Rioter Comments
: Gargoyle Stoneplate and Overgrowth Give Pyke HP
I presume that under the hood Pyke's passive is just a -100% bonus health modifier, so Overgrowth and Gargoyle would bypass it entirely because of how the math works internally. If that's true then it's just a natural consequence of the passive, but I bet it'll get modified out to match common sense.
: Pyke Bugs Discussion
Overgrowth increases Pyke's max health. As in, it doesn't get converted into AD. If that's intentional, that's cool too. Just pointing it out since set bonuses, chrysalis, and grasp don't increase his max health. I would sometimes notice the health bar's numbers would bug out and display his non-reduced health as the maximum. The current health was still at the correct maximum at the time, and the bar was full, so it's just a text issue. It broke after I died mid ult, and fixed once I entered combat. Reminds me of a similar bug Kled had. It'd be neat if bots properly used their cuts.
Rioter Comments
: ~~Is her Q being single target intentional? I like how it opens up rushing Gunblade or Death's Dance for lane sustain, but it also seems kind of weird. (shouldn't it be multi-hit?)~~ ~~The amount of abuse possible from Muramana or Comet also seems a bit out of place.~~ She also doesn't have character inking, even when the option is set.
Also, when a champion doesn't have an immobilizing effect, Aftershock is changed to Grasp of the Undying upon entering the game. (start a practice tool game as aftershock ezreal) However, the rune isn't exchanged on Kai'Sa.
: PBE Bugs & Feedback Thread: Resistance Illaoi, Battlecast Prime Cho’Gath, and Bullet Angel Kai’Sa!
The great thing about the base version of Bullet Angel is that the body and limbs are different colors; it reads a lot better that way. None of the chromas really have that advantage except maybe for Rose Quartz. For a lot of them the hair clashes a lot with the colors of the body as well, and it ends up looking really gross. They all look good in the previews (except maybe Granite) but only Rose Quartz and maybe Catseye and Obsidian look good ingame, at least when the helmets are off. They all decent with the helmets on.
: ~~Is her Q being single target intentional? I like how it opens up rushing Gunblade or Death's Dance for lane sustain, but it also seems kind of weird. (shouldn't it be multi-hit?)~~ ~~The amount of abuse possible from Muramana or Comet also seems a bit out of place.~~ She also doesn't have character inking, even when the option is set.
I was spreadsheeting out her damage, and I noticed something subtle... Okay so let's state the obvious, her passive pop damage (upon hitting 5 stacks) deals missing health damage. But it doesn't just deal missing health based on the health the target was missing when the attack landed, it also factors in the damage of the attack itself. In other words, the detonation damage doesn't just deal missing health damage, it also amplifies the damage of the attack that activated it. (if the detonating attack dealt 100 damage after resists, then at level 18 with no ap the detonation will deal 20 more damage before resists) So as I was figuring this out in the process of building a damage calculator to figure out a build, I noticed it doesn't amplify the actual auto attack damage of the detonating attack, only the stack application damage or other onhits. This can be hard to notice, as it's typically just a couple points of damage. You need to be calculating it to be able to tell. It isn't hard to reproduce. Go into practice tool with "empty" runes. (Take Precision and Resolve or something to make it easier to calculate, so you don't have an ad or ap from runes. and don't take a damage amp) If you auto attack a dummy 5 times at level 18 with no items, here's the damage you _should_ deal: 1. 5 x your ad (5 x 79 = 395) 2. 5 x the onhit damage (5 x 12 = 60) 3. 10 x the bonus damage per stack (10 x 9 = 90) 4. All of this damage will be halved because of the dummy's 100 armor and magic resist. (545 / 2 = 272.5) 5. The detonation damage deals 20% of the dummy's missing health, which is 20% of the damage you just dealt. This damage is also halved, so let's treat it like a 10% damage amp. (272.5 x 1.1 = 299.75) So, you should deal **300** damage. If you go and do this in a game, you'll actually deal **296** damage to the dummy. Why? Let's try doing it again, but apply the 5th ad damage after the detonation. 1. 4 x your ad (4 x 79 = 316) 2. 5 x the onhit damage (5 x 12 = 60) 3. 10 x the bonus damage per stack (10 x 9 = 90) 4. Halve the damage. (466 / 2 = 233) 5. 10% damage amp. (233 x 1.1 = 256.3) 6. Add half of your ad, halved since it was reduced by the dummy's armor. (256.3 + 39.5 = 295.8) If you round up 295.8 you get 296, which is the same number that we got earlier from autoing the dummy 5 times. You can repeat these steps with arbitrary amounts of ad and ap, and you'll find it remains true. I'm... kind of assuming this isn't intentional? It's nitpicky, but it feels off. The difference gets much more noticeable if you crit with a lot of ad on the detonating attack and/or have a lot of ap to increase the detonation damage, in the range of 20 to 40 lost damage at full build or higher.
