Comentários de Rioters
: The current meta is way too snowbally, and that much is obvious.
I don't see as many people complaining anymore though compared to S6-8 about burst metas, assassins and damage creep. But back then you could notice it, S9/10 the damage was already so high it didn't matter. I agree that there is too much damage availability, but people don't want to lose their keystones. Trying to root someone with a Lux Q used to be an objective, but sometimes it seems like the goal now is to exploit arcane comet and summon aery as much as possible. I like playing poke mages and supports, and most of my early game is devoted to landing Aery. I think that keystones reforged changed the gameplay dynamic so drastically that it would be difficult to go back, unless pretty much everyone wanted the progression to reset.
Comentários de Rioters
Comentários de Rioters
Rugovino (NA)
: New Champion(s)
An artificial time barrier before allowing a champ to be playable in ranked wouldn't prevent people from complaining about how OP it is. Complaints usually persist until either a new champ is released or it's nerfed to oblivion. Although this time, we have a series of champs with overcomplicated kits and frustrating counterplay. I'd say from Qiyana to Sett, but some people would put Yuumi on that list. But I still agree that a week or two is helpful for ranked. Give people some time to experience playing with and against a champ before deducting LP an hour after release.
: That's where the problem is though. Everyone who invested time into learning a champion they found interesting gets thrown out the window.
> [{quoted}](name=REMOVE TENACITY,realm=NA,application-id=3ErqAdtq,discussion-id=MzxYOATE,comment-id=0000000000000000,timestamp=2020-02-02T00:19:13.729+0000) > > That's where the problem is though. Everyone who invested time into learning a champion they found interesting gets thrown out the window. LoL is a team game. If one player counterbuilds your champion, you need to work with a teammate to counter the counterbuild.
Pika310 (NA)
: > [{quoted}](name=Freewalker,realm=NA,application-id=RaE1aOE7,discussion-id=HK00VAPo,comment-id=0002,timestamp=2020-01-31T17:22:22.951+0000) > > Queue four people, three end last, fourth player has a much better chance coming in first. So do the other 4 players that you aren't queued with. All this does is increase everybody's odds from 1 in 8, to 1 in 5. It doesn't favor any one player. As for the OP's question: TFT is a free-for-all game. Even if you're queued with friends, you're still a solo player in the game. Ending last or even being afk doesn't directly affect anybody else's gameplay.
> [{quoted}](name=Pika310,realm=NA,application-id=RaE1aOE7,discussion-id=HK00VAPo,comment-id=00020000,timestamp=2020-01-31T22:13:44.718+0000) > > So do the other 4 players that you aren't queued with. All this does is increase everybody's odds from 1 in 8, to 1 in 5. It doesn't favor any one player. > > As for the OP's question: TFT is a free-for-all game. Even if you're queued with friends, you're still a solo player in the game. Ending last or even being afk doesn't directly affect anybody else's gameplay. Oh good point. Correction: wouldn't TFT be a player vs all game? Because in a free for all setting, you can form unspoken alliances with opponents. In TFT, you don't know who you are about to face (at least I think I don't play it often). But what if you put your champs to the afk zone before facing a friend (if you can tell who you are about to face), so you can minimize the damage done to each other when one wins, then loading your champs back to the board before facing others. Basically, instead of turning the game into a 1 in 5 to win, you make it easier for the 4 of you to make it to the finals.
Cloud273 (NA)
: So Washington actually supports loot boxes now...
This is a very problematic bill. It was one thing for lobbyists to overlook and dismiss loot boxes as cosmetics-only, but this bill expressly allows companies to sell _**any**_ virtual item as long as it cannot be traded or exchanged for money through first party means. This includes items that can be used in competitive, tournament and professional settings. Basically, Washington makes it legal for Riot Games to provide a 5% chance upon purchasing a skin boost in champion select to start the game with 50 extra gold. Because you cannot exchange in-game gold for real life currency, but you can use the in-game gold purchased with real life currency to win the game, thereby "earning" real life currency. Also, I'm starting to question the legality of acquiring champion shards from hextech chests, because they can be used to gain a champion that can then be used to win a game that can then "earn" the player real life currency. One more thing to note, @everyone above, yes, you do have the freedom to purchase a loot box or not. But gambling laws don't exist for that reason. Gambling laws exist specifically to protect children from engaging in gambling practices, because minors are recognized as not having the ability to make financial decisions related to gambling. The cases are outliers, but some kids gambling their parents' money away over loot box purchases were supposed to be prevented by existing gambling legislation, but the old coot politicians are not familiar with the video game industry's rapid changing (and highly unregulated) environment, and are easily persuaded by lobbyists.
: Can you get banned for purposely finishing 8th every game?
Queue four people, three end last, fourth player has a much better chance coming in first.
