: Bring Us Your Bugs!! Celebrating 10 Years of LoL
In reference to Neeko and her Inherent Glamore passive. Neeko will not change her Appearance to match Blue Kayn or Red Kayn, meaning having a Kayn on your team prevents you from using Inherent Glamore with him when he transforms. Neeko will also not change her appearance to match Nidalee, Elise, Jayce, Gnar or Kled. She will always default to the appearance the champion has when they start the game. Finally Neeko will not change her appearance to match Kayle, and will also not become Ranged when transformed into Kayle. The bug's bother me because having any of these champions on my team when playing Neeko limits my use of her already situational Passive. I like when i use her passive effectively, i love when it works because it's so entertaining and fun. It's so fun to transform into a champion that was nearly about to die, switch places with them and get the jump on the enemy team, I LOVE DOING THAT! I hate that i appear as Base Kayn for the entire game when trying to disguise myself as him.
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: Preseason 2020 Gameplay: Rise of the Elements
I'm greatly disappointed by one thing, the rest of what you guys have in store seems like it'll be fun but adding more lethality items puts a sour taste in my mouth. While sure AD assassins build pretty much the same so do most AP Assassins and unlike AD Assassins AP Assassin items are few and far between and don't offer as much in terms of helping their ability to secure a target. AD Assassins have access to items like Death's Dance, Black Clever and Hydra Items which offer Survivability along with High Damage. To add, if your adding 2 more Lethality Item's it'll be near impossible for Squishies to combat AD Asassins, the only reason AD Assassins don't build more lethality is because there are only 3 lethality items in the game. I'm disapointed, and i honstly think that adding these new Lethality items is just going to be Spear of Shojin all over again.
Meddler (NA)
: Quick Gameplay Thoughts: October 11
I'd like to point out that Garen is very difficult to play against because of his Q's Silence. Sure he probably need's some sort of CC but the Silence is the worst one because your kind of left there, unable to Flash, unable to use any abilities while he goes to town on you. It's really REALLY hard to win that trade because the Q does so much damage, because you can't do anything during the Silence duration his E will do a lot of damage to and now you have no HP so you can't fight back.
Nithke (EUW)
: The thing is that Nasus is different, he's not strong on his own, the reason why Nasus is annoying is the reason why i completely stopped playing Nasus, my main, because you totally depend on your jungler. You get shit on so hard past-6 that unless you get ganks you get outscaled, so basically, playing Nasus, If your jungler camps top, before lvl 6 you won the game, if he doesn't you lost. Garen is different because his stupid regen and damage makes him some kind of standalone champ that can do well with or without jgl help. Basically he's not on the weak side. And for Nasus I hate him in this current meta where you need to spam ping ur jungler for help or literally stop taking waves that are further than your turret range (and even that is usually not enough, when elise decides to tower dive level 3, great fun 10/10 wud do it again)
Nasus is annoying because of his "Time-Bomb" mechanic. Your basically stuck babysitting him the entire game or he get's farm and becomes a nearly unkillable Raid-Boss that one shots everyone. In my experience, Nasus's level 6 is absurdly strong, sure he probably won't 1v1 champions like Fiora, Jax or Camile(Because he isn't supposed to out-duel duelists) but for ANYONE ELSE he probably wins. Nasus is one of the hardest scaling champions in the game because of his Q, he doesn't get outscaled, ever. The only sacrifice he has really for his mid-late game Raid Boss status is that he's weak early game to Bruiser's and Duelists(Which is mostly what you see now) sooooo there you go, nasus's intended weakness, is his weakness. My usual goal against a Nasus is to kill him as many times as possible and make him miss as much farm as possible.
Jamaree (NA)
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=H6dxJAkZ,comment-id=0002000000000000,timestamp=2019-10-08T23:56:31.220+0000) > > I didn't ignore it though? They have mobility, meaning that they have the ability to Dodge and Engage from far outside what their range is. Except that isn’t true at all? They have the ability to get in an engage on the short range champions sure, but a Sylas isn’t going to do the damage a Syndra can when at long range, he has to put himself mid to close range to do his damage, as does Akali and Yasuo. Or are you saying that they should have to put themselves in harm’s way to do damage while also being squishy? >Yasuo has minimum 7 dashes in lane, a passive shield and his windwall, he has plenty of ways to circumvent the "Risk" he would normally have to take from Poke damage due to him being melee. Sylas is the same, he has plenty of gap-close, a Magic Damage shield and very high base tank stats when in reality he doesn't need them because they reduce the risk he has to take by a very high margin. Again not true, there is a reason why Akali and Sylas win rates are among the worst in the game and I’m fairly certain that all the champions you mentioned have higher win rates then Yasuo too. The point is yes, if you are melee, you are going to have better base stats then ranged champions because you need the better stats because you are putting yourself at a risk ranges champions aren’t.
And what i keep telling you is there is less risk when you have Mobility along with Shields and high Base Tank Stats. There's no reason to have ALL OF THEM, one is fine, talon has great base tank stats, but he also doesn't have a shield and lacks IN LANE MOBILITY meaning it is hard for him to dodge skill shots. Melee don't need to have EVERY tool necessary to lane against Mages, one of the tools is fine, they don't need all of them. Emphasis on NEEEEED, will sylas be fine if he had lower base health, the answer is yes and i'd argue with lower base tank stats laning against him would be less of a pain because when you do land damage, it actually works so he could get buffed to make up for his terrible winrate. Akali, same thing, her health and base tank stats are too high, meaning that when you get damage on her it doesn't really matter and she has several ways of avoiding damage in her kit she doesn't need to have high Base HP and base resistance's, when you land damage on a hyper mobile champion, the damage should matter.
