: Cool, but just out of curiosity: Is it a mandatory design for Karma to be an early game champion? Because Karma sounds like she'd be a lot healthier to play against, and a lot more fun to play, if she wasn't an early game champion...
She's by default stronger than many other champions early game because she gains access to her ultimate at lvl 1.
: TFT Interface Update
I really like how XP is split up into "bars" of 4 xp points each. It makes it easier to visualize that when you buy XP, you get one bar of XP (4 XPs). Also it makes it better to see when you need 1 or 2 extra bars to get an early level up instead of having to math it out on the fly.
BigFBear (EUW)
: Just because something sees pro play doesn't mean it's good champion design. Give a lame right-click champ enough dmg and he sees pro play too.
: > [{quoted}](name=Riot Lutzburg,realm=NA,application-id=A7LBtoKc,discussion-id=9I7Qgbeg,comment-id=00100000,timestamp=2019-10-22T18:36:26.838+0000) > > Totally valid, thank you for sharing your thoughts! Actually, the more I think about it, this would be my suggested criteria: ***Is this spell strategically placed, or responsive?*** In the former case I would avoid it, but in the latter I'd probably embrace it. Examples of where I think this would be useful, because these abilities rely on combos, have close range and important timings you don't want to miss, or have low cooldowns and are usually responsive: * Annie's Incinerate * Azir's Sand Soldiers * Cassiopeia's Q and W * Cho'Gath's Feral Scream * Jarvan's Flag (need for immediate E+Q combo) * Karthus's Q (and his E at least while dead) * Syndra Q * Tristana Jump * Corki Jump * Most other escape abilities * Zyra Seeds Examples of places where I don't believe it's appropriate: * Twitch W (often placed specifically while in stealth) * Miss Fortune / Varus E (sometimes catch tools, sometimes zoning tools) * Lux E (vision tool) * Gangplank Barrels / Maokai Saplings (precision placement) * Veigar E (precision placement) * Veigar W (precision placement)
I think this perfectly summarizes it. Most of the complaints seem to be towards MF E and GP Barrels because they would want it placed somewhere specific. In the case of like Syndra Q, automatically casting it would be helpful. Also Orianna Q because casting it around max range is super clunky when sometimes you have to walk up which delays the spell.
Meddler (NA)
: Quick Gameplay Thoughts: February 8
Regarding the Rek'sai changes any word on the changes to her minimum tunnel distance. Rn it is pretty "clunky" to gapclose on someone less than 850 units a way without burning flash (ie if I tunnel I go past them)
: Yeah, we've kinda moved away from the ladder concept except for Master+. We could add it back in but many players weren't using it and it wasn't particularly meaningful. As for stats, at some point we'd love to make it so you can click a button on your position rank banner and go directly to the stats page for that position. Is that something you'd find useful?
I was just wondering, I don't miss the ladder tbh. However I really like the stats idea.
: Ranked 2019 — /dev Update #1
I have a question about the ranked tab. Does it no longer show your leaderboard within your tier because I only see the positional ranks. Also is it still possible to show more stuff like top ranked champs or winrates like the old ranked tab showed. So far I'm pretty satisfied with the changes overall though.
Meddler (NA)
: Quick Gameplay Thoughts: January 25
Can you give sort of a summary of what Akali shroud is likely look like after the changes (when does it obscure, interaction with true sight, interaction with towers, etc). Mostly for clarity in the discussion. Thanks for being open to changing the frustrating aspects of the mechanic. Also is it possible to give the thought process behind giving the shroud obscure vs invis just for context.
Meddler (NA)
: Quick Gameplay Thoughts: December 12
When are Ornn changes getting released? It's not on the list
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Put like a warning or something. I almost had a heart attack{{sticker:sg-janna}}
Drago326 (NA)
: > [{quoted}](name=YoRHa 2B,realm=EUNE,application-id=3ErqAdtq,discussion-id=LMbz3qOw,comment-id=0007,timestamp=2018-08-11T10:53:59.872+0000) > > Why you didn't got any exp for 3 games? dunno actually
You did. Match History is a buggy mess.