: > [{quoted}](name=Freewalker,realm=NA,application-id=3ErqAdtq,discussion-id=W2qZZWfn,comment-id=,timestamp=2020-01-27T22:51:29.056+0000) > > Went into an urf game against a premade team using all omnistone and smite. They got dragon soul and a baron before 14 mins, because even when we kill them all, they just respawn, cannon over and smite it down with their five smites. Also, they just roamed and never showed up to the initial top lane fight. > > https://66.media.tumblr.com/656e17be9dfc60b60621667141dad61c/04e0eed4321c00c0-30/s1280x1920/c20a0ed42b18dff8dc134579686952b6f6fabaa9.png That's their prerogative to play however they want to play.
> [{quoted}](name=Knife88Edge,realm=NA,application-id=3ErqAdtq,discussion-id=W2qZZWfn,comment-id=0001,timestamp=2020-01-27T23:11:55.444+0000) > > That's their prerogative to play however they want to play. Back in the team builder days, sometimes I would slot all spots for top and it wouldn't be long to find a group who wanted to try it out. The matchups were hit or miss, but basically you gank the top laner from the bush, then roam around for 15 mins killing the enemy team, laning if necessary.
Comentários de Rioters
Naalith (NA)
: Bruh just make queues take less time this is normal queue who cares if one team is 2% favored
Were you trying to go for top? I'm a support main and I never go longer than 3 minutes. But I'm low elo, so I don't have the same frustrations. When I'm queueing with friends, we're a mixture of iron/bronze and gold/plat players. We still find games pretty quickly.
Comentários de Rioters
Tolinar (NA)
: Rune page rearrange is buggy as all crap
Oh wow I just tried this and you're right. Letting go in between two spots puts it at the front, and letting it go on the right spot puts it two spots ahead.
: Stormrazor is ruining the game single handedly
Lately I've been building Energized items on {{champion:81}} because {{item:3864}} {{item:3020}} {{item:3095}} {{item:3087}} {{item:3078}} {{item:3091}} is so much more cheaper than going full AD or AP. And I can keep the {{item:3057}} as it is for most of the game while I stack 80 and 120 magic damage through Energized for cheap, until I get Stormrazor and Stattik Shiv, then I finish Trinity Force. You're probably not getting as much damage output overall compared to AD or AP, but it works for me, because I queue as support to avoid autofilling, and building Energized lets me finish my build. Very useful in mid game, when you have Stormrazor, Sheen and another Kircheis Shard. In fact the first few times I tried stacking Energized on a support Ezreal got me three consecutive wins: {{item:3864}} {{item:3057}} {{item:3158}} {{item:3095}} 1/2/8 24:24 {{item:3864}} {{item:3057}} {{item:3158}} {{item:3095}} {{item:3136}} {{item:3087}} 11/6/15 35:27 {{item:3864}} {{item:3025}} {{item:3158}} {{item:3095}} {{item:3136}} {{item:3087}} 22/8/23 47:37 (I carried my team in this game)
: Yes, but now that you've calculated all that, between builds 2 and 3 there is a 100 AP difference. Let's look at her kit and see what she loses in 2 compared to 3; Passive: 20 less damage on every Power Chord, 28 less on Q Chord, reduces damage 4% less for a W Chord, and slows 4% less per E Chord. Q: She loses 50 damage off of each Q projectile, so 100 total. Then she loses 20 per proc, multiplied by up to 5 for the allies, so between 20 to 100 damage. Potentially 200, but let's round it to 120, given that not every projectile will also hit every cast. W: She loses 25 points of healing to herself and again 25 to the ally, so 50. She also loses 20 to herself and 20 to every ally for the shield part for another max 100. So in terms of defensive stats, roughly 100 heal/shield per cast on average. E: She loses 3% MS for up to 7 seconds to herself and 3 seconds for anybody else. (it used to be twice that but i opened my trap about how good the scaling really was on a thread about her with rioters in it and they nerfed it the following patch. Rip me.) R: She loses 50 damage per target per cast. So you really have to wonder if it's worth weakening her kit, which are reliable, short cooldown effects by that much just to get the item effects of the boots and Linkblade, even counting the cost difference. Ever since Riot updated Enchanters to have AP scalings on their effects, all enchanters want to build is AP. Have you ever seen the absolutely bonkers healing a full AP Nami can output with her W? The passive effect on it reduces effectiveness by 30% per bounce, but it scales positively with AP. At 900 AP, not only is the base amount stupidly high, but it *increases by 60% every bounce!* Even not stretching it that far, AP is still ridiculously effective on all enchanters. And so long as it stays that way, a mana regen-based item will never outvalue an AP item for an enchanter.