Jamaree (NA)
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=H6dxJAkZ,comment-id=00020000,timestamp=2019-10-08T19:29:24.136+0000) > > Sylas- 585 HP, 32 Armor, 36 MR at level 1 with very good Per-Level Growth. > Yasuo- 523 HP, 30 Armor, 30 MR at level 1 with Fair Growth. > Akali- 575 HP, 23 Armor, 37 MR at level 1 with great growth. > > Neeko- 540 HP, 21 Armor, 30 MR at level 1 with awful Growth. > Syndra- 523 HP, 24.7 Armor, 30 MR at level 1 with awful Growth. > Zoe- 560 HP, 20.8 Armor, 30 MR at level 1 with awful growth. Melee and close range champions having more health the mages and long range casters doesn't mean they are tanky, of course they are going to have more HP, they have to risk more since they have to be close range. > What i'm getting at when i meant "Base Tank Stat's" is their base stats are too high. What's more, most champion in mid-lane with 0 mobility and less damage than them have lower base tank stats. But here are Yasuo and Sylas with great base-tank stats, plenty of mobility and Shields(Yasuo has his passive AND windwall, the strongest non-ultimate ability in the game.) even though they definitely don't need it because they can just dash up to most of those champions i listed and outright kill them just because they're tankier and many mages don't have a way to get away from them. I like the fact you utterly ignored the melee vs ranged thing.
I didn't ignore it though? They have mobility, meaning that they have the ability to Dodge and Engage from far outside what their range is. Illaoi is Melee, but all of her skills and abilities make her Mid-Range and allow her to bully people with less range than her. Yasuo has minimum 7 dashes in lane, a passive shield and his windwall, he has plenty of ways to circumvent the "Risk" he would normally have to take from Poke damage due to him being melee. Sylas is the same, he has plenty of gap-close, a Magic Damage shield and very high base tank stats when in reality he doesn't need them because they reduce the risk he has to take by a very high margin.
Jamaree (NA)
: None of those champions are tanky? o_O
Sylas- 585 HP, 32 Armor, 36 MR at level 1 with very good Per-Level Growth. Yasuo- 523 HP, 30 Armor, 30 MR at level 1 with Fair Growth. Akali- 575 HP, 23 Armor, 37 MR at level 1 with great growth. Neeko- 540 HP, 21 Armor, 30 MR at level 1 with awful Growth. Syndra- 523 HP, 24.7 Armor, 30 MR at level 1 with awful Growth. Zoe- 560 HP, 20.8 Armor, 30 MR at level 1 with awful growth. What i'm getting at when i meant "Base Tank Stat's" is their base stats are too high. What's more, most champion in mid-lane with 0 mobility and less damage than them have lower base tank stats. But here are Yasuo and Sylas with great base-tank stats, plenty of mobility and Shields(Yasuo has his passive AND windwall, the strongest non-ultimate ability in the game.) even though they definitely don't need it because they can just dash up to most of those champions i listed and outright kill them just because they're tankier and many mages don't have a way to get away from them. Like i get that a lot of Melee champions in the Mid-Lane need fair base-tank stats but those champions like Katarina, Talon and Fizz don't have Shields built into their kit, and to be fair to Yasuo he does have the lowest HP here buuut that doesn't really matter when he has a passive shield and windwall(Stupid strong ability.)
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: I don't hate Kai'sa, but in what world is that E nerf even remotely significant
Her E's Attack Speed increase is incredibly useful before you get your primary attack speed items. The average Kai'sa Build now is Muramana, Guinsoo's rageblade and nashor's Tooth. She'll get Guinsoo's second which only gives 25% attack speed(not counting the stacks because she often couldn't stack it before fights anyway.) this means that she's stuck at only getting at max 60% attack speed at level 11+ meaning that she can't stack her passive as easily even with Guinsoo's rageblade. After getting Nashor's it still won't let her reach her peak of 2.0 attack speed with no Guinsoo's stacks with her E, it's a HUGE nerf. Especially in lane where she'll often only have Berserker's Grieves and her E to rely on for attack speed.
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: Evelynn required a nerf so they nerfed Q cdr by 10% now they say she needs a buff and guess what...
If your bellow 30%, her ult usually killed you anyway, this buff means nothing really all it will do is prevent instances in the early game where Eve would rarely fail to kill target's bellow 30% with her ultimate. In late game it helps a lot though against Bruiser's and Tanks, but it's a buff to her late game i guess, not a really good one. If i were to buff her Ultimate, i'd probably give it a Cooldown Refund of like 30-40% because Eve doesn't usually get 40% CDR and her ulti has a pretty long cooldown, meaning that for a champion whose only job is to kill she get's no reward for it when she does it correctly. Another good one is making it ignore Shield's when a target is bellow 30% Health, this way you can't shield the execute now THAT's too strong imo.
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: I'd debate Raptors then Krugs. The other order has a shorter travel route, and the raptors will heal you more than the Krugs, and be a much quicker camp, because you should have smite #2 coming up, which puts the entire camp at almost no difference in death speeds. It's also kind of important to master how to clear those two camps, because hitting the RIGHT mob with Q's first proc will dramatically increase clear speed. Your goal is also not to W's minion damage with an early Q (For example, W on the big Raptor in the back means you can Q a front raptor once, but can't second Q until charm is complete. People who time it right cut off about 4-5 seconds off the camp). Personally, I find over the course of an entire game, Phase Rush is a better rune than electrocute, and I've seen some successful early Evelynns who are aggressive stack up Dark Harvest. The reason I argue this: Phase Rush unlocks new and more reactive play options than outright assassination runes. Evelynn after 6 has the potential to kill without rune damage, but she's extremely prone to AD skirmish junglers and wall jumpers like Jarvan, Xin, etc. Phase Rush helps me not feed these champs and put some damage on them to discourage early feeding. It also helps handicap those assassinations that go a little wrong, and barely don't kill, because you can follow, put off a couple more auto attacks, and possibly a second set of Q's. Not saying Electrocute is Bad; It IS the meta. I'm saying it doesn't have as much success with new players to Eve, who tend to be passive farmers until 6, and games semi decided by 6 really don't allow her to take off. I also think people heavily miss out when they overlook {{item:3115}} on Evelynn, because she really suffers in between those Q's and E's and demon shade resets. Sucks at lane farming, and her E applies Nashor's Twice, and Nashors is potentially a 120 AP item as well. It also pairs well with E's move speed bonus, and possibly Phase Rush.
