: Azir and Xerath Pre-Ascended SKINS
Ryze also has a "pre" skin. . . .[human or young ryze. ](https://leagueoflegends.fandom.com/wiki/Ryze/Skins?file=Ryze_YoungSkin.jpg)
Comentários de Rioters
Tecness0 (NA)
: Ivern & Krug Gold
Its been this way for as long as I can remember playing the champion. I always told my top laner to take krugs for this exact reason.
Accenix (NA)
: HELP ME CLIMB, TELL ME HOW WISE PLAT+ PLAYERS
Some thoughts: 1) Pick 2 roles. Stick to those roles. You have a fair split between the roles; if you want to climb. . have a main, and a secondary. 2) Stick with 3-5 champions in each role. Get good at them. You've played all but 5 champs in the game last season. I'd even say play no more than 1-2 champs in your off role. 3) Your CS is low on your jungle and carry roles; Gold is pretty vital to this game. Even your support gold gen is low, which means you aren't utilizing farming the enemy for procs early or around for tower plates, assists ect. Also, being dead means a lot less gold generation. 4) Vision score is low, even on support champions, but especially on your jungle games. Scuttle, vision plants, and deep wards are all pretty important to tracking where the enemy jungle (and roaming laners) are. Your score as a jungle should be pretty damn high at the end of the game. 5) Don't play while tilted. Win streaks are actually how you climb (and loss streaks how you suddenly fall out of a division seemingly without warning). Good luck next season. May the trolls ever be on the enemy team.
: 32 minute win gets 17LP; 27 minute loss loses 19LP
[You are in what's called "ELO Hell".](https://www.youtube.com/watch?v=7-oFte8cGHc)
: I heard there will be Zilean skin added and i wanted to help a little. (Not like Riot need any help)
Even though zilean is the champ thats gone the longest without a skin. . . . he doesn't get nice things. New skin is a joke skin. . . .aka a 'holiday themed' skin to go with . . ..his other holiday themed skin. [You can see it here if you haven't already](https://www.surrenderat20.net/p/current-pbe-balance-changes.html#newskins)
Zyranium (EUW)
: Karma is clearly Indian inlfuenced, hence her name, Ionia is supposed to be inspired by Asia, so no surprise there.
> [{quoted}](name=Zyranium,realm=EUW,application-id=6kFXY1kR,discussion-id=G8gEU3hq,comment-id=00020000,timestamp=2019-11-28T01:24:57.921+0000) > > Karma is clearly Indian inlfuenced, hence her name, Ionia is supposed to be inspired by Asia, so no surprise there. You clearly haven't looked at her Snowdown skin. (Or listened to her voice. . . both version of her english VA are female African American women. DANIELLE MCRAE and RASHIDA CLENDENING respectively) Also, Ionia hasn't always had the 'asia inspired" identity. That happened after they dropped all the League 'let's go battle for no reason in a remote area also for no reason' non-sense. She went from a poor antique seller to the literal soul of her continent to the reincarnated ancient soul of Ionia. Also, pyke is DEAD, not necessarily black. I know what happened with that cosplayer accused of blackface, but shrug. (His voice actor is though, Darien Sills-Evans) But if you count voice actors. . .then you'd have to add lots of other champs, like Nasus, zed, twitch, ect. > At first I thought perhaps Icathia could be where sub-saharan african looking champions could come from, but Zilean is Icathian... Zilean is originally from urizan. . . the icathians originally are the ones that wrecked his home. . .then it became the void . . . then he became an icathian mage (which is irritating, since they changed his lore to become his enemy). So I wouldn't put too much stock in the appearance/area of the older champs.
: Where do black people like Lucian, Ekko, Pyke and Senna originate from on Runeterra?
: An anecdote.
> [{quoted}](name=caffeine abuser,realm=NA,application-id=ZGEFLEUQ,discussion-id=kEIlZ9pU,comment-id=,timestamp=2019-09-19T02:55:22.743+0000) > > So there's this story about a thief who broke into someone's home, and cut himself on the broken glass from the window he entered in, so he decided to sue the homeowner and won a huge settlement. > > This story is untrue. > Actually, go google Bodine v. Enterprise High School. Your statement isn't 100% true. . . .the truth has morphed over time, but this is where it came from. And yes, he won the lawsuit.
: Some champs don't have enough skins
Zilean's last skin came out in 2015.
Seenan (NA)
: Blitz still stupidly misleading hitbox...
3 of blitz's skins have this issue. . its a known issue, and why they are disabled in professional play. Riot doesn't seem to care to fix it.
: How the heck do I carry a game while fed
Kills don't win you the game; its what you do with the kills. As a jungle, this means you get a kill, then further the map state. . aka, take an objective, push a lane, deny vision. If you have kills, but no dragons, you are failing at the jungle role. Same with baron and rifts. (especially as a diana, you might as well play her mid). Jungle's main role is to control the map. First and always.
: It takes me 5-10 minutes to load into a game
Look into a solid state drive for you mac. Also, make sure your drives aren't full and you have more than the recommended RAM for running League of Legends.
