: OP.GG dodges = Riot "outsourced" matchmaking to the players
Man, if this were _actually_ the case I would have had everyone and their brother dodging on me because, through almost no fault of my own, I had about a 19% winrate over my first 40 games in season 9. I finished season 8 Gold 1. I started season 9 Gold 4. Over the first 40 games I managed to hold Gold 4. Over the next 160 games, my overall winrate has climbed to 52% and now I'm Plat 4.
: TL-DR BELOW. Tahm Kench's Q slow and W cost on minions are both in good spots. Putting more power into those will do nothing for his support WR and give him more power in the top lane. Keep nerfing W targeting coordinated play (there was a proposed change that W would auto-spit allies if Tahm takes unshielded damage, and that is a much better change in my opinion than the self-slow) If you want to fix his support win rate, you need to revert E nerfs, and HP nerf (now that Targons has been nerfed to Oblivion). Tahm is a warden like Braum, Taric, Galio (all played bot lane). However all of those champions have something that Tahm does not: Damage Reduction or Resistance amplifications, or both. Taric: Bastion Braum: Stand Behind Me, Unbreakable Galio: Shield of Durand Of these three, only Braum has the same base HP as Tahm Kench, and Braum's passive synergizes much better with ADCs than Tahm's passive. We won't even get into the fact that both Braum and Galio have a Dash built in their abilities (not counting ultimates). I'm not saying Tahm should get Resistances on his E, or damage Reduction like Braum. Don't get me wrong. I like that Tahm is literally an HP tank rather than an armor stat like Taric/Braum/Galio. But a lot of HP Nerfs in runes, items and combined with nerfs to his E have had zero effect on him in pro play, but are major Nerfs to his solo q play. TL-DR: Buff E. Nerf W (targeting coordinated play, as above). Tahm is an HP tank, yet has LESS HP than every other warden, and doesn't gain bonus resistances through abilities. Give him his HP sustain back through his E.
https://www.reddit.com/r/leagueoflegends/comments/bf1wh7/mikaels_rush_will_be_the_new_thing_on_kench_in/
: I am horrified, but can't stop looking. The tiny hat!
Tahm Kench main checking in. I would buy this skin in a failed flash instant
: Post MSI Gameplay Improvements
TL-DR BELOW. Tahm Kench's Q slow and W cost on minions are both in good spots. Putting more power into those will do nothing for his support WR and give him more power in the top lane. Keep nerfing W targeting coordinated play (there was a proposed change that W would auto-spit allies if Tahm takes unshielded damage, and that is a much better change in my opinion than the self-slow) If you want to fix his support win rate, you need to revert E nerfs, and HP nerf (now that Targons has been nerfed to Oblivion). Tahm is a warden like Braum, Taric, Galio (all played bot lane). However all of those champions have something that Tahm does not: Damage Reduction or Resistance amplifications, or both. Taric: Bastion Braum: Stand Behind Me, Unbreakable Galio: Shield of Durand Of these three, only Braum has the same base HP as Tahm Kench, and Braum's passive synergizes much better with ADCs than Tahm's passive. We won't even get into the fact that both Braum and Galio have a Dash built in their abilities (not counting ultimates). I'm not saying Tahm should get Resistances on his E, or damage Reduction like Braum. Don't get me wrong. I like that Tahm is literally an HP tank rather than an armor stat like Taric/Braum/Galio. But a lot of HP Nerfs in runes, items and combined with nerfs to his E have had zero effect on him in pro play, but are major Nerfs to his solo q play. TL-DR: Buff E. Nerf W (targeting coordinated play, as above). Tahm is an HP tank, yet has LESS HP than every other warden, and doesn't gain bonus resistances through abilities. Give him his HP sustain back through his E.
: Riot can we just get a complete rework to some On-Hit items?
