: What do you consider to be the biggest issue with playing this game?
The warping effect of mandatory marksmen on the game... Marksmen have been the only mandatory class in the vast majority of team compositions for the majority of League history. Nerfing one marksman has almost no effect because the class is so homogeneous that there will usually be another clone to take the place of a top tier marksman. They are lane bullies due to no-resource, safe poke, and yet they outscale other classes. They have the easiest and safest time farming of any class. They deal target-neutral burst-per-second damage. They usually have good no-resource waveclearing and can itemize better waveclearing if desired. They are very strong against objectives and single targets, but they can also itemize AOE damage. They have access to the best sustain (crit-multiplied lifesteal) even though they have the safety of being ranged. And many more. Because of all of the strengths stacked in their favor, limiting the impact of marksmen has skewed the game in really unfun ways for marksmen and everyone else. Assassins/divers/skirmishers are required to 100-0 targets, out of stealth/fog-of-war or during a single CC, with almost no counterplay. They are required to do so reliably in one attempt as well, because failing to do so will allow the marksman to re-position, kill the would-be-assassin, and lifesteal back to full health while safely shredding the enemy team. Utility classes, like tanks and enchanters, are kept weak and low-impact because simply keeping an allied marksman alive for a couple seconds is enough to win a teamfight and the game. Utility classes all focus on supporting/protecting the marksman instead of supporting their whole team. It's unfulfilling to play something knowing that your existence is just to die in 2 seconds for the marksman or that you're just a walking aura buff for the marksman. Or in some cases, champions that should be utility focused are instead warped into becoming divers focused on locking down and bursting the enemy marksman, which destroys class diversity and makes the game boring. Every class is warped around how they interact with the marksman. Do they assassinate the marksman or do they try to block other champions from assassinating the marksman? We've been in a marksman meta for a decade now. Marksmen should be more unique from one another and no single marksman should have all of the strengths that I listed. Only some should have access to AOE (Runaan's Hurricane is probably bad for the game), some should have access to high sustain (lifesteal should not crit but some champions could have access to lifesteal multipliers in their kits or built-in sustain), some should deal mixed damage or %health damage (others should not be able to tank-bust against heavy armor), and some with multiple core strengths should be limited by mana or other resources as a tradeoff. Lategame scaling marksmen should be resource-gated in some way early game so that they can't safely and reliably out-farm non-marksman. Utility classes should be able to support any team member instead of being devoted to the marksman. Enchanters should synergize more equally with other classes. Tanks should be able to survive longer, and AD marksmen should not shred tanks who have built mostly armor. Assassins/divers/skirmishers shouldn't be able to reliably kill squishy targets in a single attempt without sufficient counterplay. Assassins should have an easier time disengaging after a failed assassination attempt and should be able to try again afterwards, with each attempt increasing the chance of a successful assassination but also increasing the risk of the assassin dying. Most marksmen should be unable to heal up between incoming assassination attempts, making it possible to whittle them down like this. Mages should not burst in a single rotation or during a single CC duration. Mages should be able to poke down a marksman over multiple trades without the marksman lifestealing back any lost health. Some marksmen should run out of mana or other resources when trading poke over an extended period of time.
: Vampire Skin Idea
I like the concepts, but I think vampire Cho'gath would overlap too much with gentleman Cho'gath due to the tuxedo you mentioned. How about Chupacabra Cho'gath instead? It could have bat wings like in your vampire concept. Zombie or "Blood Mage/Warlock" Trundle could also be nice.
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=yrc23zHg,discussion-id=90zu7G7p,comment-id=0010,timestamp=2019-09-19T15:54:31.439+0000) > > I haven't played in a couple weeks or so, so I don't know what the new client looks like yet, but I actually like the look of the 'joke' in the screenshots. The green color is soothing while the clean, minimalist gui is nice and readable. If the client is/was updated to that, I wouldn't mind. It's ugly. It's meant to be ugly. You can like ugly things. Doesn't mean it's not ugly.
> [{quoted}](name=Yordletana,realm=NA,application-id=yrc23zHg,discussion-id=90zu7G7p,comment-id=00100000,timestamp=2019-09-19T19:44:14.832+0000) > > It's ugly. It's meant to be ugly. You can like ugly things. Doesn't mean it's not ugly. Ugly and attractive are definitively subjective. "Beauty is in the eye of the beholder"
: Guys I WAS KIDDING when I made the trashy over-simplified logo
I haven't played in a couple weeks or so, so I don't know what the new client looks like yet, but I actually like the look of the 'joke' in the screenshots. The green color is soothing while the clean, minimalist gui is nice and readable. If the client is/was updated to that, I wouldn't mind.
Adder (OCE)
: I would absolutely love to see a Shyvanna rework eventually
I think she needs the same AP brawler itemization as champions like {{champion:131}} {{champion:68}}. {{champion:102}} players are torn between being a tanky diver and being a fire-breathing AP caster. Why not meet halfway in between as an AP brawler?
McDodger (NA)
: How about a Rhino or Elephant-like champion?
I once posted an idea for an elephant with minions in a fortress on its back firing ballista and throwing bombs. I still think that could be cool.
Xäyahh (NA)
: I'm Lord DGAF (tilt), what did you get??
I got the Barbarian. It's kind of funny though, since I don't usually tilt or rage... Usually, my team will rage at me for playing off-meta and I'll just be mildly amused. I think I got Barbarian because I answered that I don't forfeit (passionate) and I don't mute allies often (not avoidant - possibly interpreted as passionate) and I enjoy banter/chat in online games (possibly interpreted as likely to flame), yet I don't try to get others to be punished (not paladin) and I don't try to position myself as my allies' mentor (not paladin), and I don't hold onto losses as negative experiences (not the battle scarred 'victim'). In general, I probably cause my team to tilt much more often than I tilt.
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=uoa2zs3A,comment-id=000800000000,timestamp=2019-09-10T02:19:20.433+0000) > > I think you misunderstood. I separately want A) more defensive item, such as MR items, and B) more non-burst DPS items for APCs to build. By non-burst I do not mean anti-burst, to prevent the user from being bursted. I mean itemization that prevent the user from bursting others in exchange for unlocking APC DPS (DOT, AOE) options. I mean we have a lot of MR items with really cool passives. Not sure why you want more MR options there are a ton i listed 14 mr options. As for the MR item for APC but sacrifices more burst for more MR i would have to say {{item:3001}} {{item:3194}} {{item:3174}} both of them do that but dont give dots so i guess you have that. If you wanted a DoT the only item you have is {{item:3151}} but making more items like this will make brand OP again.
I'm not asking for an MR item for APCs, unless you mean the melee-only AP fighter itemization. I must be miscommunicating somehow. In regards to the {{champion:63}} example, imagine how cool it could be if his power fantasy as an AOE DOT mage could be turned up a notch in exchange for losing the generic burst damage that is common to too many mages. Like you mentioned, it might be overpowered on him, but now imagine a new MR item for tanks that allows them to create a protective aura where they act as a lightning rod, redirecting and negating a portion of incoming AOE damage. This could balance out the new AOE APC itemization while adding new and interesting depth to the game.
: Tryndamere Feels awful to play against
{{champion:23}} is very snowbally. Like other snowbally champions, he can feel extremely unfair and frustrating to play against. I don't think he's very healthy for the game, however, and I don't personally find him any worse than other snowbally champions: {{champion:157}} {{champion:119}} {{champion:67}} {{champion:24}} {{champion:141}} {{champion:92}} {{champion:133}} {{champion:145}} {{champion:555}} {{champion:62}} {{champion:238}} {{champion:105}} {{champion:131}} {{champion:84}} {{champion:104}} {{champion:121}} {{champion:56}} ... to name a few.