: Kai'Sa Bug PBE Bug Thread
~~Is her Q being single target intentional? I like how it opens up rushing Gunblade or Death's Dance for lane sustain, but it also seems kind of weird. (shouldn't it be multi-hit?)~~ ~~The amount of abuse possible from Muramana or Comet also seems a bit out of place.~~ She also doesn't have character inking, even when the option is set.
: Thoughts on Darius changes and suggestions
I think there's the argument that the increased pen on his Apprehend makes his build a _little_ more flexible. It diminishes one of the advantages that Cleaver has over every other rush, at least. 100% agree on the hook range buff, haven't been able to play Darius since the rework since I was so used to how the old range felt, kept wasting it. Can't get used to it.
: New Liandrys + Rylais Mordekaiser R interaction.
This is full damage AP Morde, which is a rare breed. Usually they have Zhonyas instead of Rabadons or even have some other tank item. This is because, you know, killing any squishy you want is cool and all but you have to be alive by the end of it to use the ghost.
Rioter Comments
: Rengar Changes Feedback Thread
I think Rengar needs an identity besides "haha i jump on u, u die" since he'll always run into problems whenever supports are strong... and when supports get weak, he'll have to be changed all over again to put him back in line. He needs a fallback plan so he's more consistent and can actually be tuned such that he doesn't have to be reworked every couple months. For example, maybe Thrill of the Hunt should have missing health damage attached to it, or the flat damage could be amped agaisnt targets below 40%, so he can _always_ use it to pick off low health targets. It shouldn't matter if he's forced to build tanky or if a support is nearby, he should be able to use his ultimate for cleanup duty no matter his situation. (this would also encourage using his ultimate after or in the middle of a fight instead of as an opener to blow someone up, which might be the healthier and more thematic choice) He could also have a good cc attached to his empowered roar, like a strong slow or a fear. That way, even when he's behind, he can contribute some aoe cc to teamfights. Or, y'know, any number of things to expand his identity a little or give him more options. (I don't think building ap impacts his playstyle all that much besides what buttons he uses to deal damage.)
: [CLOSED] PBE Bugs & Feedback Thread: PROJECT: Vi!
The gauntlet glowy bits look terrible. I think you could even invert it (make the gauntlet itself metallic and the little V on the gauntlet that's close to her elbow glow) and it'd look a lot better. Or, you could remove the glows on her hands and have the V-ish shaped glow on the back of her hands stay, that'd look a lot better too. Both ways would push the V theme a lot harder, and with the latter they'd look like arm blades which might look kinda cool, they could explode outwards on e.
: [CLOSED] PBE Bugs & Feedback Thread: PROJECT: Jhin!
If the jacket were some shade of purple and a bit longer it'd look great, but right now the green makes the colors look all over the place. It looks more red & green than red & purple... is this a Christmas skin? Yikes. I really like the color of the arm and shoulder mount, and I think the skin needs more of those types of colors to contrast the red. In addition to a new jacket color, maybe the top of his head could be the same color as his arm, and some other spots on the body... Lengthening the jacket would take work but it'd go a long ( :^) ) way. Please don't force us to buy chromas to get a good skin.
: I would always max w second for the wave control, but I guess thats just preference. The issue isn't the effect on his late game at all. I am concerned on how this impacts you when you get counterpicked by an ad top laner and there is an ad jungler. You wont be building any magic resist till maybe your second, but probably your third item. That means that scaling up w at all during that time, no matter how many of your opponents are melee, is going to hurt yourself a lot. Against several aps, Mundo is going to be more fantastic than he already is, which is saying something, but those kinds of games are fairly rare right now, and in general considering the top lane champion pool.