I'll definitely try out Phase Rush, i didn't really think of it much, but i could see it helping out a lot against the AD Bruiser's(I still have that problem where i get level 2 invaded by Udyr and die like 90% of the time.) Also, to better explain why i like Raptor's into Krugs, i just like to hit 6 quickly. And if i go Red, Raptor's and skip krugs it will take 2 more camps to hit 3 and i'll also be forced to go for top side scuttle(Which i'd rather not run into an enemy jungler) another one is Red to krugs to raptor's, technically a lot more optimal because you can heal up from Raptor's after doing your krugs and then just go straight to top side. When i play evelynn my goal is to end the game as quickly as possible, i do have that issue where i sometimes stop farming if the oportunity to gank is constantly there throughout the game(Which causes me to fall behind, i should work on that.) but i tend to act as though the game is going to end sooner rather than later and electrocute helps a lot with that because that extra damage is super nice.
: How to play Eveylnn Jungle?
273,000 Mastery Points Evelynn. I might not like to play ranked but i do know how the champion works like the back of my hand. First, your rune is Primarily Electrocute, nothing else really works well if your just starting to play her. For Secondary Runes i take Sudden Impact, Zombie Ward and Relentless Hunter(Ultimate Hunter is good too) for my Secondary Tree i take Sorcery and go Absolute Focus+Gathering Storm. Second, If your starting Red Buff you'll want to go Raptor's then Krugs so you get level 3 quickly, this will help make fights a little more fair since she can't really win against any Attack Damage jungler if she's level 2. The general rule i use though is that i want to hit 6 as soon as possible, so just full clear your jungle as quickly as possible. Other people have their own way but i rarely gank before level 6. She has no way to engage a gank so it's really tough for her, if the enemy laner is pushing under your laner's tower, go ahead but otherwise just farm and wait until level 6. Evelynn's Level 6 is one of the most powerful level 6 spike's in the game, she can't be spotted by any Normal Ward's so if your laner says it's warded, as long as it's not a control ward, gank anyway, there's nothing the enemy laner can do. Lane ganking is also a really good tool(Basically just come from the Tower of the lane, hide in bushes in bot and top lane.) She is the only jungler who can lane gank at any moment. Your primary item's are Blue Smite: Runic Echoes, Lich Bane and Morrelonomicon. Secondary Items are Banshee's Veil(So you can go into teamfights and assassinate enemies without getting CCed) and Rabadon's Deathcap(Final Item). Another good item to get is Zhonya's Hourglass, but i rarely get it over Banshee's Veil nowadays. Void staff is also an option if the enemy has a lot of Resistances, if the enemy team is really tanky i'd probably not get Morellonomicon and instead get Void Staff. Tips and Tricks-- Evelynn's E: Follow's Dashes and Blinks if you time it properly. Evelynn's W: Will point to the location your coming from, but if you time your Q properly you can hit them right before it tells them where your at. Your W is really important in early ganks so use it pretty much every time. Evelynn's Q: Get good at using this, sure you can just use your E to get your W's Charm effect, but against Hyper Mobile champions you probably won't be able to get close enough to. Learning to land your Q is important. Evelynn's R: Deals Double Damage to enemies bellow 25% of their HP, but, once you get about 400+ AP, you can kill people at 50% with it pretty frequently, so don't be afraid to use it without it's Double Damage. Skill Max Order: Q-E-R-W.
Meddler (NA)
: Quick Gameplay Thoughts: August 23
I feel like there still needs to be some work on Rune's. Aftershock is still too strong, If your going into Domination you rarely ever use Predator, Dark Harvest or Hail of Blades(Terrible keystone honestly). That's my only gripe this season, i just wish someone would take a look at Predator and realize that it could be a lot cooler of a Keystone if they changed it, it's the same strength as electrocute but has 3 times the cooldown. Dark Harvest is good for assassins that want to scale but your probably better off going Electrocute. And Hail of Blades is passable on some Bruiser's but your probably better off going Conqueror.
