Jamaree (NA)
: Probably not, this is the company that tends to remove game modes that people barely play
Well, thats what makes it ideal for people to be able to play them themselves
Comentários de Rioters
Comentários de Rioters
Azeranth (NA)
: Had a SFW post removed for NSFW content
You have no awareness of the enormous chasm between the game you're playing and the game laners are playing. Its nothing alike, even a little bit. You farm, and the farm available to you is a function of how quickly you can collect it, a lane farms, and its a function of how long can they collect it for. You farm in a way that you can squeeze more into your route, a laner fights to squeeze more out of the fixed timings they can not influence. The jungle XP needs a nerf, because farming isn't an active risk for a jungler in the same way it is for a lane. You want to just afk farm in your jungle and never see the enemy, cool, congrats, you are rewarded proportional to the risk. Top lane can't kill extra creeps because they're ass blasting their matchup. Jungle can. Its not the threat that the jungle will be unstoppable, but that the jungle will be uninterruptible. Jungle has had plenty of times where there was little that could be done to upset the rhythm of the game for them. They would be X amount of useful at Y times. Thats just how it was. "Jungle can't carry, wah" well, careful what you wish for cause you got it. These changes are the changes needed to let jungle play as a carry role. A system of farm and xp, where getting fucked over early can permanently cripple you're ability to continue farming, recover, or do anytihng other than just roll over, give everything up, and suffer. The difference is, in a lane, I have a tower that will protect me, but give them hundred more gold if it falls. You don't like to get 5 man invaded and you can't do anything? Well I died once solo and can never approach or contest the freezing wave. Hey thanks for coming to break the freeze btw. I'm really glad the only time you have in your path is to make a kill happen. Not every gank needs to be a kill, or even try to be a kill. But, junglers just don't understand the concept of having to fight for access to your resources. Your camps will still be there when you're done scrapping in the river. My wave will not
Comentários de Rioters
Zoli Ben (EUNE)
: Can {{champion:6}} get some compensete buffs for Conqueror ranged champion nerf? Today I got beat by a Nasus who simply outhealed himself no matter how much life steal and amplifier I had, I was even fed mostly but the fact he outheals me so much is just too bad IMO. {{item:3075}} was useless there. https://boards.na.leagueoflegends.com/en/c/developer-corner/2wjE4Iqs-quick-gameplay-thoughts-september-22 This was promised over 2 years ago and it was not implamented still.
Urgot is too powerful on his own, and provides so much to his team, even when incredibly far behind, that it would be unfair to give him the tools needed to thrive independently. If Urgot had what he needed to go off, and win solo matchups in top against ranged champions without assistance, than that would mean there is no circumstance where he loses. The compensation the enemy team gets for the guarantee of a minimum level of utility and presence urgot brings, is that he also will not far exceed that level, and can (and should) be largely ignored in favor of more efficient plays elsewhere.
: I agree dude, but as a top main it certainly goes both ways. If jg ganks me when I have 2 waves under tower and we can't get the kill, you actually put me behind. Additionally, if their jg is ganking me constantly and I can't get return pressure, I will get snowballed on and feel useless. This is fine so long as we're trading something bot. All too often, I get zero attention, have to play safe and lose cs, just to watch bot lose on their own (or even with jg help). The game is in a super temperamental state right now and it feels like snowballing is more uncontrollable than ever. All I really have to say is we all need to be more calm and try to get to the late game. All too often a request for help is treated as a toxic cry to 'help me win my lane'.
I mean, thats unfortunate sure, but thats one of those cases where the enemy team is just better than yours. Sure, maybe, but if they're keeping you supressed, and bot is still losing, they're just better. It may feel like "oh my bots feeding, gg" But keep in mind, if they have time and resources to dump into supressing you, it means they're genreating more resources, they're more efficient, they can afford to spend them on you. They earned that win
Kendren1 (NA)
: Jungle impact on lanes because of exp nerfs is huge atm. Lane phases typically feel like 5v4s at best, and to often 6v4s as usually the inferior jungler is often instigating plays with little chance of success and is snowballing the enemy team. It is very frustrating to have a bad jungler at the moment. And no it isnt always you... but sometimes it is you. Blame the gank spam snowball meta.
