: Runes Reforged PBE Bugs & Feedback Thread
As FF20 has pointed out, using Inspiration+Precision tree (the so called Virtuoso set) gives an attack speed bonus of 2160%. While it's not that supremely annoying, until you use the set on its namesake character Jhin, then he just gets tons of AD and moves like Sonic. While I'm sure this will be quick fixed, it was hilarious using it in Practice Tool and to add to the other game breaking bugs that have been on PBE. Aside, the FF20 10/11 post was the first time I've found out that using certain Tree combos have actual names to them. I was wondering if it was possible to add these names in the client? I also noticed that while selecting your Secondary tree, it no longer shows the passive stat bonus you would gain while hovering over the choice and I was wondering if that will be re-added as well.
: [Azir Soldier Autos] Azir's W will stack your Rageblade
If I recall, somewhere in the past they intentionally removed the interaction with Guinsoos. Rageblade stacking has always worked with Azir's autos, although I found it pretty niche.
: No one on the PBE (doubtful) or bug with Ques on the PBE
There actually is a problem. You have to restart queue every 5 or so minutes to increase your chances. While there is a low population of people as there has been a lack of updates people are looking forward too, there is definitely something wrong with the queue times even on times where people are online.
: Zed Shadows
I encountered this bug too, you can do with actually do it with his joke and dance animation as well (when timed correctly).
: Problem with Kitty Cat Katarina Skin
I reported a few days ago using the "Report a Bug" system. It also affected Red Card and Mercenary as well if I recall correctly (I tested everything in Practice Tool).
: Vitorious skins
You cannot. After a while, they remove older skins from purchase and they are not available anymore and are likely never to return.
: Unfortunately, now that Ornn and his skin are released on the live server, this bug has no priority anymore. Next time, please report these kind of bugs as soon as they happen :(
> [{quoted}](name=Amy Sery,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=ypAhLE7E,comment-id=0001,timestamp=2017-08-24T05:30:47.969+0000) > > Unfortunately, now that Ornn and his skin are released on the live server, this bug has no priority anymore. Next time, please report these kind of bugs as soon as they happen :( I actually posted the skin was unavailable in the Ornn bug report thread with no response. I had also off handedly mention it when I encountered another bug with skin selection that Riot eventually fixed. I had just sent in another bug report because the skin was on the landing page but was still unavailable for purchase. Even if it isn't a priority anymore, it seems like something Riot should take note of in the future considering they neglected to have a skin for testing. There could be bugs with the skin we are unaware of, or perhaps the skin's effects might not be easy to see for certain players that should be looked over.
: Question about Ornn's "Searing Charge"
Phreak stated in the champion spotlight that hitting enemies with E slightly displaces enemies, so it doesn't seem to be a bug.
: How do I unlock Championship Ashe?
Sometimes they don't enable buying new stuff right away when the PBE comes back up (new champs, skins, icons). Just wait a while longer, and they are likely to be enabled (I feel a bit iffy about it since they never enabled Thunder Lord Ornn).
: How to beat Onslaught...
I've only finished the mode 3 times, but here's some tips I figured at the moment. -Try to recognize what stages are which, enemies always spawn the same way, so you can move into position faster. -Always prioritize killing Kog'maws (make sure you kill their squid protector thing in advance) -During the "reach the end of the level" stages, if Vel'koz spawn in the beginning, make sure you focus them down right away or else it will make a bullet hell. It's important not to stand beside each other so if someone gets hit by a projectile, it does not hit everyone else (or have a Poppy tank all of them). If there's a laser, spread out, one side is going to be focused by it, may as well keep some people alive. Also know you can just flash/run towards the finish line without the protective bubble. -During the boss level, always make it a priority to kill the champ mobs before attacking the boss. -Always try to keep mobile, standing still can give a window to be CC chained by Rek'sai or Cho'gaths. If you play Soraka/Poppy, I highly recommend building Warmogs. The healing from it can be a life saver (you can run away from the mobs long enough for it to proc). If you play Jinx, I recommend an on-hit build with botrk/guinsoos/wit's end. It's a lot more consistent than a crit one, and takes fewer items to come online (you can get botrk by the end of stage 1). I only would recommend a crit build if you have a Janna. If you play a Mage (Ahri/Lux/Syndra), build Morellos. It procs on every single champ enemy, so you will never run out of mana. Dangerous game can work the same way on all champions.