: > [{quoted}](name=The Djinn,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=00070005,timestamp=2019-08-20T19:01:29.313+0000) > > * Unlocking champion-specific Summoner Icons for that champion and all skins for that champion you own or later purchase (specifically that champion/skin's in-game icon, for ease of use). > * Visually enhanced recall particle effects (something I believe players would really be interested in). > * Loading screen flair. > * A special ward that you can only equip when playing a champion you've rekindled a set for. > * Some sort of fun level-up effect or particle effect upon hitting level 18? > > Additionally, removing the **Personal Best** callout in favor of callouts for breaking specifically "difficult" breakpoints seems better. As a Nasus player, for example, I'm less interested in breaking my best stack count (upwards of 1200), since I'd never realistically *see* that at any point afterwards. I'd be a lot more excited by seeing every game that I get a pop-up reminding me that I've broken 500 stacks by 20 minutes. The problem with a new person best is that it is, by nature, a very rare visual reward. > > ------------------------------------------------------------------- > > As far as the Eternal's themselves go, I'd love to see more that emphasize really showing your skill when playing a champion. For example: > > * **Lux:** Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. > * **Miss Fortune:** Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. > * **Olaf:** Hit X axes within Y seconds. > * **Draven:** Catch X axes without dropping any. > * **Lucian:** Land X ultimate shots against the same target. > > When it's just "get kills" or "hit two+ people with a big AoE" it really doesn't give the bragging rights I'd personally like to see. ** Lux: Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. Miss Fortune: Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. Olaf: Hit X axes within Y seconds. Draven: Catch X axes without dropping any. Lucian: Land X ultimate shots against the same target.** These are all well within the realm of reality for Eternals designs, so great suggestions there! You bring up an interesting point about Eternals that increment when you accomplish a very difficult task, like your stacks @ 20m example. We could increment that Eternal every time you hit that goal. That's an awesome idea that fits well within the limits of the system! I'm not too sure how many champs have something like that (BF Swords purchased before x minutes on ADCs for example is a bit.... weird), but I'm super open to ideas in this space. To add a little extra context here, we are pretty against doing things like "% of Thresh hooks hit per game" or "Average anything" (those numbers can go down which makes missing a skillshot feel even worse, and we're not comfortable with that). An Eternal, in general, should only ever go up, but the conditions for that can be pretty flexible so long as they aren't gameplay-warping in a negative way. ----------------------------------- > * Unlocking champion-specific Summoner Icons for that champion and all skins for that champion you own or later purchase (specifically that champion/skin's in-game icon, for ease of use). > * Visually enhanced recall particle effects (something I believe players would really be interested in). > * Loading screen flair. > * A special ward that you can only equip when playing a champion you've rekindled a set for. > * Some sort of fun level-up effect or particle effect upon hitting level 18? I'll design jam on these with you! * Icons are a decent idea, but making 145 icons (and counting) is pretty brutal, and competes with other icons that a player might want to use instead. The pain point there is that if you love the Evelynn champie icon (me) but you want to flex your Eternals progress, you have a difficult decision to make. * We've actually talked about recalls before. This one is promising, because we likely wouldn't use it for too many other purposes, and it works on your champ regardless of the skin you choose. Dig it! Would just need to be careful to not make this gameplay-impacting or damage clarity. * Loading Screen flair is another interesting idea, but Eternals on the back of the loading screen player card kind of serve that need. We could maybe make those entries fancier somehow? * Interesting idea on the ward! I think you run into the same problem as icons, but I like the "right to use" concept you have. * Level up effect is interesting, but I worry about gameplay clarity for this. Especially since so many lanes can ultimately be won by a level 3 all-in (*cough* Talon *cough*) or hitting 6 and flash ult-ing, we should be cautious about how we approach this one. Great stuff!
> [{quoted}](name=KenAdamsNSA,realm=NA,application-id=yrc23zHg,discussion-id=Eohdii0H,comment-id=000700050000,timestamp=2019-08-20T19:33:44.380+0000) > > ** > Lux: Snare targets slowed by your E / hit two empowered auto-attacks within X seconds. > Miss Fortune: Score double-up hits on champions after minion kills / ult X champions slowed by Make it Rain. > Olaf: Hit X axes within Y seconds. > Draven: Catch X axes without dropping any. > Lucian: Land X ultimate shots against the same target.** > > These are all well within the realm of reality for Eternals designs, so great suggestions there! > > You bring up an interesting point about Eternals that increment when you accomplish a very difficult task, like your stacks @ 20m example. We could increment that Eternal every time you hit that goal. That's an awesome idea that fits well within the limits of the system! I'm not too sure how many champs have something like that (BF Swords purchased before x minutes on ADCs for example is a bit.... weird), but I'm super open to ideas in this space. > > To add a little extra context here, we are pretty against doing things like "% of Thresh hooks hit per game" or "Average anything" (those numbers can go down which makes missing a skillshot feel even worse, and we're not comfortable with that). An Eternal, in general, should only ever go up, but the conditions for that can be pretty flexible so long as they aren't gameplay-warping in a negative way. > > > ----------------------------------- > > I'll design jam on these with you! > > * Icons are a decent idea, but making 145 icons (and counting) is pretty brutal, and competes with other icons that a player might want to use instead. The pain point there is that if you love the Evelynn champie icon (me) but you want to flex your Eternals progress, you have a difficult decision to make. > * We've actually talked about recalls before. This one is promising, because we likely wouldn't use it for too many other purposes, and it works on your champ regardless of the skin you choose. Dig it! Would just need to be careful to not make this gameplay-impacting or damage clarity. > * Loading Screen flair is another interesting idea, but Eternals on the back of the loading screen player card kind of serve that need. We could maybe make those entries fancier somehow? > * Interesting idea on the ward! I think you run into the same problem as icons, but I like the "right to use" concept you have. > * Level up effect is interesting, but I worry about gameplay clarity for this. Especially since so many lanes can ultimately be won by a level 3 all-in (*cough* Talon *cough*) or hitting 6 and flash ult-ing, we should be cautious about how we approach this one. > > Great stuff! What primarily get's to me(and i posted about it both in Gameplay and on the PBE Feature's Feedback) is that you HAVE to buy them. There are plenty of people who have 250k+ mastery point, with Mastery 7 on champions. I feel like Eternals shouldn't be able to be applied until after you get Mastery 6 at least, and purchasing them shouldn't be Necessary but could be an Option. I feel like Eternals, as the OP said are a great way to reward One Tricks and Main's of champions, and that reward should be giving them to player's who have very high mastery points for Free, sure you could purchase it as well, or you could work hard and get it for free, making it feel more rewarding when you finally do obtain one. I also really like the idea of Giving champions personalized Homeguard trails(Maybe for Evelynn since i love her too, her's could be black with Pink Hearts, white accents or something). There's a lot that you could do with Eternals, when the original Mission system was teased to us you guys said there would be Champion Specific missions, why not only give those to player's based on Eternal/Mastery progress, rewarding them for playing the champion they love? Again i posted about this on the PBE and in Gameplay last week. I like the Idea, but i think the execution leaves much to be desired.
