Rioter Comments
: Thornmail Feedback
your post doesn't make any sense "don't hit me or I'll lower your dps"--- good advice. "hit me so i can lower your healing"--- who the hell would fall for such terrible advice? its more like "don't hit me or i'll lower your healing" its not like the grievous wounds on thornmail makes hitting the tank a more attractive option.
: Lets have a discussion about why stacking armor penetration seems to scale better than crit chance
I don't know if RIOT saw this thread and had a discussion with themselves to discuss the topic, but Randuins Omen received changes on the PBE today to make it an "anti-crit" item rather than an "anti attack speed" item. Gold cost increased from 2600g to 3000g Build Path: Thornmail + Giant's Belt + 800g Armor lowered from 60 to 50 [New] Now gives -15% damage taken from critical strikes Unique Passive renamed to Thorns Unique Passive - Thorns: When basic attacked, deal magic damage to the attacker equal to 15% bonus Armor, doubled for critical strikes This will be fantastic for the balance between crit oriented champions and penetration oriented champions, despite how counter-intuitive it seems. Basically what this means is that critical strike won't have to spike as hard late game to make it competitive against a more penetration focused build, because without the randuins omen attack speed slow attack speed is proportionally more valuable. In other words, actually using your attack speed isn't something you will be punished as much for-- which means the mid game of the more traditional damage -> attack speed -> crit oriented build is good enough to compete with the mid game of penetration builds, which means that you can actually access the late game of crit oriented builds more reliably without losing the game before you can get there. Typically even crit oriented ad carries don't get 100% crit chance, so -15% damage from crits is less of a damage reducer than -15% attack speed. Overall this works to bring up the mid game of auto attack focused builds and helps to compete with penetration focused builds. This is fantastic, its a way of making both penetration and auto attack builds viable in their own way without one being strictly better than the other.
Rioter Comments
: Lethality Info
1. Will armor penetration runes be updated? 2. Will armor penetration masteries be updated?
Rioter Comments
: Tryndamere
I agree. Bring back his bonus crit damage.
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: > [{quoted}](name=Critkeeper,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=xflpX0m7,comment-id=00010000,timestamp=2015-12-19T20:29:03.994+0000) > > You didn't even read the original post did you? Did _you_ read the original post? The op is talking about tradeoff and there's a tradeoff for going Warlord's. Op just refuse to recognize it and being a big head.
> [{quoted}](name=AltF4,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=xflpX0m7,comment-id=000100000000,timestamp=2015-12-19T20:44:54.777+0000) > > Did _you_ read the original post? The op is talking about tradeoff and there's a tradeoff for going Warlord's. Op just refuse to recognize it and being a big head. I wrote the original post, so yeah I read it. You need to stop being so offensive.
: If you have an early Keystone Mastery and your opponent have Warlord bloodlust. Don't be butt hurt if you don't know how to punish them. They can't use it until after 6 at least. (Most champs) You're probably the type who sit there and trade farm with Nasus/Jax when you could've just kick his butt.
Rioter Comments
Rioter Comments
: > [{quoted}](name=Critkeeper,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=xLhcnpNR,comment-id=00000001,timestamp=2015-11-01T21:55:07.024+0000) > > There will be plenty of dice rolling in the early game with the zeal change, but there will be far less in the late game when everyone is pushing out so much crit chance they practically crit reliably on every attack. but the early game has some major impacts on the late game so that RNG is actaully huge in deciding the games outcome.
> [{quoted}](name=Brorelia,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=xLhcnpNR,comment-id=000000010000,timestamp=2015-11-01T22:28:01.811+0000) > > but the early game has some major impacts on the late game so that RNG is actaully huge in deciding the games outcome. Not anymore though. Riot is moving damage out of auto attacks and into kits. Atleast that is what they are trying to do with all these itemization and kit changes.