Snowman Arc (EUNE)
: Well, they are all supposed to be balanced around the fact that they have or not have mobility. For example, Viktor has no mobility, apart from some MS boost on his Q that comes way later on, which is why he gets a shit ton of AP AoE ratios. LB also has big AP ratios and insane mobility, but doesn't have good AoE. Graves has good damage and moderate mobility, but doesn't have big ranges, while Lee Sin has a lot of mobility and some CC, and big ratios, but he's single target. Generally, everything is a trade off. Mobility, damage ratios, base damages, AoE, supporting team members, utility-CC, defensive resources, range/melee etc. LB is one of the most mobile champions, Viktor has huge ratios, Azir (and Viktor) has a lot of AoE, Ashe has utility with her AAs, Janna has good supporting ability, Vladimir has defensive mechanisms like healing himself and becoming untargetable. All of them miss something, though. Imagine someone with a lot of mobility, big AoE damage ratios with CC, being ranged and being able to protect themselves and allies.LOL.
> Imagine someone with a lot of mobility, big AoE damage ratios with CC, being ranged and being able to protect themselves and allies.LOL. Azir (mostly due to shurima shuffle)
: And because it doesn and requires you to aim some where other than the enemy where you are already aiming makes it maybe the least used ability in the entire game (some where around tahm kench ult) Except for saving her self but she will never use it to help the engaging tank or allied adc/ mage.
Wtf people use tahm kench ult lol. It doesnt even take that much coordination. It even automatically pings for you.
: LMAO, i love that. I got flamed for not building boots on Cass once. You got to love the ignorant ones
wtf. no boots on cassiopea. Basically inting at that point
Galiö (NA)
: Its hard to effectively use. Most solo.queue players play carry champs. So no one ever engages. And when they are slightly caught and you ping your coming with your ult they bail immediately. Galios new ult is garbage in solo q. I played over 700 games on the new guy and maybe 20 people responded to my ult pings since.
Exactly in solo q, I ping ult but teammates run away. So I'm literally standing in a bush waiting to get to use my ult. But in coordinated teams, it will probably be a lot more effective so it's probably broken in LCS.
ampheon (NA)
: Random champion information you never needed to know
: In norms at least he is banned almost every game. I can play against him, I would just prefer not to. Obnoxious champ. Not saying he is broken but definitely not fun to play against imo.
I can lane against him okay if I have to (pre-6. post 6 is a nightmare in itself). Its that if I get even the slightest bit ahead in lane (CS/exp), he roams bot and wrecks everyone. I cant follow him because he will wreck me too. (PS never follow assassins in to Fog of War). I ping and everything but it happens so many times. Even if I shove so he loses cs and xp it doesnt matter if he gets fed anyway.
: Whenever my allies are pinging me to "retreat" in the middle of a gank...
You'll be very surprised of the junglers I meet in my ELO which I have to ping hard to save them from themselves.
: PSA: Check your Runes every lobby, ESPECIALLY in Ranked
: Actually this would be a good talon buff, have champs have a cooldown like walls and you can hop over them. Love it
I swear this should be a thing. Outside roaming his E is useless(like in team fights) so this could be a unique way of accessing squishies. But with a per champion cooldown for balance ofc
: When you enter a champ select...
