: To all you asshats banning the test champions
the point is people do this deliberately to not have to work with or against a new champion. we need that data collated, regardless of point in the cylce.
Rioter Comments
: Looking for feedback on Poppy E-Q
I think the biggest issue for me is the lack of indicator, many times in my almost 45k points worth of live poppy play time, I've run into the issue where I would use the E at a wall, and the enemy champion would stop just short of what clearly worked on another champion, messing with the engagement, its hard to make informed decisions if you arent getting all the information upfront. If we were going to make one change to poppy, I would like an indicator that circles the target you mouse over, with a trajectory and a color, such that if you align with a champion, towards a wall, and its going to land the stun, it should flash blue/red or something for the poppy player. simple swing indicator, the game already knows before hand if you're going to make that stun or not based on distances, no reason for the player to be in the dark. something like <P> - - - - <Target chamion> -- - - - - - (indicator)I<- wall
: Tracker's Knife Smite
I can just imagine this on Rek'Sai, the S tier information jungler
: Riot, It feels horrible to be a tank.
Im going to go ahead and take a dive here, and hope that a rioter shows up to tell me how wrong I am. the tank meta was a problem, why? because tanks were doing something a tank should never be capable of doing. getting a majority of kills. A tank SHOULD be very difficult to kill. a tank SHOULD be mitigating damage for thier team. a tank SHOULD be applying CC. these are things that tanks should do well, and some do, but recently, we've found alot of tanks that are doing more damage than they should, cinderhulk was part of that, the other part of that is scaling and excessive tank base damages. A tank, in the jungle or lane, should have enough damage to clear, maybe not quickly, but safely. to that end, the keystone mastery, that enables tanks to eat damage for thier teamates, is a step in the right direction. HOWEVER the rampant itemization for tank busting is counter intuitive to the role of a tank, and frankly, to that of a marksman. The marksman should be wrekking towers, dealing sustained damage. not four shotting tanks who've maxed out on armor. a tank should not be able to kill the adc on their own either. literally, an adc with a vamp scepter should be able to recover the amount of damage that a tank is putting out. the rule of law should be along the lines of an adc is a sustained damage dealer, should be able to take down a tank solo, but not in 4-10 autos, but in 20-30 autos. armor pen shouldnt really be a thing, % hp should be based on physical or magical damage. in exchange, tanks need to lose some damage, and gain some tankiness and CC durations. A burst mage should go down to an adc in a few autos, an assassin even, as they have comparable damages, but a tank should not be getting killed quickly. if the adc is ahead, they should be killing you faster, but you shouldnt see your healthbar dissapear in 4 seconds.
: Tracker's Knife Smite
I actually agree with this idea, as a jungle tank player, Id like to have some additional utility before major teamfights, getting the ability to really ward up would make my life that much more influential over someone who's in the jungle to create kills for themselves
: The state of bruisers/tanks itemization
as a diamond tank player, how do you feel tank itemization measures up against the onslaught of armor penetration and % hp that riot is waving about? dont get me wrong, tanks arent doing thier jobs lately, becasue they're doing damage, but on the other side of that, we arent getting rewarded for being walls, because ADC's and the like toast us in a few auto's. thoughts?
: Kindred, AD or Jungle, Damage or Tank?
Alright, while im with you on jungle damage, I think owing to thier short range, Kindred needs a very niche build path, while full damage is insane, seeing as we're always going devourer, I would like to posit that building them AD fighter, like the light fighter that Aatrox was to be, My build path would be the following: {{item:1323}} {{item:3933}} {{item:3071}} {{item:3078}} {{item:3153}} {{item:3026}} Though I do think that instead of trinity you could run Frozen Mallet instead, or Iceborn as well the goal is to be durable enough to avoid being one shot, whilst still being a high damage dealer, between the on hit effects doubling on the fourth hit, the number of on hits, and the simply avoidance of being hit because of her relatively high dodge capabilities, I think this build may be one of the more effective and safe.