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=uoa2zs3A,comment-id=0008,timestamp=2019-09-10T01:24:04.945+0000) > > I want more defensive items, but I also want specifically non-burst DPS APC itemization and AP brawler itemization. I want MR to easily counter burst AP, but for anything less than a full tank stacking MR (ie., against a full AP team) to still be possible (but not necessarily easy, depending on how much MR/health is built) to shred as a DPS APC. To be fair, DPS APC itemization would probably need to reduce the user's burst to below base levels by converting normally instantly applied damage into delayed ramping-up DOTs or partial cooldown refunds. Otherwise, some 'DPS APCs' could probably still burst squishies with base damage when they should be specialized to shred tanky targets at the cost of not having burst potential. I'd also like to see non-burst DPS AOE itemization. {{item:3194}} {{item:3001}} {{item:3102}} works as burst and dps resistance
I think you misunderstood. I separately want A) more defensive items, such as MR and armor items, and B) more non-burst DPS items for APCs to build. By non-burst I do not mean anti-burst, to prevent the user from being bursted. I mean itemization that prevents the user from bursting others in exchange for unlocking APC DPS (DOT, AOE) options. Also I am not requesting more defensive items specifically for APCs - maybe they could use some new defensive items, but tanks need them more. I also want AP fighter items, which long-ranged APCs (mages) should not have access to, but which would be a mix of DPS and defense. Those items would be for champions like {{champion:68}}, {{champion:82}}, AP {{champion:75}}, AP {{champion:77}}, {{champion:79}}, {{champion:3}}, AP {{champion:102}}, {{champion:27}}, {{champion:154}}, fighter {{champion:131}}, {{champion:245}}, {{champion:517}}... and possibly off-meta on other tanks {{champion:20}} {{champion:113}} {{champion:32}}. Those items would probably be melee-only or balanced in some other way to prevent mages from building them. Keeping AP assassins from building them as well as keeping them from becoming too meta on tanks would be tricky though.
JuiceBoxP (EUNE)
: Damage scales faster and harder than defense.
I think damage should usually scale slightly better than mixed resistances in a solo matchup, but building a specific resistance type as a counter against a specific damage dealer should almost always provide a massive edge against it. If a {{champion:157}} {{champion:23}} {{champion:92}}, etc., is laning against a {{champion:54}}{{champion:14}} {{champion:111}} who rushed {{item:3143}} {{item:3068}} {{item:3047}}, then {{champion:157}} should need to lane swap with an allied magic damage dealer in order to have any decent chance to kill {{champion:54}} during laning. After laning, if {{champion:54}} still only has armor then it should be the enemy APC's job to shred him, and {{champion:157}} should still have a hard time with him, rather than the current situation where {{champion:157}} will outscale him with pure damage eventually. If {{champion:54}} starts building MR to survive against mixed damage in teamfights, then it should become possible for physical damage dealers to start overtaking him. If the enemy team lacks a good APC (ie., only magic damage is a support {{champion:267}}), then it should be possible to punish their poor team composition by stacking armor as a tank. Pure AD should never outscale pure armor at any point in the game. Pure AP should never outscale pure MR, though that generally is the case except in extreme situations. Ideally: {{champion:157}} {{item:3031}} {{item:3006}} {{item:3087}} {{item:3026}} {{item:3080}} {{item:3036}} loses VS {{champion:54}} {{item:3068}} {{item:3047}} {{item:3143}} {{item:3075}} {{item:3025}} {{item:3083}} loses VS {{champion:69}} {{item:3003}} {{item:3116}} {{item:3151}} {{item:3089}} {{item:3135}} {{item:3102}} {{champion:157}} {{item:3031}} {{item:3006}} {{item:3087}} {{item:3026}} {{item:3080}} {{item:3036}} wins VS {{champion:54}} {{item:3152}} {{item:3111}} {{item:3065}} {{item:3194}} {{item:3001}} {{item:3083}} wins VS {{champion:69}} {{item:3003}} {{item:3116}} {{item:3151}} {{item:3089}} {{item:3135}} {{item:3102}} {{champion:54}} {{item:3068}} {{item:3111}} {{item:3143}} {{item:3194}} {{item:3512}} {{item:3083}} Mixed resistances can't outduel either full-built damage dealer (assuming they built {{item:3036}} {{item:3135}}) in a straight 1 VS 1, and loses against either, but can survive mixed damage reliably for 5-8 seconds in teamfights in order to provide engagement and often survive disengaging afterwards with team followup.
: Can we get more magic resist items? Can we have more items that make the game more strategic?
I want more defensive items, but I also want specifically non-burst DPS APC itemization and AP brawler itemization. I want MR to easily counter burst AP, but for anything less than a full tank stacking MR (ie., against a full AP team) to still be possible (but not necessarily easy, depending on how much MR/health is built) to shred as a DPS APC. To be fair, DPS APC itemization would probably need to reduce the user's burst to below base levels by converting normally instantly applied damage into delayed ramping-up DOTs or partial cooldown refunds. Otherwise, some 'DPS APCs' could probably still burst squishies with base damage when they should be specialized to shred tanky targets at the cost of not having burst potential. I'd also like to see non-burst DPS AOE itemization.
Pika Fox (NA)
: > [{quoted}](name=Vlada Cut,realm=EUNE,application-id=3ErqAdtq,discussion-id=ZhB1wXjf,comment-id=000600000000000100000000,timestamp=2019-09-04T19:49:14.646+0000) > > You are complaining that reducing AD would be too much for adc's to last hit, as if Doran Shield's passive's bonus on-hit damage against minions isn't reducable, so no, you are wrong. > Besides, reducing AD by tiny bit won't be noticable if you got 3 BF sword items built in {{item:3031}} {{item:3080}} {{item:3508}} Alright, and again, assume you do reduce ADCs base AD and base AS. Ahri is now your ADC. Or Ziggs. Veigar. Lux. Any ranged mage who now has more AD and AS than an ADC is now your ADC. Nothing has changed, other than making actual ADCs literally unplayable because their base stats are too low. Still no idea where the fuck dorans shield comes in to this.... it wasnt mentioned or brought up nor relevant.... neither are completed items.
I actually never mentioned or even thought about reducing attack speed. Reducing attack speed wouldn't be helpful in making AD itemization more balanceable between distinct AD classes/champions. I'm also mainly imagining the gap in current base AD and suggested base AD starting as a very minor difference, as the main difference would be primarily in base AD per level. So when building AD items, the increased difficulty in last-hitting would really be hard to notice. The increased difficulty in last-hitting for marksmen would be small and totally reasonable, not even bringing them down to the same difficulty as non-ranged-AD champions... Any struggling AD champion could receive buffs to their most unique ability on rank-ups, which would make the marksmen class less homogeneous by amplifying unique strengths.
Pika Fox (NA)
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=ZhB1wXjf,comment-id=00060000,timestamp=2019-09-04T13:40:30.551+0000) > > Upvoted you back to neutral 1. Lifesteal shouldn't be amplified by crit and marksmen should have lower base AD (makes balancing distinct itemization for marksmen and fighters easier). In exchange, {{item:3080}}, {{item:3163}} (but not hexdrinker), and {{item:3508}} could be slightly cheaper (-50g to -100g each) to compensate for reduced marksman sustain and strength. > > Marksmen should also get some new utility items, like {{item:3185}}. Reducing ADCs AD/AS wouldnt do anything. If trist has lower AD and AS than ahri, youll just see AD ahri. And you need to be able to last hit minions as well, so you cant lower AD too much.