: Lately, I've grown a bit bored of playing usual support, so I sometimes go {{champion:117}} + {{item:3124}} {{item:3153}} {{item:3091}} {{item:3085}} {{item:3006}} {{item:3026}} to break the routine, but I make sure to ask first (and it's usually in blinds). It's a nice refresher and so far no one has seemed to mind it. {{sticker:sg-lulu}}
Machine gun Lulu is one of the scariest things you can ever see on the rift. I've lost against one as she legit shredded my team. I respect that {{sticker:slayer-pantheon-thumbs}}
: I just want no champion to have 100-0 threat unless extremely fed and/or it's late game and you've built no defenses. Assassins should not be finding priority targets and killing them from full health. Not 1v1 and especially not in the middle of their team. Assassins should be the premier champions at finishing off targets that thought they got away. Kassadin is probably the best example of this. You can't run from him. He can chase you down, finish you off, then get out. All while not having huge burst damage. The other assassins though? They just have mobility to get on you and damage to kill you if they land it. Then abilities to get out after, whether they got the kill or not. It seems pretty unfair that they can repeatedly go for the 100-0 kill with nothing you can do about it. Your reward for dodging part of their combo is you survive at low health and they blew cooldowns so they're not a threat for a bit. Your penalty for failure is a death and they're even stronger next time, mess up more than once (or they get a kill they actually deserve where they roamed on a low health target) and then you won't even be able to outplay, they'll kill you with only their 1-2 most reliable abilities and the rest won't matter. That risk-reward metric is COMPLETELY bull. Let assassins be expert roamers early game that can seriously threaten other lanes even when they're around 60-70% health (remembering they'll have an ally to do damage too). Make them experts at finishing off any target that your front line got damage on first in the fight. Give them the tools to get in on those targets, and get out IF they finished them off. Don't leave them as a "roll a die, if 6 get a kill and lower the threshold by 1" champions.
That's why I like assassins like Ekko. Unless completely fed, he doesn't really oneshot anybody but if you are low(60%) and he catches you he will kill you and ult out. He is a lot weaker with ult down so that leaves room for counterplay.
Meddler (NA)
: Quick Gameplay Thoughts: February 28
On the topic of bringing new champs to the bot lane, which champs are you currently looking at. Will it be dps mages like azir, kayle or even cass, or will are you looking at some thing different. In an another thread someone was talking about how changes to nashor's tooth could enable mages like azir and kayle (or even TF and Ori) output significant dps from auto attacks, for seigeing or chipping away at the front line, etc. What are your thoughts. Also on waveclear, maybe champs like anivia and ziggs (who already kinda works bot) could also function at the botlane.
Reiizm (NA)
: They're definitely going to do another male, and it'll be at least one of these: {{champion:44}} {{champion:126}} {{champion:11}} {{champion:85}} {{champion:245}}
Kaìju (NA)
: ADC player here with a unique perspective. For a while now I have experimented with mages bot for fun. If I had to make a "signature" mage to be played bot it would be Xerath, basically just an AP Sivir. He has decent mana sustain with new runes and his passive, he wave clears really well, and he does a decent job of doing DPS rather than raw nuke because of his relatively medium/low cooldowns of about 3 to 5 seconds per spell. I think a key part of allowing mages bot lane is the tower taking. A way to introduce that mechanic to them I think would be slight alterations to Nashors Tooth. Nashors has historically been a very niche item for AP and Hybrid champions who happen to use a lot of autos. Casual on hit builds for Ori and TF, or even a meta core item on Azir. I think with some light changes Nashors could be made to fit the role of allowing mages to take towers similarly to marksmen well. And what I think makes it less likely to be abused in a solo lane is the attack speed that mid mages don't want, since most of them are designed to nuke and bottle objectives. I would advise a test of lowering the AP, keeping the attack speed about the same, and upping the scaling on the passive, with the added note that the passive applies to towers. Why this won't be abused mid. Mid laners are solo, and as such they only have one champion to face off against, as well as one champion to depend on. If the AP of Nashors is lowered and the scaling is increased, it helps bot lane much more than mid because of two reasons. 1. Mid laners won't get enough damage out of it for their spells to be useful in killing their opponent in a fight, similar to if they rushed something like older Rylais in that nobody ever got in lane outside of a few exceptions like Sol. This is evident in that Lux won't rush current Nashors and Lichbane against Zed, even if both those items do help her take tower much faster simply because Zed will kill her no problem for not having enough AP to threaten him. 2. And two, bot lane has four champions, so both mages have someone to help them shove to wave and fight, making it less damming that they don't have as much AP, similar to how it isn't the end of the game that some marksmen don't do as much damage early, because their support helps them manage the wave and trade with the enemy. These changes in addition to longer match times and runes like Gathering Storm could allow mages to fill a similar late game team comp at the expense of a marksmen. I myself have won games with triple mage compositions simply because even with MR a Malzahar, Lux, and Xerath will just overwhelm a frontline that happens to get caught in the vast amount of CC an extra mage can bring. But at the same time if the team fails, they lose and rightly so because they did not take advantage of their mid game team well. Thoughts?