: [Skarner] – Fractrure(E) Cooldown doesn't get reduced by Fracture's Slow, intended or bug?
Messaiga is correct, only consuming crystal venom and activating the stun lowers the cool down on Fracture.
: Skarner PBE Changelist and Feedback Thread
> [{quoted}](name=PreatorDragoon,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=d2bmpMif,comment-id=00b6,timestamp=2015-08-09T13:55:12.766+0000) > > Skarner feels sluggish and pretty weak outside of his buff. While he doesn't have his buff, he struggles. But when he gains his buff, he becomes far more useful. This makes him pretty binary. > > Second is that the Crystals don't really work. The areas sit around places that aren't really going to be fought in. As such, it feels a lot that you are operating Skarner on half power. While I give you this, I really do like what they did in way of bringing more of his passive into fights, by utalizing your stun E->Auto and Ult you get little bursts of your passive that while not really fixing the problem, by and large make leaps to make him feel less shit.
: Quick thought on Skarner Passive.
Another thought after another game: Give him half his passive value when not crystal'd up. not having a passive for most fights is super sad days.
: Quick thought on Skarner Passive.
Ahem. Additional thought here. Put one in his friggin base. I shouldnt lose out on a passive trying to save my base. puts me at a disadvantage when trying to defend base in any capacity. again, should skarner be say, UNDER HIS BASE TURRETS (in any lane) for more than 5 seconds, a capturable point spawns. if he gets it? YAY PASSIVE if the enemy is faster, fine they get the gold.
Rioter Comments
: Ekko's (R) nert doesn't fit theme.
Id say that he doesnt need the mana cost because he already has silly low levels of mana and in order to afford the rest of his abilities he's going to need regen regardless, Id much rather see the numbers on the damage go down then see a mana cost.
Rioter Comments
Rioter Comments
: [Feedback] The Azir changes are too harsh.
so, hes like every late game god? think about it, any other late game monster, is given a shit early/mid. think yasuo, Jax, Master Yi (kinda), Kassawin, Akali. All these champs get godlike lates because? we're supposed to fuck em up early so we avoid that sadness.
: [Feedback] The Azir changes are too harsh.
Nobody complained when they gutted rek sai. l Shoes on the other foot, the power of azir lies in his kit, he is a mobile, untargetable version of heimer with fuckbuts of damage. He's downright oppressive in lane without the play of Zed, Kat, or Fizz (people who can get around the soldiers). Late game his cool downs are low enough that he is able to burst, sustain dps, and escape lacking any access to his one great weakness, the lack of durability. The nerfs are warranted because the power still lies in his kit.
: Oh...Tristana compensation buffs...You guys are kidding us right?
I don't think that she necessarily needs to be gutted, if you look at this its still a pretty hefty nerf of 27% attack speed, and she isnt going to be able to have the increased speed on Q up all the time either, I think this helps, though not the direction I wanted
: Feral flare need a fix or change .
I would have the counter set to any person with any jungle item, only visible if you have mad-reds razor or feral flare, that way you don't have to worry about it being tracked if you have a jungle item, but if you don't make it into a flare you aren't staring at 29 stacks the whole time.
: The yasuo nerfs..
I think this is a good start to moving his early game to weaker state, for the amount of carry yasuo brings to the mid and late game, giving him tools to make early safer, namely the movespeed seems unnecessary, rather, by making him a bit squishier and take a bit longer to get the flow shield up, creates more opportunities for midlaners to compete before he becomes a synergizing unstoppable late game monster.
: Oh...Tristana compensation buffs...You guys are kidding us right?
To be perfectly fair, tristana needs to be trimmed down a bit, she has a very high win rate for adc's at all levels of play, and has two escapes in addition to her huge late game range, and with the current iteration of effective marksmen, she has no early game weakness that compensates for her silly powerful late game, personally I think that it was either this or removing the rocket jump cooldown reset. be happy it was this.