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: Hey Spideraxe, just to be clear, this is only head canon that I discussed with Kindlejack, since he was looking for a tiny nudge of inspiration when finalizing the design. **Tldr of the pitch** Each of the items that Pantheon wields as weapons/armor once belonged to a previous host of the Aspect of War. Imbued with celestial magic, they became holy objects, reshaped to reflect the god's power, and passed from host to host… until the Aspect of War died, and its power faded. Now whatever vestige of magic still exists within the objects must be ignited by Atreus’s will. Spear name: Skyfall / Host: Areion Shield name: Aegis / Host: Zeonia Cloak name: Solstice / Host: Astraea Helm: Nova / Host: Atreus
It's funny cause Astraea is a word for Star, and his cloak has star's on it.
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: I mean you kinda hit it on the head with your last comment. >"Neeko doesn't share Passives with these two champions and their form changes are connected to their Passive, therefore Neeko cannot become ranged when she turn's into kayle and neeko will always be Base Kayn." I'm pretty sure this is all intended. If it were a bug or mistake Riot probably would've at least acknowledged it by now.
I'm sure that the only reason it's not fixed is because it would be kind of pain to work out the coding for it but i still classify it as a bug because it doesn't work as it should work. All transforming champions are really odd to interact with her passive, and her passive is already pretty meh anyway so i guess it doesn't need fixing but it always frustrates me.
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: how would you tie escaping with skill?
Some assassins require more thought than other's when escaping. Zed has 2 blinks his W and his R, if he throws his W at you then R's you, and you run from the W then he can teleport back to his W to get away if he didn't kill you. All he has to do is press a Button, leblance has effectively the same mechanic. With other assassins though like Evelynn your escape tool is tied to you primary Kill Tool, meaning that when evelynn goes in she has to plan out her escape route before hand. Sure she's pretty safe because of her Camo, but if she doesn't kill you with her combo or R, she's gone and she can't come back because she has no way out without her R. The skill when it comes to escaping a fight as most assassins comes from the fact their Damage is tied to their escape tool, or their escape tool is tied to their ability kill you, Kha'Zix need's to get a Reset on his E to get back out and you can always chase after him as well since it's not really that far if he doesn't jump over a wall. As most assassins you have to plan your way out, predict movement and be able to execute it perfectly, or, you'll fail meaning that your champion who's only job is to do damage, didn't do damage and died.
: not really at all. zed 1 item one shots, same with talon, diana, and so many others, even when you go even they can outplay you, they all have low cds for the most part, lethailty is so cheap and gives 20% cdr, i mean, idk where you coming from but ight
They do well after getting out of lane going even because they haven't fallen off yet, remember that Assassins are supposed to snow ball, meaning that they're good early game and fall off later. If lane phase ends at 20 minutes and your assassin was able to get the same farm as you, same plates and not die, that means they're still strong and won't fall off for another 10 minutes. Technically your goal against them is to 1. Push them out of lane(Pick a champion that has overwhelming Wave Clear) 2. Die as little as possible. 3. Make it extremely detrimental for them to roam. Also; side note, most assassins lose lane pretty easy once you know what your doing against them. I'v played against plenty of Mages as the Assassin(Assassin Main) and sometimes the enemy Annie will be a cake walk, other times she'll fucking stomp me into the ground it just depends on whether she knows how to deal with me or not. Use your Range, use your Wave clear, use your CC, make it as hard as possible for them to get to you and you'll do really well just focus on your CS and poke em out of lane there are only 2 assassins in the game that are Ranged, they all lose before level 6 to a mage that lands skill shots.
: When will Riot admit that modern assassins are too forgiving?
First, the mobility is part of the class, some are a lot more forgiving than other's though obviously(Those are problem children we don't talk about them.) if you remove their ability to get in and get out they'll just start building as bruiser's and that defeats the purpose of them. The point of Assassins is to counteract Hyper Carry's. Once the game reaches it's Apex, around 30 minutes, the late game scaler's start to beat pretty much everyone in the game. Meaning that there's effectively no Counterplay to them, to prevent this you design a class that's designed to kill them, thus we have assassins. It sucks sometimes but they're there for a reason. Also, assassins aren't played much in the LCS, the only one that used to was Akali and that was before all the nerfs, Talon, Zed, Leblance, Katarina, Evelynn(a few times) are rarely ever seen. because they're unreliable in coordinated play. The thing is that the only reason you should die to an assassin is if you were alone to begin with, chances are high in LCS you won't be, assassins don't like to teamfight because they get bursted just as fast as their targets do, another reason they have so much mobility is to avoid damage and CC. This is all without mentioning that the Assassin playstyle is really rough on the player. It takes a lot of work to be a good assassin, and all of the assassin champions have really high skill floor's and even higher skill ceilings. It is high risk and high reward, if you lose in lane you lose the game, very few assassins scale well and are adaptable. The risk isn't in the ability to kill, it's in the ability to win, the better you are at the game the less the risk and the higher the reward for playing them, you'll get games where you go 21/2 more often but vice versa is also true where the worse you are the worse your games will be and the higher the risk.
Antenora (EUW)
: I think Draven probably needs a very small love tap nerf. Nothing big.
Agreed, I think his Q would be a nice place to love tap the scaling, that way he doesn't scale as well and end up outscaling while also being an good laner.