My personal favorite, is: 1.) when I'm being frozen against, I can never get the jungler to come help me break the freeze. 2.) When I'm freezing, my jungler is literally the biggest threat to my lane. I'm already winning, now is not when you gank. This isn't the gank timing. Yes, wave is on my side, so lets keep it here, where he can't farm. Just kinda hover near the wave, let me play aggro and force some cooldowns. But no, idiot junglers every gank must be kill opportunity, can never just help a lane out. And they wonder why Riot is trying to force them off their wraiths
: Jungle is a dumpster role mate . Jungle mains like trick2g and oddone quit the role many years ago lol . What do you expect ? It's a shitty role now , you basically go feast or famine . Exp is absolutely abysmal and they have progressively nerfed jungle camps for years now. I'm a top main myself, but I'd think it would honestly make no sense to farm jungle now to even get your items. Just constant ganking and skirmishing mate , fucck that Also , please uninstall this PoS game. For your sanity McKuntalds
Yeah, its almost like junglers cried about carrying for so long, Riot finally game them a system of farm where you can be completely cut out of the game and all access to resources, pressure, or fights, and theres literally nothing you can do. Junglers never had to deal with things like wave management, freezing, roams, or crash timings. You vaguely walk in the right direction and your camps will be there when you get there. Junglers get to farm more creeps when they're ahead, something no other role gets. So, it only makes sense that you suffer when you farm and do nothing else. You want to carry, you gotta play by the carry rules. As a carry, you don't farm for the opportunity to win fights, you win fights for the opportunity to farm. Junglers never had the pleasure of "you lost a single fight? Congratulations, you don't get to touch 2.5 waves worth of farm now, sucks to suck". Junglers never had, "The one chance for far you had has elapsed, there is no other farm, there is no vertical trading, you missed it, now wait, and hope you don't get fucked out f the next one". "Ah this guy is permanently in my jungle, I can't farm, fucking team, where are they?" Sounds a lot like "I've been frozen off the last 4 waves, I can't approach, and my jungler can't get the kill so they wont come to the lane, even if I absolutely need their support if I'm going to farm" Maybe it wouldnt feel like your lanes were getting ass blasted every game, if you knew the first thing about what conditions contribute to the ass blasting
: Being a Jungler is Awful.
You have no awareness of the enormous chasm between the game you're playing and the game laners are playing. Its nothing alike, even a little bit. You farm, and the farm available to you is a function of how quickly you can collect it, a lane farms, and its a function of how long can they collect it for. You farm in a way that you can squeeze more into your route, a laner fights to squeeze more out of the fixed timings they can not influence. The jungle XP needs a nerf, because farming isn't an active risk for a jungler in the same way it is for a lane. You want to just afk farm in your jungle and never see the enemy, cool, congrats, you are rewarded proportional to the risk. Top lane can't kill extra creeps because they're ass blasting their matchup. Jungle can. Its not the threat that the jungle will be unstoppable, but that the jungle will be uninterruptible. Jungle has had plenty of times where there was little that could be done to upset the rhythm of the game for them. They would be X amount of useful at Y times. Thats just how it was. "Jungle can't carry, wah" well, careful what you wish for cause you got it. These changes are the changes needed to let jungle play as a carry role. A system of farm and xp, where getting fucked over early can permanently cripple you're ability to continue farming, recover, or do anytihng other than just roll over, give everything up, and suffer. The difference is, in a lane, I have a tower that will protect me, but give them hundred more gold if it falls. You don't like to get 5 man invaded and you can't do anything? Well I died once solo and can never approach or contest the freezing wave. Hey thanks for coming to break the freeze btw. I'm really glad the only time you have in your path is to make a kill happen. Not every gank needs to be a kill, or even try to be a kill. But, junglers just don't understand the concept of having to fight for access to your resources. Your camps will still be there when you're done scrapping in the river. My wave will not
: This is a lot of words to effectively go nowhere while neutering her Silver Bolts damage into the ground. Not only that, but you took out the initial damage from Condemn and put it all on the wall-slam, which hasn't exactly been the most reliable thing as of late. So in conclusion: no. Just because you hate Vayne doesn't mean these suggestions are any good. Try again when you actually have an update to her kit that can "solve" the problem. Edit: Oh Lordy loo, I just noticed the extent of your laziness. You swapped the passive and W, neutered the damage ratios, and put all of Condemn's damage on the wall-slam. You didn't even address Final Hour's invisibility, which is almost always the focus point of Vayne discussions. I'm sorry, but you cannot seriously think this is a good list of changes.