: INVASION game mode - Taunt item for Poppy?
I thought the same thing during the first few games I played, but later someone I played with actually showed the great things about Poppy. While she can't contribute damage as much as other champs, she definitely provides utility. Her W stops Kha jumps (which keeps them visible for longer as they go invisible after the jump), Rek'sai tunnels (stops knock up CC chains which are a pain), the boss itself can be stopped from dashing as well. Being able to keep the boss in a single position is great as it reduces the risk of the boss going into a spot where it's not easy to find cover during its black hole wave attack. Because she is so tanky, she can be very effective to revive people without being in incredible danger. She can also tank out Kog'maws and Vel'koz projectiles during the "get to the end" stages. I highly recommend Warmogs, as even in this fast pace mode, the cd is short enough that you can actually get the heal off.
Rioter Comments
: Very Long Queue Times for 5v5?
It's actually rather common during URF or a new featured game mode that people aren't queueing up for normals. Know that PBE is a small community, so there isn't always enough players for a normals game, especially when the player base is divided which cause even longer queue times than normal.
: “Invasion” PvE game mode falling from the stars to PBE soon for testing.
Having a great time in the mode, but can I ask that we get more time during champ select? 30 second seems to short of a time to choose a champ and then pick runes/masteries for them.
: Ornn Bug Reports
This isn't a gameplay bug, but is Thunder Lord Ornn available yet? While earlier it had a locked symbol, it is now available during champ select. But every time I chose the skin (signified by the golden border around the skin), after the final 10 second countdown, the golden border would shift to the classic skin (without the classic image being centered) and I would have the classic skin in-game.
: [Aftergame Invasion Stats] Damage Stat Counter Bugged
I believe it has something to do with the stage where you have to move towards the end of the map. Since at the end, it kills all the enemies instantly, which probably goes towards whoever reached the end.
: [CLOSED] PBE Bugs & Feedback Thread: Omega Squad Tristana!
There's only one problem I have with the skin, which is the E. It doesn't really feel futuristic to me. While it kind of fits in the spec ops theme, it kind of feels out of place with all the modern/advance weapons of the skins. Like DimondmatthewPBE said, I like the idea of some C4 rather than sticks of dynamite. Something more like this https://vignette2.wikia.nocookie.net/madnesscombat/images/6/63/Time_Bomb_MC7.5.png Aside from that, I enjoy the skin.
Rioter Comments
Rioter Comments
: Sejuani Feedback Thread
If I recall, the point of this midseason rework is to solidify the tanks role of soaking damage, and to make tanks more interactive in terms of gameplay. In terms of meeting that goal, Sejuani meets that. Her base values aren't high (aside from the Shatter procs, which is already being remedied at this point in time), you have to pay attention on who you're stacking on rather than just running around and hitting E once you prick someone, and you have to pay attention to team composition before you actually pick to have maximum effectiveness. In terms of overall gameplay feel, it feels pretty stale unless you have melee teammates. Once you use your W and Q, you're kind of stuck with your slow melee attack until you successfully get Permafrost stacks. Most champs have three abilities to throw out and to plan about, with Sejuani it feels like you're kind of left hanging. While it is part of her identity for her to lead the pack and work together, it's one of those things that make her feel kind of clunky. Also, her ult feels more like an assassination tool than an engage as a simple way to get a double Shatter proc, which while cool, isn't exactly a very "tank" trait. My personal wishes would be either her Q did something more than just knockback one person, or give her basic attacks more interest aside from Shatter procs.
: Conqueror Karma Hits PBE
The skin really reminds me of Cia from the Legend of Zelda. Aside, the skin is nice, but my problem is it still doesn't feel very complete thematically. I know it's the first of it's kind, so it will feel more fleshed out as more champions share the same theme, but for now it just feels like just another skin for Karma (I know that sounds very vague, but I can't find the words to sum up my overall feeling of it).