Titanic Hydra has Physical Damage on-hit that scales on HP. People seem to forget this
Profirix (NA)
: What he is trying to say is that losing 70 health at level 1 is far more impactful than gaining 56 health at level 18. The amount of damage available to use against Tahm at level 18 is significantly higher than the amount of damage to be used against him at level 1. Not to mention that supports (if they are doing their job right) will be suffering an exp penalty for roaming and ganking and saving their allies and warding. His level will already be lower than the average player level. 56 health is almost a spit in the face to be frank. In terms of viability impact, the reduction of early game health is more likely to impact the game than the gain of 56 health late game (by a huge margin). It is a massive nerf. And that doesn't even take into account that Tahm uses his HP to scale his damage. So not only did they hit his tankiness, they hit his damage. This also applies to his Thick Skin shield because now he has even less HP to conserve for his shield. It as a double effective tankiness nerf with a side of damage reduction. The champion is ruined. You all-in at level 2 and you win, easy.
> [{quoted}](name=Tongue in Cheek,realm=NA,application-id=3ErqAdtq,discussion-id=LycYsf40,comment-id=0011000000000000,timestamp=2018-09-27T16:53:56.148+0000) > > What he is trying to say is that losing 70 health at level 1 is far more impactful than gaining 56 health at level 18. The amount of damage available to use against Tahm at level 18 is significantly higher than the amount of damage to be used against him at level 1. Not to mention that supports (if they are doing their job right) will be suffering an exp penalty for roaming and ganking and saving their allies and warding. His level will already be lower than the average player level. 56 health is almost a spit in the face to be frank. > > In terms of viability impact, the reduction of early game health is more likely to impact the game than the gain of 56 health late game (by a huge margin). It is a massive nerf. And that doesn't even take into account that Tahm uses his HP to scale his damage. So not only did they hit his tankiness, they hit his damage. This also applies to his Thick Skin shield because now he has even less HP to conserve for his shield. It as a double effective tankiness nerf with a side of damage reduction. The champion is ruined. You all-in at level 2 and you win, easy. This summoner gets it.
: > No hard CC Kench is the only champion in the game that has a suppress on a basic ability. And he has a stun. And before you say that those two things need to be built up, Top Kench exists. Tahm Kench is more than capable of getting his suppress off regularly in top lane.
So you are saying he can walk up to a champ, having done nothing else, and suppress an entire champion? Because that would be hard CC. Needing to apply three stacks of his passive _**before**_ he can suppress means it's not a point and click CC ability to the extent that it requires other conditions before the point and click can occur. Hard CC? Sort of. Anything that requires conditions before it can be applied as hard CC means it's Soft CC, to varying degrees.
PB4UAME (NA)
: He has two hard CCs on different, basic abilities, and yes, the stronger of the two is indeed point and click. He's the only champion in the game with a suppression on a basic ability, and its a point and click, lets you disposition them during its duration, and does %max hp damage too.
So I can walk up to an enemy champion, without having done _**anything**_ else to him, and I can stun him or Suppress him? Is that what you are claiming? Because that is hard CC, point and click or otherwise. If it's anything other than that, it is not hard CC, but situational, requiring other factors before the CC can occur.
PB4UAME (NA)
: It's slightly over a 2% buff, from my math.
Yeah. It was just an off the cuff calculation. Point remains the same
SanKakU (NA)
: +56 HP at level 18. Painful as it may be in the early stages of the match, it's still a late game buff and he's the only champ that got a nerf. And don't ever try to tell me that anyone buying {{item:3151}} was indirectly nerfed because 5 AP is not going to be a big deal.
Tell me how +56 HP at level 18, where base stats matter far less than build path, remotely compares to -70 HP at level 1, where base stats are the only thing that matters
: Alright, but consider this. Take his Grey Health shield, and consider how much that gives him in a fight. By lowering his base HP, it forces him to rely more on his shield during trades, as opposed to letting himself just heal back up through it. Having a stronger Base HP, as in the early game, allows him to more reliably sit on his grey health, instead of using his shield, as he's less in danger of getting to a point where he could die (and then he shields), so that he can just regen the HP.