I think the invis issue, has to do with targeting mechanics. I think past a certain point into an attack, especially melee, should still hit even if they go invis during the attack. Also, I don't think W sohuld depend on levels. Making her % health scaling rely on gold, not on XP as heavily would be important. Because, making it rely on XP is a great way to assure she isn't TOO snowbally, it also makes it unreasonable hard to truly shut her down. Especially if the rest of hte team facilitates turtling
Hotarµ (NA)
: >How so? The difference I am trying to make here is that her "tank busting" procs more frequently, for lesser amounts, so that it is less bursty. You're dropping her true damage by _well over_ half of what it currently is at level 1 **(closer to about 80-90%, actually)** The frequency of the attacks won't matter at that point because of how much you gutted her core ability. 2% of someone's max health as true damage (assuming they had a large amount like 4,000 HP which isn't even that common) isn't that much, it's only 80 damage. Any other ADC would be able to outdamage her with their passive or another auto alone. >Bursting out tanks, and 1 shotting squishies isn't fun and doesnt make sense. This levels out her damage to be less chunky, but still just as high. Vayne is designed as a tank-busting ADC, if you want to remove her "1 shotting squishies" then reduce the amount of physical damage she does when critting, nerf her AD scaling on other abilities, or nerf the flat amount of AD she gets from Final Hour. >If you're argument is Vayne needs to be able to quickly dispatch tanks that dive on her, thats kind of the point, and is why Vayne is never fun when shes meta. If tanks can't be a threat by jumping on somone, they're not useful. They're supposed to waste time and resources "Not fun" does not mean it's problematic. There needs to be a champion to fit every niche and Vayne is no different. While it might not be as big a deal in the current meta, there needs to be a marksman that threatens tanks when they're overly strong, in abundance, or ahead. If you want to tackle Vayne doing too much damage to _other_ classes that's fine and I wouldn't be opposed to it, but her kit being "not fun" is not a sufficient enough reason to gut it entirely when it fills a niche that needs to be filled. >Also, side note, the crit mechanic, is supposed to assure that Vayne's "tank busting" actually has some scaling requirements, instead of being thousands of gold worth of free damage, so her power scaling is more gold reliant, and shes incentivized to buy damage instead of defense. >Vayne's innate kit historically has supplied her damage, now more than ever. The only gating factor is whether there are enough defensive tools available to her to get that damage off. The last few times Vayne has been viable has been when she just 4 shots with rageblade, anything near her. Being undamagable because you instantly pop everything near you, before they can use cooldowns, CC you, close the gap, or set up their team, is the same thing as having the best defensive stats. The crit mechanic is really interesting but it's overshadowed by the fact that you're taking 80-90% of the power out of Vayne's defining mechanic. There would be no reason to pick her over any other ADC at that point. >That pattern is why Vayne has been viable when Kog isn't even though according to her theoretical design, they should share similar niches Kog hasn't been viable in a _very_ long time and it's not just because of the idea that Vayne overshadows him. He's outdated, offers too much when he's allowed to be strong/in coordinated environments, and most likely requires a rework. That's besides the point, however.