SpaceBee (EUNE)
: Make a DISABLED/SERIOUSLY ILL champion to adress the issue in society
Tardic (EUNE)
: About Supports
{{champion:143}} was specifcally balanced as a support FROM a mid role. If you want to know why, look at worlds 3 years ago. . .or the plethra of posts by her designer, 20thcenturyFaux, which says they couldn't balance her for both mid and support role, so they [chose the support role](http://boards.na.leagueoflegends.com/en/c/developer-corner/xVQr7ihf-mid-year-mage-updates-zyra-direction).
: Can someone help me with my getting an S?
Higher ward score Take more towers Be at more objective kills
: > [{quoted}](name=Kalikko,realm=NA,application-id=3ErqAdtq,discussion-id=XV3jZYPf,comment-id=0000,timestamp=2018-12-29T04:01:11.784+0000) > > Riot has champions built around different ideas. > > Sona might have a 'simple' kit, but the difficultly in playing her is all about positioning I have a massive issue when people try to use basic fundamentals of playing any competitive game ever as justification for why a champion's kit is justified in being a massive letdown. Positioning isn't something that's exclusive to Sona. Every champ needs to position, even the mobile ones. Hell, it isn't even specific to *League of Legends champions.* Positioning properly is way easier to do in this game than tons of other types of dynamic competitive games, but somehow that one element is the main thing every Sona fan tries to justify Sona with. It's pretty transparent and shallow at this point. If anything, you could say "Sona's kit is simple because people need a champion to learn how to support on". I mean, it sounds like a drag but at least it's more justified than "positioning is really important". Even if you switch games, it's never *not* important to even bother pointing out unless the game's turn based (and even then some turn based games have you position units before fighting). Not trying to be rude, though. I should probably make a thread on the topic at large at some point.
Riot's Fearless (her designer) is actually the one who said she's a champion reliant on positioning more so than other supports. Go look up her kit update 4 years ago. I agree positioning is important on all champions. However, champions like a Rakan, Pyke, Bard. . . . .Braum, Taric, Leona. . . .MOST other supports and certainly other enchanter supports, have an ability that allows them to not be punished as harshly by bad positioning. Sona's only CC is her ultimate. . .she has no silence, bubble, stun ect to get away. I compared her to Annie. . a midlaner with no gap closer, short range. . . who's entire kit is based off key positioning. Can you flash tibbers someone and kill them? Certainly. But then you are screwed if they're not dead. Same concept as Sona.
: Riot Sona Needs a Rework
Riot has champions built around different ideas. Sona might have a 'simple' kit, but the difficultly in playing her is all about positioning (similar to champions like Annie, Malzahar, Jinx, ect) Also, I tend to notice most people don't fully utilize her empowered chords optimally. You can still win games while busting chords all over the place, but if you know how to kite with slowing chord (ect), the champion becomes much more nuanced.
rujitra (NA)
: Toxicity
**People are toxic on the internet because they can be anonymous. ** Blizzard tried to curb toxic behavior several years back by linking people's battle.net accounts to their real names, and had a HUGE backslash, not to mention several legal suites filed before implementation. Not going to change as long as you can be anonymous.
: Fcked up playerbase and rank system...
League of Legends is a M.O.B.A. MULTIPLAYER Online Battle Arena. If you want a solo game, don't play a MOBA
Phawx (NA)
: So ummmmm... about that Ivern skin...
Ivern hasn't gotten a skin since 2016. . and I enjoy playing him. Zilean hasn't gotten a skin in over 4 years. Riot caters to the wallets.
: Shen and rengar dont have Point and click CC.
> [{quoted}](name=Timethief49,realm=EUW,application-id=3ErqAdtq,discussion-id=OAXyPZqO,comment-id=00030000,timestamp=2018-12-04T22:03:29.028+0000) > > Shen and rengar dont have Point and click CC. Taunt and empowered bolas. Try again mate.
Mael bro (EUNE)
: Currently top 10 problematic champions that desperately need a rework
***)Meddler recently said they have zero plans to fix Kalista, Ryze or Azir. Let me find you a [link](https://boards.na.leagueoflegends.com/en/c/developer-corner/FsE5FU2M-quick-gameplay-thoughts-november-30). > Kalista, along with Ryze and Azir, is a champ we're not working on for a while. That reflects that we feel we've sunk too much time into those three champs over the years and that the amount of further time needed now would create a bigger overall improvement to the game if we spent it on other champs. Realize that sucks if you play or want to play one of those three, but do feel it's the right overall call. ***)Also, you mentioned only 2 of the infinite scaling champions. You're also missing: {{champion:432}} {{champion:31}} {{champion:203}}{{champion:412}} {{champion:14}} , and to a lesser extent: {{champion:119}} {{champion:41}} ***) You mentioned point and click CC as being unhealthy, but only mentioned one champion with it. Don't forget {{champion:13}} {{champion:117}} {{champion:33}} {{champion:98}} {{champion:57}} {{champion:10}} {{champion:75}} {{champion:17}} {{champion:107}} {{champion:26}} {{champion:90}} {{champion:40}}
: > [{quoted}](name=Kalikko,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=00030001000000000000,timestamp=2018-11-28T05:24:05.797+0000) > > Sona doesn't buff her laner until 25 minutes? Have you ever read her spells? > > Q- Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura will gain additional magic damage on their next attack within 5 seconds. > > W- Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura will gain shield for 1.5 seconds. > > E- Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura gain Movement Speed for 3 seconds. > > In addition to the poke, heal, and speed up those same abilities also give. > > > Also, its not 'we' that disagree on Sona. > > Its YOU that disagree with the people who made Sona and the game. > Sona, designed by Fearless > > So, let’s get to the why part! > > Essentially, we took Sona to the update board because we saw a unique opportunity to make her more rewarding and more fun. She wasn’t terribly strong or weak, but her kit clearly lacked high moments and overall satisfaction. We wanted to keep her theme as it was and retain her awesome Crescendo while giving her basic abilities a more visible and tangible impact. Oh, and if we could sneak in some fancy texture updates in the process (and we