: I feel like it's too late. This preseason would have been the moment to rebalance ADC's around crit's removal or rework, but I think that ship is long gone. It seems like we are the minority on this issue. Losing a skirmish because the other ADC just happened to crit you 2 or 3 times in a row is stupid. Riot promotes League as a skill-based team game with LCS, but there is nothing skillful about a dice roll determining fights. It should have been removed when they took dodge out of the game
> [{quoted}](name=Ipressbutton,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=xLhcnpNR,comment-id=0000,timestamp=2015-11-01T20:59:58.407+0000) > > I feel like it's too late. This preseason would have been the moment to rebalance ADC's around crit's removal or rework, but I think that ship is long gone. It seems like we are the minority on this issue. Losing a skirmish because the other ADC just happened to crit you 2 or 3 times in a row is stupid. > > Riot promotes League as a skill-based team game with LCS, but there is nothing skillful about a dice roll determining fights. It should have been removed when they took dodge out of the game There will be plenty of dice rolling in the early game with the zeal change, but there will be far less in the late game when everyone is pushing out so much crit chance they practically crit reliably on every attack.
Rioter Comments
: probably would buy ghostblade into some other AS item + you already have a mastery that gives you 20% AS assuming you use that (you are probably running AS quints or marks also)
> [{quoted}](name=Modern Support,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=21RAIAUP,comment-id=0000,timestamp=2015-10-30T20:46:27.490+0000) > > probably would buy ghostblade into some other AS item + you already have a mastery that gives you 20% AS assuming you use that (you are probably running AS quints or marks also) I've been trying that but its not enough. The overall damage output of ad items has been reduced. Most marksmen have ways to contribute apart from their auto attacks, or have ways to do damage regardless of their items like vayne. And many of them received buffs, as RIOT has moved power out of their items and into their kits to further differentiate them. But from the perspective of Trynd, power has just left his items and he hasn't been compensated.
Rioter Comments
: > [{quoted}](name=Oblivionhold,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=jnGRrEJW,comment-id=008f,timestamp=2015-10-30T18:06:07.598+0000) > > This might just be saltiness, but does he scale too well with lifesteal? It's sort of the same thing with Draven, in that he gets huge chunks of his life bar back for every auto (in Graves case, if he lands most of his pellets), but Graves is also significantly tankier then Draven. It's kinda hard to push him out of lane. He might scale too well with lifesteal. There's a lot more of it in the pre-season than we've had in a while, so it's been hard to judge exactly. My gut is that he's probably just doing a bit too much damage in the early game and when heavily snowballed (which happens a lot due to tons of early game damage).
Actually I think the problem is that there is no way to punch through his base armor and base magic resist with percent armor pen, and the base values are still quite high even after flat penetration if you have any-- and thats at zero stacks of true grit. If you throw in highly stacked true grit then he has atleast 50% damage reduction against someone who is both full flat pen and percent pen, and around 70% against normal people. Combine that with the fact that damage levels overall have gone down (I applaud that choice by the way), but lifesteal has gone up more than enough to counteract it, and graves is basically aoe aatrox so far as health restore and durability is concerned. Thats ok, seeing as graves is basically melee, but subjectively speaking he seems like he just offers more than aatrox does. So either aatrox is weak or graves is too strong.
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Rioter Comments
: Dear Critkeeper Marksman means some1 who attacks from DISTANCE do not confuse marksman with carry :)
But I doubt the "marksmen itemization rework" really means "marksmen only" Its more like "Adc itemization rework". And that means it will affect champions that build adc itemization, like master yi and tryndamere. Given how tightly tuned they are according to their itemization, a small change that targets and fixes marksmen as a class could break master yi and trynd. I mean technically teemo is a marksmen, but I highly doubt the "marksmen rework" will actually target teemo.
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: New suggestions belong on the live boards ([NA](http://boards.na.leagueoflegends.com/) or [EU](http://boards.euw.leagueoflegends.com/)), and I'm pretty sure Rioters read both the PBE and live boards equally. :]
> [{quoted}](name=Lunar ReveI,realm=PBE,application-id=cMKtzQHY,discussion-id=MAnkiHgb,comment-id=000000000000,timestamp=2015-07-24T13:33:48.062+0000) > > New suggestions belong on the live boards ([NA](http://boards.na.leagueoflegends.com/) or [EU](http://boards.euw.leagueoflegends.com/)), and I'm pretty sure Rioters read both the PBE and live boards equally. :] they don't, and neither do the people who are interested in having serious discussions about league of legends. it would be really nice if that weren't the case because then I wouldn't have to keep making replies to posts like this one, but unfortunately that is the case and as long as it remains that way I will continue to post new ideas both here and there.