> [{quoted}](name=GinoSoldier,realm=NA,application-id=A8FQeEA8,discussion-id=yIVjPNOG,comment-id=00040001000000000000,timestamp=2019-12-31T00:37:55.138+0000) > > Yes, but now that you've calculated all that, between builds 2 and 3 there is a 100 AP difference. Let's look at her kit and see what she loses in 2 compared to 3; > > Passive: 20 less damage on every Power Chord, 28 less on Q Chord, reduces damage 4% less for a W Chord, and slows 4% less per E Chord. > > Q: She loses 50 damage off of each Q projectile, so 100 total. Then she loses 20 per proc, multiplied by up to 5 for the allies, so between 20 to 100 damage. Potentially 200, but let's round it to 120, given that not every projectile will also hit every cast. > > W: She loses 25 points of healing to herself and again 25 to the ally, so 50. She also loses 20 to herself and 20 to every ally for the shield part for another max 100. So in terms of defensive stats, roughly 100 heal/shield per cast on average. > > E: She loses 3% MS for up to 7 seconds to herself and 3 seconds for anybody else. (it used to be twice that but i opened my trap about how good the scaling really was on a thread about her with rioters in it and they nerfed it the following patch. Rip me.) > > R: She loses 50 damage per target per cast. > > So you really have to wonder if it's worth weakening her kit, which are reliable, short cooldown effects by that much just to get the item effects of the boots and Linkblade, even counting the cost difference. > > Ever since Riot updated Enchanters to have AP scalings on their effects, all enchanters want to build is AP. Have you ever seen the absolutely bonkers healing a full AP Nami can output with her W? The passive effect on it reduces effectiveness by 30% per bounce, but it scales positively with AP. At 900 AP, not only is the base amount stupidly high, but it *increases by 60% every bounce!* Even not stretching it that far, AP is still ridiculously effective on all enchanters. And so long as it stays that way, a mana regen-based item will never outvalue an AP item for an enchanter. You make a point with your calculations. I rarely play against Nami. I'm 90% of the time in Normals playing with and against off-meta bot lanes.
: I get the idea of pushing mana regen as the support stat, but so long as enchanter KITS scale with straight AP, i just don't see it happening. The MS boost on Linkblade will not compensate for it's largely reduced damage compared to Lich's Bane, because you not only cut from the damage of the proc but all the damage/healing/utility scaling enchanters get from the AP on the item. The lower cost means they'll get it earlier, yes, but it also helps the trend of supports feeling like shit in the endgame, which i highly dislike. Similarly, i don't think the extra MS on the new boots idea will be worth not having Mercury Treads or Boots of Swiftness even though it has additional Mana Regen tacked on. Speaking of, i'm not at all sold on the idea of shoehorning(ha!) enchanters into buying THIS pair of boots above all others via a stat they would desperately need. As for the Keystone, you really have to wonder if it'll be worth taking compared to the thousands of shielding/damage you can get from Aery. This guy does not think so. Lastly, i like the idea of the Grimoire as a Jungling/Pushing AP item to help out AP junglers, but it feels weak-ish in both areas with it's bonus only applying to epic monsters. I'd have it include all camp primary monsters.
> [{quoted}](name=GinoSoldier,realm=NA,application-id=A8FQeEA8,discussion-id=yIVjPNOG,comment-id=000400010000,timestamp=2019-12-28T12:49:15.457+0000) > > I get the idea of pushing mana regen as the support stat, but so long as enchanter KITS scale with straight AP, i just don't see it happening. The MS boost on Linkblade will not compensate for it's largely reduced damage compared to Lich's Bane, because you not only cut from the damage of the proc but all the damage/healing/utility scaling enchanters get from the AP on the item. The lower cost means they'll get it earlier, yes, but it also helps the trend of supports feeling like shit in the endgame, which i highly dislike. > > Similarly, i don't think the extra MS on the new boots idea will be worth not having Mercury Treads or Boots of Swiftness even though it has additional Mana Regen tacked on. Speaking of, i'm not at all sold on the idea of shoehorning(ha!) enchanters into buying THIS pair of boots above all others via a stat they would desperately need. > > As for the Keystone, you really have to wonder if it'll be worth taking compared to the thousands of shielding/damage you can get from Aery. This guy does not think so. > > Lastly, i like the idea of the Grimoire as a Jungling/Pushing AP item to help out AP junglers, but it feels weak-ish in both areas with it's bonus only applying to epic monsters. I'd have it include all camp primary monsters. Updated linkblade to give 10 per 25% base mana regen instead of 5. So now it actually does compare with Lich Bane, when you calculate the adc's damage with it. Let's do a comparison. {{champion:37}} builds {{item:3853}} {{item:3158}} {{item:3504}} {{item:3174}} {{item:3107}} {{item:3100}} (I'm not familiar with her meta). Build cost: 11,000 Sona has 230 AP + 60 AP from Athene's = 290 AP. Her Lich Bane at level 18 deals 75 BAD + 145 = 220 damage. {{champion:37}} builds {{item:3853}} {{item:3158}} {{item:3504}} {{item:3174}} {{item:3165}} {{item:3100}} Build