I agree. I feel a couple dps mages such a s azir and kayle who usually build nashors could be worthy alternatives so nashors changes and maybe creating an additional similar item could help
THE D1C (NA)
: And I am pretty sure {{champion:267}} bubbe is also a displacement
Its especially coded as a stun
: Every time this thread has been made, I've responded in pretty much the same manner, but to reiterate: I think the fundamental problem with Sona is that, for all her lack of depth, she actually has a ton of different effects running in her kit, and Riot has never really picked a solid direction to commit to. As a result, everything she does is diluted, not just by her AoE auras, but by the fact that every one of her basic abilities also has three different separate components that need to be individually weak, due to how strong they can be when used in tandem. We see this whenever Sona builds AP, where out of the blue she starts to chunk enemies with very little counterplay using just a Q + Powerchord auto. Because of this, I think Sona needs to not only have more interactivity built into her kit, but also needs a solid direction: is she meant to be an aura support? In which case, she should probably have more gameplay to her auras, and could lose the different main actives, which currently feel weak, generic and uninteresting overall (proximity-based damage or healing that doesn't even require clicking on a specific target is about as boring as one can get). Is she meant to be a mage-enchanter hybrid with solid damage of her own? In which case, she should lose her auras entirely and receive significantly more engaging actives. Right now, she's stuck as a support that does a little bit of everything, but never in large enough amounts that any play she makes is truly impactful, which sucks for everyone involved. The fact that she's also pushed to become really spammy through excessive cooldown reduction exacerbates this problem. It's because of this spamminess in Sona's kit that I also think Power Chord may need to change, eventually: because it's an effect that happens every few casts, it pushes Sona to spam her spells just to access those bursts of power. By its very nature, it implies that Sona's spells themselves aren't interesting, because she only gets to access a high moment after casting several of them in succession. By contrast, most supports have now evolved to a stage where practically any one of their individual abilities has the potential to create awesome high moments if used right (Nami is one of the best examples of this). It might therefore help to remove or shift Power Chord, and instead focus more on giving Sona high moments without relying on her spamming low-impact spells to get there.
I think maybe they could make powerchord apply after each spell but try to keep it balanced. She would still need to land auto attacks to use them so that could be a trade off as she will need to go within range.
Meddler (NA)
: Quick Gameplay Thoughts: February 9
I like the zoe nerfs. I too dont think nerfing her q damage is necessary. My problem had always been her cooldowns. She would spam E off CD without consequence. Also there were many times when I would I would bodyblock a Q and my (asleep) teammate still died so that change is nice too. As long she doesnt spam her spells but uses them effectively (but with counterplay, such as the cleanse/michaels change) she could be a balanced champ.
Roaranor (NA)
: I think that's the original point. She isn't special in that she's never been an outlier in a bad way, which is a good thing. Her kit is simple and effective, and any changes to her are usually minor number tunes. You never hear anyone going "Man, I really fucking hate playing against Orianna. She's so unfair!"
I know right. Beside she will get mana-gated if she spams her ball too much early game. There are a number of broken champs in this game, Orianna isn't one of them.
: It's in General under Gameplay at the bottom. I should probably separate those into paragraphs lol
How important do you see sustain with her kit, especially when interacting with gunblade. Due to her weak pre-6 (I go mid with her), I really need to sustain the constant poke.
: I don’t really have a strong opinion on Akali (other than I wish people would stop calling my girl Diana Akali 2.0 😒) but I just wanted to say this is a really well thought out and written post! This is the type of thing we need on the boards, and you’ve definitely got my upvote!