Doran's shield combined with your base MR would have made it deal less all game than before, so you'd be the same or better against ad champions, especially ad champs with some magic damage spells like Irelia Nasus or Jax for instance, since you'll just have more MR than before without even trying.
: After playing him in a dozen game or so I have to say I really like where you took him. I do miss the Missile for his Q and Q being the bread and Butter but that fine. I will say there are some issues tho. Q delay is really long. Even slow moving champs can move out of it before it goes off and Locks on. Ether make the zone bigger or make the delay less. All effects from on-hit are 33% when using W. I can see this for some effects but to be honest ADC attack faster then his W. Ether make it so on-hit does not trigger on his W but does on his Leg or remove the on-hit and up the damage. With some builds you can out damage W easily with flat auto attacks and so W becomes useless. E is too short. Other champ dashes are longer. You miss a lot if you have played {{champion:104}} {{champion:79}} {{champion:3}} {{champion:157}} {{champion:236}} because it is so much shorter then all of theirs. Ether that or triggering the throw is bugged. His R can get really buggy. Especially of there is another Urgot. I have pulled champions in killed them and not got the fear many times. One game it was almost 100% I have also hit an enemy who's HP was at less then that damage of my ult (so it would have killed them if it didnt pull them) and something killed me (ignite, minions, another champ) and they lived. It should kill them no matter what if they are at 0 or less HP when the ult hits. I understand not and stopping it if they are >0% AFTER your ult damage hits. The Fear from the kill often would have saved me AND I didnt get the kill when I should have. Also enemies HP bars need to change color or SOMETHING to let you know they are under 25% Maybe a Icon over their heads like Darius or Garen or Fizz.
Purge actually outdamages auto attacks pretty handily as long as you don't go above about 1.1 attacks per second and don't build crit. You can buy a Botrk and your auto attacks will still be weaker than Purge; you'd have to be buying a zeal item or something for auto attacks to be stronger. The fact that Purge stacks Fervor and Cleaver so quickly as well means it's almost always better to use than just auto attacking. His E range does feel very limiting though. It seems like an ability that should have a similar range to Galio's charge, maybe a tad shorter, but it always stops short of where I expect it. Even if he can't actually charge farther, it'd be nice if it'd still flip enemies if the Urgot aimed it properly. (like if a small projectile carried on when he stopped, and if it hit a champion they would get flipped even if he didn't touch them, like within 150 units or so)
: Urgot Rework
His old kit didn't fit his lore very well. He was supposed to be this big tough guy that charged into the middle of enemy lines and just refused to die. He got so messed up from being so reckless in battle that he had to be resurrected like Sion and made partially machine. But... that isn't what old Urgot did. He poked his enemies out of lane from far away. He never charged into the middle of the enemy, at least not without his ultimate. He typically wasn't a tank, even if he could absorb some damage. The updated Urgot is actually far more appropriate for what and who Urgot is. He's shorter range and wants to charge into the enemy and rough 'em up. He has incentives (short range, damage dealt over time, 30% bonus health shield scaling) to build kinda beefy and tank damage in teamfights. He's even closer to being a tank marksman than before. They strengthened his identity.
Rioter Comments
: Let's talk about THE NEW THORNMAIL (Please Don't Do It)
Old Thornmail would reflect a percentage of the damage dealt before resists. The new Thornmail doesn't. It paid a heavy price to have grievous wounds. It's far from overpowered.
: Well, the changes are interesting, although I don't see much point on his E's passive. It takes at least 15 seconds to get to the max amount at rank 5. On the other hand the Active doesn't really seem too nerfed beyond not mentioning if it has increased range and having a lower % max health ratio and a lower health cost. On the other hand, I don't really understand why he punishes himself for building AP - and only If he builds ap at all - when using his W. His Q or E, or R, don't even scale with AP :o. And, well, isn't Galio already the anti ap pick? xd
Liandrys isn't an uncommon pickup for Mundo for the burn on Q and the magic pen. While that's really his only option that has AP, it still adds 8 health burn per second, which is kind of dumb. The synergy between his E and his W is kind of neat though. I used to not max W in lane at all because of the cost, but I might start doing so now since now it activates D Shield, as well as being reduced by Adaptive Helm and mostly counteracted by Spirit Visage. It's a definite buff to his lategame.