The purpose of lower base AD scaling wouldn't actually be directly to lower the power of marksmen. It would make it easier to balance items like {{item:3053}} {{item:3025}} without forcing them to be melee-only. It has the benefit of making it possible to have short-ranged fighter-marksman hybrids like {{champion:6}} and possibly {{champion:150}} {{champion:104}} balanced with high base AD to allow them to use those items as potential build options without opening up easily accessible abuse cases for the rest of the marksmen roster. Reducing the synergy between crit and lifesteal allows for lifesteal items to be balanced for other use cases, possibly allowing {{item:3072}} as a more neutral option open to niche use on non-marksman drain-tank fighters like {{champion:48}} {{champion:2}}. Marksmen already have a large CSing advantage over most other classes, which is very clear in top lane ranged bully matchups. Making their CSing slightly harder would only bring them more in line with other classes. The overall power of marksmen could be fully compensated for marksmen willing to embrace the unselfish strength of new utility marksmen items, as well as the slightly reduced cost of certain items like I mentioned. Unless the new utility marksmen items were underpowered, or had completely wrong scaling, marksmen would not be replaced with picks like Ahri ADC. Marksmen would need to be extremely overnerfed without any item compensation to make an ADC mage able to outcompete with marksmen if you consider the autoattack steroids, and other AD scaling abilities, most marksmen have in their kits. It would take a lot more than base AD scaling being reduced to cause that. Opening up a little bit of utility itemization for the marksmen class could be very good for the health of the game by reducing some damage creep. Marksmen having less damage and sustain means that assassins and mages wouldn't need the power to reliably burst in <2 second and could have power shifted to other areas. Right now, lifesteal and lategame damage output occupy all of a marksman's power budget, and require minimal counterplay 100-0 burst from assassins and mages in the arm's race. Marksmen don't like getting 1-shot without counterplay but the other side in the current balance is marksmen lifestealing back any incoming poke while singlehandedly shredding the enemy team... A {{champion:67}} with lifesteal in the current game has almost no counterplay if she can't be instantly killed. I am trying to theorycraft changes that would allow for a meta where champions are less homogenized and less of the power budget of classes are occupied by damage.
: ADCs, and most other champions shouldn't have access to half as much self healing as they currently do. It's completely abnormal that *most* enchanter supports, the HEALERS of League, won't heal half as much across a game as the average ADC with a Botrk or BT. It's also why botlanes can afford to have full AP Lux and other ridiculous friggin stupidities instead of traditional supports. If they didn't, Thornmail would be better at curbstomping what little they get and making them pay for it.
Upvoted you back to neutral 1. Lifesteal shouldn't be amplified by crit and marksmen should have lower base AD (makes balancing distinct itemization for marksmen and fighters easier). In exchange, {{item:3080}}, {{item:3163}} (but not hexdrinker), and {{item:3508}} could be slightly cheaper (-50g to -100g each) to compensate for reduced marksman sustain and strength. Marksmen should also get some new utility items, like {{item:3185}}.
: this is all fine in theory. but its not about the champ he plays if he dont understand the match up and how to play around garen. you are trying to put the cart before the horse
> [{quoted}](name=MrFawknSunshine,realm=NA,application-id=yrc23zHg,discussion-id=uVEi8Bm0,comment-id=00050000,timestamp=2019-09-03T00:44:45.292+0000) > > this is all fine in theory. but its not about the champ he plays if he dont understand the match up and how to play around garen. > > you are trying to put the cart before the horse If I were him, I would widen my champion pool to include at least one more top laner who isn't as frequently countered as Akali, or is at least not countered by the same champions. Playing around Garen as Akali as a new player would mostly be avoiding fighting him in laning, which forfeits Akali's snowballing potential and makes for a boring laning phase. Trying out more champions will be totally worth his time and will probably make the game more enjoyable for him. Experiencing a large variety of champions is one of the major draws for League compared to other mobas with smaller character pools anyways.
: How do I beat Garen
According to online statistics fansites, Garen in low ranked (Iron) games can be countered by {{champion:240}} {{champion:6}} {{champion:82}} and is pretty evenly matched against {{champion:41}} {{champion:36}} {{champion:48}} {{champion:106}} {{champion:78}} {{champion:27}} {{champion:23}} Try some of these champions and see if you have better luck against Garen. Garen is strong in low ranked games because he has a simple kit that is easy to learn and play optimally with. I see you play {{champion:84}}, who is strong in the right match ups and tends to do better on average in high ranked games, but she is hard countered by {{champion:86}} in low ranked games for many reasons. He's too brawny for Akali to kill him in one assassination attempt, and he can regenerate health in between your attempts, making him very hard to kill. He can silence you to prevent you from disengaging or using a combo, and he can spin to deal AOE damage to hit you when you're shrouded. You probably won't be able to beat him in a straight duel in laning, so if you find yourself counterpicked then you probably need to try to avoid fighting him unless your jungler is assisting you, and hope for some opportunities to be useful after laning is over. It's good to know how to play several champions so that you can avoid being countered when selecting a champion. Try not to pick {{champion:84}} if you don't know who your opponent is playing or if they're playing one of these: {{champion:23}} {{champion:86}} {{champion:68}} {{champion:83}} {{champion:238}} {{champion:107}} {{champion:157}} {{champion:106}} {{champion:78}} {{champion:85}} {{champion:420}} {{champion:14}} Because those will all counter you. Akali doesn't counter very many common picks in low ranked games, but she is good against some, like {{champion:8}} {{champion:11}} {{champion:36}} {{champion:31}}, and you should keep playing her if you enjoy her (having fun is the point of playing the game), but you'll still probably want one or more fallback options for cases when you see you would be countered or if she gets banned or taken in draft champion selection.
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=yrc23zHg,discussion-id=J8JkmyZO,comment-id=0000,timestamp=2019-08-30T22:54:46.793+0000) > > To Riot: > How to get me to get a stingy person (me) to buy more Riot Points... > > 1) Create more modern, cheap skins (<975 RP) > [Omen of the Dark 750 RP skins are my ideal price to quality meeting point. 1350+ is outside my comfort zone except when very deeply discounted.] > > 2) Do more "My Shop" events > [Maybe let me re-roll a few of the skin slots in "My Shop" or explicitly create a wishlist of champions that I am interested in, to ensure that "My Shop" has at least one skin that I want... The deeper discounts from "My Shop" make me consider buying higher price skins than I normally would.] > > 3) Do more discounted RP sales [Ie., 25% off RP, limited to 10,000 RP per customer. I am price conscious and these opportunities to stock up on RP make me a bit less tight-fisted later on, which forms higher consumption habits.] > > 4) Let me use RP to upgrade Hextech shards [This would make a shard usable as a sort of skin-specific coupon. I find that I hoard shards instead of unlocking them because I consider OE to be a scarce resource.] > > 5) Improve champion diversity and encourage bigger champion pools [One-tricking seems to be rewarded more than having a larger, more flexible repertoire of champions. When I feel rewarded for playing more champions, I have more fun and have a wider pool of champions that I am interested in skins for. Allowing a small number of champions, or even champion classes, to dominate for any length of time makes me less interested in playing and less interested in buying skins.] > > 6) Make fewer "limited availability" skins [I really like Harrowing skins, but limited availability actually turns me off from purchasing them. Retired skins also lose potential income from renewed interest after VGUs.] > > 7) Improve events [I haven't bought any event passes because they seem: too grindy, too much of a gamble (loot bag reward), poorly/dishonestly marketed (I think Riot did learn their lesson and have tried to be less "used car salesman" with their event marketing.] problem is they don´t even intend to get more money from stingy people because it´s much more profitable to focus on how to milk the few players who spent way too much already even more.