> [{quoted}](name=Dr Mercy,realm=NA,application-id=3ErqAdtq,discussion-id=LycYsf40,comment-id=000c,timestamp=2018-09-26T08:22:31.096+0000) > > Alright, but consider this. Take his Grey Health shield, and consider how much that gives him in a fight. By lowering his base HP, it forces him to rely more on his shield during trades, as opposed to letting himself just heal back up through it. Having a stronger Base HP, as in the early game, allows him to more reliably sit on his grey health, instead of using his shield, as he's less in danger of getting to a point where he could die (and then he shields), so that he can just regen the HP. If 610 HP tahm takes 500 damage, 430 of that is converted to grey health. He would get _43_ health back from grey health regen. E has been nerfed so many times that the regen is almost non-existent and has been for almost 2 seasons
: No hard cc? I'm sure he has slow which is better than no cc, but also a stun and a eat someone ability that does an obscene amount of damage with literally no damage items along with his potential double health bar because he can turn grey health into a shield and if not then he will regenerate a good portion of that grey health into health and greatly reducing the damage inflicted on him. Not to mention stacking hp on tahm kench makes him deal an insane amount of damage along with making him beefy.
> [{quoted}](name=TheMonkeyKiing,realm=NA,application-id=3ErqAdtq,discussion-id=LycYsf40,comment-id=000d,timestamp=2018-09-26T08:57:47.115+0000) > > No hard cc? I'm sure he has slow which is better than no cc, but also a stun and a eat someone ability that does an obscene amount of damage with literally no damage items along with his potential double health bar because he can turn grey health into a shield and if not then he will regenerate a good portion of that grey health into health and greatly reducing the damage inflicted on him. Not to mention stacking hp on tahm kench makes him deal an insane amount of damage along with making him beefy. Tell me which of his abilities is a point and click root, knockup, knock back, displacement, or stun?
5050BS (NA)
: Tahm's SoloQ power is all from under level 3 Level 1 Top lane fight he wins Same with bot lane. Now you have to be good to win those fights not just go ham
> [{quoted}](name=XXXMurderPenguin,realm=NA,application-id=3ErqAdtq,discussion-id=LycYsf40,comment-id=0007,timestamp=2018-09-26T01:36:15.911+0000) > > Tahm's SoloQ power is all from under level 3 > > Level 1 Top lane fight he wins > > Same with bot lane. > > Now you have to be good to win those fights not just go ham That same power that leads to a 49% win rate before this nerf? Is that the power you are talking about?
ozzzz666 (NA)
: Tell that to the 16/4 Tahm Kench from my game this morning...
> [{quoted}](name=ozzzz666,realm=NA,application-id=3ErqAdtq,discussion-id=LycYsf40,comment-id=0006,timestamp=2018-09-26T00:54:17.331+0000) > > Tell that to the 16/4 Tahm Kench from my game this morning... Presumably top lane, where he has a 49% winrate? Any champ can be 16/4 when you int/feed
Salron (NA)
: ofc its supposed to be a hard nerf The scaling hp buff is only there to keep his hp the same lategame
> [{quoted}](name=Aarron,realm=NA,application-id=3ErqAdtq,discussion-id=LycYsf40,comment-id=0005,timestamp=2018-09-26T00:53:07.361+0000) > > ofc its supposed to be a hard nerf > The scaling hp buff is only there to keep his hp the same lategame *Edit* wrong reply
Comentários de Rioters
: Another Bug: Tahm Kench (Suggested Fix Attached) (Repost)
Profirix (NA)
: Actually the Q change gives more uptime on his slow overall.
Yes, I know. Leave Q alone. Leave the CD at 6 seconds, and the Slow at 2 seconds.
: This was just a part of the list in testing. The full list is below - but note that since we're targeting 8.16 this could still change a lot! Tongue Lash (Q) Slow Duration :: 2 >>> 1.5 Cooldown :: 6 >>> 5 Devour / Regurgitate (W) Damage :: 20/23/26/29/32% (+2% per 100AP) >>> 27/29/31/33/35% (+1% per 100AP) Cooldown :: 14/13/12/11/10 >>> 28/25/22/19/16 Cost :: 90 >>> 60 NEW :: Triggers half its normal cooldown on enemy cast
> [{quoted}](name=Maple Nectar,realm=NA,application-id=3ErqAdtq,discussion-id=LagLwtvo,comment-id=0028,timestamp=2018-07-26T00:15:45.483+0000) > > This was just a part of the list in testing. The full list is below - but note that since we're targeting 8.16 this could still change a lot! > > Tongue Lash (Q) > Slow Duration :: 2 >>> 1.5 > Cooldown :: 6 >>> 5 > > Devour / Regurgitate (W) > Damage :: 20/23/26/29/32% (+2% per 100AP) >>> 27/29/31/33/35% (+1% per 100AP) > Cooldown :: 14/13/12/11/10 >>> 28/25/22/19/16 > Cost :: 90 >>> 60 > NEW :: Triggers half its normal cooldown on enemy cast What's the thought process on Q changes? Suggestion:. Leave q alone. W is the problem W: as above except Cool down :: 20/18/16/14/12 Cost :: 60/70/80/90/100
SlabSun (NA)
: Sounds interesting I like that idea of taking a gamble. High risk if you're not near the designated ally because of reductions but high reward if you are. Forces you to stick with the gambler making it harder to make cross map plays if you have to permanently be by them. Can't be that broken seeing as how Riot has released everything and all busted on rework/release. Could use tweaking though.