: @Riot Compilation of Broken Rengar Thread (Tank Rengar)
I was the Gangplank in Game 2. Can confirm the tower is basically a non-factor for him, and I was near death in nearly all his dive attempts. As a Rengar player on the live servers, I have tested out tank Rengar and it's rather absurd how much damage I do when I should be an assassin, and instead I'm building tank. I mean it's getting to the tank Ekko or Poppy nonsensical damage. Plus, because Rengar's Q has larger range than basic attacks combined with his passive, it's a rather oppressive lane against melees, and even a struggle for some ranged match ups to play against. The rework did little to remove the previous issue of Rengars building tank rather than damage and still being able to kill opponents. To be honest, the nerfs currently on pick or ban champions doesn't feel very impactful, and I see little reason why buffs were placed on some of the nerfs.
: Yorick Update Feedback Thread
So to clear away the primary request of this post 1. AI is fine, they're not wandering off somewhere stupid and they actually attack the champions I hit with E 2. With the future update listed that you can see Last Rites cooldown while Awakening is active, that is the only clarity issue. 3. I have not encountered any bugs, although landing that wall is always a struggle 4. 1v1, he works great, he's a juggernaut. Although there was a rather sad moment that I went oom and a Riven 70-0 me with 5% of her health remaining (though I admit I was building Trinity Force first and she was fed). I don't feel very limited in team fights like other juggernauts, where it's somewhat mandatory they're in the front to be useful, the E and W feel pretty nice for team fights. The maiden definitely is more useful with you than split apart. I mean if you put it into the other lane, it's like a banner minion with a poorer trade off. As you know it's going to push and die, except you now have lost a powerful combat tool for 2 minutes. Also, even though I am able to get big damage with it with me, you don't really feel it's impact. I mean it's like a dementor, it does that rather slow soul sucking, that you know, it's sucking out your soul, but it's not very spectacular about it. Overall he feels nice, his kit and attack animation flows smoothly, and he no longer has a binary no retaliation kit. A minor gripe people have pointed out though, is his Q is very much like Nasus. Maybe change that overhead swing into a digging motion? Seems reasonable if you're making graves.
: An update on Championship Riven
When I heard new visuals on Riven, I was expecting we'd be able to test it on the PBE, bit disappointed about that. I know Zed is suppose to complete this set, but don't you think there's a bit to much AD in this set? Couldn't you get an AP champ in there, like I don't know Viktor (he seems to fit the mold well). Anyways, I patiently await the Zed skin for testing. EDIT: And both skins are added now, yohohoho, will put the feedback on the affirmative threads. Also found that comment on the reasoning for picking Zed, which sounds understandable, but still kind of ruins a good mixed damage team comp.
: Kled Gameplay Feedback Thread
Considering I've only played him 3 times, my current opinion isn't exactly accurate or understanding, though the two problems I've had so far are 1. You can't stop your ultimate. i mean at least with a Sion ultimate if I happen to overshoot or something, I can simply stop and run back into the fray. Although the ability itself has huge potential that can off set it 2. He feels clunky, probably because his movements are kind of erratic with so much attack speed from his W but I never feel things flow smoothly in combat in terms of using abilities together or attacking.
: Don't Hurt Corki's Scaling If You Nerf Him
He's pretty strong in my opinion, that or I'm just great with the champion. He pretty much has everything, poke, sustain damage, burst. The fact that he's now a primarily magic damage champion, early game, enemies won't have as much resistances, because it won't scale. So for a majority of the game, he's dishing a pretty sizable amount of damage, and doesn't suffer from his hybrid damage before as he can now build Void Staff as his penetration item. Even from a non-competitive stand point, he's a pretty top tier Marksman. You can't compare him to Lux because he's a Marksman, not a Mage, they are two different roles.