: My opinion is that Sion's new ult is useless because its very slow in changing the direction and isn't really strong. And i think his AP-ratios on his W and E are way to low
I find that his ult is actually very powerful, it takes timing and practice, but the speed ramps up over time, as does your damage, essentially the better you are at sion, the more powerful you're going to see his ult is, as for his AP ratios, I think they exist to keep those skills from pushing people towards making sion a poke/mitigation harasser, to more accentuate Riots desire to have you build him as a bruiser/tank.
: AP Sion
They intentionally murdered AP sion, and Im okay with it, it wasnt healthy and much like with master yi, there are ways to conserve what AP sion did, without making him the scum of the earth. Your viable builds with Sion are : Full tank Frozen heart, Randuins, Visage, Banshees, Sunfire, Mercs Bruiser: Ancient Golem, Iceborn, Visage, Maw Mal,Randuins, Mercs Heavy Figher (visage, randuins, mercs, hydra, triforce, bork)
: Shyvana's State and The Current Meta
my suggestion is a bit different, I think that to make shyvanna on par with toplaners, we should improve the drag mechanic on Dragons Decent, so that it behaves more along the lines of an Azir wall, literally pushing anyone she captures, this brings her in line, gives her a more reliable tool, and creates an engage/disengage concept for her, its something thats been in her kit since forever, and as a guy that jungles her, massively improves her role there.
: [Suggestion] Shield/HP Clarity
So, like they did with Sions shield? I could dig that, would help with knowing just how much mitigation you have available, and so you can plan appropriately
: > It is definitely low - in order to make room for both infinite HP scaling and a powerful Max HP ratio on his shield. With all things combined he is on par with nautilus/rammus in terms of tankiness. So his passive which one might think is something awesome because no one has "infinite"HP scaling is not just shitty but even a huge disadvantage. Why would anyone think that implementing this in this way is the a great idea? Then I would even prefer to remove of the passive and give him decent base stats. Sorry Scruffy but that makes no sense to me.
> > It is definitely low - in order to make room for both infinite HP scaling and a powerful Max HP ratio on his shield. With all things combined he is on par with nautilus/rammus in terms of tankiness. > > So his passive which one might think is something awesome because no one has "infinite"HP scaling is not just shitty but even a huge disadvantage. Why would anyone think that implementing this in this way is the a great idea? Then I would even prefer to remove of the passive and give him decent base stats. Sorry Scruffy but that makes no sense to me. to be fair they buffed his hp at 18 to 1680 which thanks to his passive allows him to scale past nautilus starting around 150 CS or 45 Jungle Camps not counting Kills/Assists.
: Exactly. Old Sion even got double the amount (6) from large units and champions. I'm not quite sure why they had to nerf both base and stacking health. Only reducing the other one could've been fine, if nerfing was needed at all. It's worth mentioning though that his base health per level got increased from 60 to 70 in a recent PBE patch. It isn't much, but definitely an improvement.
I agree, its certainly a much needed buff, now if they increased his lv1 hp by 20 that would boost his lv 18 base to 1700, which feels like a compromise that feels good to the community.
: Sions Hp and why You done nerfed too hard.
Furthermore, I saw scruffy make mention that sion now ends up in line with nautilus, but nautilus has more mobility, and a safer way to apply his CC. We keep hearing more and more about how a champion is supposed to have a specific strength-weakness, but at this point, if Im only getting "Nautilus levels of tankiness" why should anyone pick Sion over nautilus? the answer should be because Sion will become a better tank because he's more immobile, but instead the answer is, well uh. . .undead? lets be fair, and make it so that its not a detriment to the team to pick Sion over nautilus, we have his weaknesses down pat, those are clear and defined, but we lack the strength. Nautilus is more effective at CC'ing and doesnt depend on farming the shit out of a passive to be relatively tanky. Put sion in a better place.