> [{quoted}](name=SlabSun,realm=NA,application-id=3ErqAdtq,discussion-id=gU2ppiTU,comment-id=0002,timestamp=2018-06-11T15:35:40.205+0000) > > Sounds interesting I like that idea of taking a gamble. High risk if you're not near the designated ally because of reductions but high reward if you are. Forces you to stick with the gambler making it harder to make cross map plays if you have to permanently be by them. Can't be that broken seeing as how Riot has released everything and all busted on rework/release. Could use tweaking though. exactly my thoughts. I feel the parts closest to immediate minor buffs are the E changes. The things that would need tweaked would be the Q and R. (Maybe reduced duration on the Q, equal to the slow duration - 2 seconds) And with the ultimate, increase the CD by an amount to make it similar to Shen Ultimate CD.
Ignika D (EUW)
: > [{quoted}](name=Dannar Hetoshi,realm=NA,application-id=3ErqAdtq,discussion-id=gU2ppiTU,comment-id=00000000,timestamp=2018-06-11T14:37:32.269+0000) > > Could be fun to play with in order to not be game breaking. > > also- What about this would be broken in game? first ot all his q is a super leona passive tahn skin is huge so the bound person would have a huge shield and more the shield from the ulti he would be super hard to kill and lets not forget tahn coud still eat him to deny even more damage
> [{quoted}](name=Ignika D,realm=EUW,application-id=3ErqAdtq,discussion-id=gU2ppiTU,comment-id=000000000000,timestamp=2018-06-11T15:15:23.215+0000) > > first ot all his q is a super leona passive > > tahn skin is huge so the bound person would have a huge shield and more the shield from the ulti he would be super hard to kill and lets not forget tahn coud still eat him to deny even more damage So you mean his winrate would go up, say in the neighborhood of 5%?
: interesting idea on paper, but it would be horribly broken in game.
> [{quoted}](name=Bardent Censer,realm=NA,application-id=3ErqAdtq,discussion-id=gU2ppiTU,comment-id=0000,timestamp=2018-06-11T14:34:12.044+0000) > > interesting idea on paper, but it would be horribly broken in game. Could be fun to play with in order to not be game breaking. also- What about this would be broken in game?
Comentários de Rioters
Meddler (NA)
: Quick Gameplay Thoughts: March 30
> * A Tahm Kench nerf aimed at giving opponents more ways to deal with him when he's saving allies. What we're currently testing is that he no longer gains bonus movement speed when moving towards enemies if he has an ally devoured. Original intent was that that would encourage more aggressive ally devour cases. It mainly seems to result in TK running away faster because there's often an enemy along the line of his retreat (or close enough to, the directional check's pretty generous in its angles). Two things with this. One- Tahm Kench already has a mediocre winnrate (I think he's 49% as a support right now?). Making this change wouldn't help. The Tahm Kench Mains (including myself) absolutely use the MS to make plays. W'ing an allied invisible'd twitch into the back line is a lot of fun. Their whole team _knows_ that you just spat out an invisible twitch, so they hold cc and spells while your damage carry mid and jungle bash their front line to pieces. Twitch can stay invisible until W is off CD, and then "AAAAH HAHAHAHA" Two-. If you do take it away, please re-incorporate it into his kit elsewhere. Kench is the ultimate lane bully in melee matchups. Double down on this narrow image of him by granting 2, 5, 10 bonus Ms towards a passively marked enemy. It encourages aggressive play (which you love) it doesn't make him completely broken, because he's still garbage in 5v5 team fights, but it makes him (best in show) in tank champion split pushing champions that rely on macro to win versus flashy five man inSec ults. He basically becomes the answer to "who is going to lane against a 35 minute 18k gold Fiora/Tryndamere/Camille/Irelia". It's a very narrow role, it doesn't provide an enormous amount of power to affect a team fight, and it gives him a quality of life update in a League that is increasingly placing an emphasis on movement abilities, dashes, etc. For even more counter play potential to this bonus MS, you can tie the movement speed bonus to his E. It only operates while E is not activated and not on cooldown (aka generating grey health). This makes the decision to use the thick skin shield a little more important, and not just a 'spam it every 3-4 seconds' during a 1v1 side lane duel.