: The point is that Udyr never got a high popularity and could always be countered by high cc and kiting. He was becoming strong in the hands of the greater pobularity due to the movementspeed and burst of Runic echoes who made him superior compared to his devourer build. After they first nerfed the shield amount and the damage on 3rd hit on his Phoenix. Then he really was ok. Then they again nerf runic echoes by base dmg and now trying to nerf udyr again without waiting out the impact of the latest runic echoes nerf for udyr, also boots of swiftness (which he always buyed) were nerfed in movementspeed. This makes him worse and the nerf is unneeded. And Swain is a niche pick so it was bullshit to nerf him and then nerf the mastery who made him strong in one cycle. That's also the same with Sejuani. Nerfing her because cinderhulk was to strong on her and then nerfing cinderhulk without reverting any of those changes, leaving seju in a terrible spot until the latest patches.
Just because they don't have high popularity, doesn't make them not subject to being nerf. High CC isn't an ideal counter because it counters every champion in the game. Also, kiting it half and half, sometimes he can be kited well, and sometimes he runs over you, or runs really fast the hell away from you.
: Riot continues the: Nerf the Item -> Nerf the Champ cycle again this time with Udyr
I must admit, he was rather broken before any of these new items, they're just finally getting around to the changes. It's like what they said about Swain, always was on the radar, but his lack of being meta really kept them from making changes. Even then, they don't put changes without a reason, and they're going to have to test it out eventually, better do it now while they have the chance in the PBE cycle. Just please remember, nerfs are suppose to nerf your champion, that's the point. So it's not exactly the best point to argue "it's going to make him worse" because that's the point of a nerf. Unless you got a really good, detailed explanation, your argument I'm not really taking.
: Aurelion Sol's e has enormous hidden cooldowns
Well remember your flight can be interrupted, or not last very long, so starting the countdown earlier at a higher cooldown would, you know, be a nerf.
: About Jhin Ulty (R)
They reverted it yesterday, they said they weren't likely to keep that change anyway.
: Elderwood LeBlanc splash art
I noticed the difference between the splash and in-game model to, the splash looking more plant like than the in-game. Personally, the skin reminds me of River Spirit Nami. Which really makes me think elderwood isn't a fit title for this skin.
: Doge ( Nasus ) has to be nerfed.
Well aside from these other comments, I'll give you my two cents. I view Nasus as fine, he's not pick or ban, so he's not busted by any means. Your arguments can actually be applied to a variety of other champions aside from Nasus, which is why I don't find the arguments very good. Late Game Power- Nasus is part of the Juggernaut class of Fighters. Which means he's with the likes of Darius and Garen, who are also massively tanky and do lots of damage. Do you know who else benefits from late game? Light fighters like Jax, Fiora. There's also powerful late game carries like Kog'Maw, Vayne, Cassiopeia. There's plenty of champions who are suppose to scale into the late game, that's their niche. Split Push- Reminder that in practice, split pushes sometimes don't turn out as you want to. Sometimes your 4 man can't actually gain any turrets, or poorly planned for your split push by not having a push ready. Or the enemy team quickly eliminates you together before your 4 man can capitalize on your distraction. Lots of champions do this aside from Nasus, and can suffer the same problems as I've previously stated. Your suggestion- Not a great idea, or at the least requires very proper balance. That's a pretty hefty punishment. Nasus has one major source of damage, that's his Q. That means if he continue to lose stacks, he won't do any damage at any stage of the game. Now look at those other Juggernauts who don't have to deal with this. Also, Nasus has no escape tools, so if the early game goes unfavorably (which it likely will because he's weak early), there's no way he'll be able to do anything in later stages of the game. You've turned Nasus into a feast or famine champion, which isn't something Riot or anyone else really wants.
: But now with nerfs, since he suffers from that problem, if he fails, he gets punished hard since CD on ultimate is so high early game. Not to mention, if Talon is successful in killing ADC over and over again to the point where Talon has enough kills and ADC died a lot, at that point its useless to trade your life for ADC since they are now useless. We all know when Talon goes in he kills a target and then most likely dies. And then that makes a problem, who are you supposed to kill, if you go in they just CC you, you have no escapes.