: use some quintessences of revival. -5% dead time per rune.
> [{quoted}](name=RitoRuna,realm=PBE,application-id=cMKtzQHY,discussion-id=MAnkiHgb,comment-id=0000,timestamp=2015-07-24T11:55:11.580+0000) > > use some quintessences of revival. -5% dead time per rune. That doesn't reduce the amount of time the average player spends dead by anything more than a marginal amount. It reduces the amount of time spent dead by the people buy and equip those runes. I wasn't asking for help with figuring out how to reduce the amount of time a champion spends dead, I was making a suggestion to improve the game as an experience for the average league of legends player. I'm talking about a system level change to the way the death and respawn system works, and I'm putting it here because a RIOTER is more likely to read it here than on boards, and more likely to bring it up as a subject when they start working on the set of changes for the next preseason.
Rioter Comments
: You should post this on [EUW boards](http://boards.euw.leagueoflegends.com/) or [NA boards](http://boards.na.leagueoflegends.com/). This forum is meant for feedback on content currently on PBE, not for suggestions.
> [{quoted}](name=Amy Sery,realm=PBE,application-id=cMKtzQHY,discussion-id=jdnNj874,comment-id=0001,timestamp=2015-07-23T08:28:12.235+0000) > > You should post this on [EUW boards](http://boards.euw.leagueoflegends.com/) or [NA boards](http://boards.na.leagueoflegends.com/). This forum is meant for feedback on content currently on PBE, not for suggestions. I post my suggestions both here and there, and will continue to do that as long as the normal boards is filled with trolls that aren't interested in meaningful dialogue. By posting here I am guaranteed to have an audience that is markedly more open to actual discourse about league.
: Ok, another question in that case: what is the actual totem's range?
> [{quoted}](name=I Main Ao Shin,realm=PBE,application-id=cMKtzQHY,discussion-id=jdnNj874,comment-id=000000000000,timestamp=2015-07-23T02:35:02.624+0000) > > Ok, another question in that case: what is the actual totem's range? 700
: I love this idea, but I would make it have a cooldown of like 10 seconds so you can't just spam it in teamfights.
> [{quoted}](name=I Main Ao Shin,realm=PBE,application-id=cMKtzQHY,discussion-id=jdnNj874,comment-id=0000,timestamp=2015-07-23T02:30:35.589+0000) > > I love this idea, but I would make it have a cooldown of like 10 seconds so you can't just spam it in teamfights. You can't spam it in team fights anyway because you cannot place a totem within 1400 range of an existing totem. This means the item can be gated by positioning, rather than cooldown.
Rioter Comments
: Essentially its Master Yi's WuJu Style? i could see that being very strong on some champs like... Yi himself. Imagine all that true damage procced off of alpha strike and autos when ulting? Unless its only off of ad spell damage then that kind of takes alot of bruisers out of it and making assassins that much stronger and going back to a dominant assassin meta that riot tried to get away from in previous seasons when Kha and Lee were very dominant.
> [{quoted}](name=Cactaur,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=IgP1pqil,comment-id=0002,timestamp=2015-07-19T16:34:32.008+0000) > > Essentially its Master Yi's WuJu Style? i could see that being very strong on some champs like... Yi himself. Imagine all that true damage procced off of alpha strike and autos when ulting? Unless its only off of ad spell damage then that kind of takes alot of bruisers out of it and making assassins that much stronger and going back to a dominant assassin meta that riot tried to get away from in previous seasons when Kha and Lee were very dominant. Its nothing like wuju style. Wuju style is an on hit modifier and doesn't convert your physical damage into true damage, it just adds additional true damage to the physical damage you already do on auto attacks.