: We've talked about this as a potential risk. Likely lever we'd pull back on is the ap values, but really there's a lot we can tune there to keep it from being a must buy in mid. Situational is fine, but not every game
I feel like 60AP would be the sweet spot on this Item at 2400 gold
Comentários de Rioters
: I kinda believe it. I mean I play this mostly at night so I'd figure auto fills are more common then. But there was one night where quite literally some guy on my 4 man (fuck my solo life Wish there was an option to completely avoid 4 man as solo) almost every champ select wanted my role.
Don't play flexq. Ranked is duo queue at most. If someone gets a 4 man, it's by pure luck
AR URF (NA)
: Why do people think it's cute to say gg ez at the very end?
: But why couldn't he? After all, as long as buffs are treated as champions (you can stack and then devour them, but you can't just W+Q them), eating red or blue won't make him a top tier jungler. His ganks are mediocre at best. Sure, devour can do a good chunk of %maxhp damage, but a wide variety of champions can do this, and Ivern exist. Anyway, there is **no reason at all** why said damage couldn't be capped.
Actually, I find that his ganks are pretty outstanding because his Q slow is pretty oppressive, and ghost has a short cool down. And then with ultimate it's insanely easy to 3 man gank top lane or 4-man gank bot lane. Countless times I've gotten flash from a midlaner, and then return ganked using ghost.
: As apposed to something like TF's single target kill potential? This is not even considering that Tahm has to actually jump into harms way himself to even do this, or that his ult has a delay, or that the person might not just die anyway as soon as he has to spit them out.
TF can't bring anyone along with his ultimate. TF doesn't have W devour. Riot is much more interested in champions killing coming out of a global ultimate rather than saving them coming out of a global ultimate. (Shen not withstanding since the point of the ult is to shield the ally you are coming in on, and again, Shen can't bring anyone along with his ultimate)
: I'd really like it for them to completely remove the W lockout after he ults. If Tahm is meant to be a support then let me be a big fucking hero and save an ally in the nick of time instead of popping up and then just watching as they die because I can use his W.
I like the ideas, but that's too much single target mistake prevention, which I'm ok with. Riot has been moving more towards giving counterplay options. There's very little counter play ability in being able to immediately devour an ally coming out of your ultimate who has messed up their positioning in lane.