The crit idea was the central idea, and perhaps the number I guessed at was too low. But generally, the idea of lower chunks, more frequent chunks is the solution. I was quite clear I wanted the quantity of damage to be the same, but for the pattern it comes out to change
Azeranth (NA)
: How so? The difference I am trying to make here is that her "tank busting" procs more frequently, for lesser amounts, so that it is less bursty. Bursting out tanks, and 1 shotting squishies isn't fun and doesnt make sense. This levels out her damage to be less chunky, but still just as high. If you're argument is Vayne needs to be able to quickly dispatch tanks that dive on her, thats kind of the point, and is why Vayne is never fun when shes meta. If tanks can't be a threat by jumping on somone, they're not useful. They're supposed to waste time and resources
Also, side note, the crit mechanic, is supposed to assure that Vayne's "tank busting" actually has some scaling requirements, instead of being thousands of gold worth of free damage, so her power scaling is more gold reliant, and shes incentivized to buy damage instead of defense. Vayne's innate kit historically has supplied her damage, now more than ever. The only gating factor is whether there are enough defensive tools available to her to get that damage off. The last few times Vayne has been viable has been when she just 4 shots with rageblade, anything near her. Being undamagable because you instantly pop everything near you, before they can use cooldowns, CC you, close the gap, or set up their team, is the same thing as having the best defensive stats. That pattern is why Vayne has been viable when Kog isn't even though according to her theoretical design, they should share similar niches
Hotarµ (NA)
: I get that Vayne isn't everyone's favorite champion (not a huge fan of her myself) but you're completely removing her niche as the "tank buster" ADC she was designed as.
How so? The difference I am trying to make here is that her "tank busting" procs more frequently, for lesser amounts, so that it is less bursty. Bursting out tanks, and 1 shotting squishies isn't fun and doesnt make sense. This levels out her damage to be less chunky, but still just as high. If you're argument is Vayne needs to be able to quickly dispatch tanks that dive on her, thats kind of the point, and is why Vayne is never fun when shes meta. If tanks can't be a threat by jumping on somone, they're not useful. They're supposed to waste time and resources
Comentários de Rioters
: > [{quoted}](name=Azeranth,realm=NA,application-id=3ErqAdtq,discussion-id=O85YUao2,comment-id=00000000,timestamp=2019-12-15T02:23:40.358+0000) > > Maybe 800 for the passive is a bit much, probably only worth 400 in stats and all. But, its also a workable item which can be bought and includes a ruby crystal. I can't remember who it was that said it, but I remember in an interview some LCS player saying his favorite part of AP kogmaw was that he built a ruby crystal AP Kogmaw hasnt been a thing for years, and the meta has drastically changed since then.
I know that, I just think you may be underestimating how valuable the luxury of having a ruby crystal is. Also, the unique passive is named rage, same a phage for a reason. Jax and Fiora don't want this, because for melee, phage is just straight up better The stacks cap out barely above the 60 for killing a unit, you have to stack it to get it going, and they have other tools in their kit which makes the attack animation non sense pretty useless.
: that would be more used on top laners like fiora or renekton... at a cost of 3050 no adc would buy this. {{item:3095}} is 150 more {{item:3031}} also is only 350 more gold. {{item:3153}} is 150 more in the majority of cases, its far more efficient to simply get these items rather than your cloak. 2 of the items even give the marksmen better kiting. Not to mention that getting 100% crit which most marksmen want takes 4 items. no one would want that as a final item. Which means selling a 3050 gold item, which no one wants to do.
Maybe 800 for the passive is a bit much, probably only worth 400 in stats and all. But, its also a workable item which can be bought and includes a ruby crystal. I can't remember who it was that said it, but I remember in an interview some LCS player saying his favorite part of AP kogmaw was that he built a ruby crystal
Comentários de Rioters
Kazekiba (NA)
: This has nothing to do with the xp changes?? The XP changes are intended to make top laners hit level 12-13 in big teamfights while the support is still level 7-9 and ADC is level 10 at best. It doesnt impact your interactions with your other top laners. The whole point is to end the 1v1 fighting game mentality that ignorant top laners have and give them more power in team fights
Yes it does it means: Bigger gold leads will be less impactful for longer into the midgame. Playing for your carry will less valuable and viable, as more toplaners, even when behind, will do more with less to eliminate your carry from the fight faster and with less interaction The current problems will get worse
Comentários de Rioters
Comentários de Rioters
: Maiden was dead in second half and Ashe was shooting at you. Jax stood no chance if it was 1v1 with maiden still up.