Comentários de Rioters
: There are many statchecks, not just "a few"
The number of true stat check champions left in the game is really low. If fiora has higher stats than you *up to a point of course* she can't just play terrible, Yolo dive you under tower and win with 100% certainty every time. Trundle, tryndamere, Jax and a few others can, but with Jax and trundle they aren't as bad due to being invulnerable for 5 seconds on an 80 second cool down not to mention they don't get free increased damage from built in crit chance. All of them can be pretty stat check but I think tryndamere is the worst offender.
Meddler (NA)
: Quick Gameplay Thoughts: August 2
Is Tryndamere ever the topic for a VGU? He seems to be one of the few "Stat Check" champions left in the game and if you ask me his Archetype could be explored and implemented better than his current iteration. He seems really out dated both Visually and Gameplay wise but he still performs well since it's really hard to deal with him walking under your turret and wacking you for 5 seconds. I feel like he definitely needs one but he keep missing out on getting one, is there a reason why?
: > [{quoted}](name=Notîce,realm=EUW,application-id=6kFXY1kR,discussion-id=6XTEGeqT,comment-id=00020000000000000000,timestamp=2019-07-31T14:51:28.189+0000) > > It's a hardy greek accent and he's based on a spartan soldier. It's quite an accurate voice choice. It's not Pantheon anymore thou the voice used to have more inflection. It could be nostalgia talkin but they should have just made a new champion for that voice and kept the old voice.
Well your right it's technically not Pantheon anymore, Aatrox killed the Aspect of War that was controlling Atreus's body. Technically we never were hearing Atreus's voice, it was the Aspect's voice that sounded like that.
Kayloola (NA)
: Struggling Earning an S or S+ for ADC
Here's what you do, don't play Xayah in the ADC role, play her Mid. The system will try and match your CS, KDA and Vision Score with other player's of all ELO's, obviously that means to get an S or S+ you'll probably have to have score's similar to that of a Platinum+ player at least, so instead take her Mid where no one play's her and if they do they don't do very well, that way you don't have to work near as hard.
: Not that bad, but his ult should be renamed accordingly. Since he wouldn't be undying anymore. I would prefer the alternate version, and also make his E get lowered CD while in ult. Or simply double the CDR, and CDR cap while in ult.
He is still undying. "Active: Tryndamere begins swinging and slamming his sword into the ground wildly for X seconds. During this time Tryndamere cannot have his Health drop bellow a certain Threshold." Having him able to cast E on a much lower cooldown during his ultimate would give him way to much mobility. Even if it's only during his ultimate, i think it would amount to too much frustration. The reason i like the first one is because it gives this feel of Tryndamere trying to take control of his body from the player, which really helps flesh out his Berserker archetype along with the idea that he's so unbelievably angry that he can actually do that. The second one i like because it gives more freedom to the player which would make him feel really good to play.
: Okay. Still OP if you ask me, but at least you did make it so he couldn't have 2.50 attack speed with 400 ad. I saw someone else's trynd rework design that was awful because they said his passive would give him free bonus damage on autos and e, and w slows enemies further away from him by 99%, which makes it so they basically can't move, and whenever he gets a kill, his ult would extend by 2 seconds. _**THAT**_ was the worst idea I've ever heard. I commented saying, "sooo, you're gonna make him able to 1v5 whenever he wants?" Like, even _**JUST**_ building Spear of Shojin and nothing else would allow him to 1v5 with that kit.
I pride myself on the fact his R locks him into an animation for 1-5 seconds so Spear of Shojin does nothing for him lol Hate that item. The only reason i like my Idea is because of the Ultimate, having him press R and go wild in the middle of a team is what i imagine when i imagine an unkillable berserker. Side Note: Giving any champion Free Bonus Damage is a bad idea, it's too easy to abuse, i like the Passives like Jhin or Pyke where it's there to prevent worst case sonerio's(though Pyke still found a way to abuse his for awhile). Giving Tryndamere Health in return for him building Attack Speed sounded good to me, though looking at i don't think it's a good idea because he probably won't build much attack speed anyway but it does PREVENT him from doing so which is good. I really appreciate your input, i like when people actually offer up their opinion on concepts.
: So... At max rank his 100 + 100% AD AOE ability has a 2 second CD. Lets say he is level 18 and has 40% CDR. That means his Q is only 1.2 seconds. He builds full AD, and has 400 AD at full build. That being said, he can do 500 damage every 1.2 seconds. And lets keep in mind that 500 damage is more than a first rank Lux Ult. So every 6 seconds he can deal 2500 damage with JUST using that ability. Now lets say he has {{item:3078}} in that build that gives him 400 AD including his base AD. Now, his Basic Attack will deal 664 damage, (400 plus 264 from Spellblade since his base AD at level 18 is 132). So lets say he does a Q, Auto, Q, Auto. 500 + 664 + 500 + 664. That's about 2400 damage in 3 seconds, which, mind you, is enough to kill most people. But the max AD Trynd can have is about 600 if he has Triforce. 700 + 864 + 700 +864 is about 3100 damage in 3 seconds. That is enough to kill most champions in the game, and this is without using anything except for Q and Auto, which is way too much damage. I'd suggest either heavy nerfing the Q scaling or making the CD much longer.