could!), then all the better. > > So what’s changed? Well, Sona’s gameplay now revolves more around moments of power. Instead of hanging back and winning a war of attrition during laning, Sona’s now got the kit to power up her allies and save their lives when a fight turns against them. Auras are smaller and more visible now, so getting the most of them requires great positional awareness for Sona and coordination with her allies. This allows us to reward great play with much more impact for each of her songs. You’ll be able to make plays as Sona, earn your team kills and save lives with clutch ability casts and smart positioning. At the same time, the enemy team has larger windows to fight back in thanks to her longer cooldowns, adding in clarity and counterplay to Sona’s kit. We can't wait to see what players can do with her update. Q- Melody: 10-30 magic damage on allies next auto attack, you can't use against turrets and it can be used up against a basic minion. This is a BAD buff. Q passively you waste most of the power of the ability to give an ally a very underwhelming damage buff. Let's look at {{champion:117}} or {{champion:267}} or {{champion:40}} all three of these give an enhancement that actually helps your ally win a fight and for two of them the freaking buff doesn't fall off hit they auto attack a minion. W- Melody: This is not a buff, it can trigger buffs from items but it is not in and of itself a buff. E- Melody: This one just never seems to work right for me. Like honestly i'll pop it and tag an ally, we still can't seem to out pace the enemy who is 20-50 MS slower then us. In the end i could argue with you all day and night (and part of me wants to because i'm convinced you are wrong). Regardless i think Sona needs a better early game. It doesn't have to start at level one and just go up from their, but i would like a champion who isn't defined by getting to level 11 and abusing your 58/59% CDR.
> [{quoted}](name=only zhule,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=000300010000000000000000,timestamp=2018-11-28T06:19:48.807+0000) > > In the end i could argue with you all day and night (and part of me wants to because i'm convinced you are wrong). Regardless i think Sona needs a better early game. It doesn't have to start at level one and just go up from their, but i would like a champion who isn't defined by getting to level 11 and abusing your 58/59% CDR. Sona is a scaling enchanter support. No amount of you saying otherwise is going to change this. No amount of you belittling things you obviously don't understand will change this. No amount of you saying otherwise will change what the developers of Sona, RIOT and Rioter Fearless, says she is. You can't understand how healing is a buff. . your words. . .I can't help you anymore. You're being belligerently ignorant. Good day sir.
: > [{quoted}](name=Kalikko,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=000300010000,timestamp=2018-11-28T02:33:50.692+0000) > > She's designed to be an AoE enchanter support. Janna, another enchanter support, has similar stats. So does Lulu, ect. Most enchanter supports fall into this. AoE buffs obviously get better in an AoE enviroment. Aka team fights. > > I find it funny you ignore her as the **HIGHEST WIN RATIO CHAMP IN THE ENTIRE GAME RIGHT NOW** because she is a **SCALING CHAMPION**. That's like saying Karthus or Veigar are bad because they need items/time to scale. Zero logic. > > Yes, I agree. She's a scaling champion. Thats what they do. They scale. Mid lane Zilean has been at the top of win/loss for mid all season long. Guess what. He's a scaling champion. His pre-20 minute w/l is bad. Thats what they do. > > Champions are early designed for early, mid or late scaling. A mix of them is key to part of a good team composition. I guess you've never seen a Kayle go 0-6-0 in lane phase, only to destroy your entire team at 25 minutes. > > See my first two points. Saying a champion is bad because they scale late vs mid or early isn't an argument.. . its a lack of understanding of this game. > Sona has a great mid and late game, I really enjoy the idea of a hyper carry support. I just wish her early game wasn't such a drawn out pain to crawl through. > > She's not a hyper carry support. She's an enchanter support. > THIS seems to be the point you are missing and can't seem to wrap your brain around. > > Her damage isn't supposed to be the same as brands. . . .she's NOT a carry support. Her value lies in buffs and debuffs. . . healing, slowing, armor pen, speed up.. . . .. > > > I know what your problem is. You think sona should be an early game hyper carry. > > Sorry, that's not what she is. Its so far off the mark, its no wonder you're confused. So we clearly disagree on Sona. But let me pose this differently. What is Sona suppose to do during lane phase? does she do that job well? If no, then at what point does she start doing her job well? My issue remains that she doesn't really do much of anything during the lane phase against the vast majority of champions. If she is suppose to be a enhancer support through the entire game, then she needs to have actual enhancer abilities that you can use through out the entire game, not just post 25 mins. Also i'm not arguing that she needs {{champion:63}} level of damage output, i'm arguing that i really shouldn't be losing a trade with {{champion:40}} or {{champion:17}} . I'm arguing that a champion who's kit is based around casting a lot of low impact spells, instead of 1-2 big ones, should be able to cast a lot of spells without needing 40%+ CDR to keep pace. The last big change they made to her was to add the passive to her ultimate. They did this specifically because they noted that she wasn't able to keep up given that her abilities are rather weak individually. I'm simply suggesting maybe take the passive away and just reduce her base cooldowns by 25% (at least on her Q and W). She keeps the high risk high reward aspect of her kit, gains the means to maintain pressure / Keep her teammate alive during lane phase, and no longer has a late game where she is running around with a possible 67% CDR. Or if you want her to be more of an enhancer type character maybe give her some half decent freaking enhancement abilities. Split the difference between her old version and this new one. Give her the ability to give actual buffs but have them only last for like 4 seconds if you are within a fairly close range to her. Maybe Q gives flat bonus AD/AP, or lethality while the aura is active. You know something that might actually help your ally win the lane, instead of a tiny boost of bonus damage that doesn't work on buildings but can still be wasted on a minion.