cost: 11,900 Sona has 300 AP + 30 AP from Athene's = 330 AP. Her Lich Bane at level 18 deals 75 BAD + 165 = 240 damage. {{champion:37}} builds {{item:3853}} https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fvignette.wikia.nocookie.net%2Fleagueoflegends%2Fimages%2F6%2F60%2FGhostwalkers_item.png%2Frevision%2Flatest%2Fscale-to-width-down%2F32%3Fcb%3D20180517220600&key=a45e967db0914c7fb472fd4381e6c85b&width=425 {{item:3504}} {{item:3174}} {{item:3107}} https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fmedia.lolusercontent.com%2Fapi%2Fembedly%2F1%2Fimage%2Fresize%3Furl%3Dhttps%253A%252F%252F66.media.tumblr.com%252F8daf252c6fdc42bf2eee7d5cb486d1ae%252Ff04adf99bbaea8e3-d2%252Fs75x75_c1%252Fe27d0c63c713fda4e1582c52523225dc9a601f37.png%26amp%3Bkey%3Da45e967db0914c7fb472fd4381e6c85b%26amp%3Bwidth%3D425&key=f0abbd34f14549f3a15cd94dd9970851&width=150 Build cost: 10,200 Sona has 150 AP + 80 AP from Athene's = 230 AP. Her Linkblade at level 18 deals 75 BAD + 160 = 235 damage. If her adc successfully deals 1000 damage within 3 seconds, that's also another 60 damage. So 295 damage. Sona would have less AP, but her build costs less and her spellblade does more damage. Haste would give Sona 30 AP and 60 Linkblade damage for 5 seconds, but as you've pointed out, she's better off taking Summon Aery. But Haste was designed for my champion concept, which I plan to have part of his ult be a passive where he pairs something with an active item or summoner spell, and gets attack speed and on-hit for 5 seconds when activated, and his Q is like a Lulu Q with much lower damage and slow, but deals on-hit effects and lowers attack speed by a little bit. The active part of his ult is a global lane push/engage where he gives attack speed and a small damage boost (3/4/5 + 3/4/5% AP, +1% AP per 100 AP) against enemy champions to all allies (very long cooldown though, 180 - 140 seconds). A weak champion, with damage 1/3 bars in the overview, but gets all his usefulness out of itemization.
: Is the malice passive supposed to be like a burn effect on towers and epics?? if so that makes junglers like {{champion:28}} super strong. I still like the idea
> [{quoted}](name=Akashi Bot,realm=NA,application-id=A8FQeEA8,discussion-id=yIVjPNOG,comment-id=000b,timestamp=2019-12-28T19:08:59.501+0000) > > Is the malice passive supposed to be like a burn effect on towers and epics?? if so that makes junglers like {{champion:28}} super strong. I still like the idea No it justs multiplies the damage done by 5%. Every 20 basic attacks is the equivalent of 1.
: Idk. I loved the icons they look nice. The boost of mana regen Idk why would I want that. I can use the rune to have sustain mana in lane but I will be losing the speed boost when I do and when I use the speed I will be losing the mana boost. you don't really lose but you can see both are used in different situations, the only way I can see both being used is baiting the enemy my low mana, but Idk. I always like to give mov speed to my teammates when I was sup but just a link for 10 mov speed is kind of meh. The boots, I need mana regen a lot of times, I could buy that but the ghostling thing is kind of off. I wouldn't use an item to get the ghostling effect, this will be just a bonus that I wouldn't be using a lot. The book art is cool but for me is a big "no no". Towers are weak, jungle is easy, the only time they have any power is until 5 minutes of game, after that they are so useless that any buff to destroy them is a big no for me. But yeah, the ideas are cool just need polish and the icons are really nice.
> [{quoted}](name=Light of Madness,realm=NA,application-id=A8FQeEA8,discussion-id=yIVjPNOG,comment-id=0009,timestamp=2019-12-28T13:44:04.245+0000) > > Idk. I loved the icons they look nice. > > The boost of mana regen Idk why would I want that. I can use the rune to have sustain mana in lane but I will be losing the speed boost when I do and when I use the speed I will be losing the mana boost. you don't really lose but you can see both are used in different situations, the only way I can see both being used is baiting the enemy my low mana, but Idk. > > I always like to give mov speed to my teammates when I was sup but just a link for 10 mov speed is kind of meh. > > The boots, I need mana regen a lot of times, I could buy that but the ghostling thing is kind of off. I wouldn't use an item to get the ghostling effect, this will be just a bonus that I wouldn't be using a lot. > > The book art is cool but for me is a big "no no". Towers are weak, jungle is easy, the only time they have any power is until 5 minutes of game, after that they are so useless that any buff to destroy them is a big no for me. > > But yeah, the ideas are cool just need polish and the icons are really nice. Riot made those icons, two of them were just color edited.
: Ghostwalkers should probably grant small additional bonuses when Ghosting is stacked. Also, probably slightly higher base MS. 50 or so.
> [{quoted}](name=WoonStruck,realm=NA,application-id=A8FQeEA8,discussion-id=yIVjPNOG,comment-id=0006,timestamp=2019-12-28T07:02:47.949+0000) > > Ghostwalkers should probably grant small additional bonuses when Ghosting is stacked. > > Also, probably slightly higher base MS. 50 or so. I wouldn't want to go over the 900 gold budget, but what if it gave 5 additional movement speed if an effect already grants ghosting?