His Q is basically his Auto Attack, similar to Yasuo, Yasuo's Q does more btw, but yasuo can build attack speed. The only reason the Q scales with 100% of his AD is because it has to be better than his Basic Attack is, or he'll just end up building for his Basic Attacks again anyway. Yasuo has the same exact ability on a .33 second cooldown, but if there's anything in Yasuo's kit that doesn't piss me off it's his Q. Also, 2400 damage in 3 seconds isn't actually that much, let's take Caitlyn for an example if both her and tryndamere are level 18 and Tryndamere has absolutely no Penetration or a Black Clever, CaItlyn has 87 armor at level 18, meaning she reduces incoming physical damage by about 47% so in 3 seconds he can deal about 1272 damage to level 18 Caitlyn, she has 2084 HP at level 18. He half healths caitlyn in 3 seconds, that's pretty fair to me honestly. If he were to go ABSOLUTELY FULL AD and try for 3100 damage in 3 seconds like you said, against caitlyn he will deal 1643 damage, again, in 3 seconds, to someone with Lifesteal. This is without taking into consideration that his Q can Crit for 50%+20%(Infinity Edge) bonus Damage. So if he went a build like this. {{item:3031}} {{item:3046}} {{item:3812}} {{item:3078}} {{item:3072}} {{item:3111}} (396 AD+262(Spellblade Procs) Each Q deals 773 Damage. With Crit he actually deals more, which is the point, for him to build Crit. With the same Q+AA+Q combo you gave(Hard because his Q isn't an AA reset, obviously since it's a massive slam of gigantic sword and his maximum attack speed is 1 AA per second so his maximum Q+AA+Q+AA combo will always be 4 seconds.) he would deal 773+660+773+660 which is 2866 damage in 4 seconds. Now do i think his Q is balanced? No, i wasn't trying to make a balanced ability, i'm not a game balancer. I was trying to make a concept that was enjoyable and a good alternative. To add, tryndamere can deal 1000 damage per auto, 2 auto's a second on live right now, so i think that my concept actually nerfs his damage quite a bit. To Finish If i were to change it i'd just change it to make his Q available every 2 seconds instead of 1.2 seconds, that way it nearly doubles his Kill Time, it's his only damaging ability(aside from his Ulti which uses his Q as damage anyway.) It could also be 4 seconds, but because he cannot have attack speed, i feel like 4 seconds is way to long for him to be able to deal absolutely 0 damage(Q is his only damaging ability.) The most Optimal Build if you ask me is this. {{item:3031}} {{item:3087}} {{item:3053}} {{item:3078}} {{item:3812}} {{item:3111}}
: > [{quoted}](name=Zerenza,realm=NA,application-id=3ErqAdtq,discussion-id=6QAMUQex,comment-id=001a0000,timestamp=2019-07-28T23:54:37.284+0000) > > The main reason he's toxic is because of his lane phase. And Idk about you but going Alistair into tryndamere in top sounds like an awful idea. > > At level 2 if he crits he straight wins against every top laner. At level 6 he can dive you for 5 seconds straight on an 80 second cool down and if you lost once to this, you'll lose every single time afterwards. > > Mid and late game he's more tolerable because you can 1v2 or 3 him but here's the catch. He's the best duelist in the game, you can't send 1 person, meaning the rest of your team is left 3v4ing. The reason he's the best due list in the game is because he can outlive other duelists with his ulti even if he has a third the maximum health of one. What makes this worse is in order to prevent him from solo diving your backline you have to CC him for at least 7 seconds and idk if you've played solo que but to have a team with a combined 7 seconds of CC that's also perfectly chaining it is a miracle. > > > He's the biggest stat check champion in the game by a large margin and most other stat checkers have been removed why keep him? didnt say go alistar top, suggesting you have a support counter pick him and choose alistar. There are plenty of tops that have a ton of cc. If you can't stop him with a champ who has cc then perhaps it's the player who simply isn't skilled enough. And i don't mean that as an attack im just saying thats really all it takes to counter trynd, hes an auto attack champ, he depends on autos and autos are very easy to stop. If your team is good enough they will time their cc' perfectly and render a trynd useless. Wish i can just show you how easy it is to counter him cause me just saying it doesn't mean much but if you take my word to heart you'll see what i mean. Time ur cc perfect and trynd is literally useless, that is why hes not used in high level competition.
Two Mistakes. 1. Having a stranger pick something in Solo Que to help you out, doesn't happen. 2. Having 4 other people you don't know "Perfectly" time their CC in Solo Que, doesn't happen. I don't want to bring winrates into this, but by your logic in a game where the average skill level of the player's is higher, his winrate should be lower? But, it's actually highest in High ELO. Sure, the skill of the Tryndamere player matter's too, but considering how "Easy" it is to avoid Auto Attacks, the fact you can "Just CC him" and the crucial fact that he's completely reliant on a Stat Check RNG mechanic means that these High ELO player's should have 0 problems with him. Let me explain to you why that's not the case. Basically, in Low ELO regardless of how easy a champion is to play there's more to Skill than mastery of a champions kit. And in plenty of match ups when playing AGAINST champions with harder kit's, your goal is to take advantage of their Micro-game mistakes AND Macro-game mistakes because trust me the lower you go the more there are, this is why harder to play champions tend to have bellow 50% winrates in Gold and bellow, the player can be exploited on both the Macro and Micro mistakes they make. Tryndamere has almost 0 skill floor and 0 skill ceiling, this is why his Winrate doesn't fluctuate much based on Games Played, but a Lower ELO player will still make more Macro Mistakes than a Higher ELO one, and the only way to capitalize on a player who's playing a champion that it's really hard to make a Micro Mistake on is to exploit their Macro Mistakes, in High ELO tryndamere player's are more experienced with the game as a whole and don't have to worry about Mechanical mistakes because there aren't any that they can make, so they win more frequently because the enemy can't exploit their mistakes, since Higher ELO player's make less Macro Mistakes.
Comentários de Rioters
: lol man you guys complain about champs that don't even require attention. All i can say is, CC. Actually if you want a very hard counter to tryn, just go alistar. He will regret he ever choose trynd.