Rioter Comments
: Being honest here, I haven't explicitly tried out most of the match ups listed here, my post was mostly speculation. In reality, some dashes like irelia or alistar may be too fast for you to knock up even if you have the ability charge past 1 second, because their dashes are really fast. However, I feel like PBE does not really tell the full story regarding his q's impact in team fights. Honestly we will never know how it will turn out after he releases on live, however, I for one believe that his Q mechanic does not inhibit him as much as you claim too. If he wants that stun and knock up, he is going to need to work for it. If he can set up a fully charged one, he will be fully compensated in terms of damage and cc. Sure he may not get the absolute perfect outcome every time, but if he were able to achieve maximum efficiency with every cast, the ability would definitely have to be toned down. Currently, I really like how his Q gives him options to quickly cast it between autos, fully cast it when he his someone with a fully charged ultimate, or be able to get a full cast off in the chaos of team fights. His other spells also lend to help him survive laning phase pretty unscathed. I think his Q is currently fine, and the best part about it is that it is completely a numbers problem as well. If riot thinks Sion takes too long, they can reduce the charge time per level, or reduce the charge time at every level, or whatever fix they believe is right for the champion. Making his spell be able to function like another Gnar's ability (which reduces uniqueness) or making the enemy feel like it is pointless to cancel his channel are not the right options for sion.
> Being honest here, > > I haven't explicitly tried out most of the match ups listed here, my post was mostly speculation. In reality, some dashes like irelia or alistar may be too fast for you to knock up even if you have the ability charge past 1 second, because their dashes are really fast. > > However, I feel like PBE does not really tell the full story regarding his q's impact in team fights. Honestly we will never know how it will turn out after he releases on live, however, I for one believe that his Q mechanic does not inhibit him as much as you claim too. If he wants that stun and knock up, he is going to need to work for it. If he can set up a fully charged one, he will be fully compensated in terms of damage and cc. > > Sure he may not get the absolute perfect outcome every time, but if he were able to achieve maximum efficiency with every cast, the ability would definitely have to be toned down. Currently, I really like how his Q gives him options to quickly cast it between autos, fully cast it when he his someone with a fully charged ultimate, or be able to get a full cast off in the chaos of team fights. His other spells also lend to help him survive laning phase pretty unscathed. > > I think his Q is currently fine, and the best part about it is that it is completely a numbers problem as well. If riot thinks Sion takes too long, they can reduce the charge time per level, or reduce the charge time at every level, or whatever fix they believe is right for the champion. Making his spell be able to function like another Gnar's ability (which reduces uniqueness) or making the enemy feel like it is pointless to cancel his channel are not the right options for sion. I like your honesty, as more and more input pours in, I lean further and further to option B, where if he is interupted, because hes a massive meat man, the skill fires, wherever it was charged, .1 seconds or 2 seconds, this way its not a complete waste of mana/cd any time you run up against one of the 78 champions capable of stopping the full onslaught. If not this than a small refund like if vi or Zacs channels dont fire. my request is less drastic than it seems people are making it out to be, I merely dont think that if you're going to have a central skill to his kit be so easily countered, there should be some sort of, compensation. The hope is that, being good with the skill is still being good with the skill, but not being so afraid to lose out on the mana/ ccing yourself to even bother using it in the majority of cases. with the former being said, there are a number of options available for rito to take, ive merely suggested what I consider the optimal changes.
: I just counted every champ that has a potential interrupt, including ultimates, and there are 79. But you should know that roots/snares don't interrupt channels, only movement, so things like Zyra's E won't disrupt it. That being said, while there are a large number of champs that can potentially interrupt the ability, this does not warrant changing the ability to make it uninterruptable, or your other solution which makes absolutely no sense. How many other abilities in the game still cast after being interrupted? The whole point of interrupting it is so they can't cast it. I do think that it shouldn't go on cooldown until after it's finished casting though, like Lux ult. While true that there are a large number of champions that can potentially counterplay Sion by negating one of his core abilities, the same thing could be said about any champion in the game. It's all about knowing how to play against the counters that will determine whether you're good with Sion or not.