Maybe you don't know how Yorrick E works, but the Jax has aggro. He was healing through the damage.
Arcade Lulu (EUNE)
: It's jax What do you expect?
Maybe this video makes more sense when I show you the clip of just Stinger Tiamat Jax jumping on the Yorrick (who has ult cast) and just kills him in one rotation because ignite. But the Jax doesn't have to be afraid of the lane or the dangers of ignite, because Jax
La Bello (NA)
: I know you are being rhetorical and just getting a rant out of your system but it was over the second Yorick lost his maiden. in fights Maiden and zombies are literally 50% of Yoricks power budget. safe to say the second he lost those Jax and Ashe got to turn the tides on him. the fights that Yorick win are the ones where he forces his target to basically 1v3 him and his ADDS. when you remove Maiden and Zombies from the equation all Yorick really has is: 1. A on-demand TriForce proccer 2. a wall (no damage) 3. a ranged slow (very little damage) like yeah with those abiltiies you wont win against other more self-reliant kits. Its no different Its the same as fighting annie without Tibbers. try split pushing more and taking advantage your wierdo kit people arent used to playing into
But, I had all those things. I hit the E 3 times, and he was tanking them.
Aminumbra (EUW)
: > [{quoted}](name=Azeranth,realm=NA,application-id=3ErqAdtq,discussion-id=Lt3vWJAH,comment-id=00150000,timestamp=2019-10-12T23:17:43.652+0000) > > Right, so, you successfully freeze against Jax all lane. He has 49 CS and you have 102, its 15 minutes, turret plating is down. You haven't gotten any plates because you've been freezing. > > Jax gets all his pre 2 items damage from CDR, and base numbers. He leaps on you with counter and ulti, immediately regains the full farm deficit worth of stats. He is completely uninhibited by his lack of farm, because Riot is r%%%%%ed and doesn't understand how items should work. He all in an kills you, because whatever champion of the 3 that can fight him early, cease to be relevant against jax post 7. > > Option 2, you continue to do nothing, Jax gets enough items to challenge the wave, or generally moves fast enough and sustains enough that he can maintain farm pace. Your 50 CS lead doesn't shrink, but becomes a less significant part of the gold difference, and hes Jax, you lose. > > Option 3, the lanes rotate out and it doesnt matter, and hes Jax, and you can't stop him in the sidelane, the game stalls out, and you lose. > > Fun champion. You're beyond salvation :) Without linking you 10 clips of Jax beaten in 1V1 situations, you WON'T believe anything that we can say, as you are completely persuaded of the fact that Jax can, regardless of how you play, how you position and how you itemize, "jump on you with counterstrike and kill you during his ultimate duration that totally compensate for being 1 item behind". Enumerating several options the way you do is called False Dichotomy (in this case, it is not really a dichotomy as you present more than 2, but still ...)., as there are *many* other possible scenarii that you don't even seem to be considering. Within each of your points, you also master the art of Slippery Slope, where you simply do as if anything you say was a direct, unavoidable consequence of what you said earlier, while it is obviously not the case. And even if I linked you the aforementioned 10 clips, you'd still dismiss them, saying that for whatever reason, Jax fucked up and that if Jax was better, he would have simply killed his opponent without him being able to retaliate. Cordially.
https://youtu.be/BkbamNYi6lQ I will pay you $100 paypal if you can watch this video, and not feel like a complete idiot after that response
Comentários de Rioters
: I was thinking about this for a while now, and I think I've found the perfect balancing item for Jax. Unique passive, Spellblade. It is used by Sheen, Triforce, Lich bane, and Iceborn Gauntlet. If there was an added effect of Spellblade where only the empowered attack cannot be dodged, then Jax would easily be balanced. There are many toplaners and mages who use Spellblade through Lich Bane or Triforce. Of course, Jax would still be able to dodge ordinary attacks, but if just that one hit every two seconds is guaranteed to hit, then it allows some counterplay where Jax isnt entirely invincible. Champions like fizz, Ez, Fio, Camille, Dar, etc would be able to still land some damage while not entirely ruining Jax as a champion. Thoughts?