> [{quoted}](name=only zhule,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=0003000100000000,timestamp=2018-11-28T04:42:46.007+0000) > > So we clearly disagree on Sona. But let me pose this differently. What is Sona suppose to do during lane phase? does she do that job well? If no, then at what point does she start doing her job well? > > My issue remains that she doesn't really do much of anything during the lane phase against the vast majority of champions. If she is suppose to be a enhancer support through the entire game, then she needs to have actual enhancer abilities that you can use through out the entire game, not just post 25 mins. > Sona doesn't buff her laner until 25 minutes? Have you ever read her spells? Q- Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura will gain additional magic damage on their next attack within 5 seconds. W- Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura will gain shield for 1.5 seconds. E- Melody: Sona gains an aura for 3 seconds. Allied champions that enter the aura gain Movement Speed for 3 seconds. In addition to the poke, heal, and speed up those same abilities also give. Also, its not 'we' that disagree on Sona. Its YOU that disagree with the people who made Sona and the game. > Champion Insights Sona, designed by Fearless So, let’s get to the why part! Essentially, we took Sona to the update board because we saw a unique opportunity to make her more rewarding and more fun. She wasn’t terribly strong or weak, but her kit clearly lacked high moments and overall satisfaction. We wanted to keep her theme as it was and retain her awesome Crescendo while giving her basic abilities a more visible and tangible impact. Oh, and if we could sneak in some fancy texture updates in the process (and we could!), then all the better. So what’s changed? Well, Sona’s gameplay now revolves more around moments of power. Instead of hanging back and winning a war of attrition during laning, Sona’s now got the kit to power up her allies and save their lives when a fight turns against them. Auras are smaller and more visible now, so getting the most of them requires great positional awareness for Sona and coordination with her allies. This allows us to reward great play with much more impact for each of her songs. You’ll be able to make plays as Sona, earn your team kills and save lives with clutch ability casts and smart positioning. At the same time, the enemy team has larger windows to fight back in thanks to her longer cooldowns, adding in clarity and counterplay to Sona’s kit. We can't wait to see what players can do with her update.
: "ADC why are you so bad" [venting about my grade]
Low damage to turrets and poor warding score. Its not all about damage. /shrug
: > [{quoted}](name=Kalikko,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=0003,timestamp=2018-11-28T01:28:52.781+0000) > > What I think is hilarious about your post. . .. > > 1) Sona has one of the highest win loss ratios in the game right now. Period. > She's been in one spot or another in the top 5 for the last several months. > > 2) Sona is the best scaling support, damage wise, period. > She's border line busted. You can build whatever you want, whatever runes you want, and she still wins. Aery, comet, klepto, dark harvest. . .all of them are good, and all of them work. The ability to build things like ardent censor early, which buffs her damage AND her ally's damage is why she's been dominating. (Not to mention that both Klepto and Dark harvest AP damage bonuses procing) And its not just me saying this. The [data](https://champion.gg/champion/Sona/Support) and [professionals](https://www.youtube.com/watch?v=eUANXECSQ40) also agree. > > 3) Sona is not the most mobile of supports, but she's still pretty damn mobile. The AoE speed buff she gives is fantastic, and the fact that she's giving a shield AND an ardent buff on EVERYONE in RANGE with 2 of her 3 main spells is so busted, they're nerfing it on the only champ that does something similar upcoming [rework](https://www.riftherald.com/lol-gameplay/2018/10/24/18019252/karma-rework-kit-update) > > 4) Sona is an aggressive, high risk, high reward support. . . . the Draven of supports, if you will. You named off a list of supports with their crowd control abilities. Given she was specifically[ rebalanced](https://na.leagueoflegends.com/en/champion-update/sona-maven-of-the-strings) 4 years ago exactly to THIS play-style, means adding crowd control to any of her base abilities would be like adding wings to a tiger. > > 5) Sona and her play-style might not be for you. This is okay. Not every champion is designed for the same type of player. Go play something else. > > {{sticker:sona-playing}} I feel you have missed my point, though i have bitched about this alot so i forget if i made it clear in this post. 1) Sona has one of the lowest win-loss ratios in the game during the 0-20 min mark. This is the data i want focused on. 2) The issue is you NEED to build that stuff before she "gets good". Look at other supports, items help but their kits are still designed to do their thing. {{champion:16}} heals better with items, but she can still heal pretty decently by pumping points into the skill. 3) Sona is able to really abuse a lot of items and that's great. Problem is that when you balance a champion around how they can abuse an item, they first have to GET the item. {{champion:81}} can really abuse {{item:3057}} and that item line, but if he does trash damage until he gets it then you have an issue where he simply doesn't work right for a chunk of the game. Let's say i rush {{item:3504}} , i'm still probably looking at about 4000 gold spent on items before i get to "abuse" this thing. 4000 gold takes quite a while to get on a support if you aren't getting kills/assists. 4) Sona is a an aggressive high risk, low-ish reward champion for the early game and that is the problem. 40-100 damage with an eight second cooldown (100-160 on a 7.2 if you account for her ult passive between lvl 6-9) is really bad for a champion that needs to be constantly aggressive. Sona has a great mid and late game, I really enjoy the idea of a hyper carry support. I just wish her early game wasn't such a drawn out pain to crawl through.