: > P: Healing nerf is hard here. The intent is that she can utilize this a bit better. It's faster generation, and also faster regeneration when she goes underground. We've been seeing it be notably stronger via playtests. If that's not the case, we can tune it higher at later levels. > Q: Love that her Burrow blast now does AD and scales with AD (tho you still can AP Rek'sai with its 70% AP scaling) Sweet. Glad you like it! > W: Im fine with the knockup only hitting one but the knock aside needs to still hit all unites (even Champs) It hits all units that are not immune. You only gain the immunity from getting knocked up. This means going for multiple knock-ups on razorbeaks pays off pretty well. > E: This got a big nerf... Empowered hits should be chunkier and a lot more accessible. Her tunnels do have a lot of counterplay and we looked into making them more consistent but instead gave her a separate target selection tool in her ultimate. Like your E ideas and I'll think about them some more but there're trade-offs that I'm not incredibly comfortable making. Glad you're excited for the changes. Hope you have fun!
The knock aside on W probably needs a tiny knockup component, if only to make it more noticeable. Right now it kind of looks like they're sliding ever so slightly and it can be hard to tell if they were actually caught in it. (especially with minions, who maybe should have the displacement distance increased?)
: The PBE got updated today with new changes to his W. The damage buff got reverted. Now, the cooldown was reduced to 11 seconds at all ranks, and shield strength scales from 8%-12% max health instead of 6%-10%. It's much better and actually accomplishes what they seem to want (encouraging players to max W second, rather than last, so he has more tankiness mid-game).
A lower cooldown is great and all, but the actual limiting factor on how often you can use W isn't the cooldown, but the mana cost. That's why you usually grab a Corrupting Potion and sit on it throughout the entire game until you absolutely need the slot. The extra 225 mana it provides for such a low cost is essential for him. Heck, I wouldn't even feel bad trading 2% more scaling on the shield for a lower mana cost. Like, I haven't played Sion since the tank itemization changes, but I mained him throughout S5 and early S6. Mana was what was always holding him back for me, not how much damage I could deal or tank. The best part about a higher shield is you get more mileage out of the high mana cost and you get to use the damage component more reliably, but I'd still rather not have the limitation of only having 12 casts of it in his standard mana pool at max level, which is obviously a lot lower if you start spamming the two relatively low cooldown abilities he has, or if you're working with a level 13 mana pool from having maxed W second. Like if they really want people to max it second they should remove the cost increasing per rank. Maybe a flat 70 or 65. Then you aren't lowering the amount of times you can cast it by ranking it up. (at level 13 he only has 9 casts of max rank W if he isn't casting any other spells, as opposed to 12 casts if it's rank 1)
Rioter Comments
Rioter Comments
Rioter Comments
: [5/2] Rakan Feedback
Gaining 70 shield per rank was kind of ridiculous. I'm not sure there's another champion with a non-ultimate ability whose value raises that much per rank. Adding a little bit (25) damage to his W is like, nothing compared to lowering that.
: New Rammus feels... wierd
Maybe he needs the Nocturne treatment. While Nocturne gains movement speed towards enemies he's feared, maybe Rammus shouldn't be slowed by W when approaching enemies he's taunted.
Rioter Comments
: As far as I know, randuins got the crit reduction damage from the item removed.
They reverted it back to the old build and gave it 20% crit damage reduction, which was the version I tested. Today's patch might change it around.
: Xayah Ultimate is not healthy.
Xayah has more in common with Talon than Ahri. For example, Xayah barely has any personality aside from wanting to impale people with sharp objects. In contrast, Ahri's only personality trait is wanting to _be_ impaled. Anyway, you might be right, but your reasoning seems flawed. I'm lead to believe it won't be as bad as you seem to think. For one thing, Xayah is indeed very short range. She's in the minority, the 33% of ADCs that have 525 range or lower. There are only 7 other marksmen below that threshold, **all** of which have either a gapcloser or an ability that increases their auto attack range. Xayah has neither of these tools. This means that aggression isn't an option for Xayah; her enemies have to mess up in order for her to get an opening. This weakness is softened slightly by her getting a strong engage, such as from Rakan. As for her DPS, it's average. She does in the realm of 1k dps to a dummy, which is what you expect out of an ADC. The other strengths you list are intended for her, as she was modeled after utility ADCs. Her ultimate still has all the same counterplay that cleanse has, such as baiting it out, or surrounding her so that escape is impossible. What it does mean is that diving her in a teamfight is a risky move. She can still be picked off before or after a fight if she isn't careful. The comparison between Xayah's ultimate and Fiora's Riposte or Fizz's Playful Trickster is ridiculous. Xayah only gets access to it at level 6, and the cooldown is 5 to 10 times longer than the cooldowns Fiora and Fizz are working with. It's not even the same ballpark. Xayah will be very safe on organized teams and her AoE damage will be strong in matches where she isn't zoned out of the fight (her primary counterplay given her low range), but she isn't broken on some fundamental level. Or, at least, not on as severely as you claim.