> I just counted every champ that has a potential interrupt, including ultimates, and there are 79. But you should know that roots/snares don't interrupt channels, only movement, so things like Zyra's E won't disrupt it. That being said, while there are a large number of champs that can potentially interrupt the ability, this does not warrant changing the ability to make it uninterruptable, or your other solution which makes absolutely no sense. How many other abilities in the game still cast after being interrupted? The whole point of interrupting it is so they can't cast it. I do think that it shouldn't go on cooldown until after it's finished casting though, like Lux ult. > > While true that there are a large number of champions that can potentially counterplay Sion by negating one of his core abilities, the same thing could be said about any champion in the game. It's all about knowing how to play against the counters that will determine whether you're good with Sion or not. my point is with its high mana cost, high cool down and personal stun, we should get something in the attempt, it really functions as a high CC version of Nunu or Galio, but more importantly, moving out of the way is how people should counter this, anything else is extra, consider, if you play renekton, does nasus counter one of your core moves? does he stop you from being able to use slice and dice? no. cull the meek? no. most champions dont directly say, no you cant use this because I exist, counterplay isnt, no you cant, its what can I do in response.
: Have you tried using E instead of Q as your main laning tool, maxing it first? It works way better. Q is for picking the enemy when they least expect it and stunning them, it's not meant to be your main harass tool.
I actually tested that this morning, and much prefer it to Q, because of the issues i brought forth about Q. but yeah, pretty much, also way cheaper on his tiny mana pool.
: First off nice thoughts and you obviously put some effort in to this so I'll share my thoughts; I have no problem landing his Q and every champions ability to disrupt is a possibility because of fair counter play. You should be able to end Q early and dodge most of that stuff, if not just end Q early and trade with Sions op shield. He is a high risk high reward champion and if they make it too easy for his combo he will become overpowered, Sions Q is very potent full charged and doesn't need to be full charged to deal damage or do a knock up. So try to end your Q early in trades and if other champions can still easily evade it then don't use Q until they use their "counter play" abilities. If the problem still occurs then maybe lane Sion isn't what Riot is going for, he does stack better in jungle now too. This is why I voted "No".
I like where you're coming from, and I personally agree with Jungle Sion, but from my side of the issue, I would like to see it be consistent, especially because we dont get a refresh on it, or reduced cool down if it is interrupted, for example with your thoughts, could you get on board with a cool down refund for interruptions, like with Zac's E? and Im less interested in making it easier to land the maxed Q and more interested in being able to do something with what you have, Id rather option 2 than option 1, but Ive seen alot of posts suggestion option 1, and it isnt a terrible option.
: While these champions can definitely stop channeled spells like Sion's q, A skilled sion player will be able to use their q to knock any opponent up while they dash to you. If the enemy attempts to dash into you, and they have to fly though your knock up area, you can simply cast your q and stop them mid dash. The only few champions that you listed here that can stop sions q at a distance is Chogath, darius, elise, gragus's ultimate, leona, lulu, maokai, nocturne, sej's ultimate, soraka, trundle, Tf, vayne, ziggs and zyra. Obviously you can argue that they can step outside the his q aoe, and then dash to him, but at that point, sion's q was going to miss anyways, and you should stop casting when you know that it won't hit the enemy, and immediately employ counter measures
In response, the argument isn't about so much being able to land, as it is, that you have CC'd yourself for 1-2 seconds, and there are a myriad of champions who can simply deny you the ability to even cast, one of the key things about it, is how it works as a lane farming tool, its both efficient and strait forward to use the ability to farm up a wave, but as it stands there is such a long windup, that many champions can take that tool away from you. If you remember way back when, champions are designed around fun, and then balanced around counter play, as it stands now to counter play a Sion using Decimating Smash, it should be just, well he missed, but in the case of many champions, its not only did he miss/did it not go off/it was interrupted, but also a huge window of essentially free damage, his cool downs are pretty long meaning that many champions, say riven for example, can dash stun before you actually fire your Q, even if you immediately stopped charging while she dashed, and remember that this move is highly telegraphed, she would not only rarely be stunned, but take minimal damage, and be able to front load tons of her own damage on you, because you rooted yourself making targeting a non issue. The goal here isnt to say that the Q is a shit skill for its own sake, but to say, "we need to look at this, and maybe make a change." If you arent interested in him being uninterrupted like a gnar wallop, perhaps you would be interested in option 2, which was to make it fire as soon as you were interrupted, for whatever it was charged at.