Rioter Comments
Rioter Comments
: Currently, there are quite a few champions who do damage with Auto Attacks and are balanced around their current damage. Fiora and Jax are two of the best examples for that. Neither of them pick up crit, as it isn't needed for them. Their kits allow them to do a lot of damage without the crit because Fiora's W gives her a large sum of AD and her E gives her an incredible AS steroid. Top that with flat AD, AS, and Lifesteal and she's doing wonderfully. Jax is somewhat of a burstier AA'er. He Q's in, Aa's, W's, AA's again, of course using his E somewhere in that combo for the stun typically. He has his passive, W, and his R passive on top of a Trinity force to give him large amounts of damage. Olaf has AS and a LS component on his passive and W to make him do damage plus the AD steroid on his R. Aatrox has his W to steroid his AA's plus his passive and his R. etc. Most of the current AA'ers are perfectly fine without crit because they have very strong kits and boosts for such. There are only three melees who AA that require crit and it's all built into their crit. Tryn gets bonus rage for critting and his rage gives him more crit chance, Yi's Q can crit, he has a huge AS steroid (80%) plus he can't be slowed and each of his AA's do true damage when he presses his E, and Yasuo gets double the crit chance at the cost of 10% damage reduction on his crits and his Q is capable of critting. If we turned crit into an on-hit effect as well, we'd also be nerfing Thornmail pretty hard as Thornmail does not affect on-hits, only the base attack. Having it as an On-Hit would also make it to where AS steroids and early AS items are required with the items. And lastly... We have certain crit items that only affect your AA's, namely PD and Shiv. These are staple items for AA'ing champs. You have one or the other, sometimes both. We have IE the way it is because a lot of champions have AD ratios. IE appeals to those who want to AA and also do damage with their abilities, like Draven for Instance. His Q adds 85% of his AD to his Auto Attack. Without IE, he'd have to stack AD from elsewhere to get the proper AA damage. There's also ones like Vayne who have an AA-reset that add damage based on total AD, which is also where the IE starts looking nice. If we removed the AD and made crit do more in return, then we'd go back to the 50 minute games where you rush BT, then your PD, and then what ever 'on-hit crit' item you're suggesting since most champions like BIG AD to make their AA's AND abilities to more.
If you built PD you'd have no reason to build a second crit item. Rather than being forced to build IE for the additional crit chance and multiplier, you could build whatever suited the situation. You could build malmortis or botrk, or mercurial scimitar or essence reaver. You wouldn't feel roped into stacking crit to have a balanced mix of stats, because critical strike is no longer a stat. The changes I am suggesting would certainly mandate a rebalance of the roster, but that is how system level changes work, and the reason they are only done on a large scale very infrequently, and only to fix a system-level problem, like the upcoming AP itemization rework or support item rework long before that. But they are done, so I don't consider the idea that champions might have to be rebalanced a counterargument; the problems that exist in the AD itemization and the lack of a focused "pure auto attack" itemization won't go away without changes on a system level.
: Any and all crit reworks were kicked to the curb. Every champion who AA's as a main source of damage would need to be reworked to accommodate crit simply adding boosted damage to AA's. We have a plethora of champions who would simply be far too scary with IE as a base item if it was changed to be non-RNG, like Jax as one of the biggest offenders to it and of course GP would now have an incredibly ungodly reliable Q. I suppose I should run the numbers if we turned crit into reliable damage, which we'd have to keep just to not outdate ADCs or make them completely and utter useless.... With an IE and PD, you have 55% crit chance, with a 2.5x modifier when you do crit. This translates to a 1.825x DPS (1+.55x1.5). Crits usually hit for 2.5. You can get your damage up to 1.825, which is barely under the normal crit damage of 2x. With just two items. A lot champions like Jax don't like that because they're RNG and they want more reliable damage, especially early on. Make it reliable early on and throughout the game entirely and all of a sudden more than just ADC's, Tryn, Yi, and Yas picking it up. We'll see Jax, Aatrox, WW, Nasus, Olaf, Talon, Trundle, Riven.... Every single champion who AA's for damage. Why? Because it's a HUGE boost in damage. A few of these already like Trinity Force, which has 10% crit. Add in an IE to that and it's 30% which would total 45% increase in AA damage. That's 45% guaranteed DPS increase for all of them. Then there's of course the entire fact that Crit adds unreliability to something that's incredibly reliable. Mages typically have skill shots or something that makes them a bit less reliable than most. ADC's have crit. There's a few ADC's that do have skill shots, like Varus and Kog. Varus was meant to be a mid and poke with his Q, so I can keep him out for the most part (Even Riot has stated he was meant for mid, not ADC). Kog still requires AA's to do his damage. It's what he does. He's a machine gun, a walking turret. Turning him into a RELIABLE little turret would be... a bit overly scary. I also don't understand why people keep bitching about crit. We had a comment here and there, then Ashe came out and all of a sudden EVERYONE needs to be reworked to be like Ashe... Everyone just HAS to have non-stop reliability in their main source of damage. Everyone needs to be LeBlanc pretty much. Pure targeted, nothing special, no reason to back off, you know what you're going to do every time, just move on forward without any kind of variables to exist.