That's a possible scenario. When you nerf something however, of course it's going to play worse, that's the point. In my personal experience, Talons that stay ahead generally are able to escape fine, or do such a massive amount of damage in AoE from his W and ult that he basically wins the fight for my team. If he's running first into 5 people, he's kind of doing it wrong, or you've draft yourself a poor team comp.
: Talon nerfs
Talon suffers from the assassin problem, if he can't kill or mortally harm his opponent, he's useless. So, most assassins have some what of a skill cap on them that keeps them from high win rates. The new item probably increase the amount of Talon players, which with the skill cap, probably dropped his win rate. Though let me get to his positives that make him actually worth looking at to nerf. 1. His kit has a very simple combo that has little counterplay, very oppressive when ahead. Pink wards aren't even the best counter, as his bonus movement speed and fast combo means you have little room to actually effectively use the vision. 2. Even if he does get behind, he has a W as a small little safety net (not to large of a positive, but gives him some what of a safe laning phase) 3. Season 6's AD itemization changes have been very kind to him. He can use effectively all the items either added or changed. Now here's the reason why his ult is being targeted. The cooldown is actually in practice, fairly short, compounded with the fact Talons build CDR. Short cooldowns on your ult makes the champion very oppressive when they're ahead because they can repeatedly have a full combo (Diana, Kassadin, Akali) every time you are up. I mean, imagine if you died to Talon in lane. You're going to have like a 20 second death timer, and then like a 20 second walk to lane. That means in 35 more seconds, he'll have his ult, ready to try and murder you again. 35 seconds is a very short amount of time in terms of League of Legends. This isn't even thinking about the new items he'll have once he's backed. So the increase cooldown gives him a higher window of counterplay you can actually kill him, or give yourself some breathing room. As a personal opinion aside from the analysis, I always found Talon to work fine, and at the very least not underpowered. I always feel that his ult is up nearly all the time that keeps me from trying to fight him or getting my jungler to gank him because he'd just ult and run.
: Fastest way to buy skins
Well your only tip is have great patience, cause there's no short cuts to abuse. I did find it quite odd when they put in that change so it refreshes every single time you buy something.
: Devourer Junglers are Already Not Viable in Competitive
I think you're the first person I've ever read argue because it's not in LCS it shouldn't have changes. It is quite a rarity that Riot decides to nerf something based on solo queue results than LCS, and that I'm actually glad they're doing it, catering to it's majority rather than pro play. Currently Shyvana and Yi have a high win rate according to OP.GG, Jax has <50% win rate, but that's muddled by the fact he's also played in top lane most of the time. Aside, you can't argue against the data, there's obviously something up with them, and nerfing one of their primary items is quite reasonable. Obviously, changes to universal available items and masteries generally causes other champions to end up getting a short end to the stick, who were piggy backing on strong items to push them into viability. Though I don't think it is right to just leave an item as it is just because of other champions also getting nerf, you can't just let champions that abuse the item harder to stay on their pedestal. It's not like any other time in history that champions who also got nerfed by some changes are permanently at a low win rate, if it did majorly effect them, Riot would eventually give them some pick me up buffs. Anyways, I checked your post history. You've disagreed with quite a number of changes, so I am putting into question your so said "I don't say this often". Also, you asking to increase Rageblade cost also directly effect Devourer junglers who you oh so want to protect, what if increasing the price also damages their play? How will you argue against your own suggestion?
: Kog'Maw has way too much power with 40% armor shred. Also, Caustic Spittle suggestion.
Know that the current identity that Riot defines Kog'Maw is late game hyper carry. He's suppose to be able to melt down tanks late game, it's part of his identity. Know that most people max Q last on Kog'Maw (W is always first of course, and most people would prefer the increased slow on E). This means they likely will not access that massive amount of resistance shred until late game team fights. Though this may be a nice change to put more incentive to maxing Q earlier than before. Even then, it's a skill shot, that only is able to hit one person. Kog'Maw is suppose to melt tanks anyway, and if a squishy gets hit instead, they wouldn't move anywhere near him anyway. What's more important is they are changing Kog so that he does not gain his attack speed from his W anymore, one of the major buffs in his kit that led him to his high win rate, and moved it to his level scaling, meaning they further pushed things towards late game. I know sometimes things look really good or bad on paper, but sometimes in practice it doesn't really turn out that way, so take note of that before complaining on the forums, cause I'm guessing you haven't tested and dominated lane a bunch of times with the new changes.