Acheron16 (EUW)
: > [{quoted}](name=Dannar Hetoshi,realm=NA,application-id=3ErqAdtq,discussion-id=9ajoHEPv,comment-id=0003,timestamp=2017-09-01T17:09:29.908+0000) > > 750k Mastery LVL 7 Tahm Kench {{champion:223}} Main chiming in here: > > Tahm Kench has a couple balance point problems (both top and support)- > > #1 - He's oppressively strong against most melee champions (With the exception of Trundle, Mordekaiser, and a particularly AIDS playstyle of Yorick), there are no support melee champions that can deal with Tahm Kench (imo). But only for the first 20 minutes. > > #2 - He's relatively weak into ranged champions who have a bit of IQ when it comes to positioning in Lane. > > These two points are pretty much in line with what should happen to a melee support going into a ranged support, and a Melee "Juggernaut" as I like to call him, going into a ranged Top lane matchup. However, as Draco points out, his damage is unchanging from levels 1-10, and then goes up at 11 and 16. > > My first suggestion would be to bring his passive in line with many other 3-hit passives, in that it increases at levels 1, 6, 11, and 16, and also bring it back to it's former glory at level 16 (6%). His late game Winrate is abysmal. He has almost no use other than to spam Q slows and W on allies, and body block crowd control. Other tanks can deal a semblance of damage, or have mobility to dive and engage the back line with AOE crowd control. Tahm Kench after 30 minutes is a one trick wonder, unless you build him into a very specific play style (afk split pushing). > > what this would look like: > Level 1/6/11/16: > * Zero stacks: 0.375% // 0.75% // 1.125% // 1.5% > * One stack: 0.75% // 1.5% // 2.25% // 3% > * Two stacks: 1.125% // 2.25 % // 3.375% // 4.5% > * Three Stacks: 1.5% // 3% // 4.5% // 6% > **Level 1**: _**Keep his early game power in line with max 1.5% (max hp) magic damage on 3 stack auto attacks**_ > **Level 6**: _**Give him a boost since he doesn't have a combat ultimate**_ > **Level 11**: Another power up at Level 11 (when other people get their rank 2 ultimate) to keep him in a good spot 20 minutes into the game > **Level 16**: _**Another power up to bring him back to his pre-work 6% strength, which should help his abysmal late game winrate**_ > > Additionally, there should be a bigger reward for being focused enough and aggressive enough to get three stacks applied to an enemy champion. > > W is in a good spot. Just bug fix it for the love of god! (I'm looking at you Q+W!) > > As is pointed out in this thread, many champions, either through itemization or skills, have always had or received some sort of mobility enhancement. Nautilus has Q, Maokai has Twisted Advance, Braum has his Leap. Blitzcrank has movement speed increase on W. Thresh has hook. Gragas body slam. J4 Flag and Drag. > > In fact there are very few champions, tanks especially, that don't have any form of in-combat movement boosting ability. Darius is one, but darius always itemizes Black Cleaver, which, lets be real, you wouldn't put on Tahm Kench. Darius also does a LOT more damage than Tahm Kench. > > As such, E could use a little bit of love, and it would make sense to tie it into the Acquired Taste Passive, just like Acquired Taste has ability altering effects on Q and W: > * Zero stacks = zero bonus movement > * Rank 1/2/3/4/5 > * One Stack: 2/4/6/8/10 bonus movement speed > * Two Stacks: 4/8/12/16/20 bonus movement speed > * Three Stacks: 6/12/18/24/30 bonus movement speed > This bonus movement speed goes on cooldown when Tahm Kench uses the Thick Skin active ability. > > Here's how I would change his ultimate- He is a River Demon. He can take you on a journey _**For a cost**_ > * _**NEW**_: Tahm Kench can take ALL allies on the Abyssal Voyage. After a 1 second delay, the first champion can join the journey immediately. For each champion after the first, there is an additional 1 second delay. > * E.G. - Tahm Kench begins channeling Abyssal Voyage -- _HIS MANA POOL STOPS REGENERATING_ --. After 1 second, Amumu hops in to join the voyage. After a 1 second delay, Ahri can join. After another 1 second delay, Thresh hops in, and after a final 1 second delay, Jinx joins the journey. > * The initial cast costs 100 mana. For each ally after the first, Tahm Kench must pay an additional 50 mana (max 250 mana). _**Each ally**_ that wishes to join the journey loses 5% of their **CURRENT HEALTH** as a cost to join the journey. If the journey is cancelled for ANY reason, the HP cost is refunded, **Tahm Kench's mana cost is NOT refunded**. > * **REACTIVATE**: Tahm Kench begins a channel for 1 second + 1 additional second for each ally after the first (maximum 4 second channel) which, upon completion, blinks him and his allies to the target location, arriving after a 0.5 second + 0.5 second for each ally after the first (maximum 2 second delay) delay. That ult change would be cancer to put into a tooltip But, overall, I think Tahm was nerfed during a time where he was strong and then simply forgotten, especially because his ult is one of those ultis that has disproportionate power in organized play, like Ryze's, Shen, etc...
You are not wrong at all. But I think the change would _ABSOLUTELY_ fit into his lore as a River Demon requiring a cost to "Take you where you want to go", and give it an overall update to be more in line with a Ryze ultimate. In solo Q play it would have almost zero effect, except maybe making your jungler or Top Laner a bit squishier going into an initiation. In pro play the ability would make Tahm Kench a lot more dynamic and not boring.
