: Nexus Blitz PBE - Patch Notes and Feedback
After playing testing the mode quite a bit, i have to say it does have potential but in it's current state, i will never play it. So why wouldn#t i touch it in it's current state? - Duojungle feels bad if you're not on the same page as you're ally, and if you are and regulary clear camps as a duo the gold gains seem to hgih compared to lane. - Gold flow is to heavily scewed towards the winning team, kills give to much gold(550 for firstblood!?!) and what's worse, you loose the passive gold from dieing minions while dead, so dieing costs quite some gold. I head a game where the enemy Cho had 22k gold after 15 min, while the highest gold on my team was i with 10k, such gold diffrences are just beyonf redicolous. And it happens quite frqently that some guy is fed enough to litterally 1vs5 the enemy team. - Gold is to much funnled into high damage champs(waveclear/jungleclear/more likely to get kills), leaving more utillity base champs always behind the curve in gold - Damage is WAAAAAAAAAAAAAAAAY out of hand, TTK feels even shorter than in URF. I find it hard to enjoy anything under those conditions. - The on-fire buff on killstreaks smiply kills the mdoe for me, it just makes all the above issues even worse. I will never touch this mode as long as this beyond stupid mechanic exists. If you want to be a god with beyond regular power, there is asccention for that. - Games end to quickly and you can't really get beyond 2 items unless you're the fed dude in which case you get early fullgear and just walk through like playing a botgame. I was soooo happy to see Force of nature, yet i could use it so far, cause the few times i played a champ that would like it, the game ende either befor i could get it or just after i got it... Otherwise, i like how the map promotes Skirmishes all over the palce and then some big teamfights on the events. The events also are quite fun, though i don't really like the snowball one. most of the time it's more effective to just farm both jungles while the rest is bussy throwing snowballs, or just ace them as they go out of position to hit snowballs. I feel like it should freeze the rest of the game and have a limited duration and the team with most hits in the end wins. But most of all, I love seeing thise aditional items, some new old items like FoN and wriggles, stuff from the murder bridge...If we now get some BMB stuff aswell it would be aesome
: Nexus Blitz PBE - Patch Notes and Feedback
After 5 games of Blitz, there are a few things i really think need to be adressed: - The goldflow compared to gametime is to low, only in two of the 3 games i could get a second item, and never more than that. it's very unstatisfying to have 6 itemslots yet can only effectively use ~3 off them - The Jungle tuneing is way to punishing for slower junglers, especially if you're not premade with you're other jungler. As nauti, i needed years to solo camps, and my wukong just camped lanes trying to get a gank of rather than jpining me in the jungler, so we dropped quickly behind in xp and i felt like i could do nothing, esepcially since the enemie duo that cleared faster could easily invade. In my shyvanagame however, i could soloclear perfectly well (though my braum joined me alot more often than wu did in the naut game) and we had the tempo advantage to even rush buffs befor they could contest them and then invade their jungle or gank. I think the current clearspeed puts to much emphasis on fast clearing junglers and forces them to much into sticking to gether all the time. I think gaining basically 50% more totall value from camps is enough profit for duping up in the jungle whnever it's possible, but the current system not only rewards sticking together, but heavily punishes you whenever you go seperat ways, while also putting to much power into fast clearing duos that then can controll the buffs and half the other jungle. - The On-Fire mechanic for killstreaks is just stupid. If there's one thing we don't need in any mode, then it's more damage and less CDs. Also, some championd like brand just get way out of hand with that buff. - The botlane is a bit to close to the rest, it would be nice to have atleast one place for champs that don't like big fights early on. - some of the events are a bit impactfull(the payload for example feels like it wins the game most of the time) - Riftherald is to impactfull for how easy it is to take
: I do feel you are overrating the uniqueness of a tank who DPSs. I would argue that tanks who DPS are the norm, and the bursters the outliers. Amumu, Nautilus, Maokai etc. tend to be very dps based. Also, Sejuani still deals quite a bit of sustained damage with W, while the icebreaker is definately the 'flashy' part, her damage (vs champions) in testing has generally been split 50/50 between physical and magic. Which means Basics + W = Q+E+R + Icebreaker + Sunfire and stuff.
Sorry, but Maokai is certainly burst based, and naut also is rather bursty and mostly doesn't do that much damage at all. Amumu and Seju were by far the most dps focused tanks, with seju focuseing more on takeing down squishy targets compared to amumu who wears down tanks with constant %hp damage.
: Galio will need added ap ratio on passive and ap ratio on w to be viable as a battle mage.
The issue is that that won't work in a balanced way. He has to much utiility to be allowed for an actuall battlemage like damage+survivabillity mix. Old gallio only had 'soft' utillity outside of his ult, and it was hard to find a proper setup for the ult, thus he could be allowed to have good damage potential paired with high survivabillity. Now he has a dash, two forms off hard cc(1 on a solid aoe) in his basekit and a shen/malph/pant ult hybrid, slapping similar damage and survivabillity to his old kit on that would just be broken.
: Galio Feedback Thread
To be honest, i'm very dissapointed with that rework. It's prettymuch Karma all over again. Did his old kit need some polish? Sure. Did he need visual updates? Not badly, but they wouldn't hurt either. Is the new kit fun to use? Yes But it's simply not Gallio. It's a nice new warden, but no longer the mage/tank hybrid he once was. He does feel completely allien in his playstyle, lacking all the elegance and strategic deccisionmakeing his old kit offered. And most off all, his personallity didn't need to change at all, the visual style didn't need to change, and his VO didn't need to change either. His old story and character were so much more intteresting and enjoyable, and so was the art. His new model looks like a cartoon statue of a superhero... To be more detailed about the 'lacking all the elegance and strategic deccisionmakeing his old kit offered' part: His old kit allowed him to chill with the backline and play like a midranged pokemage, but also periodically go in and soak damage with his W, and in the right situation you would go deep for that big ult. He could subtley controll fights with his low cd aoe slow and his aoe speedbuff, helping your team to maintain an positional advantagewithout offering hard cc. He could fall back when low, buffing his frontline while throwing in spells from behind and heal of it. He could be astonishingly tanky, especially when low health, which might be bad for clearity, but immo was an integral part of galio. It allowed him to bait opponents and punish their creed, and whenever i played vs him i kept in mind that i should not mistake him for easy prey when his W is up, even at 5% hp. Also, his old Ult, while haveing some reliabillity issues with on-hit cc and delayed cc/unfortunated timeing, was very statisfying to use. It hold alot potential power, but you really had to put work into finding the right setup, especially without flash. Also, his old E has alot off strategic value which now is gone, it allowed for fast map-rotations and even to speed up minionwaves so you can siege a tower sooner than your opponents would have expected. The only real flaws off old galio were how unreliable alot of his power was and that he's prettmuch the only melee that doesn't really get rewarded for getting into meleerange in any way, and that could have been changed rather easily without changeing to much about his kit(simply changeing his old passive into the new one, good job on that btw, and evt shifting a bit damage from the other skills to it would have solved alot off his old issues allready). Now if we look at new gallio, he's alot more direct and upfront, like a youngser trying to proof him self rather than an ancient beeing with the wisdom of ages. Old galio was more like a old man sitting in the park, carefully observing the scenery while playing chess. New galio is more like a teenager trying to impress his buddies with how much he can lift at the gym. The former uses his wits to trick his opponent into a bad position, the latter just tries to bruteforce his way... And again, the new one is a fail in terms of story, art and personallity. Sorry, but that's the only way i can put it. Again, as a new champ, that....thing would be great, but as a **re**work of **Galio**, it simply failed in prettymuch all ways possible for me. {{item:3070}} {{champion:3}} {{item:3070}} P.S. What happened to gatekeeper galios VO? Why doesn't he have his own lines anymore, especially the jokes?