> [{quoted}](name=Dorans Pants,realm=EUW,application-id=yrc23zHg,discussion-id=J8JkmyZO,comment-id=00000000,timestamp=2019-08-31T00:28:09.821+0000) > > problem is they don´t even intend to get more money from stingy people because it´s much more profitable to focus on how to milk the few players who spent way too much already even more. They can get income from both types of spenders at the same time. It's not an "either or" situation. They might be able to get more income for less effort with whales, and they can provide some products targeted specifically at whales, but they need to provide a good overall value service or they will lose out in the long run. 1) Customers don't start out as whales, and they need reasonably priced, high quality products to bring in customers and develop their brand loyalty. Whales purchase many of the same things as small spenders, they just purchase more often, and usually only if they're satisfied with their many high-value-to-cost purchases then they will opt to splurge on the 'prestige' items. Also even small spenders who never transition into becoming whales can add up to a large portion of revenue, and it's often better to retain many small spenders instead of losing customers by trying to force them to convert to whales. 2) Even whales can be disillusioned and feel betrayed/used if constantly bombarded with poor value offers, especially if they feel coerced by high pressure tactics or deceived into purchasing. They need good value to keep them loyal in between getting fleeced. 3) Even total freeplayers are extremely important to the game's survival, so focusing on satisfying whales isn't a good longterm option. Declining playerbase numbers result in a worse gameplay experience, fewer potential people to market to, and fewer plebeians for whales to show off their fancy loading borders to. I encourage Riot to take the extra income from the whales to support the game, but they can't focus too much on that section of their customers/players. They should realize that some actions are essentially making a withdrawal out of the goodwill players have towards their brand. Also a positive reputation creates a sort of feedback loop, paying dividends over time in their favor, and a negative reputation is like taking loans that require payment of compiling interest that can easily become impossible to keep up with and leave a company bankrupt...
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=yrc23zHg,discussion-id=XBlV4wAa,comment-id=000300000000,timestamp=2019-09-01T10:58:58.211+0000) > > Maybe a small amount of adaptive damage with a significant dot after-burn on damage would work. That should be roughly equivalent to attack speed for both ad and ap. AD can also burst a target during the buff anyways, especially if we're talking about an assassin or AD caster, but marksman are pretty bursty too nowadays. Honestly, I don't see a reason for damage buff on this shield at all. Janna is a very uninteractive champion to begin with, giving her ally damagebuff instead of putting damage in her own kit only makes it worse.
> [{quoted}](name=You Tax I Int,realm=EUNE,application-id=yrc23zHg,discussion-id=XBlV4wAa,comment-id=0003000000000000,timestamp=2019-09-01T12:57:10.184+0000) > > Honestly, I don't see a reason for damage buff on this shield at all. Janna is a very uninteractive champion to begin with, giving her ally damagebuff instead of putting damage in her own kit only makes it worse. The point wouldn't be as an overall buff but to make her supporting synergy less tied specifically to autoattackers. The amount of adaptive power could be less than the current AD in exchange for the increased flexibilty.
Terozu (NA)
: > [{quoted}](name=Glîtchy,realm=NA,application-id=yrc23zHg,discussion-id=WVtEzIKE,comment-id=0002,timestamp=2019-09-02T00:28:53.604+0000) > > This is painfully accurate, tho it’s also Riot’s fault for making a champ require to roam jg while they’re intended to be a support He is supporting. Bard should have a heal pad for mid, jg and his own lane if played properly. He just supports the entire team not just the Marksman.
> [{quoted}](name=Terozu,realm=NA,application-id=yrc23zHg,discussion-id=WVtEzIKE,comment-id=00020000,timestamp=2019-09-02T04:06:11.224+0000) > > He is supporting. Bard should have a heal pad for mid, jg and his own lane if played properly. He just supports the entire team not just the Marksman. We need more supports like Bard.
Rescue (EUNE)
: i miss old kayle
I played old Kayle as a support and do not feel that the Kayle rework fits that role anymore. I used a tankier utillity build, with {{item:3401}} {{item:3107}} {{item:3174}} {{item:3504}} and transcendence. Her new kit, with the longer ult cd and unreliable resistance shredding, seems too far shifted away from utility in exchange for more hyperscaling damage... I wish she had no true damage, shorter range, not 100% range uptime, less power in her passive. In exchange, she would have lower early ult cooldown, and a more interesting q and e. I wish in solo lanes that she played more like a tough melee-range-hybrid armored valkyrie, who ascended into a versatile generalist. I wish that in support role, she played kind of like {{champion:44}} x {{champion:43}} but with less CC or burst in exchange for slightly better DPS scaling and ally empowerment. I think her w should heal a % of her health in order to encourage fighter-level tankiness like a {{item:3065}} {{item:3027}} {{item:3091}} (example build vs ap opponent). Her q should help her engage/disengage somehow as melee (add a dive if held on an opponent). Her e should empower her next 1/1/2/2/3 autoattacks to gain bonus range (500, mid-range like {{champion:15}} and considered melee like {{champion:41}} Parrrley) and should lose its execute. Her R is good as-is but should have lower cd at early ranks (same cd at max rank). Her passive should let her choose an ascension for q, w, or e at level 1, 5, 8 and give an extra ascension at level 12. Q ascension: basic attacks and q shred resistances (q grants multiple stacks). W ascension: shares the heal with herself and nearest ally and grants targets movement speed and attack speed. E ascension: Basic attacks reduce e cooldown (for not quite 100% uptime with max cdr) and deals bonus magic damage. Level 12: After being in combat with enemy champions for 2 seconds, sets aflame, causing attacks to deal splash damage (applying resistance shredding). Also her base defenses could be increased to help her as a fighter in laning.
: Taric's heal is garbage and his mana costs are too high
Being totally honest, how relevant is this case example where the only enemy damage threats are two burst AP champions with long cooldowns? How often do you get to play against a team without a single burst-per-second autoattacker or some true damage tank shredder? Your team was stacking MR and the enemies didn't even build a single Void Staff or Grievous Wounds item. Was this actually a vs AI game?
Cräfty (EUW)
: Imagine being bad at english when you are from NA... {{sticker:zombie-brand-clap}}
: > [{quoted}](name=DUDE BRO,realm=NA,application-id=yrc23zHg,discussion-id=XBlV4wAa,comment-id=0003,timestamp=2019-09-01T05:22:24.560+0000) > > Nunu and lulu used to have that but it was removed. > > Prob because an AD/Aspd boost is useful for a few autos, but with an AP boost someone can use their full skill rotation and 1-shot anyone before it expires. It's exactly that, short term AP boosts are a bitch to balance.
> [{quoted}](name=You Tax I Int,realm=EUNE,application-id=yrc23zHg,discussion-id=XBlV4wAa,comment-id=00030000,timestamp=2019-09-01T08:46:33.248+0000) > > It's exactly that, short term AP boosts are a bitch to balance. Maybe a small amount of adaptive damage with a significant dot after-burn on damage would work. That should be roughly equivalent to attack speed for both ad and ap. AD can also burst a target during the buff anyways, especially if we're talking about an assassin or AD caster, but marksman are pretty bursty too nowadays.
Shahamut (NA)
: What Skarner mains REALLY want...
I think Skarner should just get a new passive. That would require fewer resources than another full rework and would have less chance of alienating his players. My suggestion is some sort of burrowing passive. He could burrow into the ground and then leap out to ambush opponents, like a trapdoor spider. He could also have his spire locations replaced with buried "crystal energy caches" (soulstones of his kin) that he can burrow into to restore health and mana. The crystal caches would slowly regenerate their energy supply over time after use, so using a variety of caches would result in more sustain.
: Wow these new Little Legends look really nice!