> [{quoted}](name=only zhule,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=00030001,timestamp=2018-11-28T02:05:21.290+0000) > > > 1) Sona has one of the lowest win-loss ratios in the game during the 0-20 min mark. This is the data i want focused on. She's designed to be an AoE enchanter support. Janna, another enchanter support, has similar stats. So does Lulu, ect. Most enchanter supports fall into this. AoE buffs obviously get better in an AoE enviroment. Aka team fights. I find it funny you ignore her as the **HIGHEST WIN RATIO CHAMP IN THE ENTIRE GAME RIGHT NOW** because she is a **SCALING CHAMPION**. That's like saying Karthus or Veigar are bad because they need items/time to scale. Zero logic. > 2) The issue is you NEED to build that stuff before she "gets good". Look at other supports, items help but their kits are still designed to do their thing. heals better with items, but she can still heal pretty decently by pumping points into the skill. Yes, I agree. She's a scaling champion. Thats what they do. They scale. Mid lane Zilean has been at the top of win/loss for mid all season long. Guess what. He's a scaling champion. His pre-20 minute w/l is bad. Thats what they do. Champions are early designed for early, mid or late scaling. A mix of them is key to part of a good team composition. I guess you've never seen a Kayle go 0-6-0 in lane phase, only to destroy your entire team at 25 minutes. > 3) Sona is able to really abuse a lot of items and that's great. Problem is that when you balance a champion around how they can abuse an item, they first have to GET the item. can really abuse and that item line, but if he does trash damage until he gets it then you have an issue where he simply doesn't work right for a chunk of the game. Let's say i rush , i'm still probably looking at about 4000 gold spent on items before i get to "abuse" this thing. 4000 gold takes quite a while to get on a support if you aren't getting kills/assists. See my first two points. Saying a champion is bad because they scale late vs mid or early isn't an argument.. . its a lack of understanding of this game. > 4) Sona is a an aggressive high risk, low-ish reward champion for the early game and that is the problem. 40-100 damage with an eight second cooldown (100-160 on a 7.2 if you account for her ult passive between lvl 6-9) is really bad for a champion that needs to be constantly aggressive. Sona has a great mid and late game, I really enjoy the idea of a hyper carry support. I just wish her early game wasn't such a drawn out pain to crawl through. She's not a hyper carry support. She's an enchanter support. THIS seems to be the point you are missing and can't seem to wrap your brain around. Her damage isn't supposed to be the same as brands. . . .she's NOT a carry support. Her value lies in buffs and debuffs. . . healing, slowing, armor pen, speed up.. . . .. I know what your problem is. You think sona should be an early game hyper carry. Sorry, that's not what she is. Its so far off the mark, its no wonder you're confused.
: > [{quoted}](name=deadlychuck,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=0000,timestamp=2018-11-28T00:46:32.750+0000) > > I would like to point out that your opening inference is irrational and just false > > and there's a pretty obvious argument that the existence of the excessively offensive designs of the kits of a support champion, particularly in the cases of thresh or rakan, is actually a more flawed design for a support as it fills a role that is antithetical to the support fantasy. That doesn't change the fact that they exist and that support has shifted towards rewarding kits with high base damage, stuns, engage/disengage tools, or other means of interacting with the game that don't require you to have max out CDR. Let's look at Sona at level 9. Assuming you focused on damage your Q is now doing 160 base damage at rank 5 with a base cooldown of 7.2 seconds. Your heal is doing a base 50 points with a base cooldown of 9 seconds. These are REALLY bad numbers both in amount and how long their cooldown is. If we assume you focused on healing, your numbers are Q= 70 magic damage, and you are healing for 110. Again these are really bad numbers for a champion at level 9. Maybe you are going to argue that i need to account for item CDR and AP, sure what do you think is a fair number at that point in the game? I'm going to say 35% CDR and 75 AP, no bonus healing from items. Your numbers are now 205 damage on a 4.68 second cooldown, and a heal of 69 on a 5.85 second cooldown if you went offensive, and 115 damage and 129 healing if you went supportive. These remain very bad numbers considering that Sona doesn't have a second offensive spell, and doesn't have a stun outside of her ult (that would have a 91 second cooldown). The issue is simply that Sona is based around casting a lot of small impact spells, compared to most other champions who are based around landing one big impact thing ({{champion:89}} being a good example of a champ that needs to usually use 2 abilities for the one big impact thing). Even when you get something like {{item:3100}} your power comes from being able to abuse the trigger multiple times rather then one shot with it.