: Tahm Kench Changes (NOTICE ME MEDDLER SENPAI)
750k Mastery LVL 7 Tahm Kench {{champion:223}} Main chiming in here: Tahm Kench has a couple balance point problems (both top and support)- #1 - He's oppressively strong against most melee champions (With the exception of Trundle, Mordekaiser, and a particularly AIDS playstyle of Yorick), there are no support melee champions that can deal with Tahm Kench (imo). But only for the first 20 minutes. #2 - He's relatively weak into ranged champions who have a bit of IQ when it comes to positioning in Lane. These two points are pretty much in line with what should happen to a melee support going into a ranged support, and a Melee "Juggernaut" as I like to call him, going into a ranged Top lane matchup. However, as Draco points out, his damage is unchanging from levels 1-10, and then goes up at 11 and 16. My first suggestion would be to bring his passive in line with many other 3-hit passives, in that it increases at levels 1, 6, 11, and 16, and also bring it back to it's former glory at level 16 (6%). His late game Winrate is abysmal. He has almost no use other than to spam Q slows and W on allies, and body block crowd control. Other tanks can deal a semblance of damage, or have mobility to dive and engage the back line with AOE crowd control. Tahm Kench after 30 minutes is a one trick wonder, unless you build him into a very specific play style (afk split pushing). what this would look like: > Acquired Taste Passive Level 1/6/11/16: * Zero stacks: 0.375% // 0.75% // 1.125% // 1.5% * One stack: 0.75% // 1.5% // 2.25% // 3% * Two stacks: 1.125% // 2.25 % // 3.375% // 4.5% * Three Stacks: 1.5% // 3% // 4.5% // 6% > > **Level 1**: _**Keep his early game power in line with max 1.5% (max hp) magic damage on 3 stack auto attacks**_ **Level 6**: _**Give him a boost since he doesn't have a combat ultimate**_ **Level 11**: Another power up at Level 11 (when other people get their rank 2 ultimate) to keep him in a good spot 20 minutes into the game **Level 16**: _**Another power up to bring him back to his pre-work 6% strength, which should help his abysmal late game winrate**_ > Additionally, there should be a bigger reward for being focused enough and aggressive enough to get three stacks applied to an enemy champion. > Tongue Lash > Target Range: 800 > Collision Radius: **50 (up from 35, not 70 like it used to be)** > Cost: **50/52.5/55/57.5/60 Mana** > Cooldown: 6 seconds all ranks > > An Acquired Taste: _**The target enemy champion is also stunned for 1.5/1.625/1.75/1.875/2 seconds**_ > > These changes would bring the power of the stun duration in line with other champions where the stun is a core part of their kit ({{champion:60}}), while still requiring three stacks to be applied (thus the aggressive melee focus of getting stacks on one champion) and still requiring the Q to hit. It makes the Q with three stacks more rewarding, but not overpowered without counter play. W is in a good spot. Just bug fix it for the love of god! (I'm looking at you Q+W!) As is pointed out in this thread, many champions, either through itemization or skills, have always had or received some sort of mobility enhancement. Nautilus has Q, Maokai has Twisted Advance, Braum has his Leap. Blitzcrank has movement speed increase on W. Thresh has hook. Gragas body slam. J4 Flag and Drag. In fact there are very few champions, tanks especially, that don't have any form of in-combat movement boosting ability. Darius is one, but darius always itemizes Black Cleaver, which, lets be real, you wouldn't put on Tahm Kench. Darius also does a LOT more damage than Tahm Kench. As such, E could use a little bit of love, and it would make sense to tie it into the Acquired Taste Passive, just like Acquired Taste has ability altering effects on Q and W: > Thick Skin > Cost: 50 mana > Cooldown: 6 seconds > > Passive: Tahm Kench stores a percentage of the damage he takes as Grey Health on his health bar. (60%/70%/80%/90%/100%) > > NEW PASSIVE- ACQUIRED TASTE: For each stack of **Acquired Taste**, Tahm Kench gains a flat bonus amount of movement speed towards the enemy champion that the stacks are applied to as follows: > * Zero stacks = zero bonus movement > * Rank 1/2/3/4/5 * One Stack: 2/4/6/8/10 bonus movement speed * Two Stacks: 4/8/12/16/20 bonus movement speed * Three Stacks: 