Rioter Comments
: Shen feels off...
I'd almost suggest a Shen build without Sunfire, as weird as that might sound. Unless they change it again, the idea of it not even getting past even just the old base value until level 15 makes it too unappealing. It might as well only apply to minions right now. While the waveclear is valuable, it's typically going to be more useful in organized play than solo queue, especially tank-themed splitpushing. Damage splitpushers will just have a lot more threat in that you'll probably need to send more than one person to neutralize them, whereas I imagine tanks with Sunfire will barely be able to take on a single opponent with the weaker aura. Try Trinity or maybe Shiv since it got a buff. The attack speed combined with Titanic will make your waveclear decent without sacrificing champion damage. DMP instead of Sunfire, probably.
: Black Cleaver Nerf Exlanation
Dominik's had its armor penetration reduced, though.
: Gangplank probably just shouldn't ignore Armor the way he does honestly. The Gangplank character on Live takes far fewer risks than he was originally intended to (I believe this is the case anyway) as players have learned to optimize barrel gameplay.
I always thought bruiser Gangplank was more fun, it's just that full damage is so much more effective if you abuse barrel chaining. It's his only reliable way to use his barrels, and it encourages playing far back and going full damage. If you give barrels a longer arm time it'd make the long range barrel chains less reliable. You wouldn't be able to set two up and place the third as the first explodes, which was removing a lot of the ability's counterplay anyway. What you could then do is give Gangplank more tools to use barrels in melee range and encourage him to get in peoples faces. If his passive is up, then his melee attack should be able to instantly detonate a barrel regardless of its remaining health. He gives up a lot--you don't get the passive refresh or the Q damage for the barrel, but it's quick and reliable in a fight, and gives tankier GPs better access to their crowd control. It also introduces the idea of detonating a barrel and placing one on top of it to blow up right after. (though not immediately after, because the introduction of a longer time before it's active like mentioned above) This rewards skillful Gangplank players for properly detonating a barrel, especially on an opponent, with a chance to follow up with another if they're close enough to their target to capitalize. This gives additional incentive to be in melee range, where Gangplank will be forced to build a defensive item or two and be more brawly, maybe actually build a hydra item instead of going full pen or crit, etc. Yasuo has a similar problem imo. He doesn't have a lot of counterplay with how bursty he is, it's only actually fun to play against bruiser Yasuos because there's time for skill expression to happen. It's more interactive.
: Doesnt work on inhibs nexus, works minions, champions, monsters, allied or enemies
Seems right. ~~Have you tried plants or scuttle?~~ Shoulda figured plants were a no-go. Big blue glowy crab pal is 10/10 tho.
: While the slow strength buff to Randuin's is good, I don't see a lot of reason to pick it up if it only offers the slow and the crit damage reduction is removed. Also while I love love LOVE Abyssal Scepter being a tank item, it sounds like it will just be there to increase the ambient magic damage in a fight and coordinate with teammates. Is there any chance the damage amp effect will do anything similar to Black Cleaver? I agree with the other changes, and love the changes to GA and the new items. It'll be incredibly satisfying to beaf up my tank in a teamfight. Will Adaptive Helm work on effects like Kog'Maw's W, or Brand's passive? EDIT: Would Adaptive Helm work on the first instance of magic damage once its passive is on cooldown? Like if Cassiopeia hits a tank with Q-E-E-E would it reduce the damage of the Q poison or E damage? Do you worry new Abyssal will be used by mages/assassins as a bruiser item to sure up their weakness of being squishy without losing too much damage?
If it applies spell effects it'll probably count. Brand's passive will for sure.