NY64 (NA)
: I think that haste keystone sounds cool but i think it has three problems. 1. It looks weak 2. Who would make use of it, who would be willing to make inspiration their primary tree just to have bonus movement speed. 3. Why would you get this keystone when predator exists and gives you a bigger speed boost that lasts much longer?
> [{quoted}](name=NY64,realm=NA,application-id=A8FQeEA8,discussion-id=yIVjPNOG,comment-id=0004,timestamp=2019-12-28T05:03:15.836+0000) > > I think that haste keystone sounds cool but i think it has three problems. > > 1. It looks weak > > 2. Who would make use of it, who would be willing to make inspiration their primary tree just to have bonus movement speed. > > 3. Why would you get this keystone when predator exists and gives you a bigger speed boost that lasts much longer? 1. It can be combo'd with {{item:3174}} {{item:3028}} https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2F66.media.tumblr.com%2F8daf252c6fdc42bf2eee7d5cb486d1ae%2Ff04adf99bbaea8e3-d2%2Fs75x75_c1%2Fe27d0c63c713fda4e1582c52523225dc9a601f37.png&key=a45e967db0914c7fb472fd4381e6c85b&width=425 . 2. {{champion:43}} {{champion:37}} off the top of my head. Sona especially when you combine it with Linkblade. 3. Shorter cooldown, no charge time, can be activated in combat.
Tomoe Gozen (EUNE)
: Considering how people react to new champions and their unique abilities/mechanics, do you really believe that making more Summoner Spells that expand the ability of every single champion, will go any better? I don't think so because crybabies are gonna cry, like they always do. It doesn't matter when the change happens (even if it's the pre-season), upsetting their delicate ecosystems even with +-1 damage, they pretend as if their entire world is ending. Not to mention opening up more options for utility.
> [{quoted}](name=Tomoe Gozen,realm=EUNE,application-id=A8FQeEA8,discussion-id=3oRBLNEz,comment-id=0013,timestamp=2019-12-27T23:29:45.375+0000) > > Considering how people react to new champions and their unique abilities/mechanics, do you really believe that making more Summoner Spells that expand the ability of every single champion, will go any better? > > I don't think so because crybabies are gonna cry, like they always do. > It doesn't matter when the change happens (even if it's the pre-season), upsetting their delicate ecosystems even with +-1 damage, they pretend as if their entire world is ending. Not to mention opening up more options for utility. I don't think I would have played League for more than a year if Riot didn't change it up every season.
Comentários de Rioters
JL KS (NA)
: New Champions, New Items, New Runes, No New Spells?
I do think that {{summoner:21}} and {{summoner:1}} are never used. About two years ago I remember in a thread someone commented about merging barrier and cleanse together to make them both relevant. In fact, I went ahead and edited their icons together. https://66.media.tumblr.com/6374b6dd9872d592a94eb95f3d945f14/9505cc3d58e86992-f9/s75x75_c1/eb243890487d1b0ca2e9b5cd3f36895eb3694471.png https://66.media.tumblr.com/d787182c0377021184b73d0ebad4dac9/9505cc3d58e86992-1b/s75x75_c1/0e6003dd177c2d3ee616e20a77e2292914e4f2ee.png We can call it **Purify**? Not sure if the numbers would be the same, but merging the functions could be better?
: Wouldnt Ghostwalkers defeat the purpose of taking Predator? instead of wasting a keystone you can go something else and just pick up these boots.
> [{quoted}](name=Akashi Bot,realm=NA,application-id=A8FQeEA8,discussion-id=EViJIjNE,comment-id=0002,timestamp=2019-12-23T04:09:13.397+0000) > > Wouldnt Ghostwalkers defeat the purpose of taking Predator? instead of wasting a keystone you can go something else and just pick up these boots. Fixed. Predator disables Ghost Stride on Ghostwalkers, but Ghostwalkers grants ghosting and 15% base cooldown reduction for Predator.
: Wouldnt Ghostwalkers defeat the purpose of taking Predator? instead of wasting a keystone you can go something else and just pick up these boots.
> [{quoted}](name=Akashi Bot,realm=NA,application-id=A8FQeEA8,discussion-id=EViJIjNE,comment-id=0002,timestamp=2019-12-23T04:09:13.397+0000) > > Wouldnt Ghostwalkers defeat the purpose of taking Predator? instead of wasting a keystone you can go something else and just pick up these boots. Oh I forgot that exists. :/ ...
: I think Netherside should be melee only because mages perma kiting with it sound stupid (and we need more AP assassin items). Linkblade sounds like a Senna item. I like it.
> [{quoted}](name=AirKingNeo,realm=NA,application-id=A8FQeEA8,discussion-id=EViJIjNE,comment-id=0000,timestamp=2019-12-23T00:39:39.642+0000) > > I think Netherside should be melee only because mages perma kiting with it sound stupid (and we need more AP assassin items). > > Linkblade sounds like a Senna item. I like it. Half the movement speed for ranged champions? EDIT: I actually changed it to be based on the reward for scoring kills and objective takedowns.
