: Good point, it's after he uses up The Package (after casting Special Delivery). I'll clarify the tooltip.
: Corki PBE Feedback Thread
The current [tooltip](http://4.bp.blogspot.com/-EW_1f5mMQlU/VjKrUkzF-pI/AAAAAAAAHmU/oyfY5wzzmWg/s1600/corkipassive.jpg) for his passive reads "The Package reloads 4 minutes after being delivered." After being delivered onto the rift or after being delivered to Corki? As a new player reading the tool-tip I wouldn't know whether it's beneficial to "save" packages for later use or not. I would recommend changing the wording to avoid possible confusion as tool-tips primary function is explaining the skill to someone unaware of its specific behavior.
: His Q can be used more often early and more effectively to gain ap due to double hit and lower mana costs across the board so it KIND OF justifies the ult nerf, but yeah the stun nerf is ridiculous. Does riot really expect people to walk into a wall 0.75 seconds after they're warned about it? Enemies can guarantee their survival by just staying in the center and easily dodge the dark matter. There's no reason to walk into the stun. There's no way this is the final iteration but this is nowhere near the right direction for the stun
> [{quoted}](name=DIGGER NlCK,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=LKAEsmPM,comment-id=00270000,timestamp=2015-02-13T18:15:26.732+0000) > > His Q can be used more often early and more effectively to gain ap due to double hit and lower mana costs across the board so it KIND OF justifies the ult nerf. His Q at rank 1 and 2 will be 1,0 and 0,5 seconds shorter then on live, but at rank 4 and 5 it will be 0,5 and 1 second longer. The problem is that Q is the spell you usually max first, so it's only for the first like 4 minutes of the game that you will actually have a lower cd then before. From that point an onward, it's worse. Yeah, it's true that you can double hit, but the current cd at max rank is already so low that you can Q every single minion in a minion wave - so the only real advantage here is that you don't have to use as much mana. At last, the lowered mana costs is worth nothing really. Your ult is used so rarely that the mana changes won't make a difference in the long run. You aren't using your E *that* much during the early game anyway, and the slightly lowered costs won't change that. The W costs doesn't really matter as the rank 1 cost still is 80, and it's the spell you should max last. Sure, the mana changes is a small buff, but i don't think it will change his playstyle that much.
: Veigar changes hitting the PBE Soon
These changes will absolutely gut veigar. Veigar is an assassin. His immobility forces him to play very safe during fights, and the high cooldowns allows for one single combo per fight. When his W and E comes back off cooldown, Veigar is either dead, or the fight is won. His ult got an even longer cooldown, and veigar doesn't have the power to assassinate people without it. Veigar is all about that single combo, and to be a better pick then other mages/assassins, he NEEDS to successfully assassinate the enemy carries to be useful for the team. If he fails, he got absolutely no defense, and he can't offer any game-changing damage or utility for the rest of the fight. Now, with these changes, he is so infinitely more unlikely to successfully assassinate people. Previously, he could insta-stun people, but now, people can flash, dash or just walk(?) out of the danger zone as soon as Veigar attempts to use his stun. 0,75 seconds is plenty of time for the enemy to react. And if the enemies doesn't get stunned, there is sure as hell no way he will hit his W. But okay, Veigar still has his Q+R. It may not be enough to kill any AD enemies or champions with defensive items, but he can still with some good luck perform a less clean assassination. Now, if we just imagine that his victim has neither a Banshee's or a Zhonyas Hourglass to protect them (which will completely counter veigars combo by the way), his Q can now MISS. It's no longer a point-and-click, and that's a HUGE NERF. As with the stun, the victim can simply flash or dash or sidestep(?) his Q to avoid death. And if you somehow manage to hit your stun, a good support player will use their Mikael's Crusible to instantly cleanse their carry, allowing them to flash or Zhonya the Q and W you just threw at them. - We can try and compare this change to Syndras in patch 5.1. In said patch, the width on Syndras stun got reduced, and the Q damage got lowered from ~~70/110/150/190/230 magic damage~~ to 50/95/140/185/230 magic damage. Syndras winrate fell 6 % that patch, SIX whole percent from 50 % to 44 %. This just goes to show how the reliability of a combo is so important for any character who wish to perform well. Now imagine what would happen if they changed Veigars 2,5 sec stun from instant to kinda easily dodgable, not to mention the unreliability of his new Q. Sure, the Q got a slightly bigger range, but his ult didn't, so Veigar has to get just as close as before to do a full combo. Oh, and did I mention they slightly lowered his R's damage too for whatever reason? This is ridiculous. This was supposed to be a compensation BUFF for the loss of DFG (which nerfed him further). Veigar is one of those champions that looks really good on paper, but is struggling when put to the test. He had a toxic, low-counterplay playstyle indeed, but he was balanced. Now, they removed his core item, and nerfed 3 of his abilities to compensate. They even gave Q a 1 second longer cooldown then before at max rank. Whyyyyy? Someone please explain, I'm honestly confused. Pretty much all of these changes made his skills less reliable or just plain worse then before. I can agree that Veigar needed counterplay, but what will save him from becoming garbage tier now?