: Isn't the refocus from hp to resist slightly beneficial for tanks? I mean, let's say tanks have access to roughly 10% more armor. After getting 45% stripped off, they would still end up with more resistances than they do now. And with overall health being lessened, items like botrk and Whisper would be indirectly affected.
Take Sunfire Cape for example, my gut tells me 75 health is better than 5.5 armor (10 added, 5.5 after being reduced by lw) even in the endgame. This is true through gold value at least (75 health is 200 gold, 5.5 armor is about 110 gold) But I guess I haven't done the math on it. The Randuins nerf still stands, though.
: As posted in [this](https://boards.pbe.leagueoflegends.com/en/c/bugs/KgKU7P2o-banner-of-command) thread, you also get all the gold from anyone you tag with Banner, and it can be cast on enemies. This is so fruity.
http://i.imgur.com/aznVmJb.jpg http://i.imgur.com/Wgzie2T.jpg Banner on Herald and Baron! Nice. Haven't tried towers or allied minions yet. Bannering enemy bots makes bot games funny. Looks like you can cast it on anything. Dunno about turrets, I'm gonna try them next. EDIT http://i.imgur.com/Mdt1AIA.jpg http://i.imgur.com/icvV4Pn.jpg Doesn't seem to work on Nexus? Haven't tried Inhibitors yet, but I think I'm done experimenting.
: Banner of Command Self-Cast
As posted in [this](https://boards.pbe.leagueoflegends.com/en/c/bugs/KgKU7P2o-banner-of-command) thread, you also get all the gold from anyone you tag with Banner, and it can be cast on enemies. This is so fruity.
: Here are some initial impressions on things that I think are extremely problematic and will 100% cause balance issues if they released to live as is. - Banshee's Veil - EXPERIMENTAL/Abyssal Scepter - EXPERIMENTAL Honestly this change is just flat out awful and quite mind boggling. Spell shields are extremely powerful but also EXTREMELY annoying/unfun to deal with from a gameplay perspective. Are you forgetting the huge problems Edge of Night caused when it was buffed, or the reasons you nerfed Banshee's Veil originally? Making spell shield so accessible by basically giving it to every AP champion would be both overpowered and would make gameplay very annoying/unfun. Spell shields totally screw over combo mages/mages with long cooldowns like Lux. Furthermore this is a flat out nerf across the board to AP champions who you are already hitting by providing mr/lvl to everyone and buffing MR itemization. Abyssal is a near mandatory item now in the current state of the game on most AP champions because of damage creep and removal of Athene's as a viable mage item. - Adaptive Helm You say this item is 'niche' buts its anything but. Its stats are too broad and inclusive and in its current state it will merely be a 100% buy for tanks/divers in place of Spirit Visage and Banshees Veil. This item simply does too much, remove the health regen and CDR and the item is in a better spot. Furthermore this item shows the clear bias you guys have had against magic damage in itemization over the last little while, massively buffing MR itemization while nerfing/failing to add additional physical damage mitigation items. This isnt even a wild conspiracy theory at this point since look back at all recent item changes shows massive buffs to MR items. You say Adaptive Helm is supposed to be akin to Randuins as a top tier mitigation item and then nerf Randuins so its no longer a top tier sustained damage migitation item by removing its crit damage reduction?
If Abyssal is mandatory on most mages because of their low magic resist, then shouldn't giving them mr per level be helpful for them? It certainly benefits strategies that don't take mr glyphs and fully invest into magic penetration. (they'll still deal true damage to someone with 12 flat mr glyphs even after the addition of 9 more base mr, and they get more defensive stats) You might have a good point but this particular argument doesn't make a ton of sense. I think Riot is trying to cement the rock paper scissors mentality of mages beat ADCs, ADCs beat tanks, tanks beat mages. Mages beat ADCs: The removal of Banshees as an option for most ADCs, the removal of Magic Resist from GA. ADCs beat tanks: The removal of crit reduction from Randuins, the refocus of most tank items to having more armor and less health. (when most adcs buy 45% bonus armor reduction) Tanks beat mages: The addition of all these magic resist tank items.