Riot should let players exchange them with eachother, like trading cards.
: Riot don't know how to monetize their games!
To Riot: How to get a stingy person (me) to buy more Riot Points... 1) Create more modern, cheap skins (<975 RP) [Omen of the Dark 750 RP skins are my ideal price to quality meeting point. 1350+ is outside my comfort zone except when very deeply discounted.] 2) Do more "My Shop" events [Maybe let me re-roll a few of the skin slots in "My Shop" or explicitly create a wishlist of champions that I am interested in, to ensure that "My Shop" has at least one skin that I want... The deeper discounts from "My Shop" make me consider buying higher price skins than I normally would.] 3) Do more discounted RP sales [Ie., 25% off RP, limited to 10,000 RP per customer. I am price conscious and these opportunities to stock up on RP make me a bit less tight-fisted later on, which forms higher consumption habits.] 4) Let me use RP to upgrade Hextech shards [This would make a shard usable as a sort of skin-specific coupon. I find that I hoard shards instead of unlocking them because I consider OE to be a scarce resource.] 5) Improve champion diversity and encourage bigger champion pools [One-tricking seems to be rewarded more than having a larger, more flexible repertoire of champions. When I feel rewarded for playing more champions, I have more fun and have a wider pool of champions that I am interested in skins for. Allowing a small number of champions, or even champion classes, to dominate for any length of time makes me less interested in playing and less interested in buying skins.] 6) Make fewer "limited availability" skins [I really like Harrowing skins, but limited availability actually turns me off from purchasing them. Retired skins also lose potential income from renewed interest after VGUs.] 7) Improve events [I haven't bought any event passes because they seem: too grindy, too much of a gamble (loot bag reward), poorly/dishonestly marketed (I think Riot did learn their lesson and have tried to be less "used car salesman" with their event marketing.] As for the stuff the OP mentioned, some customers might buy those, but not me. To me, those suggestions are all too minor/unnoticeable (homeguard animations), or potentially detracting from the game (annoying voice packs). As for tournaments, the rewards would need to be extremely generous and obtainable for average players, or else I would not be interested. I would be interested in buying "chapters" and expansions for a co-op campaign mode League game though. Riot could make campaigns for specific rosters of champions, like Odyssey, and then have certain campaigns free or unlockable and other campaigns sold for RP. Or maybe sell the ability to "cross over" playable characters between campaigns, ie., unlock playing as Ekko in Odyssey v2. I realize this would take a lot of effort to make, but that's sort of the point... I am not willing to spend much money on something that doesn't appear to have taken much effort to produce. I am not the type of consumer who will buy overpriced golden chromas or loading screen borders...
: Is anyone else convinced Riot doesnt know how to balance Toplane?
If frontliners were given some lategame defensive scaling buffs that required expensive (but slot efficient) itemization, it would incentivize tanks outside of the support role and widen the gap between a solo-lane tank and a support tank. Increasing the value of a farmed/fed frontliner in lategame might be enough to push top lane ranged bullies from the meta, which would allow them to be rebalanced for other positions. I miss seeing {{champion:74}} bot lane. He's a much healthier pick there than top, and I enjoyed the variety he (and other APCs) brought to the lane when I played support during that meta. {{champion:85}} {{champion:17}} {{champion:518}} {{champion:67}} are all better fits in mid or bot than they are in top. {{champion:133}} Could be a healthier jungler, emphasizing her falconry theme by tracking opponents through the jungle and sending Valor to scout around the map. She could also be a healthier mid or bottom laner. Top lane is actually the least healthy position for her imaginable, so sending her anywhere else would be an improvement. I think {{champion:10}} should stay viable top but needs significant changes so that she has a more interactive laning phase, as a melee-ranged fighter, in exchange for less hyperscaling when transitioning into a pseudo-marksman... I think her overall power curve and earlygame playstyle should be closer to {{champion:39}} or {{champion:114}}.
Zed genius (EUNE)
: Every champion is easy when you put a little time in them.
But some champions require more or less time than others. For example, I received an S+ on my first ever game of {{champion:110}} Most likely because I was already pretty comfortable with {{champion:22}}, but that still suggests that some champions are easier to learn than other champions, in this case due to how interchangeable experience with one marksman is to the next. How unique a champion's gameplay is has a big effect on difficulty, which partly explains why {{champion:268}}, as another example, is so difficult to learn.
: Who is the hardest Champ to play?
In my opinion, {{champion:76}} and {{champion:268}}. {{champion:76}} 10/10 difficulty to pickup, 9/10 difficulty to master {{champion:268}} 9/10 difficulty to pickup, 11/10 difficulty to master I tried to learn these two, but I never got good with them because of their steep learning curves and how much commitment is required. I see other people mentioning {{champion:238}} {{champion:157}} {{champion:119}} {{champion:64}} {{champion:429}} but those are all way more approachable in my opinion, which is reflected in their much higher pick rates. I'd give them: {{champion:238}} 6/10 difficulty to pickup, 10/10 difficulty to master [Resourceless and strong at all stages of the game, but does have a lot of room to grow in mastery. In my experience, he makes you 'feel' skilled to play, but he doesn't necessarily require much practice at all to get to a baseline of success.] {{champion:157}} 7/10 difficulty to pickup, 7/10 difficulty to master [Has certain clunky parts of his kit that take learning, but mastery feels like just learning to recognize when to fight. I don't see him as very different from other extremely snowball reliant champions.] {{champion:119}} 6/10 difficulty to pickup, 7/10 difficulty to master [I don't think he should be on this list. He's harder to play than some other marksmen, but most experience with other marksmen is still interchangeable. Learning his axe minigame isn't that much of an obstacle in my experience.] {{champion:64}} 7/10 difficulty to pickup, 9/10 difficulty to master [He's actually pretty much the AD version of Nidalee, but I find him way easier to pickup and succeed with with due to greater brute strength and easier jungle clearing. He is still hard to master, with lots of room for personal improvement.] {{champion:429}} 3/10 difficulty to pickup, ?/10 difficulty to master [Kalista is kept so weak that it's hard to figure out what her potential could be if mastered, but I can't say she's hard to pickup because I know from experience that the skill floor to kite with her is literally holding down shift and spam right-clicking her fountain in a fight. If she wasn't undertuned, she would be one of the lowest difficulty champions in the game.]
Smyrage (EUNE)
: The Pyke problem started earlier than his release
Probably a controversial idea, but what if "farming item lines" were added that could not be purchased by players with support line items or jungle line items. The farming items could occupy a large portion of a carry champion's damage output budget, and the support line items could have their utility buffed to widen the gap. A {{champion:99}} {{champion:25}} {{champion:143}} with a support item could then be balanced to do far less damage but provide much better utility than when they solo lane with a farming line item. They would have two distinct and balanceable playstyles depending on their role and itemization. With a support item, {{champion:555}} could be shifted to be a lower damage but higher utility catcher/finisher > assassin, while solo laning with a farming item would emphasize his assassin > catcher playstyle. For {{champion:63}}, I don't think he fits thematically as a support, but he could be a good aoe dot/dps apc balanced around a new farming line item.
: How can you guys still play ranked and not go insane ?
I just get gold for the reward skin if I feel like grinding rank at all, and then stop for the rest of the season. To me personally, it isn't surprising that you guys get totally burned out when you choose to grind ranked so much more. It is like you've lost sight that a game is supposed to be fun and for your enjoyment.