: Hexakill: Twisted Treeline Bug / Feedback Report Thread
Maybe you guys should consider buffing Wilemaws stats a bit? He gets killed EXTREAMLY fast due to the extra players and the bonus gold and xp. I think the mode would be more fun if he has the difficulty of Nashor instead of Dragon.
: What if **R - Grand Skyfall**'s landing time is increased based on how far Pantheon jumps? If so, he would still have to get close to his target in order to make a good gank **WHILE** keeping his ability to drop himself down somewhere far away - doing so will just take much longer, so the enemies have plenty of time to react if he decides to use it this way. **Grand Skyfall** isn't always used for ganks. Sometimes you just want to use it to get somewhere faster. I think this is the best solution...
***Example:*** {{champion:80}} **- Grand Skyfall** If Pantheon uses Grand Skyfall onto a location more then 2000/2500/3000 range away from his current position, his landing time is increased by 3 seconds (5 seconds in total).
: The range of his ult is his identy. I think people cant effectively react of his ult cuz of following: while he ult and in the air, most players will keep press W, and after he touch ground, he will be able to stun enemy imediately, even enemy already walk out of the ult range. Just like in the past, Kha could use W in the air while he using E to jump.So instead to decrease his ult range in such a ridiculous scale, I suggest just remove the effect I talked above. Letting Pantheon cannot using W whlie he is in the air, make him could only stun people after he touch ground.
What if **R - Grand Skyfall**'s landing time is increased based on how far Pantheon jumps? If so, he would still have to get close to his target in order to make a good gank **WHILE** keeping his ability to drop himself down somewhere far away - doing so will just take much longer, so the enemies have plenty of time to react if he decides to use it this way. **Grand Skyfall** isn't always used for ganks. Sometimes you just want to use it to get somewhere faster. I think this is the best solution...
: [Planned 4.3] Trinket Cleanup (Shop / Tooltips)
Have you guys thought about giving {{item:3352}} a small buff? There is very few situations where {{item:3352}} actually is more beneficial then {{item:3351}} or {{item:3350}}. You could maybe give it multiple charges like {{champion:17}}'s scrooms, {{champion:254}}'s Excessive Force, {{champion:74}}'s turrets and {{champion:42}}'s ulti? Also, I really like the idea about ward-skins applying to {{item:3350}}! :D
: Hexakill Enabled on PBE!
F1: Move camera to player 1 F2: Move camera to player 2 F3: Move camera to player 3 F4: Move camera to player 4 F5: Move camera to player 5 F6: Nothing :(
: Hexakill Enabled on PBE!
I like the idea. However, players seems to get either too far ahead or too far behind during laning fase. The teamfights are fun, but most of the games never reach that point because someone falls too far behind or gets too far ahead and snowballs, resulting in afk’s or one of the teams just having a bad time. My solution would be to increase the gold income per second so the mid/lategame comes faster, and people would have a harder time snowballing or falling too far behind because the gold per second suppresses the value of cs and kills. It should work more like the Howling Abyss gold system. The gold flow on normal 5v5 SR works because it’s more strategic and tidy. However, there is more to 6v6 then just 2 more players. People play differently, and it feels more like a war where fun is higher prioritized then winning. That isn’t a bad thing, but it’s simply not funny to be a potato for the rest of the game just because you did badly the first 5 minutes. Unlike ranked SR, people need the chance to make a comeback at any time, even though it’s makes the early game less important. Also, PLEASE make the three other maps available in Custom Games, just like you did with All for One.

BudoBoy07

Level 30 (PBE)
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