: Midseason Durability Feedback
The idea of giving a lot of defensive items lower health but more resist is kind of weird. It'll help champs that naturally get free health like Sion and Cho'Gath a lot, but... how is this supposed to help the lategame of other champions? More bonus armor isn't very useful in a world of 45% bonus armor penetration for 1300 gold. In lane it'll just mean most tanks will buy Corrupting Potion to make up for the health difference and have the extra resists synergize with the cheap health it provides, or wait to finish their items to get a little extra health on the side. It might make Warmogs or items like Righteous Glory more common in full builds. Randuins may be cheap and effective but it isn't slot efficient anymore. The crit reduction was key to making it relevant in the lategame. Most builds will probably skip it now aside from niche situations where you really need to lower attack speed.
: Xayah and Rakan Feedback Thread
Xayah's kit seems really boring build-wise. She doesn't have the same options a lot of other adcs have, she's forced into a pure crit build. At best she could get a Botrk. Rakan's is better and has some interesting intricacies with how AP, CDR, and AS improve his tankiness through his Passive and his Q's heal. Making him as tanky as possible doesn't just boil down to tank stats, you'd also want items like Nashor's Tooth for example to increase your sustain in a fight. This is diminished somewhat by him being a support with 4+ predetermined items in his build, but it's intriguing. Xayah's VO is also a little boring. Some of it is writing, some of it is the deadpan delivery. Maybe lore beyond being a murderous bird person will help, but y'know. Otherwise, I think Xayah and Rakan are an interesting pair of champions.
: Xayah's Attack Speed
Rakan has a more reasonable base AS and far superior base AD. If you ask me he should be the ADC and Xayah should be the support. {{sticker:slayer-pantheon-thumbs}}
: Rakan & Xayah Bug Thread
Xayah will occasionally become unable to auto attack until she moves or uses some abilities. It seems to have something to do with casting her Q and W in a particular way, but I haven't found a reliable way to recreate it yet. I do have a recording of it, however. https://www.youtube.com/watch?v=RNJFlTcjWTE Found it by comboing away at a dummy trying to stack Manamune. You can see in the cut that it took me about 5 or 6 minutes of combos to recreate it after finding it the first time.
: http://i65.tinypic.com/2u74xv8.png According to the text on Xayah's W, her basic attacks strike an additional time at 20% damage. I assume this is like Runaan's proc (Or Master Yi's passive), and should apply on-hit effects, but after extensive testing in Practice Tool it appears that this is not the case. Bug, or badly written text on W? Thanks! {{sticker:slayer-jinx-wink}} Clarification Edit: It states that basic attacks strike an additional time, thus seeming to state that on-hit and on-attack effects would be applied on the additional strikes.
Seems like just a bad tooltip, but maybe a bug. It displays the additional hit as a separate tick of damage, but it doesn't apply another stack of cleaver despite being physical damage separate from the original attack. This is different from other champions who have abilities with similar effects, like Ashe's Q.
: Galio E has more range when used from a base wall
Not sure that this is as much of a bug as a neat interaction of not being able to back up. A good thing to know about.
: Updated changelist, thanks for all the feedback. Keep them coming!
Could you guys make it so that when his shield absorbs damage he gains a percentage of it back as mana, like a built-in eternity passive? Maybe increase his mana costs to compensate? I really want him to feel more like he's absorbing or "eating" magic rather than just shrugging it off. Him saying "I eat magic!" just feels really empty right now. There's a disconnect between that and his kit. All I need is a mechanical excuse to believe that he's actually absorbing the magic. Any little thing to suggest that would do the trick.
: Great layout of some builds. Ill have to try out some of them. As for my two Hextec items. Its one for Team fights, the other for 1v1 and with a 40s CD I dont have to really worry about using one.
They're lowering his base damage on his passive and giving it an AP ratio, so it changes some of the math. Sunfire is no longer a competitive damage option for second item. Trinity is less damage than Lich now at most points in the game, and while Maw previously did as much damage as a Roa it's now not even worth considering. Build options are a little more limited. Optimal build is looking like {{item:3001}}{{item:3030}}{{item:3151}}{{item:3135}}{{item:3025}} In that order, approximately. You can derail the build at any point to go pure tank if your team needs it. However, Abyssal is absolutely essential for your damage and should be your first item in every build. The changes have only made it a better rush on Galio. The only situation you'd get another item is if you you got into a bad matchup against an ad champ that you can't fight, then you'd want GLP/Roa first instead to make the lane easier. That build is more greedy, though. It's about getting the best option at the time as you level up and have enough gold to get your next item. But, there's also a build more like this one. {{item:3001}}{{item:3089}}{{item:3100}}{{item:3135}} + {{item:3143}} / {{item:3068}} / {{item:3157}} / {{item:3065}} This one is from the perspective of a final build, and ends up dealing more damage while being only a little less tanky. It also has less cdr depending on what last item you get, and is more expensive.