: Lethality Info
How does work leathality vs non champions? It felt like it didn't do much at all, the objective dps with ad assasins really feels quite low right now, no longer an as-active from yomuun's, no longer an empowered aa to take towers(talon/rengar), no longer haveing arpen that actually works vs monsters and structers....
: [6.22 Alistar changes] Context and feedback thread
>Our goal here is to address a few outdated aspects of Alistar's kit. He has a really strong presence in a "cast-everything-at-once" moment... followed by substantial downtime i feel like you missed your aim really, really hard. So your idea of makeing him more userfull after his combo is takeing away the passive that rewardet you with higher uptime if you dealyed some of your spells instead of casteing them all at once aswell as removeing his Ad-steroid that allowed him to have some damage post 6 even after the combo, and what we gain in return is a very high cd spell that ends ~2.5sec(~1sec post your initial cc) in an effective but unspectecular punch...I really don't have much more reason to stay in a fight than befor, and if i do when only slightly longer. If you want him to have more presistent impact and a reason to stay in fights, tie his passive to more than minion+monster kills, like let it happen on damageing an oppsing champion with some serious cd, and reduce the cd by different actions/events like minions dieing or you AAing or ccing an champion aswell as still triggering it regardless of cd on kill/assist. Another thing that would allow him to work better as in longer fights would be increasing tramples cd and the overall damage it does(maybe reduceing Q/W damage for that) and replaceing the self-stacks + empowered AA with stacks on opponents that lead to a 0.75sec stun at 6 stacks(with a on-target cd befor stacking again), so staying close to **multiple** opponents gives some neat pay-off. Also, the up time on his E could really use a buff if he should feel better staying in long fights. Or Just return the old passive and shove more damage to it so extending your combo has more damage-payoff while the quick W+Q deals only low damage. Also, as someone who lokes sololane alistar, those changes are horrible. His trades are worse unless you can get the E proc off, his waveclear is worse and has a much higher mana and opportunity cost, and his All-in post 6 is far worse without the AD from ult. This combined with the lower reliable CC for teamfights is quite a nerf overall. Trample no longer dealing damage to structers feels quite bad aswell. Also, lower uptime on trample AND lower ap-ratio, why? But the worst has to be his triumphant howl. _Why remove the aoe-heal that could help pushing lanes and made you an **team** support and replaceing it with the increased healing for 1 nearby ally. _This reads like a branding: "This Cow is property of ' insert adc name here'". Really, why shoehorn him into the duolane??? His self sustain is pathetic now, especially outside of lane. It procs less often than befor, heals for less and has no longer an AP-ratio. The sustain for his ally is great, but that's not the point of allistar. If i want a tank that helps 1 ally to stay alive, i go tarik. Either give alistar atleast as much heal as the ally, **or give him back the old selfheal+half of it on aoe, minions aswell as champions** As a sololaner, it feels like a huge nerf at every stage of the game, and as support it feels like a buff to his laneing and a nerf to the rest, though the ult-ad nerf and remove minion heal and trample damage vs towers might take away alot lanepreasure from him as support aswell.
: the goal here is quite the opposite. while this isn't a full rework and won't fix every gameplay issue she has, the goal is that these changes will allow akali to be played/enjoyed more than she is currently without the looming fear of being quickly nerfed if she threatens to become a common pick. if you believe that these changes won't be hitting that mark, i'm curious to know what specific things you feel are contributing to the notion of us 'guttering' her.
The passive values are just to low to compensate the loss of the old one. It's ok in lane, though cs-ing is a bit harder with the loer AA damage, but in actuall fights the old spellvamp gave you **FAR**more sustain, especially as it wasn't gated by clunky AAs and a CD. Another issue is the heal procing on the first AA, which means you often use the first heal proc befor you really get any return damage. Also, the old passive gave nearly as much damage as the new **on every single AA** come to lategame, especially if useing hybrid builts. It feels like the new passive mostly caters to tank builts due to the lack of scaleing and good bases. The ult and E nerfs really hurt her overall damage a whole lot(though i really agree on nerfing the ult damage, but the compensation just doesn't seem to be there), and the cd nerf on ult feels horrible. It now again scaleing with cdr won't change that as cdr is overall a poor stat on energy champs, especially on akaly that can drain her energy in no time at all with E spam. But the worst of all has to be the W change. I get the idea of adding aditional uke and confusion with it, but the lowered earlyrank duration hits her like a truck - If you want to reduce the duration of her W, atleast lower the cd and energy costs aswell - and no longer beeing able to drop it at 700 range makes it alot less flexible, no longer ranged slow-zones, no longer brush checking or getting vision on a junglecamp to escape/chase with R, It also makes it alot harder getting it to the right place in a teamfight...