Comentários de Rioters
: Wtf is Aphelios ? Honest question and i want short answer , nothing to complain about
I tried him out a few days ago. His kit is a bit clunky, because you have little control over which type of weapon he uses (he switches between one of four or five every 50 auto attacks, abilities make the switch earlier). But he's a very strong auto attack champion. Get in his range and he can delete you. The weapon with the purple balls can stun you, and you're doomed if there's no one to help you or your support is busy or on cooldown. First and only match with him, got 2/0/3 enemy surrendered at 15. Only had a spectral sickle, an infinity edge and a long sword. Basically, his pink weapon heals him, so {{champion:523}} has imo the best self-sustain, and I got an infinity edge on first back. I think I was the only person to buy a finished item before the other team surrendered. I thought I was going to utterly fail with him, but I'm an {{champion:81}} main who's used plenty of experimental builds over the years. Aphelios suits my playstyle, even if the weapon switching is annoying. I only operate well with the purple weapon and the blue starter weapon with the extra attack range. I don't remember the mechanics for the other weapons, I didn't like them.
AD Yuumi (NA)
: Jhin R displays two different indicator cones while firing. The enemy sees a larger cone so when they are "on the edge" they're safe. Jhin sees a smaller cone so when enemies are "on the edge" he can still hit them. This is to account for the two different perspectives. Enemies who see ground indicators expect to be safe when they're "almost outside" whereas the players casting the ground indicators expect them to hit. Drawing the EXACT indicator creates an experience for at least one party the fails to match their expectations. The purpose of Indicator UI isn't to be EXACTLY 100% ACCURATE, it is to assist players in the execution of their spells. EDIT: fixed the cone comparison. Original post said Jhin saw a smaller cone (he sees a larger one)
> [{quoted}](name=AD Yuumi,realm=NA,application-id=3ErqAdtq,discussion-id=jHZIm50L,comment-id=000b00010001,timestamp=2019-12-20T02:03:58.762+0000) > > The purpose of Indicator UI isn't to be EXACTLY 100% ACCURATE, it is to assist players in the execution of their **spells**. _Garen casts spin_. https://i.kym-cdn.com/photos/images/newsfeed/000/621/554/b08.gif
hoglo (EUW)
: Please add honest Skill Shot indicators.
Wait Riot is changing hitboxes? This is a great idea, and that's a great design.
: Poke Support - Sorcerer's Shoes
I would estimate that the 18 magic penetration is worth around 10% mitigation loss to the opponent, so a {{item:3151}} is definitely better to build first if you are a support imo. The only benefit I see is getting the penetration earlier with the boots, but there's {{item:3136}} to build on the way to a Liandry's. Unless the build professionals recommend the instant penetration, whereas Liandry's boosts your damage gradually.
AudioElf (NA)
: Sorry for the necro, but I was planning on posting this exact same thing, and the OP did it better. While the days of "always ban kassadin" are largely over (at the time, the most mobile character in the game, in a game with not many mobile characters), and new mechanics (namely, more champs with a relocation ability) have closed the hyper mobility gap, non-relocating characters still tend to fall behind champs that can't jump over a wall. An entire slew of characters have been rendered obsolete due to this discrepancy. However, flash still remains king, because relocation at a moments notice is the correct answer in 90% of situations, escape or engage. This item would close the gap. In fact, it's the one thing that could make flash more balanced, because a character that can dash through a wall is likely to catch fleeing champ that can't outrun a pursuer if the pursuer is not impeded by a wall. Singed, udyr, garen, darius, (relatively stationary champs) would take this and ghost/heal. There is really no reason that abilities other than flash shouldn't see more play, especially after it being a standard pick for the last... Oh I don't know, since the creation of league.
> [{quoted}](name=AudioElf,realm=NA,application-id=A8FQeEA8,discussion-id=UXOwkLb7,comment-id=0000,timestamp=2019-12-05T14:16:13.310+0000) > > Sorry for the necro, but I was planning on posting this exact same thing, and the OP did it better. > > While the days of "always ban kassadin" are largely over (at the time, the most mobile character in the game, in a game with not many mobile characters), and new mechanics (namely, more champs with a relocation ability) have closed the hyper mobility gap, non-relocating characters still tend to fall behind champs that can't jump over a wall. An entire slew of characters have been rendered obsolete due to this discrepancy. > > However, flash still remains king, because relocation at a moments notice is the correct answer in 90% of situations, escape or engage. > > This item would close the gap. In fact, it's the one thing that could make flash more balanced, because a character that can dash through a wall is likely to catch fleeing champ that can't outrun a pursuer if the pursuer is not impeded by a wall. Singed, udyr, garen, darius, (relatively stationary champs) would take this and ghost/heal. There is really no reason that abilities other than flash shouldn't see more play, especially after it being a standard pick for the last... > > Oh I don't know, since the creation of league. I was actually thinking of revisiting Ghostwalkers. I've been working on a support champion concept that uses the passive, and gives it to other champs (along with some slow resistance) whenever he uses his W, E or R on them. But now I'm starting to distance from that idea and give him just a self passive for more identity. But that's not why I want to revisit Ghostwalkers. So far his name is Alpheus, and his lore is based in Ironwater as a water mage. But his lore isn't interesting enough, but last night I thought of him as a speedster (phaserunner in LoL case) in Piltover (because his W and E are both speed boosts, not as much as other champs individually but great for upkeeping speed in general). His R gives him a passive that provides attack speed and on-hit damage for a few seconds after activating a paired active item or summoner spell, and I designed it specifically for the old {{item:2065}}. But now that it's not an AP item anymore, I thought maybe boots would be nice. Honestly, looking back at the item above, I would nerf the speed boost to 35% or 30%, and maybe increase the cost anywhere from 950 - 1100. I'm going to proofread it though, it's Ghosting, not Ghostly. **EDIT:** I nerfed it to 30% just to be safe.