: Unfortunately Galio players critical opinions will go ignored because it's a smaller base than Lee win fans who had a similar opinion and changes were stopped to appease his base.
If Lee got a full update including new visuals there wouldn't be much they could do about it either. Getting all this art done and the voice acting costs a lot of money. It'd take a miracle to convince them to spend even more redoing any rework of this scope, or to throw their money away by scrapping it.
: Galio Builds
Abyssal is his best starting item by far. It improves his combo so much that it's pretty much mandatory. Second item is more iffy. Roa/GLP would be good for sustain. Gauntlet and Trinity do good damage. Lich would be good as well, but you need some more ap than Abyssal before it does more damage than Trinity. The best option for second item is probably Sunfire since it'll make you insanely tanky compared to your other options while still doing pretty good dps. Part of why is because Sunfire synergizes so well with Abyssal in general. Third item and onwards is more subjective. It depends on what you need. If you're gonna get tank stats next, your third damage item might be a Trinity, or maybe Gauntlet if you don't mind doing far less damage and need the 65 armor. You'd build either of those as your third item if your last two items are gonna be tank stats like Visage and Randuins. Both Gauntlet and Trinity benefit from Galio's passive turning them into magic damage, which Abyssal will amplify. Abyssal + Trinity/Gauntlet + Visage gets you to 40% CDR. The other build is more AP bruiser. For third item you get Liandrys and fourth is Void. Fifth is Gauntlet to get you a bit tankier and get your CDR. You're fairly tanky but you also have a lot of penetration to utilize your base damage and the % health on your q very effectively. This is a similar build to what bruiser Ekko gets, for example. You can also build Lich Bane since with Abyssal+Liandrys+Void it starts to deal good damage, but then you're starting to get pretty squishy. At that point you wouldn't really want Sunfire in your build since you're being more of a mage, and wouldn't want to stand around in the middle of the enemy team to make the most of its damage. Rabadons/Morello/GLP/Roa/Gunblade would all make great substitutes. Your build you posted makes a pretty good sustain tank build. You heal a decent amount off of your passive and spells, combined with the eternity passive and visage you regenerate a respectable amount of health. Having multiple hextech items is a little suboptimal though, and grievous wounds would remove most of the strengths of that build. Would be kind of good for dueling, maybe replace GLP with Roa. The biggest problem with it is that it lacks magic penetration, which is important for what is essentially a bruiser build. (items in rough purchase order) Tank {{item:3001}} {{item:3068}} {{item:3078}} {{item:3143}} {{item:3065}} Bruiser {{item:3001}} {{item:3068}} {{item:3151}} {{item:3135}} {{item:3025}} Mage {{item:3001}} {{item:3151}} {{item:3089}} {{item:3135}} {{item:3100}} Boots are of course flexible. I reached my conclusions on building him through a spreadsheet and lots of math. Maw gets an honorable mention for providing as much magic damage to your combo as a fully stacked Roa. It's pretty funny and might be useful in niche situations (prevent magic damage executions like garen ult?) but he scales too well with other items to make it really worthwhile at any point. His passive can crit by the way, adding another 100% ad to its damage. I wouldn't try it in an actual game but it's funny against bots, I recommend giving it a go just for fun. Reminds me of ye olde Runeglaive. You'd still want Void and Abyssal to amplify your passive's damage when it crits though. 2.5 as also looks pretty funny if you want to try it in a practice mode or something. If you're wanting to ruin an all ap team's day you could also do {{item:3001}} {{item:3065}} {{item:3102}} {{item:3156}} {{item:3135}} And be really hard to kill while doing a lot of damage with your passive from all of your mr. More of a silly build though. A second or even third Visage might even be worthwhile over Void, Maw, or Banshees since Visage is a very very gold efficient item, even without its unique passive. Just as an example, 6 visages gives you 35,000 effective health against magic damage on Galio, with 70 hp per second regen. It's pretty silly, but legit against an all ap team. At a certain point a mage's auto attacks are most of their damage against you, even if they're full ap, lmao.
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CrazedMLC

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