6/12/18/24/30 bonus movement speed > This bonus movement speed goes on cooldown when Tahm Kench uses the Thick Skin active ability. > > Total Health Restored: _**UNCHANGED**_ Here's how I would change his ultimate- He is a River Demon. He can take you on a journey _**For a cost**_ > Abyssal Voyage > > Target Range: 4500/5500/6500 Cost: 100 mana + **SEE TEXT** Cooldown: 120/110/100 > > Taking damage DOES NOT interrupt Abyssal Voyage. Only hard crowd control can interrupt Abyssal Voyage. (Stuns, Suppressions, anything that displaces Tahm Kench. Roots do not interrupt so long as the root comes down before Tahm finishes channeling). If Abyssal Voyage is interrupted, it is put on a 10 second reduced cooldown. Abyssal Voyage cannot be activated while Tahm Kench has a full belly. > > ACTIVE: Tahm Kench channels for up to 12 seconds, highlighting the path to his intended destination to allied champions. > * _**NEW**_: Tahm Kench can take ALL allies on the Abyssal Voyage. After a 1 second delay, the first champion can join the journey immediately. For each champion after the first, there is an additional 1 second delay. > * E.G. - Tahm Kench begins channeling Abyssal Voyage -- _HIS MANA POOL STOPS REGENERATING_ --. After 1 second, Amumu hops in to join the voyage. After a 1 second delay, Ahri can join. After another 1 second delay, Thresh hops in, and after a final 1 second delay, Jinx joins the journey. > * The initial cast costs 100 mana. For each ally after the first, Tahm Kench must pay an additional 50 mana (max 250 mana). _**Each ally**_ that wishes to join the journey loses 5% of their **CURRENT HEALTH** as a cost to join the journey. If the journey is cancelled for ANY reason, the HP cost is refunded, **Tahm Kench's mana cost is NOT refunded**. > * **REACTIVATE**: Tahm Kench begins a channel for 1 second + 1 additional second for each ally after the first (maximum 4 second channel) which, upon completion, blinks him and his allies to the target location, arriving after a 0.5 second + 0.5 second for each ally after the first (maximum 2 second delay) delay. >
: 1. As a Tahm Kench main, if I swallow an ally targeted by Camille ult and walk them out, then spit them out, they are free, scot free. They don't get sucked back in. I'm almost 99% sure this is just how it works. There's a small possibility the number of times I've done this is small enough that the ult has also expired before I spit them back out. Either way, his W can pull them out of her arena. Corollary - I have devoured the enemy Camille as well, and walked her out of her own Arena, thereby ending the effect.
So I went back and watched my replay: Camille ults Jinx. Jinx tries to take Thresh lantern, but gets yanked back by Camille ult. I swallow Jinx and walk her away from the arena. The Arena winds up getting broken by the Camille walking out of the Arena. Tahm's W doesn't actually pull them completely out, so long as the Camille doesn't leave the arena, but Tahm's W has a longer duration than Camille's ultimate, so he can just hold the ally in his belly until the ultimate wears off.
nep2une (NA)
: 1. They get ripped out of Tahm. 2. They would not get knocked up and untargetable probably, but not in any direction so that they remain in the field. 3. They would not be transported. 4. Nope. It would effectively cancel Kalista's ultimate. 5. They will remain stuck at the edge of the ult border. 6. Yes. 7. No, he will simply not move spots. AKA, stay in the exact same location he ulted from. 8. She would be stuck on the edge of the wall. Camille's ultimate is an absolute and inescapable barrier by **any and all means possible.**
1. As a Tahm Kench main, if I swallow an ally targeted by Camille ult and walk them out, then spit them out, they are free, scot free. They don't get sucked back in. I'm almost 99% sure this is just how it works. There's a small possibility the number of times I've done this is small enough that the ult has also expired before I spit them back out. Either way, his W can pull them out of her arena. Corollary - I have devoured the enemy Camille as well, and walked her out of her own Arena, thereby ending the effect.
: ZZ ROT PORTAL ? WHERE ARE U I MISS U :(
: Ekko W while in stasis
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Dannar Hetoshi

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