> [{quoted}](name=only zhule,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=00000000,timestamp=2018-11-28T01:29:44.272+0000) > > That doesn't change the fact that they exist and that support has shifted towards rewarding kits with high base damage, stuns, engage/disengage tools, or other means of interacting with the game that don't require you to have max out CDR. > > Let's look at Sona at level 9. Assuming you focused on damage your Q is now doing 160 base damage at rank 5 with a base cooldown of 7.2 seconds. Your heal is doing a base 50 points with a base cooldown of 9 seconds. These are REALLY bad numbers both in amount and how long their cooldown is. If we assume you focused on healing, your numbers are Q= 70 magic damage, and you are healing for 110. Again these are really bad numbers for a champion at level 9. Maybe you are going to argue that i need to account for item CDR and AP, sure what do you think is a fair number at that point in the game? I'm going to say 35% CDR and 75 AP, no bonus healing from items. Your numbers are now 205 damage on a 4.68 second cooldown, and a heal of 69 on a 5.85 second cooldown if you went offensive, and 115 damage and 129 healing if you went supportive. These remain very bad numbers considering that Sona doesn't have a second offensive spell, and doesn't have a stun outside of her ult (that would have a 91 second cooldown). > > The issue is simply that Sona is based around casting a lot of small impact spells, compared to most other champions who are based around landing one big impact thing ({{champion:89}} being a good example of a champ that needs to usually use 2 abilities for the one big impact thing). Even when you get something like {{item:3100}} your power comes from being able to abuse the trigger multiple times rather then one shot with it. I think you are missing a key idea here. Sona is an enchanter support. Most of her value lies in buffing her allies. Her base damage is nice, and at times useful, but her true value lies in the buffs she spreads out to her entire team and the debuffs she places on enemies. Add those factors into your math. I'll wait.
: Strongly agreed with Number 2 and kinda disagreed with number 4 :) I have played Sona where I would get bullied the hell outta laning phase (either due to my mistake, or they just are better at laning), and it took some hard time recovering from the disadvantage. As soon as Sona gets out of lane she provides a lot more utility whether to sustain a poke war or peel for important allies in teamfights. I personally have rarely found myself successful as the lane bully with Sona, at least since a few seasons ago.
> [{quoted}](name=Poop Jelly,realm=NA,application-id=3ErqAdtq,discussion-id=W7zH4d1F,comment-id=00030000,timestamp=2018-11-28T01:33:10.425+0000) > > Strongly agreed with Number 2 and kinda disagreed with number 4 :) > Read the link I posted, where Riot describes the WHY of the changes they made. She's designed to be a lane bully. I agree that a poor positioning on the sona's players part can mess up the entire lane phase for that bot lane. That's why she's high risk. Nor am I suggesting every match up is a good one. No champion can say that.
: Sona is an outdated and thus flawed character design.
What I think is hilarious about your post. . .. 1) Sona has one of the highest win loss ratios in the game right now. Period. She's been in one spot or another in the top 5 for the last several months. 2) Sona is the best scaling support, damage wise, period. She's border line busted. You can build whatever you want, whatever runes you want, and she still wins. Aery, comet, klepto, dark harvest. . .all of them are good, and all of them work. The ability to build things like ardent censor early, which buffs her damage AND her ally's damage is why she's been dominating. (Not to mention that both Klepto and Dark harvest AP damage bonuses procing) And its not just me saying this. The [data](https://champion.gg/champion/Sona/Support) and [professionals](https://www.youtube.com/watch?v=eUANXECSQ40) also agree. 3) Sona is not the most mobile of supports, but she's still pretty damn mobile. The AoE speed buff she gives is fantastic, and the fact that she's giving a shield AND an ardent buff on EVERYONE in RANGE with 2 of her 3 main spells is so busted, they're nerfing it on the only champ that does something similar upcoming [rework](https://www.riftherald.com/lol-gameplay/2018/10/24/18019252/karma-rework-kit-update) 4) Sona is an aggressive, high risk, high reward support. . . . the Draven of supports, if you will. You named off a list of supports with their crowd control abilities. Given she was specifically[ rebalanced](https://na.leagueoflegends.com/en/champion-update/sona-maven-of-the-strings) 4 years ago exactly to THIS play-style, means adding crowd control to any of her base abilities would be like adding wings to a tiger. 5) Sona and her play-style might not be for you. This is okay. Not every champion is designed for the same type of player. Go play something else. {{sticker:sona-playing}}
Malak (NA)
: Everyone that plays Karthus is a Karthus main so of course he does well
Karthus is a high skill, high map awareness, low mobility champion. He saw constant pro play for 3 years. . .with FNC's xPeke defining the champion. He's not easy to cs with, land skill shots. . .or lane with in general. . .which is why he's played mostly at the top end of league of legends, where a higher level of micro and macro play are both needed and used. The recent buffs to his W were long over due, and dark harvest . . . .adding scaling extra damage to his ult is nice. . .is still not the best mastery keystone for him where he's played at a high mmr. He's a flavor of the week pick in lower elo, where people don't build Zhonyas, defensive stats or guardian angels as often or as early. I, for one, am happy to not see the same 4 assassin midlaners picked every match. Good for riot opening the lane up a bit more. {{sticker:slayer-pantheon-thumbs}}
dawew (NA)
: League Voice Chat
If you read the developer posts, this is already something they're working on. {{sticker:slayer-jinx-catface}}
Echo3s (NA)
: How do you guys make time to play league?
