champion:131}} would sometimes build it in situations where she buys {{item:3115}}, because it fits her thematically as a moon item and it could help make her into more of an actual AP skirmisher/diver. It could be good on {{champion:102}} {{champion:60}} {{champion:245}} too, especially when jungling as {{item:3115}} {{item:3170}} would help deal DPS to clear camps faster and solo objectives.
I have to admit that most of your tought are quite true and interesting. All we need to develop some new buildpath and exotick playstyles on champs is item diversity and we definitelly need somthing like that. Now we can just leave Riot free to give us new toys like anti-AD aura and atk-speed armor stats... just hope that if it happens someday it'll not come too much OP and predominant core build on most champs quoted earleir.
: Hello. Your English is actually quite good. If you didn't apologize for your English abilities, I would have assumed you were a native speaker or learned English from an early age. = ) For the aura, there are a couple ways I can imagine it working. 1) It reduces damage from projectiles hitting allies in the aura, regardless of whether the projectile originated outside or within the aura radius. 2) It reduces damage only from projectiles that passed through the perimeter of the aura. 3) It reduces damage only from incoming projectiles that passed through the perimeter of the aura. It seems like you are thinking along the lines of either #2 or #3. I would be fine with any of the options listed above. 3 doesn't work as well for melee users, however, because if they gap-close onto a ranged champion then they lose the damage reduction when their opponent fights back. That might be a fair mechanic, but it's something to factor into when deciding which option is healthiest. 2 would have different pros and cons for melee and ranged, since gapclosing would remove the damage reduction against you but could protect allies outside the aura if the champion you gapclose onto was targeting them. 1 works equally for both ranged and melee users, and is likely the best for gameplay clarity since #2 and #3 create situations that incentivize the user to micromanage their position to keep the edge of the aura between them and the opponent's target, which could reward strange gameplay behavior and would result in needing to balance the item around the resulting unintuitive optimal gameplay. I think I like option #1 best by a small margin because it seems clearer and more consistent. I also am imagining the aura as being very small, which would allow opponents to punish the item user's team if they clump up inside the small aura. For example, an AOE mage could force the user's allies to scatter out of the small aura radius, which would then allow an ADC marksman to target the scattered champions outside of the aura without suffering the penalty.
Well First thanks for your comment, french people are usually known as bad english speakers {{sticker:sg-miss-fortune}} ^. Now i understand more how an aura can be useful for this effect and it's not really bad of course but it's still weird to see an effect like this on a non-tank item because it remind me the old R from {{champion:57}} and even if it's really cool for the user of this "fan-item" i think it'd be a better effect on a tank item like {{item:3143}} or a reworked {{item:3056}} and could be more interesting for peoples from the united clan who plays peel tank champs {{sticker:slayer-pantheon-thumbs}}. I also remember a rework test for {{item:3190}} on PBE where we could create a dome with damage reduction for allies within... and since we have an item with an halo that increase magic damage to ennemies, a contrast as one which reduce physical can be somehow funny to see because AD are usually DPS and AP are burst it's quite logic to have these both effects... Crap now i want to see this happen pls Riot when you'll work on the preseason changes, read this thread {{sticker:sg-jinx}}
: {{item:3191}} + {{item:3101}} + 800g = {{item:3170}} (3,000g) +50 AP +50 Armor +35% Attack Speed +10% CDR Unique Passive - Spellweaver: After casting an ability, gain bonus Attack Speed equal to half your effective cooldown reduction for 2 seconds. Unique Aura - Shadow of the Moon: Reduces 10% of physical damage dealt by incoming projectiles. The stats and Spellweaver aura would complement {{item:3115}} extremely well. The aura radius indicator should look like the coronal ring visible during a solar eclipse. The Shadow of the Moon Aura would make this an item that is strong for an on-hit APC laning versus an ADC marksman, possibly enabling on-hit APCs to compete in bot lane. If the item successfully enables {{champion:17}} {{champion:518}} {{champion:85}} to thrive in bottom lane, then these champions themselves can be directly nerfed, which will remove them from top lane where they're currently excessively frustrating lane bullies against some melee matchups. Some on-hit junglers may also benefit from this item. It would be interesting to see if certain supports can also use this item, possibly with {{item:3110}} to reduce incoming ranged basic attacks further and/or {{item:3504}} to synergize with the attack speed. It might be a bit expensive on a support budget, but it could be worth the cost as a situational purchase.
> [{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=XRslgQN5,comment-id=0001,timestamp=2019-07-26T05:53:46.366+0000) > > {{item:3191}} + {{item:3101}} + 900g = {{item:3170}} (3,000g) > +50 AP > +50 Armor > +35% Attack Speed > +10% CDR > Unique Passive - Spellweaver: After casting an ability, gain bonus Attack Speed equal to half your effective cooldown reduction for 2 seconds. > Unique Aura - Shadow of the Moon: Reduces 10% of physical damage dealt by incoming projectiles. > > The stats and Spellweaver aura would complement {{item:3115}} extremely well. > The aura radius indicator should look like the coronal ring visible during a solar eclipse. > The Shadow of the Moon Aura would make this an item that is strong for an on-hit APC laning versus an ADC marksman, possibly enabling on-hit APCs to compete in bot lane. > If the item successfully enables {{champion:17}} {{champion:518}} {{champion:85}} to thrive in bottom lane, then these champions themselves can be directly nerfed, which will remove them from top lane where they're currently excessively frustrating lane bullies against some melee matchups. > Some on-hit junglers may also benefit from this item. > It would be interesting to see if certain supports can also use this item, possibly with {{item:3110}} to reduce incoming ranged basic attacks further and/or {{item:3504}} to synergize with the attack speed. It might be a bit expensive on a support budget, but it could be worth the cost as a situational purchase. I like the idea, it can bring alternatives for some champs but i don't really understant the effect of this aura, i imagine more a passive like poke reduction in ARAM combined with Xin Zaoh R. UniquePassive - Shadow of the Moon : Reduces 10% of physical damage from projectiles which traveled more than 600 unit (for exmple). So if you move during the traveling you can trigger or cancel the effect by moving toward/far from the projectile. It can't be abused by botlane regular marksman since it give no real offensive stats except for champ who have some AP ratio on their kit like Varus or Kai'sa but without AD or on-hit effetc it's a terrible item to lane/start with and only effective agsaint long range ad or {{item:3094}} users (if we talk of my version). But is stats can be usefull againt ad matchups on solo lanes and even if it can be used by marksmens, we lack alternatives atk speed item for those who don't build crit Sry for bad english.
jerem857 (EUW)
: 3 champions au lieu de 4
Well maybe he get lost here just becaue we lose our french board on EUW website, they replace it with a phone number authentification discord which can be annoying for people.
: Why do we have to go to League of Legends Wiki to read champion abilities?
Well when they released this client, during about a month skill descriptions were those given in game with ratios etc...but they removed that idk why (maybe a full a bugged scripts revelations problem)
Moomeen (NA)
: People Who never spent money on LoL
I'm not sure of my statiquement but, did Prestige Skins aren't allowed on hextech chest like hextech exclusives ones ? idk. Because Even if they said it can't came back after one year or for oen specific event, i think they have to make them aivailable on hextech only because of law which say that everything on a free game which can be purchased with money should be winnable with a free reward system. Maybe we have some answers hiden on the support page
: I made Orianna play Field of Hopes and Dreams, from Deltarune
I just pass through the whole channel, it's very satisfying when we know the original musics, keep going great job {{sticker:slayer-jinx-wink}}

Densetsu Banana

Nível 270 (EUW)
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