: Ryze Champion Update Feedback and Discussion
First of, i really like the new reset system, it feels rather similar to old ryze, a big combo every now and then(bound to W cd) and some low cd stuff to spam between cobos. However, i fear that he has become to complex. Right now, i predict the same fate as for the previous reworks: Either broken on the highest levels of play or usless for the average player. He currerntly has the lowest overall winrate in mid while still beeing a highly contested pick in competetive play. Alone the resets together with the 'rune' system for the overload shield/ms bring a higher skillcap than current ryze has. The new mechanic on spellflux adds a whole lot more to it. And on top of that, there is the new ult, adding complex decisionmakeing and teamcoordination to the mechanic clutter... Don't get me wrong, he's fun to play, but all the options he has in combination give him a skillcap that imo exeeds even azir by far, and i don't think he can be balanced that way for both competetive play and normal players.
: > Leona is the only full all-in support, she has no fall back options, no way out, she either goes in all the way or she does nothing. I have to disagreed. Just because you're the type of Leona who doesn't take flash doesn't mean everyone else is like you.
A flash every 5min. sure that's a massive safety net. Next you tell me a Brand is a mobile mage because he takes flash{{sticker:zombie-brand-facepalm}}
Rioter Comments
: 1. They're not unique - but they are additive. 2. Nope - This stat is different from Spirit Visage's passive which amplifies every source of healing. 3. It tends to be hard to build something like this given the gold constraints and the fact that there's really no sources of 'unreliable' gold for supports to aspire to. The gold system is very fundamentally flawed when it comes to this role in particular in that there's no real way to accrue a huge variance of gold that the super-larger ticket items can fit in well. It's an interesting space but we'll have to do some more groundwork first I think. First off - We probably want to encapsulate all ally buffs somehow - and then keyword that so it can be referenced - then we can talk about the super item that allows for that.
>We probably want to encapsulate all ally buffs somehow - and then keyword that so it can be referenced Do you also consider applying ardent censer and athene's to all ally buffs? It would be awsome if i could double down on my as-buff as nunu by getting ardent, or healing allies as gallio with an athene's.
: Taliyah feedback thread
Overall, Thalia feels like a great adition to the rooster, a disruptor with powerfull roaming and a nice 'keep movein' playstyle. However, while i like the concept of her, there are serveral things bother me: - Her passive is a bit underwhelming. Part of the problem of it not feeling that great might be that the visuals somehow don't feel that fast, and that switching from one wall to another often results in an ankward moment where she stops surfing for a few steps be for starting it again. - The 'worked ground' feels pretty bad right now. It is rather hard to see, though thats not a big issue. The big issue is how fast your lane is covered in it and how weak the Q feels than used on owrked ground, leaving her rather underwhelming in the early. In fights outside of lane it's usually possible to find enough 'free spots' for more powerfull Qs, though if you ever happen to cast it from a eorked ground, it just feels shitty. The ms boost and mana refund also feel like a rather weak excuse for the pittiful Q cast. - **I think her W should be a vector cast!** Yea, bad feedback, but thats simply how it is. The double cast doesn't feel intutive, and even though i got the hang on it by now, it still doesn't feel right. I still cast it as a 'click & drag' like victors E, just that i most of the time remember to tap W a second time in the process. The vectorcast is just far more fitting and intuitive for me. I would really apriciate a change to it, atleast for smartcast. It also feels pretty hard to land, though i guess thats ok given how powerfull such a displace can be. - Her E is the skill i like the least. I think way to much of her damage is put into the 'traps', makeing her really strong with a specific setup and vs dash-happy matchups, but rather lackluster if that isn't the case, so her performance is impaced alot more than usuall by picks and bans. It also happens to be her best option for waveclear so maxing it first seems the most effective way, even though it feels like Q should be the spell to play around the most. The visualls also look not that great, it looks a biot flat from some angles, and the lack of variation als makes it look a bit... dull. - I love her Ult, so much possibillities to screw your opponents. However, it feels like it should be a little bit damage in adition to the kockup on a direct hit. And it feels really bad that you can't cast it while snared. It's obvious that you can't recast it for the ride, but the first cast to just great that huge wall should be an option even while snared.
: Guinsoo's Rageblade bug [with Diana]
Thats an issue since the phantomhit mechanic first hit pbe, and atleast with devourer, AAtrox shares the problem, just that his W last infinit so he often has patterns where the 3ed hit is on his bassic rather than the ohantom hit, while diana usually starts at 0 on both passive and sated and thus most of the time has her passive proc on the ohantom hit. It feels just lazy that this still hasn't been adressed...
: > The reason why mages still buy this item is because of it's unparalleled mana regeneration. For fucks sakes man, just stop beating this item into the ground....it's already expensive to buy as a first item IF you even have the luxury to get it. Right - the intent of the changes is to drive core mages out of thinking that infinite mana regeneration is something that they won't pay huge costs for. We want Athene's to be incredibly attractive on a subset of hybrid mage / supports - rather than core mid-laners like Ziggs or something. It is very much intended to murder the item for them. Basically, there's this entire subclass of support/mages that are a combination of peel / mez / buffing allies that I'm trying to build itemization for - and Athene's is meant to be the push towards opening up that pool of supportive mages to have more options.
ever considert to let things like athene's or ardent censer also prok on buffs like Gallios W or zileans E? This would increase the number of champs that might consider those items a bit.
: That sounds somewhat intuitive, but I suppose it almost makes sense. Nocturne's ult applies a debuff called Nearsight to the enemy team, and we do now classify that debuff as a CC effect, so it actually is Working as Intended I'd say.
So QSS will be able to remove the nearsight from noc's ult? And here i thought the Changes to QSS this patch were made to finaly prevent such things.
: > Once you guys finally fix those tanky items though, everyone who actually plays Akali as an assassin tends to stick to Revolver because her early game is so bad that it's basically required. Her passive alone tends not to save her from the miserable laning experience she has against competent players that don't provide her the mistakes she needs to thrive on an enemy. Right - instead of healing with Revolver, instead you'll get an additional ~70 to 80 damage on your combo. While this isn't a terribly great trade, all things considered - it's definitely more assassin like than Akali healing to burst you. Furthermore, I do agree that her laning phase is miserable but consider the following: We've had to make every champion who could conceivably buy Revolver's laning phase miserable or toned down considerably. I'm killing Spell Vamp mostly because I'm actually kind of sick of what item availability on this stat has done to these champions. Every single one of these champions have become more binary based on whether or not they can acquire the gold to get Revolver - and every single one of these champion's laning phases has gotten worse and more miserable because of it as we further accept the world in which they rush Revolver. The stat isn't what solved their poor lane - The stat is what *caused* their poor lane after balance. I want to see what the world is like after this - because the existence of early lane requirements of this magnitude is actually what has lead to these kind of lane curves for these characters - we have to destroy their early games because we know that their first 1200 gold goes towards a fountain of sustain that can be applied safely. It was basically hard enough trying to get a resourceless character to work - but Spell Vamp basically said 'Well, every resourceless character can also turn resources into Health if they can get 1200 GP' - That demands a character whose early laning phase is about as unsuccessful as we can possibly make it.