I can sort of see the resemblance because Q and ult, but they play very differently otherwise
: And why? So they match perfectly with how weak you think they deserve to be? If that's the case, then mages don't get self peel either. I mean, they are a damage class. If you get to them, they should just die right away. That seems fair, don't you think? If you haven't noticed, most ADCs have some form of self peel or escape ability. Even the ones who don't have one outright have something else to help them (MF slow and super high MS, and Sivir has her spell shield and ult). In fact, nearly every champion in the game has something to help them out. Because playing a champion that dies the second your allies decided to do fuck all else is not fun or good game design.
There idea behind the adc usually has been protect them and they will carry you. Sort of a glass cannon. Their defense is usually kiting rather than self-peel. During team fights, good mechanics and a good front line will keep you from getting caught out. At least thats what I thought adc was about
Karakot (NA)
: > [{quoted}](name=Vacus,realm=NA,application-id=yrc23zHg,discussion-id=V0vkWe8q,comment-id=0001,timestamp=2018-01-31T20:00:05.733+0000) > > The Q proc now deals true damage. > > Her R is now a skillshot, and deals true damage, and resets on Q proc. I'm down on her R being a skillshot actually, the rest of that statement can go to hell rofl
> [{quoted}](name=Karakot,realm=NA,application-id=yrc23zHg,discussion-id=V0vkWe8q,comment-id=00010000,timestamp=2018-01-31T23:06:20.770+0000) > > I'm down on her R being a skillshot actually, the rest of that statement can go to hell rofl R being point and click actually makes escape harder as she cant dash away without an enemy target to dash to.
l MrD l (NA)
: Pantheon Passive Fizz E Yasuo W Katarina E Zoe Q Ctrl 6
Upvoted for Ctrl 6 {{sticker:sg-miss-fortune}}
: when youre going 2/0/22 as a support and then your team decides to completely stop grouping
: As a support {{champion:61}} main I'm happy to see Riot taking this direction. I personally think her kit is already good support, all she is missing is a better manapool to be reliable on the role.
I second this. She gets OOM af as support but besides that she could be viable.
: I'd be intimidated by that bot lane duo as well.
Comentários de Rioters
: like ,remove it altogether, cuz no one wants to see ahri kill people without landing a Q or E.
I dont think it really meshes with the rest of her kit. Maybe change it to a self heal that procs with her passive (which means her other spells don't proc it). Or something else with utility like tenacity idk.
: I wanted to ask, would it be possible to change Kayn's chat and ping designation if he takes the Darkin transformation? It takes me out of it a little that the game is calling me Kayn when I'm technically playing as Rhaast now (even his tooltips refer to the character as Rhaast in that form, which I think is a very cool touch). I understand there's concerns about confusion, but maybe if it only changed from the Kayn player's perspective?
Sort of like with Mega Gnar
: Any Information on Taliyah? (Also Taliyah Skins?) Also Zoe? It seems like the "nerf" they did to her q-q-r combo is a bit irritating, it almost feels really wonky trying to pull off at all when i tested it :/ i hope riot doesn't nerf her to dirt just because people are mad she does the same thing all burst mages do >_>
I agree. I dont think they should nerf her damage. It's basic burst mage damage. I think its the CC that makes the damage more painful (the E > RQ). They should make her E cooldown slightly longer. Maybe make it similar to Veigar's as they have the same basic playstyle (Stun then nuke).
: What are your thoughts about the Balance state of Zoe right now? I personally think she is fine with the only thing maybe needing to be done is to remove teleport from her W pool.
I think the best way to balance her will be to increase her cooldowns a bit (especially on her E). Some Zoe players spam spells too much, so a good counter will be windows of vulnerability while her spells are on cooldown. Also the cooldown on her ult is also too low (i understand it doesn't do damage so spamming it is not as bad). The one shotting aspect is ok as she is supposed to be bursty and her Q is easy to dodge if not hit with her E. Also I don't know if her W needs the additional passive orbs and move speed. Free spells (especially spells like teleport) seems OP enough.

Q zzy

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