Aminumbra (EUW)
: No sustain. No mechanics AT ALL to farm from a safe distance. Poor waveclear, unless he takes a tiamat, which is a weak duelist item, and which delays even more his real core items. Quite a high mana cost on his Q. Quite a high CD on his E. (I'm talking about laning phase. Of course, after lvl 11, most of those weaknesses have disappeared, but if you are facing a lvl 11 with more than 2 items Jax who has not been delayed ... well, you deserve to lose.) -> You pick something stronger than Jax in lane (pretty much any toplaner), you take trades whenever he doesn't have his E, you freeze the lane as he has no way to farm safely in this situation, you outsustain him by taking short trades if you have Renek/Darius/any champ with innate sustain, you poke him ...
Right, so, you successfully freeze against Jax all lane. He has 49 CS and you have 102, its 15 minutes, turret plating is down. You haven't gotten any plates because you've been freezing. Jax gets all his pre 2 items damage from CDR, and base numbers. He leaps on you with counter and ulti, immediately regains the full farm deficit worth of stats. He is completely uninhibited by his lack of farm, because Riot is r%%%%%ed and doesn't understand how items should work. He all in an kills you, because whatever champion of the 3 that can fight him early, cease to be relevant against jax post 7. Option 2, you continue to do nothing, Jax gets enough items to challenge the wave, or generally moves fast enough and sustains enough that he can maintain farm pace. Your 50 CS lead doesn't shrink, but becomes a less significant part of the gold difference, and hes Jax, you lose. Option 3, the lanes rotate out and it doesnt matter, and hes Jax, and you can't stop him in the sidelane, the game stalls out, and you lose. Fun champion.
DJisKxng (NA)
: Literally just play kennen or cass, He will q you and u can kite him so easily. You farm off him with kleptomancy cause he cant do anything to use unless he wastes his gapcloser to u so u can either lightningrush/or proc phase rush as cass. Its not fun to play jax into these matchups, play jax against Kennen or Cass and it will be clear to you.
Yeah, that is, until Jax doesn't need to fight, Jax is totally free to just wait it out. The only reason Kennen and Cass counter Jax is because Jax players have a learning disability. They don't realize "Hmm, maybe this isn't like every other matchup where I can beat them at all stages of the game. Maybe I actually need to really rely on my in condition." Which is whats truly fucked about Jax. His worst matchups, are bad, because people who main him aren't familiar with playing him in the way that he is supposedly designed for and balanced around.
DJisKxng (NA)
: Like actually if you Q onto a kennen as jax he will lightning rush out of your damn E, and will spam klepto on you stun you and take u half health before you can even auto. Thing about jax is his lane is kinda weak, agree or disagree you kinda just lose every lane matchup that isnt bruiser till you have sheen first back.
But you never need to worry about a weak lane, because the onus is never on you to fight before 6. Jax is free to take it completely laid back, do nothing all game, and still be ridiculous, because he "scales" even when he is 30 farm behind at level 7, he still has enough to obliterate any 1 v 1 with someone who just fights him flat out, and anyone else, Jax doesnt need to fight. And there is no forcing the fight on Jax, he has his E and Q making him effectively invulnerable in lane
: He has a lack of ranged waveclear, and... uh... Honestly, his biggest weakness is that he can't jump into 5 people and survive (unlike tryndamere, but hes similar to jax in toxic kits). I wish i was being ironic and such, but I really can't think of another way to say it. Best you might be able to do is hard cheese him early, and end the game while he tries to catch up. Champions who have damage sources apart from their body do well from my experience, like illaoi or heimerdinger.