>their first 1200 gold goes towards a fountain of sustain that can be applied **safely**. if 12% spellvamp is a problem, especially on a champ like akali or vlad that have at max 600range and some cd, how comes lifesteal is fine? for 900g, you gain 10% lifesteal and any ranged champ can applie that infinitly from range. Any adc with a vamp scepter has a multitude of akalis save sustain and can already compete with vlad. If we now take an adc like ez who can applie lifesteal from 1100 range... In this relation, it feels reall, really wiered that spellvamp is deemed to cause such problems seeing how lifesteal is just more potent in nearly any way.
: Maybe? I.. I'm not sure. Rod gives much lower Mana.. but there are more flat mana items? I just honestly don't know if Singed even builds Mana right now - I think he rushes Abyssal. >.>
if singed doesn't built mana right now despite his passive, doesn't that mean that there is something wrong with him and/or his itemisation?
: Old Renekton? Renekton has never gotten changed he has the same kit since creation he has only gotten number changes that is it. I like the new bitch slap animation of the passive it is very fun, but I think Riot went a little overboard with "gay Taric", still with that said lower Q mana cost for rank ups, much lower and a mana cost per rank for the stun. I was thinking maybe movement speed when Taric heals when moving towards enemy champions a short time, but i rather have less mobility in the game than more since mobility is the thing that makes the game less fun to play (its only fun for the one person using the mobile champion). The shield I think should be a base value with ap and health ratios just so its better for squishies and weaker for tanks since a support should be protecting his backline and not making tanks even tankier.
Renekton got at one point a QoL buff that massively improved the W animation, so he didn't practically stun himself with it like he used to do.
: Taric Visual and Gameplay Update Feedback/Bugs Thread
As a whole, new Taric feels good, still Taric, walk up into peoples faces, stun them and smash them while refuseing to loose health. **The new W is awsome**, that tag an allie and affect him aswell as yourself with all your abillities is great, and the %hp based shield might make him a great divebuddy for bruisers. A Skarner Taric dou will probably be really hard to kill and between tariks stun and scarners slow+stun also hard to escape. Kinda miss his armor-manipulation though, haveing that armorscaleing armor aura and aoe armor shred was great. I also miss his old ult, he feels a bit to defensive overall, with 3 protective abillities now. His passive still alows good damage output 1v1, but his aoe burst is gone and his kill presure in a duolane is far lower. The delayed aoe invulnerbillity certainly is powerfull and still feels good though. However, there are three things that really bother me: - His manacosts, especially on Q. I get that you want to avoid him from providing to much out of combat sustain, but right now you either use Q only at 3 stacks as everything else is a vaste of mana, or you just don't put more than 1 point into it even if you reach lvl 18, as the heal increase per rank isn't that great compared to how insane the manacosts get. With his passive, he wants to spam his skills, heavy managgateing feels really bad for that. I think the Q manacosts should get adjusted to the number of stacks. - His passive, it just brings all the problems of his old one. **CDR-reduce on AAs is a bad idea for melees**, thought you guys took your lesson from Skarner. It leads to very binary scenarios where he is really Broken beyond reason if he can constantly use the AAs to rotate through his skills, but utterly usless if he gets kited, as his only chance to get in AA range is his stun, which not only is unreliable now, but also has a huge cd if you can't utilize your passive AAs. Just remove the cdr reduce from it, keep it on Q though so it stays focused on in-combat sustain rather than out of combat, adjust the CDs and maybe ad some mana gain to the passive and adjust manacosts a bit, so he still wants to utilize the passive if possible but is not utterly screwed if he can't. - As mentioned earlier, he might work really well as dive-buddy - exept that he can't dive. He is 100% immobile. I think it would really be great if his W gave some bonus ms if walking towards your tagged buddy, possibly doubling that ms duering the shield, so Taric can follow is buddy into the fray. For visuals, I cewrtainly miss the shield on him(especially since he's now the shield of valoran). I'm also not 100% sure on the rest - he looks handsome and fabulous, but for beeing an armor based tank, he wears awfully little armor. If you took a look on old tatic, you didn't need to know his kit to figure he will be a diehard with lots of armor. New tarik looks more like a light fighter, wearing hardly any more armor than riven or yasuo. Also, the blloodstone skin looks more like a count taric skin. Old bloodstone felt like a deathknight, the one truely badass skin for him. The new one looks like a vampire from twilight - certainly not a bad skin for tarik, but simply not what bloodstone tarik used to be. On a sidenote, with tarics 'recollors' becomeing full skins with recolored particles, can we expect that to happen for other champs aswell? There are lots of old skins that could gain **soooo** much from a simple recolor of the particles, like frozen ezreal or deep one kassadin
: Tam Kench Passive Duration shouldn't be touched
I played tham top befor they buffed the duration to 7(and also befor the ult damage was buffed), and it worked perfectly fine. It's simply not ok that he can zone one for 7 sec easily with nothing more than aa+q. As you said your self, if they have 2+ stacks, they are highly likely to run away or use cc to stop my devour/tongue stun - **BECAUSE THEY HAVE NO CHANCE TO WIN ANY FURTHER TRADE AT THAT POINT!** As soon as the stacks are applied, the options for most champions are run or die. The only thing that remotly balances tham is that you can avoid him to some extend, and currently, especially 1v1 at top, that is pretty hard to do. If you want to keep the stackduration, you need to nerf the impact of the stacks so running away isn't the only option.