The main reason he's toxic is because of his lane phase. And Idk about you but going Alistair into tryndamere in top sounds like an awful idea. At level 2 if he crits he straight wins against every top laner. At level 6 he can dive you for 5 seconds straight on an 80 second cool down and if you lost once to this, you'll lose every single time afterwards. Mid and late game he's more tolerable because you can 1v2 or 3 him but here's the catch. He's the best duelist in the game, you can't send 1 person, meaning the rest of your team is left 3v4ing. The reason he's the best due list in the game is because he can outlive other duelists with his ulti even if he has a third the maximum health of one. What makes this worse is in order to prevent him from solo diving your backline you have to CC him for at least 7 seconds and idk if you've played solo que but to have a team with a combined 7 seconds of CC that's also perfectly chaining it is a miracle. He's the biggest stat check champion in the game by a large margin and most other stat checkers have been removed why keep him?
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EdgeLady (NA)
: > [{quoted}](name=Quinn Is Bae,realm=NA,application-id=6kFXY1kR,discussion-id=bg9Eu63E,comment-id=0006,timestamp=2019-07-24T03:01:02.081+0000) > > What about Quinn? She deserve one before Cass who received eternum in the past 2 year. I'm hoping that Quinn gets a Star Guardian skin this year. Maybe even the legendary, since she doesn't have one. Valor would be so perfect for a cute but awesome Star Guardian bird familiar. {{sticker:sg-lux}}
I wouldn't give her the Legendary, there's been too many Marksmen getting the legendary skins but agreed she would do great in Star Guardian but she really unpopular despite needing a skin really bad as well.
: She has been popular since her release for a long while though, and she didn't get a skin back then, it's been longer than 3 years. About rocks, that's not an issue at all. Every epic skin changes particles. Freljord skin is not weird, they're still rocks covered in ice and snow. If they made Arcade Taliyah instead for example, they would just make pixelated rocks. Also worlds skin was picked by a winning team member, and Rito said those skins do not affect the production of normal skins because they're special reward requests. Yet she has nothing but release skin.
As another commentator said, and as i tried to explain but failed. Taliyah doesn't use Particle Effects for her attacks, she uses models, meaning that she requires a large amount of work to produce a skin for. You have to make all new models for all of her abilities. To add to this, her Voice Lines specifically state Rock's, Earth and other such materials, thematically speaking her design is centered around her control over Earth. So the number of skin's she can have that would actually be unique is limited, you wouldn't be able to get a good Pool Party skin, even though it would look cool to have her throwing water at people, and it would be pretty sick to watch her surf across the map on water, the skin would at minimum need to be a 1850+ skin so that she could have some of her Voice Lines changed to match her using Water instead of Rock to match her thematic. Again, other champions have the same exact issue where their thematic is so unique and integral to their design, you have to change the character in order to change anything else about them. Illaoi is a great example, she has 3 skins, all of which despite being very different reference Nagakaboros, this is really odd in Void Bringer skin. To add to this, it's really hard to get Voice Actor's back in to do more voice work and it costs a lot of money as well, so certain champions that aren't popular have a hard time getting the higher tier skins that they need to help avoid that issue.
: ThornMail does not accomplish it's anti-aa function.
Rarely ever buy it, i only buy it because it's a good combination against Hybrid Auto Attacker's when combined with Adaptive Helm. Otherwise agreed, it doesn't fulfill it's intended purpose and most of those champions have access to True Damage/Healing and let's face it Greivous Wounds was never enough to stop healing in the first place. Early it certainly makes some match ups hard (IE: Poppy, Ornn, Moakai tanks with high Base Damage are a pain when they get this item first but it sucks once a bruiser get's Black Clever, Trinity Force or Shojin.)
: someone is ban jolly these days, i also got a warning for saying something about players who are bellow silver shouldn't complain about how op a champ.
It's against Universal Rules, "Rank Shaming" is probably what that would be classified under. Side Note: Remember that the vast majority of the player base isn't high ELO(80-90%) and those same people are also a larger part of where most of Riot's income comes from. It's important that Low ELO player's can voice their opinions about the game because they're the majority of player's, and regardless of whether it's wrong or right, it's important to listen because chances are they're also the ones getting newer player's into the game. The big 3 of keeping a game alive are as follow's when said game is competitive. 1. Streamer's/Youtube and Media Coverage 2. Pro Play and Esports Coverage 3. Willingness of player's to invite new player's into the game. And because of the overwhelming number of Low ELO player's VS High ELO ones, it's a given that the Low ELO player's invite more new player's.
: > [{quoted}](name=Zerenza,realm=NA,application-id=6kFXY1kR,discussion-id=bg9Eu63E,comment-id=,timestamp=2019-07-23T09:50:27.603+0000) > > Side Note: There's a lot of champions that seem to be left out of Skin Events simply because they're hard to make skin's for. Primarily because their base design has so many core part's that there isn't much you can change, swain NEEDS to have wings when he transforms, for example. And illaoi will always have Tentacles as another example. Taliyah? she's just a human with nothing special, what's taking her more than 3 years to get a single skin other than her release one?
Low popularity, also she did get an SSG Skin. Also, because her abilities deal with a specific Elements(Rock) making skin's for her could be really hard since she literally only uses rock's as her weapon's, the Freljord skin is kind of weird because she says "Throw another rock!" but it's clearly Ice, not rock. For awhile her popularity dropped, ironically, like a rock due to her being really powerful in pro-play and her nerfs made her unappealing in solo que. (Same thing has happened to plenty of other champs)
Comentários de Rioters
: But what if you have 3 knights and 5 glacials? Which class wpuld they complete? Tbh the clone should spawn 2 copies of the champion, in adjacent tiles
I was thinking you get to chose their class by clicking on them but it will only allow you to select based on classes you already have from a list.
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