But, he doesnt need ranged waveclear, because in lane, he never is concerned about challenging the wave, he can heal it all back because he goes corrupting because he doesn't need damage from items, because base damages and utility abound. He can jump into 5 people, he gets so much fucking gold in stats from his ulti and the damage reduction on E, eah bet you didnt know that, E reduces damage from AoE sources as well, good fucking champion.
Comentários de Rioters
: That's why you save your ult until after he uses his and poke him down until he is forced to ult you in an all in. I mean, are you even trying to put any effort into playing around what you know Mord can do? It's not like you're Illaoi whose ult does just about nothing inside Mord's. Yours still has the same impact it would outside the Death Realm as it does inside of it.
> [{quoted}](name=BlackKnightJack,realm=NA,application-id=yrc23zHg,discussion-id=rLu9ZhrX,comment-id=0003,timestamp=2019-08-28T22:05:59.549+0000) > > That's why you save your ult until after he uses his and poke him down until he is forced to ult you in an all in. > > I mean, are you even trying to put any effort into playing around what you know Mord can do? It's not like you're Illaoi whose ult does just about nothing inside Mord's. Yours still has the same impact it would outside the Death Realm as it does inside of it. Actually, using my ult in death realm as Yorrick, means that it doesnt leave the realm with me. Its an over time ability, that gets no value when cast in realm.
: Welcome to toplane.
> [{quoted}](name=MagicFlyingLlama,realm=NA,application-id=yrc23zHg,discussion-id=rLu9ZhrX,comment-id=0000,timestamp=2019-08-28T21:09:17.022+0000) > > Welcome to toplane. Fuck Riot games, ruining this once glorious role. Take me back to when SRO didn't make videos about cheesy one shot builds because Riot completely killed his brand about superior macro and lane decision making.
: man like if there isnt an item in the game that completely nullifies his ult oh wait there is {{item:3140}}
Yeah man, deviating 1100 gold from my build when I already have to invest 1000 gold into a bramble vest, because he and every other champion in the entire fucking game runs conqueor and has a massive heal. Yeah dude. I mean, its not like his ult still isn't an instant cast trundle ulti that steals more stans btw, and he has passive penetration that makes that extra painful. I mean sure. I know I already have to get brambles, and I need MR to address his free 1200 gold worth of magic pen, so yeah, I may as well just throw a QSS in there at level 6. Definitely.
Comentários de Rioters
: Just pink the shroud bro
> [{quoted}](name=PrismalDawn,realm=NA,application-id=yrc23zHg,discussion-id=Bmd3tERI,comment-id=0000,timestamp=2019-08-28T20:09:09.208+0000) > > Just pink the shroud bro Just dodge Q (through the 8 slows, with its 600 range, and .5 second cast and AoE slow from his auto procs) 4Head
Comentários de Rioters
: His ability to force fights was a problem because old Galio mains cried and cried when the rework first released that he was a tank, and not a mage. Riot listened to this cries. And we've had balance issues with him since. He has the perfect kit for a tank, it's amazing. But they gave him the scalings and ratios of a burst mage. That's when "too much ability to force fights" is a problem, because you can also handily win them.
Then maybe, here's a thought, take away his damage, instead of making him a janky burst mage with a tank kit, that way when a mage item gets poorly balanced, he in prime position to become OP, but on his own is just a useless degenerate champ until there is a game flaw to exploit
Comentários de Rioters
: On a more serious note, **how would you feel if they replaced his W with a simple form of CC **?: like Shen taunt or Rammus taunt? The last explanation I heard from Riot was that his W gave him too much power to force team fights.
A tank who's entire power level and relevance is centered around the concept of forcing fights? Is that even legal
Galiö (NA)
: Galio is zero fun anymore
"This champion is OP, because it has too many things on top of all the stuff that makes him cool" "Lets remove all the stuff that makes him cool or unique or recognizable, and just leave all the same stupid tedious generic bull shit that makes him actually obnoxious and fluctuate in and out of bottom barrel and OP" -Riot Game, literally every fucking patch.
: Is Jungle really so bad?