: > [{quoted}](name=Lemon Reaper,realm=EUW,application-id=A8FQeEA8,discussion-id=6ZPzI6f6,comment-id=,timestamp=2019-08-24T11:24:04.115+0000) > > Create new elderwood skins and use part of the money collected to plant trees, this would be a noble initiative. > It's not much but the planet will be happy. and where in this idea does riot make money? Oh and don't forget that riot would never actually put the money towards the charitable cause they'd claim they were and they'd keep the money
Charitable tax deduction, PR, and imcreased sale volume to eco-friendly consumers? And a company of their size and brand value (though declining) won't just embezzle the donations -- the risk vs reward would be awful and they aren't managed by an immoral 10 year old...
: Save the planet
"We've got to save the planet," that's what they say. https://m.youtube.com/watch?v=TSJlZvQ3XgE Joking aside, I actually like this idea, but instead of just planting any trees, I would rather they plant public fruit trees in parks around the country. That way, they're also feeding the hungry children of future generations and producing more human happiness. It could be more complicated to organize an event like that though. They could just offer the funds to cities if they agree to use them to immediately use them for that purpose and to provide Riot a count of trees planted with the money and a picture of at least one newly planted fruit tree.
: Because. Bruiser mains are the majority and no matter how strong, and no matter how hard they are fucking EVERY other class into the ground, they will ALWAYS be crying that they are weak.
These aren't even bruisers. Jax is a skirmisher and Nocturne is something in between an assassin and a skirmisher. The slayer class consists of assassins and skirmishers. Bruisers are synonymous with fighters, which is a separate class, though divers (a fighter subclass) honestly are very poorly differentiated from slayers so I can relate to the confusion.
: Can you please add in a trade for our little legends, or restrict loot boxes to one legend?
Trading would be a great idea because Little Legends can only be purchased for RP, and therefore cannot be mass-grinded by bots. To prevent fraud/theft, trading would need some limitations though: Exchange only available to accounts with 100+ matchmade games. Exchange only available to accounts older than 6 months. Exchange disabled for 3 days after a password change/recovery from an unrecognized location. Items placed on the exchange take 48 hours before they become available to barter with; this also gives hasty sellers time to rethink and avoid remorse. Items can only be placed in the same regional exchange as the region they were obtained in. As a one-time action, any currently owned tradable items would become 'unredeemed' (as in not already redeemed/unlocked for personal use) for trading purposes. Little Legends would be the first tradables to test, but skin shards, emotes, etc. could be considered in the future (requires some caution because hextech can theoretically be grinded). Trading would work like this: Players load items into their Exhange inventory so that they can use them for trades (this takes 48 hours as mentioned earlier). A player creates a trade listing by populating two columns of information like so: Offering{ offer1 : A and B, or offer2 : C, or offer3 : A and D } Accepting{ asking1 : E and F, or asking2 : G } Can Message Seller = true; Let's say each player can have up to 5 listings and each listing can have up to 5 distinct offera and asks. An item offered in one listing cannot be offered in another, but it can be in multiple combinations of items within the same listing. Another player then browses through the listings, searching for item D for example. He finds the listing above, and wants to trade, but only has an item F. The second player creates a counter-offer trade listing of F for D. Because the first player has Can Message Player = true, the second player sends a message to the other player. "Hey, can I trade item F for your item D? I don't want item A and I don't have item E. Here is a link to my counter-offer: " If the first player likes the counter-offer, then they can withdraw their listing and fulfill the counter-offer listing. Otherwise, they can reply or ignore the counter-offer. If they read the Exchange message it, then the other player will have this indicated to them ao that they're not left hanging if the first player doesn't send a reaponse. Listings older than 30 days would automatically be withdrawn. Players would be able to search, filter, and sort by criteria such as "new listings less than 24 hours old" and would also be able to view history of recently completed trades to guage their items' value in the Exchange. If it is a very rare item, there might not be any available history, though maybe that rarity can be communicated to player some other way ao that they don't sell themselves short. In general though, it would be up to the player to research their trades. It would be similar in concept to trading Pokemon cards. Also when a trade offer is accepted, it would be held for 3 hours, during which other players could accept the same offer, and then a random person trader would be rolled to determine who actually fulfills the trade. This would prevent players from real world trading by coordinating to do an inequal trade in the Exchange. Like if if one player offers a mega valuable item for aome worthless junk in exchange for $50 in real life, the person paying real $ has no way to guarantee they will get the rare item, because there would be 3 hours where random people can queue up to roll for the uneven trade.
: A balanced champion gets buffed
Yasuo wasn't necessarily balanced to begin with... It is easily justifiable to say that a champion with close to 50% ban rate would be more appropriately balanced with a lower winrate if you put the health of the game on the scale... But here come buffs instead of nerfs because game health is a necessary sacrifice for whatever the balance team has envisioned. I think champion bans should be considered more by the balance team because ban rates are the players' votes on what should be nerfed and most direct way to communicate what they want. By overlooking ban rates, they're telling us that their small team personally know better than the much larger playerbase. Also they should look at whole numbers of bans aggregated from all divisions and regions, which will fairly weigh high-rank slightly more due to larger quantity of games, and therefore champion bans, on average per player (including when smurfing). I am also not saying champions should never be buffed, but it should be more by pick rate to encourage a diverse champion pool. For dumpstered champions, like Kalista, a higher play rate results in a disproportionately higher ban rate, which balances out with them kept weak. Those cases need experimental neutral changes until they can have a higher playrate without a skewed higher ban rate. Also if a champion can only gain a reasonable play rate via granting them a massive outlier winrate, then that means they need changes to be more fun/interesting and those changes might not even be gameplay but could be visual upgrades, new skins, lore releases, event features, etc.
: As A Quinn main..
I agree Quinn would be much better in bot (or even mid or jg) than top lane.
: When will Riot admit that modern assassins are too forgiving?
I think assassin should actually have their reward per assassination attempt lowered, eliminating low counterplay 100-0 burst, so that they cannot reliably assassinate a full health target in one attempt but instead must make multiple attempts or wait for their target to have their health lowered below some threshold by other threats. I think each individual assassination attempt should be even safer for the assassin, but requiring multiple attempts would result in a cumulative risk about the same as current for the assassin overall. The issue with this is that backline carries need to be balanced first so that they won't quickly annihilate an entire team while being impossible to kill due to lifesteal and enchanters if they aren't 100-0'ed in <1 second by even lower counterplay mechanics... So assassins (and burst mages) should ideally have more counterplay, but that can only happen if backline carries have their power reduced equally. These changes would cascade into other balance issues, but solving those would cause the real desired solution, reducing both damage and sustain across the board, to coalesce.
: Can we look at reworking Black Cleaver into a solo damage-booster instead of an Armor-Shredder?