[You could try showing them how much pro league players make, and that its a legitimate hobby.](https://www.riftherald.com/competitive/2017/1/13/14271200/lol-pro-salary-money-how-much) [Or streamers](https://info.jkcp.com/blog/professional-gamer-salary-esports/) You could try explaining that there is no pause button. . . matches are short, contained games that average roughly 15-45 minutes. . and bargain for a certain chunk of time allocated to your hobby. Otherwise, wait until college.
darkdill (NA)
: I'd love to see a Champion who is cursed, but uses said curse for good deeds
I think you missed {{champion:427}} Ivern the cruel was a total bad ass warrior from Frejlord, who's land got invaded by the iceborn. After getting his butt kicked, his army fled to Ionia. . where he proceeded to Christopher Columbus all of them. Exploring his newly conquered digs, he came upon the Omikayalan, the Heart of the World. . .and proceeded to get attacked by an army of Vastaya. Losing, he realized they were protecting this great big tree. . and so he decided to show them who was really boss and whack it down in the middle of battle. The tree cursed him, combining its soul with his. . . turning him into the trolly, happy-go-lucky thing he is today. From Ivern the cruel: battle hardened conquering manic. . . to Ivern, the Greenfather. If that's not some total life changing curse and forced-to-do-good,I don't know what is.
Korr94 (NA)
: Adding Phone Numbers to League Accounts
Phone number verification was used for Clash. Riot's one step ahead of you. {{sticker:slayer-jinx-catface}}
: So when is preseason 8 going to end again?
January 23rd, 2019 is the start of season 9.
: Worlds 2018 tokens expire on Dec. 3rd, but you can't buy or earn anymore now?
Six weeks to earn tokens. Missions gave token bonuses, the pass gave more bonuses. If you got an S, you won 8 tokens, plus another 6 if you won the match. That's 14 tokens for a win, every single match. Plenty of time, pretty fair system.
: Has riot tried to do anything about inting sion or viktor top?
From the last patch notes, which is and has been live on servers for over a week: Viktor Q discharge base damage decreased late; ratio increased. R damage decreased; ratio increased. We're shifting some of Viktor's damage from base values into ratios so he pays a higher tradeoff for building into survivability and utility, rather than offense. Q - Siphon Power DISCHARGE BASE DAMAGE 20/50/80/110/140 ⇒ 20/45/70/95/120 DISCHARGE RATIO 1.0 total attack damage + 0.5 ability power ⇒ 1.0 total attack damage + 0.55 ability power R - Chaos Storm BASE DAMAGE PER TICK 150/250/350 ⇒ 130/210/290 RATIO PER TICK 0.7 ability power ⇒ 0.85 ability power
5050BS (NA)
: Shield Bash is coming that makes the nerfs a wash. He is just as bad.
> [{quoted}](name=XXXMurderPenguin,realm=NA,application-id=3ErqAdtq,discussion-id=GZEyNr6b,comment-id=00020000,timestamp=2018-11-16T23:14:59.471+0000) > > Shield Bash is coming that makes the nerfs a wash. He is just as bad. Pretty sure taking away his flat damage and putting it all in scaling hurts Viktor's insane damage from last patch. Its the same treatment they did to tank ekko 2 years back, and its been mostly successful.
: league wiki says Guinsoo and Brackhar developed her release kit, ManWolfAxeBoss did her update.
> [{quoted}](name=rob the blob,realm=NA,application-id=6kFXY1kR,discussion-id=2ZtExHYY,comment-id=0001,timestamp=2018-11-16T23:08:00.090+0000) > > league wiki says Guinsoo and Brackhar developed her release kit, ManWolfAxeBoss did her update. Guinsoo did the concept, Brackhar did the design on her kit, which is the question the OP asked.
: Who made Anivia?
Richard 'Brackhar' Hough He no longer works for Riot. If you're curious, he also designed Janna, Nidalee, Cassi (the first 2 builds), Taric's rework, Ryze's 3rd rework, TF/Morg's mage updates.
Nataiop (NA)
: GET VIKTOR THE HELL Out of top lane
This recent patch they nerfed Viktor's top lane build. If you're still losing to it, thats pretty much on you. . . it does a LOT less damage now and doesn't scale well.
: 10 Champs over 1000 days w/o a new skin
I wasn't aware zilean didn't have the lead. Not to mention he's been in the top 3 for w/l all season mid. . .and up there most of the season as support. He was even played at worlds this year.
: problem with ward clearing
Its improved vastly from where it was several seasons ago. Not to mention wards used to require 5 hits (aka the Jhin ward nerf) You USED to have to buy a potion {{item:2013}} every 5 minutes for 300g. . .. run back, buy it over and over again. And wards weren't disabled while you were clearing them. AND they didn't last as long, . . . . .AND you had to buy them individually. {{item:3649}} So every back, as a support, you were spending all your gold on 5 green wards and a pink potion. Game would end, and you'd have 2 items. Warding for supports has improved VASTLY.