No, but, also, yes. In a game which plays out "properly" where people do relatively intelligent things most of the game and play to win to the best of their abilities, then jungle is an awesome role. In a game which some stupid fiesta bull shit happens and someone gets three kills, then jungle sucks. Mostly, this stems from the fact that once you have an advantage, lanes can more heavily press their advantage and "win harder" to a greater extent than jungle. Expanding a lead you obtain in the jungle is difficult, and certainly inconsistent. Once upon a time, junglers could just fuck up a lane even if the lane was ahead, so long as the jungler had their health. (Usually cause laners were around 2/3 health from trading) Now, not so much. Especially as lanes become more about just shoving and not fighting, no smaller incremental trades like in previous metas.
Bultz (NA)
: It really sucks that people are winning games because of champions and not skill
I think, to put a finer point on it: "Too many Champions where some stupid bullshit can happen, and THEN they're ridiculous" Especially in lower ELO, its really painful to be against something stupid like Yasuo, and they pick up 3 kills in the 9 man midlane fiesta at level 4 and then the game is over.
Comentários de Rioters
Ornn (OCE)
: agree with everything but you frogot to add the ranged garbage being way to strong
Where tf did you even find this old ass post? Its from like forever ago. Its still largely relevant, as I understand, but I have been out of the game for a while.
: Galio's W grounding him is one of the most hypocritical nerfs ever
"Galio can't have such reliable engage and so much damage/poke in his kit" So we're gonna gut his ability to engage, leave his obnoxious undodgeable poke and waveclear in so that his only place in the game is as a cheesy mindless pick. Hooray, more tanky champs with some seriously uninteractive laning session, that either is useless or picks up some free kills/gold and becomes completely ridiculous
TS Media (NA)
: I'm sorry, but 4 seconds is a big fucking nerf to her E. You people bitched about not minding her doing damage if you were able to kill her. Her E, with 45% CDR, being on 6 seconds from about 3 isn't huge enough for you? Imagine not being able to please the masses...
> [{quoted}](name=TS Media,realm=NA,application-id=3ErqAdtq,discussion-id=JA6lw70w,comment-id=0004,timestamp=2019-05-02T02:17:54.202+0000) > > I'm sorry, but 4 seconds is a big fucking nerf to her E. You people bitched about not minding her doing damage if you were able to kill her. Her E, with 45% CDR, being on 6 seconds from about 3 isn't huge enough for you? Imagine not being able to please the masses... "Able to kill her" is the key phrase. You need to understand that the issue is when riven needs to be in the fight. Mobility mean riven can freely pic and choose when to be in the fight. Essentially, there is no point riven needs to be in the fight, where she is in any realistic and imminent danger of getting blown up. Riven is totally free to space out the fight and disrupt foes with CC and dashes such that she rarely needs to actauly bear the consequences of being in melee. Sure, in the strictest sense, this nerf does definitely reduce her inate tankiness. But the fact that she still build vary tanky, is mobile, and loaded with CC means that the actaul danger she lives in VERY VERY VERY VERY low, even after this nerf.
Comentários de Rioters
: Item Shop Cleanup
When you start tinkering with itemization again, can we talk about a few issues: 1. CDR being overly cheap. I know riot is convinced "People like to use their abilities, so more abilities = more fun" but the result is a gross degenerate meta for so many champions, which makes base damages more relevant than they should be, and allow champions to over invest in uninteractive playstyles and builds/skill orders confident that the utility and numbers native to their kit will be creeped by low cost DCR 2. Mages pick up way to much health in their build without sacrificing much else. The balance point for a mage is that their damage rotations are supposed to be chunkier, meaning they have to constantly weave in and out of the fight to get multiple rotations off. Thats currently not how most mgaes work, and the abundance of health on every item is part of that problem, as they can face tank everything, and then one shot someone. 3. Tri Force ratio is a little too much, and by a little, I mean a lot. Sheen itself encourages a pretty degenrate one shot meta for toplaners like Jax and Yorick, but please god, just do something about this item
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Azeranth

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