NadiriTV (NA)
: Every new champ released after S7 has been total failure.
I think that newer champions are too complicated, but they are unique to me, and I'm usually in a game with one of those champs. {{champion:350}} is pretty much in every game I play now, even after Senna.
Comentários de Rioters
Comentários de Rioters
xUnRavelx (OCE)
: More Item ideas
**Rigged Vest** It's okay. Like an AP {{item:3077}} item. Kinda basic though. **Light Wardens Coat** I like the idea of Light Wardens Coat, but it seems a bit too expensive for an item that a support will use. Especially since the AP gained isn't anything more than AP sup items currently provide. My suggestion: get rid of the {{item:3108}}.
Comentários de Rioters
Comentários de Rioters
ADC Yuumi (EUW)
: Soul Link - Item Bonding Gamemode
I think the game should show who is paired with who during champ select. If you are paired with another player, you want to prepare for what you expect them to build. And throughout the game you should be able to see who is paired with who. Kind of defeats the whole purpose of a new game mode imo if its main feature is blurred with a passive you have to investigate to find (pressing Tab will show who has what item anyway).
: New Meta??? Double Jungling??
Reksee (NA)
: Q scaling is way too low, at least increase it to 40% full damage and 28% reduced damage as this would keep it relatively low damage while also making it a greater threat.
> [{quoted}](name=Reksee,realm=NA,application-id=A8FQeEA8,discussion-id=hBjZIN7E,comment-id=0000,timestamp=2019-02-07T04:58:32.613+0000) > > Q scaling is way too low, at least increase it to 40% full damage and 28% reduced damage as this would keep it relatively low damage while also making it a greater threat. Yeah I noticed. It used to have a higher base damage up to 170, but when I added on-hit on his W, I took some of his Q damage away, and probably a little too much. Alpheus has good utility on his Q, so I may have been a bit too harsh on nerfing the damage. I will raise the base dmg to 150 at max rank and AP scaling to 30% (just to be safe), but I'm increasing the cooldown by .5 seconds at all ranks. EDIT: 0.25 at max rank, +0.45 at first rank. Keep in mind that he can burst his Q twice and follow through with a few autos, and a good paired summoner or item can trigger an extra 15 + 10% AP on both Qs when activated. Also his offense rating is 1/3 bars, and I want it to stay that way.
Comentários de Rioters
: I made a battle theme for Pulsefire Twisted Fate (and sort of animated him)
Riot please make this the login screen for the next few weeks.
: Out of curiosity, why would you make a shield that takes revenge on a champ who advocates for only assertive and necessary violence? That seems very contradictory.
> [{quoted}](name=Shabada64,realm=NA,application-id=A8FQeEA8,discussion-id=POabr5jl,comment-id=0000,timestamp=2018-12-23T07:02:54.229+0000) > > Out of curiosity, why would you make a shield that takes revenge on a champ who advocates for only assertive and necessary violence? That seems very contradictory. The shield comes first. If you attack someone who is trying to survive, it's your responsibility to accept the repercussions for attacking. Karma doesn't actively attack either, it's a retaliation. This shield is not acting revenge because Karma cannot commit to it (Karma can't expect to deal damage if the enemy doesn't attack), and the missiles only trigger when under attack. And it doesn't do full damage if the shielded person was only poked.