: Put all your Shen Feedback here
First looking at the things he lost: - a bunch of base stats. He now has nearly 200hp, 22armor and 4ad less at 18 - Ki Strike. I really loved that passive. The sound, animation and damage where just so statisfying, and the AS-scaleing opened up interesting builtpaths. It actually was one of the main reason for me to play shen. - Vorapal Blade. I honestly won't miss the point n click poke, it made laneing vs him rather obnoxious on many champs and wasn't exactly interesting. However, the Q did way more than just providing easy poke. It provided a unique sustain mechanic that also affected allies and helpt coordinateing teamfights by marking a focus target. I really hope they will either return the 'healing mark' to shen or use that mechanic on a new champ. Aditionally, his Q gave a fallback patern for when the lane wnt bad, allowing to farm from a rather save range. Now he has no fallback pattern, so if he is played top, he will either dominate his lane or loose rather hard, as all he has is the all-in trade. Also, haveing some form of ranged damage certainly would be nice, it just was the combination of energie based and point n click that made it opressive as a poke tool in many matchups. - Feint . While he got some general damage mitigation on his passive now, he can't really use it that reactive to counter poke as his old W, it's more a ' i win this trade' shield now. And what does he gain in return? - More hp/5. Probably to compensate the lost Q sustain, but not nearly enough to make up for that loss in any way. - Ki Barrier. Nothing wrong with that, but not nearly as statisfying to use as his Ki Strike. - The~~ floating glowstick~~ spirit blade. This is a horrible thing, not only does it look rather ugly(imo it's more the kind of sword that Garen would use if he wanted a 1-hander than one that a ninja would use), it feels like a horrible bandaid to introduce some counterplay to his new Q and ad a new 'unique' mechanic. Imo it doesn't fit to shen at all, and it is poorly worked out. Such a mechanic needs an kit being built around it, rather than getting slapped on a finished built last minute. He can only manipulate it with one skill, and that doesn't even allow free positioning but only calls it to your poss, and he only has two spells that itterract with it in any way. If we look at the two most similar mechanics, orianna's ball and syndra's spheres, we notice that theire entire kit, every single active abillity, does interact with the ball/sphere, which leads to the kit feeling great and complete, while shen's feels incomplete. - Twilight Assault. Basicall not a bad skill, it adds some nice damage that scales into late on a tank and offers some counterplay, though the duration is to high and the fact that the cd starts upon activation rather than after the last hit removes alot potential counterplay, as disengageing and waiting for the buff to run out is not an option that way. It also feels like it needs an AA-reset. However, the interaction with the spirite blade feels forced and tacked on rather than truely interesting. - Spirit's Refuge. The idea is somewhat interesting, but it felt bad to use most of the time. In lane, it is a way worse jax E, and in teamfights it is hard to utilize, as it appears around the spirit blade, and your means to move that blade are **VERY** limited. It also has a really low aoe and a short duration. It forces people to stay in a small area if they want to benefit from it while running away often would be the better option for dquishys, and dive champs would need to continue the chase of their backline and can't affort to stay in that aoe either. And of multiple people try to use it, you become really vulnerable to aoe... it seems to have more drawbacks than benefits in teamfights, unless the oppseing team is very, VERY AA-focused. What does stay the same? - Shadow Dash This is probably his signature skill and what most people assasiate shen with besides the ult. It certainly was mandatory that this skill stays. Adding the %health scaleing from Ki-strike onto it isn't a bad call i guess. How ever, i wonder why the damage was changed to physical damage, that doesn't make any sense to me. - Stand United This is one of my biggest issues with the rework. I think his ult was one of the main problems for old she's balance. It just cunsumes so much of his powerbudget and by the virtue of beeing a no-combat ult it also means his base kit and thus the pre-6 has to be more very powerfull. this results in him beeing a very dominant laner that looses fight impact as the game goes on. I really hoped they would nerf the ult in some way and add some passive combat power to it to smooth out his powercurve and ad a bit more power to his base kit. What would i change? - Return Ki-Strike as his passive, maybe tune some numbers but leave it mostly as it is. °_It's just such a statifyinf passive, the animation, sound and burst simply deliver._ - remove the ~~ floating phallus~~ spirit blade. It might be an idea for a new champ or full rework, but i don't see it working on shen. - Change the Q: > Q: **Vorpal Blade** > CD: 6.5/5.5/4.5/3.5/2.5 sec, cost 120/110/100/90/80 Energie > > Shen throws a sword to target location(think olaf axe), dealing 30/60/90/120/150(+50% vs minions/monsters) magic damage to targets hit, dealing 50% less damage per target(min 20%). Upon reacihng it's final destination, the blade turns into a spititeblade, floating in place for up to 3sec befor returning to shen. Reactivateing recalls it instantly, but it can only be recalled after atleast 1 sec. > > As long as the blade is floating, shen gains 7/9/11/13/15% ms. > > If it passes any champions(and maybe monsters) upon returning, it marks them for 3sec. Marked enemies are slowed by 25% if running away from shen. > If shen or his allies deal damage to a marked target, they recive a healing buff for 3 sec, healing 1 / 2 / 3 / 4 / 5 (+ 0.5% maximum health) per sec(his old Q heal) > > Once the blade returned to shen, he gets an AA-reset and deals an aditional 1.5/2/2.5/3/3.5 %-maxhealth damage in his 3 hits(**double damage vs marked targets**, 20/40/60/80/100 nonus damage vs minions&monsters). If the sword did hit an champion, he aditionally recived 40/45/50/55/60% as for those 3 attacks(and a different color for the glow). > The Cd starts after the 3ed hit, or after the buff expires The selfbuff lasts 3sec, refreshes on AA > _ > This would return the option of picking up CS from range without offering much poke, it would retunr his old sustain, but not vs minions so not as opressive in lane. It would also creat the positioning-minigame to land the returnimg sword from his current Q, just that he has more controll over the blade and thesmall ms-buff helps him to reposition and also gives him some agillity that he imo is lacking atm(he's a ninja after all). > With the mark, hitting enemies on the return should give better visuall feedback and also has more gameplay impact, makeing the skill more statisfying to land. > It also would make useing his W better, as you now have more direct controll over the blade and can throw it with Q to your carry to protect him._ > > _**obviously that new Q would need more testing to find balanced numbers**_ > - Take the maxhealth scaleing from his E , change it to magical damage and ad an ap-scaleinng. °_He already has health-scaleing on Ki-Strike, doubling down on that wouldn't be balanced_ - Changes to the Ult: > R: **Stand United** > > Shen Channles 4.5/4/3.5sec shielding himself and target ally for 150/ 275/400(doubled on shen) for 6sec. After the channle is finished, The target recives another shield stacking with the first shield. Thethe channle time is reduced by up to 50% based on distance, starting at 2500range, reaching the full 50% at 1000 range. > If the shield gets broken on shen, he takes 150/275/400damage and is stunned by 0.1sec(breaking his channle) > °_The numbers obviously need to get itterated upon, but i hope it gives an idea on how to nerf the ult in a way that promotes interupting him and lowers the raw power-budget that it consumes without fully takeing away the idea of saveing an ally from across the map, while also makeing it a bit more usefull in-fight_ > Aditionally, he might need some more mobillity at some point, his new Q needs him to be sticky to do damage, but he is even more easily kited than garen. His base stats, especially the per lvl growth, feel a bit low aswell.