My suggestions aren't contrary to the idea that crits should be unreliable. They are contrary to the idea that they should be coupled to the AD system. Crits should be an unreliable on hit effect, not a statistic, and the stats on the items that provide different implementations of crit should not include attack damage or armor penetration. It should be possible to buy a specific kind of critical strike without necessarily increasing the damage of your abilities, and champions that scale well with auto attacks but poorly with abilities shouldn't be forced to pay a premium in order to have a reasonable amount of crit chance due to the fact that inifinity edge both substantially increases auto attack damage and substantially increases ability damage. Attack speed and on hit should increase damage with auto attacks. Ability power should increase damage dealt with abilities. Ad and armor pen should increase damage dealt both with auto attacks and abilities for champions that have ad scaling skills. Items like nashors tooth can provide ability scaling champions with a limited form of hybridization. Crit chance should be an on hit effect that scales well with other on hits and with attack damage, so it sits somewhere between hybrid and auto attack itemization.
Rioter Comments
: And think how many champions will be immune to damage if you didn't chain stun them if that were to happen. You would need to run blinds and stuns every single match. Sion passive for days for one. Besides, there are plenty of lifesteal items where you wouldn't need it. There are two spellvamp items. One of which didn't get the WotA change, yet.
> [{quoted}](name=Thuban,realm=PBE,application-id=cMKtzQHY,discussion-id=ipEzBiyI,comment-id=0000,timestamp=2015-07-09T05:40:06.565+0000) > > And think how many champions will be immune to damage if you didn't chain stun them if that were to happen. You would need to run blinds and stuns every single match. > > Sion passive for days for one. > > Besides, there are plenty of lifesteal items where you wouldn't need it. There are two spellvamp items. One of which didn't get the WotA change, yet. The most damage you can reasonably expect to do is about 1k per crit roughly 2 times per second (taking into account frozen heart, which reduces 2.5 attacks per second down to 2 attacks per second) thats about 200 hp per second (if you crit 100% of the time), while auto attacking at full speed against someone who is standing still. You can hardly call that "unkillable". And thornmail would return 600 magic damage per second for comparison.
Rioter Comments
: I just say every 5 seconds 1 ad, every 10 seconds 2 AD, every minute 12 AD, 30 minutes 360 AD. Together with infinite sustain.
In practice it won't generate that much attack damage because there won't be anything to hit. As the item grants more attack damage, it becomes harder and harder to hit anything 5 times without killing it, so you run out of things to trigger the active on.
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: So it procs WarWicks Passive Fizz's W active Shen's Ki Strick Passive (at max he regens 30 Energy every 3s) Xin Zhao's Q knockup in two hits and his W self heal every other hit (why they nerfed it to .5 ap) Yi's E true damage Gnars and Ekko's three stack trigger if timed right Vayne and Varis three stacks stack up every two hits Items Witts End Nashers Tooth Hydras aoe hit BotRK 8% Rage Blade stacks twice as fast Any more?
> [{quoted}](name=LadyVash,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=qEBOQMZE,comment-id=0001,timestamp=2015-07-01T22:49:01.309+0000) > > So it procs > > WarWicks Passive > Fizz's W active > Shen's Ki Strick Passive (at max he regens 30 Energy every 3s) > Xin Zhao's Q knockup in two hits and his W self heal every other hit (why they nerfed it to .5 ap) > Yi's E true damage > Gnars and Ekko's three stack trigger if timed right > Vayne and Varis three stacks stack up every two hits > > > Items > Witts End > Nashers Tooth > Hydras aoe hit > BotRK 8% > Rage Blade stacks twice as fast > > Any more? It counts as an actual auto attack that just happens to scale with 0% of your attack damage. So literally anything that interacts with auto attacks interacts with this item. For example, Tryndamere's spinning slash goes down by 2 seconds for each crit on enemy champions, and the phantom strike, literally being an auto attack, can naturally crit (for zero damage)
: The items is made for champion like Yi , Shyvana ecc...