How about this? The %armor penetration available in the game become unified in such a way that a target cannot be % reduced via items by more than 30%. Lethality would remain as-is because it is flat penetration. {{item:3035}} ~~+20 AD, Unique Passive: 20% Armor Pen~~ +15% Attack Speed Unique Passive: Gain +3% Attack Speed for each basic attack against champions, epic monsters, or structures, stacking up to 5 times for a total of +15% Attack Speed. [This is an unnamed passive, so each separate item built from this would have its own independent stack counter and a user could benefit from each separate ramp-up effect.] {{item:3122}} [Palette swap to red] +25 AD Unique Passive - Sunder: Dealing physical damage to champions, epic monster, or structures, Sunders them. Sunder reduces the target's armor by 3% for 6 seconds and can stack up to 10 times for a maximum of 30%. [This is a named passive, and a single champion owning multiple Sunder items would only benefit from one passive. However, a target could be Sunderd by multiple separate champions having Sunder items. Compared to current Black Cleaver, this stacks up to more times (10 instead of 6) but shreds less with each stack (3% instead of 4%). The idea is that with % armor pen unified into cleaving, you will have multiple allies (ie., marksman + fighter) working together to apply shredding on a tank in teamfights, therefore the upper limit is increased to incentivize this teamwork.] {{item:3036}} ( {{item:3035}} + {{item:3122}} ) +45 AD +25% Attack Speed Unique Passive: Gain + 5% Attack Speed for each basic attack against champions, epic monsters, or structures, stacking up to 5 times for a total of +25% Attack Speed. Unique Passive - Sunder: ... [Identical to listed above.] {{item:3033}} ( {{item:3035}} + {{item:3123}} ) +35 AD +25% Attack Speed Unique Passive: Gain + 5% Attack Speed for each basic attack against champions, epic monsters, or structures, stacking up to 5 times for a total of +25% Attack Speed. Unique Passive - Executioner: ... [Same as current.] {{item:3104}} ( {{item:3122}} + {{item:3044}} + {{item:3133}}) +400 Health +75% Base AD as Bonus AD +10% Cooldown Reduction Unique Passive - Sunder: ... [Identical to listed above.] Unique Passive - Rage: ... [Same as current.] [This is the replacement for current Black Cleaver.] {{item:3071}} ( {{item:3122}} + {{item:3077}}) +80 AD +100% Health Regen Unique Passive - Sunder: ... [Identical to listed above.] Unique Passive - Cleave: ... [Same version as on Tiamat.] Unique Active - Crescent: Deals 30% to 50% of total Attack Damage as physical damage to nearby enemy units (enemies closest to the target take the most damage). This effect applies 3 times over 3 seconds (10 second cooldown). [This item would be very useful for applying many stacks of Sunder in a teamfight. It would be an alternative to {{item:3748}} + {{item:3104}}. Though it might be too redundant as an item. It seems to me that the item named "Cleaver" should have the Cleave passive, and I don't want to suggest removing an iconic League item.]
: > [{quoted}](name=The Ecdysiast,realm=NA,application-id=3ErqAdtq,discussion-id=PxY0ERvA,comment-id=0000,timestamp=2019-08-06T02:05:08.534+0000) > > And the fact Shyvanna's now meta with the damage stat she actually scales is fantastic. It's never made sense that she has AP on 4 of her abilities but built like she had none on any. She only has AP scaling on E and R. Burnout used to have it, but it got removed in favor of increasing the ratio on Flame Breath.
So they should re-add some Burnout AP scaling and nerf her other abilities' burst scaling to compensate? Maybe also buff Twin Bite cooldown refund and give (dragon-form only?) Twin Bite an AP scaling. Then she would surely build {{item:3115}} AP brawler instead of playing like an AP burst mage. Adding new AP brawler itemization would help the situation a lot too.
: Just delete diana
She's not really supposed to delete opponents in 0.2 seconds. She's supposed to dive in and skirmish over a prolonged fight with {{item:3115}} dishing out DPS over multiple autoattacks. Sadly, AP fighter itemization is nearly non-existent and any attempt to play Diana as her kit was intended is counterproductive when compared to her <1 second burst strategy (which is also feast or famine and sucks for Diana players)...
: The Reason Tanks Aren't Played Often
When I play tanks, my biggest gripes are... {{champion:67}} feels blatantly unfair by most measurements. All other marksmen also shred tanks too hard considering marksmen are the one class that is guaranteed to be on every team. It's annoying that a tank pick is assured to be hard countered by a minimum of one opponent each game. This is my biggest complaint. {{champion:157}} 40% armor pen on ult as invisible power just to make sure that he steamrolls absolutely anything if he snowballs. I find it unreasonable that not even tanks can hope to keep him in check. {{champion:114}} {{champion:24}} {{champion:141}} All shred tanks and snowball hard. Kayn is surprisingly the most annoying of these to me, and I don't even think he was intended to counter tanks. Overall, I don't have much gripe with these guys - just a little frustrating that their snowball outpaces tank scaling potential soooo hard. Fiora seems mostly fine in her niche and her shredding would seem acceptable if so many others didn't also obliterate tanks. I just wish the scaling gap were slightly narrower. Damage in general... How can I be expected to peel for allies that get burst in <1 second from stealthed, ranged, or hyper-mobile enemies...{{champion:107}} {{champion:92}} {{champion:131}} --- As for mages, I think they do too much burst damage because of flat pen {{item:3020}} on all of their builds, but I disagree that they specifically damage tanks too much. They deal an unhealthy amount of burst damage but that's the overall game balance... Immobile bruisers are totally fine in my opinion. With Conqueror, they can beat up a tank in top lane, but that alone isn't enough to keep tanks out of the meta. Tanks can usually disengage or avoid bruisers in one-on-ones, and tanks are effective at mitigating the threat of slow, lumbering juggernauts in teamfights. I don't see anything wrong with tanks vs juggernauts in top lane. Ranged poke bully top laners are much more irritating and drive immobile melees out of top lane, resulting in fewer of both tanks and juggernauts...
: Against all-ins she just spellshield, and all CC goodbye. Against longrange poker she can reduce damage with spellshield, and has her own long-range poke too. I could say she goes even. Against protector she has long-range poke that cheaper, than most shield, or heal. You forgot to read the "**GOOD**" part of the post. Only a GOOD Morgana can counter any support. A regular one can be beaten in her own game as poker, or make out of mana as protector, or fast all-ins can also beat her. A bad one only counters a few champs such as Leona, Thresh, Taric. Champs that need cast time before the all-in.
I think it is a bit silly to try to make a fair comparison between a "good" anything and a less "good" something else... A "good" {{champion:412}} doesn't get his hook baited for free and will punish whichever of his opponents doesn't receive the black shield, while also making game changing plays with his lantern to bring in reinforcements to a fight or rescue his partner with impunity. A "good" {{champion:9}} will stay far enough back to dodge darkbinding while poking her down with e, and watching for opportunities to ult in, trading zhonyas actives if morg ults too, and then fearing and silencing her for an easy kill when they come out of stasis. Etc. A "good" anything won't waste a full rotation of abilities into a blackshield and won't get hit by darkbinding unless bodyblocking for an ally or if they are more reliably cced already by another opponent.
Bevdog101 (OCE)
: Afterlife in lol
In the way I was taught, sheol doesn't refer to an afterlife, just the grave... As in a collective term for the actual dirt and rocks of the Earth in which physical corpses are interred. Morde's realm seems more like the level of Hellenic Hades where shades roam and drink the waters of Lethe so that they can forget their mortal life in order to be reincarnated or move on to the next phase of the afterlife.