: If Q become physical, Shen will have 100% physical damage (outside of the situational {{item:3068}} ). It can open to BC, who will be very good to cap CDR. In addition, AP tank itemisation is not perfect ... and AP tank without mana itemisation will be very bad. Since Nashor damage come at 90% from a ratio, this item suck if you can't stack a lot of AP (Diana, Teemo, Kayle, maybe Kassadin or Fizz sometimes). For CDR : Kennen / Akali don't need. Zed have 40% of the games and the new Shen need to stack it for more energy regeneration and more chances to land Q / chain it. Good question for humanity, no one answer to this one correctly at the moment :p !
the only item that really opens for him is BC, and that isn't a great item on a champ with no ad-scaleings. Magical damage opens for some items like Wit's end that synergies better with his kit. As said befor, it would be best if either cdr-itemization for tanks was improved, or if she was balanced around the lack of that as he currently is.
: Thanks to share your opinion ! _ I don't think his Q damage should be changed into physical. Him doing mostly magic damage is an aspect i really like on current shen, i'd rather like to see his taunt going back to magical damage._ As explained to another one, the physical damage is here to open for more CDR option in priority. Without that, Shen will need a buff on his E (but only for late which can be complicated to do) or a new CDR item designed for tanks. A friend think that a Ryze-like passive on Shen ult can be a good idee (something like 5/10/20% CDR), but it can be too strong for free imo). About the sword, i don't think Riot will change it again (it will be another small rework), that's why i try to find issues with the actual kit to make it stronger / less boring. But i agree, the best solution will be to rework Spirit Sword mechanic overall.
>As explained to another one, the physical damage is here to open for more CDR option in priority. As he lacks any ad scaleings, i doubt that changeing it to physical damage would realy open up cdr options. The only big cdr item would be black cleaver, and he has little ways to apply stacks. Giving him more ap-ratios, especially adding one to the passive would evt opent up the likes of Nashors, which immo would be more fitting. though in the end, we certainly need better cdr options for tanks, especially whose without mana. Rioght now spiritevisage is often usef instead of banshies even on champs that have no selfheal, just because it's the only cdr option(and locket gives way to less selfish stats for a sololaner in comparison) Also, energie champos in general are balanced around no haveing cdr, as their energie pool does usually not allow spaming their skills on a higher rate anyway, so if his E has a to long cdr, reduceing that would probably be the better solution, unless enrgie-regen would scale with cdr, which might be an interesting aproach. About the sword, i fear that you are right, bu what would humanity be without hope?
: [Master Shen EUW][Toplane] The most complete and explicative feedback about the recent Shen update.
there are two things i disagree on: I don't think his Q damage should be changed into physical. Him doing mostly magic damage is an aspect i really like on current shen, i'd rather like to see his taunt going back to magical damage. I think the spirite sword doesn't fit well to shen, and even if, his kit should revolve around it to make it feel good. But as it is now, it lacks interaction and for most of it is a floating glowstick that has alot visual space but little gameplay. copy paste from a former respons on the subject: > Well, i don't really love the idea off the sword and think his ways to play with it are far limited. It feels wiered and aesthetically not appealing at all for me to have a giant glowstick floating around somewhere, dashing to my possition every now and then. It imo creats to much visual clutter for how little gameplay it actualy ads. > > I think the 'return sword and gain improved AAs that are further increased if an enemie champs was hit' thing is nice, but could be implemented without that ankward giant glowstick. > > My Suggestion: > > Q: Vorpal Blade > > Shen throws a sword to target location(think olaf axe), dealing 30/60/90/120/150(+50% vs minions/monsters) magic damage to targets hit, dealing 50% less damage per target(min 20%). Upon reacihng it's final destination, the blade turns into a spititeblade, floating in place for up to 3sec befor returning to shen. Reactivateing recalls it instantly, but it can only be recalled after atleast 1 sec. > > As long as the blade is floating, shen gains 7/9/11/13/15% ms. > > If it passes any champions(and maybe monsters) upon returning, it marks them for 3sec. Marked enemies are slowed by 25% if running away from shen. > If shen or his allies deal damage to a marked target, they recive a healing buff for 3 sec, healing 1 / 2 / 3 / 4 / 5 (+ 0.5% maximum health) per sec(his old Q heal) > > Once the blade returned to shen, he gets an AA-reset and deals an aditional 1.5/2/2.5/3/3.5 %-maxhealth damage in his 3 hits(**double damage vs marked targets**, 20/40/60/80/100 nonus damage vs minions&monsters). If the sword did hit an champion, he aditionally recived 40/45/50/55/60% as for those 3 attacks(and a different color for the glow). > > This would return the option of picking up CS from range without offering much poke, it would retunr his old sustain, but not vs minions so not as opressive in lane. It would also creat the positioning-minigame to land the returnimg sword from his current Q, just that he has more controll over the blade and thesmall ms-buff helps him to reposition and also gives him some agillity that he imo is lacking atm(he's a ninja after all). > With the mark, hitting enemies on the return should give better visuall feedback and also has more gameplay impact, makeing the skill more statisfying to land. > > _obviously that new Q would need more testing to find balanced numbers_ > > It also would make useing his W better, as you now have more direct controll over the blade and can throw it with Q to your carry to protect him.
: while i agree with you, please do realise that Lux will still be able to prox it even if it switches on to a still-prox-only basis, as Lux's passive are also counted as a skill on its own. so E>A>Q or Q>A>E or Q>E>A or any similar combination that can prox her passive will still work. anyhow I agree with you, just want to make sure we are not confusing things up.
That depends on wether 'only abilities' includes 'procs' or not. The OP didn't define that one more closely.
: Thunderlord's Decree [1/18]
the problem is that many champs, especially poke champs, will rarly hit with 3 spells in a row while also not beeing spamy enough to make use of dft, especially as it sucks on aoe spells. Zilean for example would need to pick a tank masterie, just because he can't use any other.... Varus wouldn't really be ablbe to use thunderlords, while also not makeing much use of dft or feavor... Lux would always need her ult and also does poorly with dft... The bigger problem imo is that the other masteries way to specific in who, they benefit. Many champs simply take thunderlords as they have no real other choice. What i also think contributeing to thunderlords is that it stacks. In botlane, the aditional burst from 2 thunderlords is huge in a trade, and in a teamfight, haveing 3-4 of those procs rocking on the first focus target is massive. If it would be singletarget with a target specific cd, this problem while at the same time helping if you switch targets.