> [{quoted}](name=Spike2G,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=Erwpgqw7,comment-id=0000,timestamp=2015-07-02T13:28:30.145+0000) > > The items is made for champion like Yi , Shyvana ecc... this is just a repeat of the hybrid itemization fiasco in another form. Those champions will be nerfed into a garbage state because of the presence of devourer, and they will be forced to build it in order to bring themselves back up to par with everyone else, or devourer will be nerfed into a garbage state so that nobody builds it. Its not good design to have an item that specifically targets a small select group of champions because if the item is powerful it mandates picking that item on those champions, which means power has to be stripped away from the champions in question. We already have enough of this through Ad and Ap itemization-- and champions are balanced according to that. We have a wide variety of different Ad and Ap items. Trying to throw a "whole nother thing" on top of that like hybrid itemization or on-hit itemization ala sated devourer is just going to do one of 3 things: 1. End up with nerfs to those champions and shoehorning them into building that item no matter what (forcing them to jungle) 2. End up with nerfs to the sated devourer, causing it to be garbage 3. End up with creating just as much support for on-hits as a system as there is for Ap and Ad as systems-- in other words increasing the complexity of the game drastically for very little actual payoff.
: Improve the "Sated Devourer" passive tooltip - a lot of players doesn't understand how it works
The OP's improved explanation is more clear, but still isn't accurate. Critical strike is explicitly not an on hit effect, and yet phantom strike can crit. To test that, just play tryndamere and build high amount of crit chance, then watch your spinning slash cooldown go down twice and fury go up twice as in accordance with two crits when you trigger phantom strike on an auto and both attacks happen to crit. I propose we just say what is actually happening, rather than try to mess with words to draw focus to the additional on hit effect: --- _**"Every other auto attack you trigger a phantom attack. Phantom attacks use 0% of your attack damage."**_ --- There. That makes it concise, clear, and obvious, and more importantly it makes it accurate.
: Lategame it is 30-40 dmg loss (hurricane 50% ad, not affected) and then calculate in crits -> up to 100 dmg. Honestly this sounds tolarable, but early game your harass will be dependent solely on your Q, since you will lose trades. Kalista is about "hit them a lot of times then E" so her basic attacks are indeed considered too strong right now, but I feel like this is a too hard nerf, we shall see where this goes. You will need your support even more, that is for sure.
> [{quoted}](name=IceBen,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=Wiu7gMM1,comment-id=0000,timestamp=2015-07-01T09:58:36.579+0000) > > Lategame it is 30-40 dmg loss (hurricane 50% ad, not affected) and then calculate in crits -> up to 100 dmg. Honestly this sounds tolarable, but early game your harass will be dependent solely on your Q, since you will lose trades. Kalista is about "hit them a lot of times then E" so her basic attacks are indeed considered too strong right now, but I feel like this is a too hard nerf, we shall see where this goes. You will need your support even more, that is for sure. Its a 10% damage loss. Yes hurricane is affected, because it scales with 0.5 times your attack damage, which is now 0.9 times what it would have been without the nerf, meaning it too is reduced by 10%. Overall its like giving everyone you fight a ninja tabi passive.
Rioter Comments
: I understand how it works, but I don't think the description conveys what it does well enough. I had a completely different idea of what it did, until I read other people explain what it ACTUALLY does. Also that wouldn't explain why BoRK applies 16% current health on every auto attack, which Meddler confirmed is what happens [here.](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/cWj6rbA8-if-sated-state-apply-on-hit-effect-twice?comment=0002)
> [{quoted}](name=I am Austin,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=UB64MQiN,comment-id=00010000,timestamp=2015-06-29T18:47:24.397+0000) > > I understand how it works, but I don't think the description conveys what it does well enough. I had a completely different idea of what it did, until I read other people explain what it ACTUALLY does. > > Also that wouldn't explain why BoRK applies 16% current health on every auto attack, which Meddler confirmed is what happens [here.](http://boards.na.leagueoflegends.com/en/c/gameplay-balance/cWj6rbA8-if-sated-state-apply-on-hit-effect-twice?comment=0002) He is incorrect. Test it yourself.
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