: Sion Champion Update on the PBE!
If I could get a red to check this out, as votes are coming in and I think its a strong arguement for tweaking the functionality of sion's Q. http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/cv8Asu53-sions-q-decimating-smash-is-terrible-here-is-why
Rioter Comments
: I was thinking the same thing. If can't be like a Xerath Q or a Vi Q, then at least make it that he can change the direction of the Q. I guess there is still time for him to change of course.
I think I would change this a small bit, reduce the stun numbers from 1.25-2.25 for the stun, make him uninteruptable, like gnars wallop and give it 1-2 seconds for the stun.
: Azir, the Emperor of the Sands
I have an issue with him thematically, sand doesn't make me think of a burst mage, which is what is currently the most effective way to play him, to me, I think of sand that erodes you, whittles you down over time, and he has the kit to do it, but not the ratios. When I first heard of sand mage, I was expecting something along the lines of a swain, a minion mancer swain, and I've been really dissapointed insofar. Id like to see these changes, or at least an idea of why you didnt head in this direction: Uncap the cool down reduction cap to attack speed ratio. make it so Azir can overstack CD, only makes use of the 40% capped, but can still gain the attack speed after, lower his Q ratio to .5 and increase the slow to 30%, increase minion duration and allow them to proc on hits , increase HP scaling on E. I would like to see builds where we see more, Rod of Ages, Frozen Heart, Boots of Lucidity, Rylais Crystal Scepter, Spirit Visage, and Nashors tooth. Not, the normal Burst mage build with a nashors. It just doesnt feel right, and its actually turned me off really hard, and Ive been a staunch defender and advocate for the sand mage Idea. make the sand the kind of thing that eats away at you, like the way that the sand has eroded the pyramids, not a burst mage with SOME dps after casting. Rito pls. feedback.
: > Thanks for commenting! Interesting - I'm looking forward to trying him out myself. Where would you say you stand re: his Fury mechanic - do you think it needs any changes (not just what I have suggested, any sort of change!) or it works well as it currently stands? It's fairly good as it stands. Gives him a good weakness to counter his kit. Power would just need to be put somewhere else or changed if he's too powerful/weak. Need to play him more, though, but he's really fun right now.
I stated this elsewhere, but I think having the transform occur on next ability would be the change people are looking for, it gives a sense of fighting the rage as you hold back your skills to stay yordle, but has the ultimate unleashing when a skill comes up that you want to use, but is going to force you to change
: which lane do you prefer to play this hero?
Top/mid easy, havent tried him in the jungle, but I figure he would be alright as a lizard type
: Few Gnar tips
my build with him is generally {{item:3078}} {{item:3111}} {{item:3143}} {{item:3065}} {{item:3153}} {{item:3026}} It gives him burst, sustain, (visage combines with bignar health regen, though you can also go with banshees) and tons of survivability you essentially become a little gnar jayce (cannon form) and a big gnar Zac (tons of CC and you wont go down easy)
: Gnar Passive feedback
If they were to make any change to when he transforms, I would like more than 4 seconds warning, or make it simply the next skill, so you can kinda hold on, like you're fighting your rage, not just succumbing to it, gives you more choice, a little control, and I think improves the fun, though, I am with most people in thinking I really like it how it is, but it might be more readily acceptable to have the rage change with the next skill
Rioter Comments

Grimmrock

Level 30 (PBE)
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