: [Crafting Feedback] When you own all champions, you should stop obtaining champion shards.
or atleast they could allow us to disenchant champs into cosmetic shards
: Shen sword mechanics feedback
Well, i don't really love the idea off the sword and think his ways to play with it are far limited. It feels wiered and aesthetically not appealing at all for me to have a giant glowstick floating around somewhere, dashing to my possition every now and then. It imo creats to much visual clutter for how little gameplay it actualy ads. I think the 'return sword and gain improved AAs that are further increased if an enemie champs was hit' thing is nice, but could be implemented without that ankward giant glowstick. My Suggestion: > Q: Vorpal Blade > > Shen throws a sword to target location(think olaf axe), dealing 30/60/90/120/150(+50% vs minions/monsters) magic damage to targets hit, dealing 50% less damage per target(min 20%). Upon reacihng it's final destination, the blade turns into a spititeblade, floating in place for up to 3sec befor returning to shen. Reactivateing recalls it instantly, but it can only be recalled after atleast 1 sec. > As long as the blade is floating, shen gains 7/9/11/13/15% ms. > If it passes any champions(and maybe monsters) upon returning, it marks them for 3sec. Marked enemies are slowed by 25% if running away from shen. > If shen or his allies deal damage to a marked target, they recive a healing buff for 3 sec, healing 1 / 2 / 3 / 4 / 5 (+ 0.5% maximum health) per sec(his old Q heal) > Once the blade returned to shen, he gets an AA-reset and deals an aditional 1/1.5/2/2.5/3 %-maxhealth damage in his 3 hits(**double damage vs marked targets**, 20/40/60/80/100 nonus damage vs minions&monsters). If the sword did hit an champion, he aditionally recived 40/45/50/55/60% as for those 3 attacks(and a different color for the glow). This would return the option of picking up CS from range without offering much poke, it would retunr his old sustain, but not vs minions so not as opressive in lane. It would also creat the positioning-minigame to land the returnimg sword from his current Q, just that he has more controll over the blade and thesmall ms-buff helps him to reposition and also gives him some agillity that he imo is lacking atm(he's a ninja after all). With the mark, hitting enemies on the return should give better visuall feedback and also has more gameplay impact, makeing the skill more statisfying to land. The on-hit damage vs non marked targets is alot lower than befor and even the full damage a bit lower to make up for the probably higher reliabillity and utillity as well as the potential damage from throwing the blade. _obviously that new Q would need more testing to find balanced numbers_ It also would make useing his W better, as you now have more direct controll over the blade and can throw it with Q to your carry to protect him.
: Those Kindred nerfs are really unecessary
http://champion.gg/champion/Kindred plat+ she's on 50% generall winrate, nearly 70% for experienced players, which is about the highest winrate any champ has right now on experienced players. And she's a very contested competetive pick. The nerfs are totally justifyed
: > [{quoted}](name=Don Hippie,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=T4YxjWU1,comment-id=000c,timestamp=2016-01-14T02:04:20.370+0000) > > Not sure if it belongs her or to Gypsylord: > Going by his passive, i though we finally have and marksman that scales great into the lategame without getting dumbed down to AAs by crit. > However, his normal AAs will crit aswell, for 200%damage with IE, so once again, at close to fullbuilt your AAs outdamage everything else in your kit by far... > This is a problem with marksmen in general, later in the game their kits, especially damageing abillities, become less relevant and simply get overshadowed by massive crits. > With his passive, He really would have had the chance to be different, but this chance isn't used it seems. At fullbuilt, a single AA deals as much damage as q+w together... But this is the exact reason why we have late hypercarries like Vayne, Jinx, Kog & Trist: their kit is designed for aa's. They are weaker early game but scale really well because of this. The reverse are then adcasters like Varus, Corki, Ez. Even Sivir, Lucian & MF arguably: Strong early/mid, but are weaker late because aa's are faster & do equal/more dmg than the abilities. I don't see this as a problem, but more as the window of opportunity/strengths & weaknesses of different carries. If you're someone like Jinx, you want to wait until you've got your items, but as Corki, once you have one item, you do a lot of damage and you want to end the game before late game arrives & your damage falls off because of that exact reason.
You missunderstand my issue. I don't comlain about AA-focused hypercarries outscaleing casters, thoug i would really like to see an ad-caster that is lategame focused, and jhin would have great potential here. My main grief here is that The spells of ad-casters loose relevance compared to the AAs **of ad-casters** as the game progresses, since even ad-casters are forced to get crit which only amps their AAs, not their skills. And again, jhin would have the potential to break that pattern, but it isn't used. This leads to adc feeling more and more similare in playstyle once they reach lategame, as their damage gets more and more AA-focused. At fullgear, it doesn't matter that much if a Corki lands Q+R or misses it, as long as he rightclicks his opponent he will deal the majority of his damage anyway.
: Hello, if you use the youmou's active, you will gain AD then ? because of the passive.
you will gain 10%more ad duering the active instead of the as, as well as some more ms after crits.
Rioter Comments
: Jhin Balance Feedback!
Not sure if it belongs her or to Gypsylord: Going by his passive, i though we finally have and marksman that scales great into the lategame without getting dumbed down to AAs by crit. However, his normal AAs will crit aswell, for 200%damage with IE, so once again, at close to fullbuilt your AAs outdamage everything else in your kit by far... This is a problem with marksmen in general, later in the game their kits, especially damageing abillities, become less relevant and simply get overshadowed by massive crits. With his passive, He really would have had the chance to be different, but this chance isn't used it seems. At fullbuilt, a single AA deals as much damage as q+w together... On the towerpushing issue: add a bit bonus damage on the 4th hit and it will be fine. I think his damage vs towers isn't a problem and it's ok to have an marksman that isn't absurdly good at takeing objectives, but the 4th hit just feels like it should pack some more punch than his normal attacks, even vs structures.
: Jhin Gameplay & Feel Feedback!