: If you feel like you have no control over bot lane as the support, then you're honestly not playing the role right. No offense meant but supports bot lane are literally the play makers and have nearly all of the control over how the lane will progress. The only control left and afforded to the ADC is the wave control and thats it. The rest is pretty much the support setting the tone; if the support decides they don't want to play up, they end up leaving an ADC in the vulnerable 2v1 position and pretty much forcing their ADC to also play back. :/ If the support decides to play aggressive and continue to go in, then guess what? The ADC has no choice but to follow and hope things go well because if they don't, the support is going to get killed and the enemy ADC will be fed anyway. Supports have far more play making opportunities and control over then lane than ADCs; a good support can carry a bad ADC. A good ADC cannot honestly carry a bad support.
> [{quoted}](name=OtterlyLost,realm=NA,application-id=3ErqAdtq,discussion-id=5R8782qH,comment-id=00010001,timestamp=2018-11-10T07:16:46.687+0000) > > If you feel like you have no control over bot lane as the support, then you're honestly not playing the role right. No offense meant but supports bot lane are literally the play makers and have nearly all of the control over how the lane will progress. The only control left and afforded to the ADC is the wave control and thats it. The rest is pretty much the support setting the tone; if the support decides they don't want to play up, they end up leaving an ADC in the vulnerable 2v1 position and pretty much forcing their ADC to also play back. :/ If the support decides to play aggressive and continue to go in, then guess what? The ADC has no choice but to follow and hope things go well because if they don't, the support is going to get killed and the enemy ADC will be fed anyway. > > Supports have far more play making opportunities and control over then lane than ADCs; a good support can carry a bad ADC. A good ADC cannot honestly carry a bad support. I agree to an extent. Not all supports are playmaker supports. You have enchanters, playmakers, tanks, and damage supports. Some of those roles overlap in certain champions. I think Riot has, in the past, labeled them as "poke, kill and sustain". As a soraka, I can front-line for my adc. . .but if I get no follow up, I'm dead. If I ping my adc that the enemy jungle is coming, and they continue to fight/push/farm mindlessly, there's no helping it. Your statements above assume that the person playing the adc role knows what they're doing. In solo queue, its the 2nd most autofilled role.
: > [{quoted}](name=Kalikko,realm=NA,application-id=3ErqAdtq,discussion-id=5R8782qH,comment-id=0001,timestamp=2018-11-10T06:51:17.339+0000) > > By reverse, most supports have zero control over their lane. No, unless your adc is a complete monkey supports have all control of the lane. It doesn't matter who the better adc is because what matters is the better support player. Long as the adc is decent you should have no zero issues besides champion match ups.
> [{quoted}](name=2Charmnot2Charm,realm=NA,application-id=3ErqAdtq,discussion-id=5R8782qH,comment-id=00010000,timestamp=2018-11-10T07:10:28.112+0000) > > No, unless your adc is a complete monkey You, sir, just described the vast majority of solo queue adcs. {{sticker:sg-janna}}
Dr Dog (NA)
: after maining jg and just now comming to play some adc again i realized
By reverse, most supports have zero control over their lane. I can ward, ping the solo lane missing. . .. watch the enemy jungle walk OVER my deep ward. . with my adc oblivious. Not to mention eating hooks, binds. . . pushing waves when you shouldn't. . .freezing when you shouldn't. . .greeding for kills when you shouldn't. And yes. . .with sight stone being available somewhere between 8.5-15 minutes ( on a GOOD support), its is so, so much easier for bot lane to be ganked (by either jungle or mid lane). Confuses me as to why it doesn't receive more attention.
: Someone that plays zyra, please explain why this happened? (10 second clip)
Its definitely a melee dragon/plant. You did it with a bind. Even empowered, they don't have a long range.
: If you're support and your adc flames you for any reason..
I agree 100%. ADCs tend to forget the support is not their personal slave, but is the TEAM's support.
: > [{quoted}](name=Kalikko,realm=NA,application-id=6kFXY1kR,discussion-id=3UQek28h,comment-id=000100000000,timestamp=2018-11-08T17:44:25.358+0000) > > The championship Riven skin could be purchased. This one was never available for RP. > > I paid 20 dollars for a free game. . .. for the collector's edition, in 2009. This was my reward for doing so. > > By your logic, they should start giving away Victorious Janna And J4 because "no one plays this game from 2009 anymore" > > Also, they didn't give away Human/Young Ryze when they reworked him. Why would they do this for Kayle? Both skins were obtainable in the same fashion. That doesn't follow. No one suggested that ranked rewards become available. You didn't "earn" anything from spending twenty dollars on a bundle that simply isn't available at the moment.
> [{quoted}](name=DeceasedL0ved0ne,realm=NA,application-id=6kFXY1kR,discussion-id=3UQek28h,comment-id=0001000000000001,timestamp=2018-11-08T21:24:28.330+0000) > > That doesn't follow. No one suggested that ranked rewards become available. You didn't "earn" anything from spending twenty dollars on a bundle that simply isn't available at the moment. They were suggested, just not by you. And the reason its an exclusive skin was the preorder. . .which helped 'kick-start' Riot's game. . . helped pay bills, servers, artist. . .way before the content was ever released. If you don't think there's value TO A COMPANY in preorder sales, then you don't know much about the video game business. Collectors Editions MUST have some kind of differentiation to have value. . . and something must have a value for money to be spent on it. Sorry you missed the boat.
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