: Well First thanks for your comment, french people are usually known as bad english speakers {{sticker:sg-miss-fortune}} ^. Now i understand more how an aura can be useful for this effect and it's not really bad of course but it's still weird to see an effect like this on a non-tank item because it remind me the old R from {{champion:57}} and even if it's really cool for the user of this "fan-item" i think it'd be a better effect on a tank item like {{item:3143}} or a reworked {{item:3056}} and could be more interesting for peoples from the united clan who plays peel tank champs {{sticker:slayer-pantheon-thumbs}}. I also remember a rework test for {{item:3190}} on PBE where we could create a dome with damage reduction for allies within... and since we have an item with an halo that increase magic damage to ennemies, a contrast as one which reduce physical can be somehow funny to see because AD are usually DPS and AP are burst it's quite logic to have these both effects... Crap now i want to see this happen pls Riot when you'll work on the preseason changes, read this thread {{sticker:sg-jinx}}
The item wouldn't be purely offense or defense oriented, but a roughly 50/50 split between the two. As a hybrid offense x defense item, I think it makes sense for it to have a combination of a damage oriented passive and a tanky/defense-utility aura. Gameplay-wise, I think it would be a good fit on ranged champions, because range advantage lets them position in the backline so that the aura protects the other backliners huddled with them. It is also designed with the intent that it would work best for on-hit champions in a duo lane in order to create healthier playstyles for those users. {{champion:17}} {{champion:518}} {{champion:85}} are usually played as top lane bullies now, but this item would have the potential to shift them into a healthier role as on-hit APCs in bot lane. I also like the idea that AOE damage aimed at the clustering backliners would be an effective way to counter that playstyle. For example {{champion:222}} {{champion:9}} could counter {{champion:518}} {{item:3170}} {{champion:37}} in bot lane because Jinx rockets and Fiddlesticks E would both punish their opponents for trying to group up closely within their auras. You might also see more AOE mages bringing some variety to bot lane to create a loose combat triangle of soft-counters. Hybrid/AP On-hit {{champion:96}} {{champion:17}} {{champion:110}} {{champion:518}} {{champion:85}} {{champion:145}} \> Standard AD {{champion:119}} {{champion:67}} {{champion:498}} {{champion:51}} {{champion:202}} {{champion:498}} \> AOE {{champion:222}} {{champion:15}} {{champion:115}} {{champion:30}} {{champion:74}} {{champion:21}} > On-hit That combat triangle wouldn't need to be enforced or apply for every matchup though. It could just be a slight pattern that encourages a bit of variety in bot lane instead of there always being the "top 3" ADC marksmen in nearly all metas. The aura could work on a tank item, but something to keep in mind is that if a melee user engages into a fight, distancing themselves from allies, then their squishy backline allies are no longer inside the aura. It could still work, and it would have potential to be a niche item on a lot of champions. As it is, being a hybrid offense/defense item, it could still be used by fighters with AP scaling. For example, I hope that {{champion:131}} would sometimes build it in situations where she buys {{item:3115}}, because it fits her thematically as a moon item and it could help make her into more of an actual AP skirmisher/diver. It could be good on {{champion:102}} {{champion:60}} {{champion:245}} too, especially when jungling as {{item:3115}} {{item:3170}} would help deal DPS to clear camps faster and solo objectives.
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=3ErqAdtq,discussion-id=1vwy2WAT,comment-id=0002,timestamp=2019-07-26T23:33:37.139+0000) > > Do you roam or recall more often than the enemy support? Do you leave the lane to ward at the wrong times, so that you lose too much xp when a big minion wave is cleared? > > I see you play a lot of Vel'koz and Fiddlesticks. I know from experience that it's easy to lose xp as Fiddlesticks if you cause the waves to push forward and then sit back too far or get zoned away from the waves. Also if you damage an enemy wave with some poke, but don't fully reset the wave, you might accidentally start a slow push towards the enemy which can cause you to lose a lot of xp. If you aren't intentionally starting a slow push to setup for a dive or to take a turret, then you will probably want to shove hard and reset waves frequently with your champion picks. I know from playing a lot of Fiddlesticks support that spamming E poke will pretty inevitably push the lane, so I find it's best to just play aggressively and keep your minions shoved into the enemy turret while tracking the enemy jungler and mid laner via the minimap. > > This is usually difficult for the enemy laners to retaliate against on their own and leaves you in a position to reset the wave if you feel the enemy mid or jungler are coming to gank you. If the enemy mid or jungler come, then you need to stop poking with E and let the wave reset towards your turret so that you and your partner can back up to a safer position without getting zoned from a ton of xp. Also communicate with your partner and ping danger when you see the enemies mia or the gank coming and ping them away from the enemy turret so that they stop pushing and let the wave reset too. If the enemy mid and jungler spend a lot of time in your lane to respond to your pressure, your opponents will hopefully lose levels due to xp sharing. Hopefully, it will also help your allies win their lanes by getting the enemies to camp you. If the enemy team doesn't camp you, then take the bottom lane turret early with your aggressive pushing and then you may want to go to mid lane early. > > I don't play a ton of ranked, but I have gotten to gold with Fiddlesticks support, so I hope this advice is useful to you if that's your goal. Thanks for advice. I dont actually play fiddle tho. I played him 1 game in my entire life and it was a nornal game xD
Ah, okay. I just saw him in your recent match history. I see now you play almost all Vel'Koz with just a little bit of a few others like Lux. In theory, those three champions have similar pre-6 gameplay patterns as supports on account that many of your opportunities to poke the enemy laners will cause the lane to push. You have a little bit more control than Fiddlesticks' E, but it's still likely that a stray Vel'Koz Q will eventually start an unintentional push for example. I don't play much if any Vel'Koz or Lux but hopefully some of the Fiddlesticks advice helps for where the champions overlap.
CLG ear (NA)
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=yrc23zHg,discussion-id=EQx5tH8e,comment-id=000200000000,timestamp=2019-07-27T03:46:13.341+0000) > > I would rather watch Imax simulated on a VR headset if I want full immersion and focus, and there are no discourteous guests to interrupt the experience. Otherwise, if I am watching a movie/show while socializing, then I want to be able to chat freely about what we're watching along with all the other advantages to watching at home. I can't really think of any reason to go to a theater, except new releases or nostalgia, which aren't enough incentives for me. The only time I go to theaters is when other people ask me to come with them, and I'll politely suggest other activities we could do instead unless they already have a big group planning to go. good for u
> [{quoted}](name=CLG ear,realm=NA,application-id=yrc23zHg,discussion-id=EQx5tH8e,comment-id=0002000000000000,timestamp=2019-07-27T04:10:09.477+0000) > > good for u ty
CLG ear (NA)
: > [{quoted}](name=Hemulen Magi,realm=NA,application-id=yrc23zHg,discussion-id=EQx5tH8e,comment-id=0002,timestamp=2019-07-27T00:03:37.815+0000) > > Movie theatres are obsolete. My generation seems that it will be the end of most movie theatres. The price at movie theatres has inflated while the competing venues for entertainment have simultaneously improved drastically. I would rather choose from a huge selection of movies/shows online from the comfort of my own home, with the freedom to pause, rewind, switch to a different movie if I lose interest, enjoy superior food/drink for cheaper, etc. My generation doesn't really go to movie theatres, and I rarely care about seeing a 'new release' because the available selection is so massive that there are always movies and shows that are new to me and my guests. > > Also why would I pay $12 for a movie ticket and $8 for concessions when I could get a month of a streaming service or a good (not new release) game for as much or less? The cheaper option is honestly the one that I consider much more valuable in this case. I still enjoy going to the theatre and watching movies in front of a theatre screen, especially IMAX; but if I have to keep dealing with this bullshit sitting next to people that don't have common courtesy to shut the fuck up during a movie I may have to stop
> [{quoted}](name=CLG ear,realm=NA,application-id=yrc23zHg,discussion-id=EQx5tH8e,comment-id=00020000,timestamp=2019-07-27T03:08:48.338+0000) > > I still enjoy going to the theatre and watching movies in front of a theatre screen, especially IMAX; but if I have to keep dealing with this bullshit sitting next to people that don't have common courtesy to shut the fuck up during a movie I may have to stop I would rather watch Imax simulated on a VR headset if I want full immersion and focus, and there are no discourteous guests to interrupt the experience. Otherwise, if I am watching a movie/show while socializing, then I want to be able to chat freely about what we're watching along with all the other advantages to watching at home. I can't really think of any reason to go to a theater, except new releases or nostalgia, which aren't enough incentives for me. The only time I go to theaters is when other people ask me to come with them, and I'll politely suggest other activities we could do instead unless they already have a big group planning to go.
: Does Natalie Portman actually play league?
A lot of famous people play. Jerry Seinfeld, for example, is even a frequent boards poster on here.
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Hemulen Magi

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