To be honest, after reading the kit i'm a bit dissapointed now that i played him. Going by his passive, i though we finally have and marksman that scales great into the lategame without getting dumbed down to AAs by crit. However, his normal AAs will crit aswell, for 200%damage with IE, so once again, at close to fullbuilt your AAs outdamage everything else in your kit by far... His Q also feels odd, it's rather siconnected from his kit and mostly boils down to mindless spaming without really noticeable effect. though it probably does some good damage over the cause of a teamfight. It feels like it mostly exists cause you needed another skill and noticed his early laneing is a bit lacking... Besides from this, he really feels great. The reload seems slightly on the long side, but nothing drastic, the 4th bullet for poke in lane and executes are neat, his ult is awsome for picking of targets and the the zoom really feels great, though i'd like to have the camera on my self afterwards. Sniping someone with W after they walk into a trap and then catching up for the 4 AAs feels great aswell, but without the root in at the right moment, his W doesn't feel very rewarding. If all this things would matter compared to just AAs later in the game, it would be fantastic, and if his Q would be revisited to be something more interesting that has some more connection with the rest of the kit he might even get faboulus. Something else that his crit makes is giving him rng based speed bursts, which reminds alot of the old rng slow times from phage/trinity where rng made the difference from getting away or staying in range... For trap uses, i can't say much as it was a bot game, but they did a good job if layed down close to me if a fight was about to happen to improve the otherewise rather poor kiteing(unless you get alot crit+as). For useing them in a similar way as teemo shrooms, the cd is a bit high compared to the duration, and their impact without an fast followup W is rather low as anyone will easily get out of the aoe and the slow isn't that big. I can totally see them working great to control choke points in the jungle if you setup a fight there, though that usually requires a coordinated team and won't see much use in soloQ.
: PBE Bugs & Feedback Thread: Dragon Trainer Tristana!
it's probably to late for that, but would it be possible to have some special interaction with Dragon Trainer Lulu? Like some special lines and maybe even a shared recall like Project: Lucian/Leona have.
: Rageblade Math
without the ap, it's still 4532g worth of stats,so f you can get it stacked, it's probably even on a champ like vayne a viable purchase(it is now by far the biggest AS item at fullstacks)
: Yeah sorry about that, we'll update that tooltip when possible. It's magic damage
so does that mean the recived heal is reduced by mr as well? that would be pretty limiting, as the masterie would loose alot value on anyone whp doesn't get magicpen. I'd rather see a lower value but truedamage, or atleast pre-mitigetion heal to open it up for mor champs.
: The words are confusing and we plan on updating them in future patches, but for now, to clarify: The masteries that reference spell or ability damage refer to all non-true, non-proc, and non basic attack (or spell that operates as basic attack) damage. Proc is another ambiguous term, but basically it refers to low-gameplay, no cost, highly repeatable damage that is generally tacked on to other actions -- the most common example is on-hit effects, like Nashor's Tooth. Deathfire Touch is similar: since it has no cost and is easy to apply, so it counts as a proc. Brand's Ablaze, on the other hand, effectively has a cost (mana for the spells needed to cast it), and so it applies spell effects and such. Same for why Kayle's E applies spell effects, but Teemo's E passive does not, even though both of them are on-hit damage effects. Hope that helps!
finaly some clearity on why some on-hit do use on-spell, and others don't...thogh it's still not consistant. Jac ult proc has no cost, and it uses on-spell, twisteds E proc is essentially the exact same mechanic as jaxs ult, but doesn't. Cho's E has no cost, but procs on spell, Kogmaws W has a cost+cd and doesn't... And seeing how it can affect gameplay and decisionmakeing, i think the tooltips should state wether or not something is a 'proc' or not.
: [PBE - 5.22] Adjustments to Killstreak Bounty Rules and Bounty Displays
To be honest, even the lower numbers seem slightly high to me. Going with your example, darius would have gained 600g for his team by getting the double(unless deathspree starts already after the first death, just as killing sprre aparently starts after 1 kill), and the opposing team gets 600g for the shutdown on him. Imo, 2kills should be worth more than kill+assist. I think you should either start at bounty tier 1 after a double, or killingstreaks should give some global gold for your team aswell, like reduceing kill-bounty to 250, but add 10+5 per streak global gold to kills(sp a double kill is 10+15=25 global gold, ending with 625 total gold for the team rather than 600(aswell as 525 rather than 600 for darius himself), and 250kill+125assist+200global for 575 total on the shutdown rather than 600) this would mean getting a kill in lane would be less impactfull for the lane itself as you get less gold your self, but you could better help allys by winning your lane and more efficiently snowball a global goldlead off a pick/lane centered comp. It would also add more meaning to the shutdown, as it lowers the global bounty he would get on future kills a bit. Maybe to reduce 1v1 snowball further, exclude the killer from the global gold, so even5/0 darius still only gets killgold, but the rest of his team an increaseing global bounty for his killingspree. Right now, it feels like you get punished for doing well and makeing soloplays on pbe - as if the opposeing team was a freshly reworked garren...
: Perfect. Although, I think either Hexed or Corrupting cookie jar would be better
i went with jjixed cause of the jinxed jar aliteration^^, though corrupting cookies fits that bill aswell...
: [Analysis] Comparison of Cull with Doran's Blade and Long Sword as starting items on ADCs
I disagree with cull neading a buff, as it comes for free after reaching 100cs, even more so it gives 130g for free once you need the inventory space. it's a very strong item on either a save lane, where you don't need the early combat stats that bad and are happy to have that aditional gold by midgame, or if you have a strong lanebully, as you will probably easily win lane despite haveing a bit less combat stats and can reach a really great midgamespike with the 400 more gold than other startitems provide.
: Could biscuit mastery effect reusable potions as well?
Yea, a refillable cookie jar that upgrades into 'jinxed cookie jar' and 'hunters cookie dispenser' would be awsome, granting the health/mana from cookies on use aswell.
: NEW Iceborn Nasus Interaction Intentional?
seems like it deals 125% of your AAs damage, inclouding the Q damage and so on, ratehr than 125% base ad
: Could the new Graves be a top laner?
1) he already is a great toplaner on live 2) Toplane from my experience is by far his best position on pbe. He's 100% designed to shit on melees, now guess in which lane you most likely face a melee
Rioter Comments
: Mortal Reminder - Is it a bit too much?
yea, play sivir, get mortal reminder, GW on the entier enemie team for the entier fight...
Rioter Comments
: Just read the patch notes on surrender@20, that's what we all do~
It's less about getting information, but giving feedback and haveing a discussion...
: Rioters, could we get a thread about the current item changes?
I agree that an official discussion about the item changes is certainly needed, as they are imo the biggest change of the preaseason and the most controversial on top. I'd also love to have an official discussion about the new masteries.
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Don Hippie

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