Comentários de Rioters
Comentários de Rioters
: Logan, the Water Ward (Reworked Everything)
**ATTENTION:** A considerable amount of updates were made since posting the thread. The progress was detailed in the lengthy changelog. I am confident that Logan's current state is a new plateau for his development. This champion concept may need some more feedback before I make any other changes, and would likely only be number changes, since this kit seems to be mechanically, gameplay, and strategically sound. The updates made were done to complete my goal to distance Logan from Ezreal, so much as that Logan is his own concept. I also changed his ult to something completely different, but deserving of Logan's concept. I wanted to keep the global part to his ult, but since he is a support, it had to be some sort of playmaking ability. That's when I started developing it into Downpour. What's left is a story and original art. This part I lack in skills, so it could be awhile before Logan's story and art are updated, if at all. But Logan is how I wish to play support, and I am soul searching for my new main, so I will look for more opportunities to bring Logan's concept to life, hopeful that some more people support it. :)
Zaghyr (NA)
: This is really cool. Me and my brother made a mega post a while back for an entire balance/functionality sweep for the current runes, and we are also working on those still and other aspects of the game like what you have hear, mostly items atm though. I like some of the ideas but I have questions. 1) Why do some of the runes belong to more than one tree? I do not see the purpose in this besides being able to take 3 and 3 and still have access to a keystone, but if this is the case then your system is too limiting and lacks creative freedom. 2) Your runes changes are basically a revert to the old masteries system, but the keystones are far weaker, but why? The idea of keystones is to encourage different playstyles for each champions, but your keystones don't do that, they are just slightly stronger than the other runes, not gameplay altering, and wouldn't be very satisfying to use. 3) Why keep the functionality of Frozen Mallet and Rylai's the same? I understand making them work the same way, but the way they currently work is not healthy for the game, Frozen Mallet especially. There are bigger problems that these items have, and to be honest your changes to Mallet would only make it more unhealthy. 4) You said that with Conqueror gone Black Cleaver would inherit its potential, where is it? All you changed was that it takes less stacks on melee and the same on ranged without any other number changes. Their is no potential inherited here if the Armor shred value is the same and having 2 less stacks to max it out is not enough to make up for the loss of Conqueror. If anything, the Armor shred needs to be back at 30% for melee for this to be a reasonable change. 5) Why did you increase the cooldown of Barrier?. This spell is already never used anymore because Heal is far more effective. My suggestions is to just combine Barrier and Cleanse (another spell that is never used) together to make an actually useful spell. Heal would have its 2 person healing and movement, while Cleanse+Barrier would have its much better single person defensive power and cc/debuff reduction/removal.
It is really nice to read that you worked on something with another person. I never really consulted anyone in making this thread, so I can only take the criticisms after it is posted and hope that everything is balanced out the gate. 1) I did this for three main reasons: - The older systems used Offense, Defense and Utility, or similar ones under the same name. When the older masteries were brought into the project, I was at odds of whether one would belong in domination, sorcery or precision. I definitely wanted to keep it Dom, Sor, Pre, Res, Ins, so in the end the runes overlapped with each other. - To make the amount of available runes uniform. - I didn't want to separate certain build paths. If AD comes from domination and AP from sorcery, I didn't want people to be divided on what they wanted. The rune that gives you the adaptive bonus counts for both. I also didn't want duplicate runes of the same bonus but just in different rune trees. 2) I like how the current keystones add a gameplay feature to play around, but it's basically another passive. Some are much stronger than some champion passives, and (at least in low elos) people play the game based on how well they can execute the rune page (e.g. Electrocute). I get it that our current keystones satisfy a different kind of meta than earlier seasons, but I didn't make this system for a meta. I brought in low power keystones, because the rune should accommodate your champion, not the other way around. I believe that players should play a champion because they like that champion kit, not because it is one of the top ten that can farm Dark Harvest the best. And I also believe that the champion's kit should be the gameplay focus, rather than the rune page. Some runes aren't that bad though, like Unsealed Spellbook and Grasp of the Undying, but some runes seem to take over your playstyle, like Arcane Comet and Electrocute. 3) In this thread's predecessor, I just increased the slow strength for the two items by 5% each, but then commenters suggested that it was too much, and that Frozen Mallet needs more functionality, not power. So I let abilities do the 20% slow, and to accommodate, Rylai's gets the auto attack slows. It helps more diverse champion pools which use a mixture of basic attacks and abilities, too. A shared passive is definitely something that Riot would have to test though, and I probably should have nerfed some stats a bit, or at least increased the cost. 4) I know my changes to Cleaver were tiny. It was the last thing I put into the project, because Idk how to put Conqueror into an actual item. Infinity Edge already handles some true damage, and an item that gives you a bunch almost constantly for melee champs would be beyond broken. I'm not sure about increasing the armor shred to 30%, because it would be a disservice to marksmen who would never be able to reach it. 5) I only thought that barrier's low cooldown existed because ignite's damage was so high. So it stood to reason that if ignite's damage is lowered, barrier's cooldown goes up. I didn't think about how it stands on its own, though. But that cleanse idea is really good.
Ameliea (EUW)
: What is the purpose of these patch notes? Are you proposing a kind of Legacy League of past seasons since half of the changes are simply reverts? Because if you are trying to make a more balanced game this is completly unsalvagable. Your only design philosophy seems to be to imitate the old patches, which is really not a wise idea. Making things how they used to be does not make them better by default, do not let yourself get blinded by nostalgia.
The purpose was to create a system that allows both the old rune and masteries to exist along with the newer ones. It wasn't as much nostalgia as much I wanted to open up the opportunity to gain certain upgrades which were lost after Runes Reforged. A middleground system.
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