: Sivir's Ricochet, Fervor of Battle, and Thunder lords
So, my theory. Her W is an auto-attack modifier according to the LoL wikia. This means that the ricochets are not considered a spell, but simply a bonus of the applying basic attack. Meaning the bounced boomerangs will not count as a spell or basic attack (it does not apply on-hit effects or spell effects anyway, so it wouldn't proc Fervor damage) for the purpose of Fervor or Thunderlords. Only the person you hit initially will give you the stacks for thunderlords or fervor.
: I agree. 30% immunity against all form (except k.-u. etc) are pretty much compared to the swiftness boots. It makes it way more attractive to buy tenacity boot on 50% of all champs (dunno, just guessing) against cc heavy or non heavy teams. 200g doesnt make a great difference and it be better to buy mercury instead. they could change it to 25% at least.
Guys have to remember that more movement speed is sometimes a significant advantage. Mercury Treads have always been an option for CC heavy teams, so you can't really complain now "everyone is taking it" when it wasn't taken all the time before, especially when previously, it had 35% tenacity.
: I'm plat too! But I think compare Viktor to Lux is inappropriate! Yes, it's true that Viktor with the augmented Q has more mobility than her and his augmented W is a really strong cc with the right comp... but i think Lux is a safer and stronger pick than Viktor. First of all Lux is really facilitated by her huge range that makes her a safer pick in lane and in team fights. Her utility is given by 2 abilities, a shield on her and team mates and a double snare; Viktor can shield only himself (it absorbs less damage than the Lux one) and his "Gravity Field" has no immediate effect and can't be a solid ability to prevent enemy ganks! Last but not least, let's compare the cooldown of their ultimates: Lux ult cd is 80/65/50, Viktor ult cd is 120/110/100; this difference is extremely important because Lux can deals her maximum damage way more frequently than Viktor: this means more pressure in lane phase and max potential in occasional skirmishes, more possibilities of fights in late game. I think I should not mention how much a Viktor has to expose himself in a team fight to deals his damage, thing that a Lux has not to worry about! Sorry but saying that Viktor does more than Lux has no sense for me...
Please be aware arguments can always have good points on both sides and as long as there is some reasoning, my idea is justified, at least, in my mind. That doesn't mean I don't think Lux has problems like I stated earlier.
: Swain was not OP. The nerf on him made no sense. His lack of mobility and mana efficient waveclear was enough to keep him from being a top tier pick. You could play almost any mid vs him and just waveclear then roam. He was nerfed for no good reason.
Like I said, champions that people thought were fine were found apparently not by Riot, and we argue it here on the boards.
: Viktor E Nerf (justified or not?)
Here's my two cent, I'm around plat level, though haven't had much time to play in the past month, so this is based on a mostly theoretical stand point and my knowledge before the patch. Mages in general, have a lot of bad match ups, because of their inherent weakness to assassins. So not the best of arguments. Viktor is on the same boat as Lux (who I agree with you, her buffs have put her over the edge), plenty of safety, plenty of damage. Except, he also does a bit more. He has more mobility, he has a really good linear build path with his hex core (which gives him a bucket load of stats and utility), he can perform burst/team fight/siege well, and his spells are arguably easier to land than Lux's (her E buff is still obnoxious and difficult to predict sometimes though). There's obviously issues in the game that Riot has decided not to make any changes or comment about, though that's something to argue on the live boards, or may be just personal issues you're having against the champions (personally I hate Annie, nothing happening there).
: Malphite nerfs.
Even in some match ups considered unfavorable (like against magic damage champs), he seems to do fine, which is an issue. He has a very linear method of play, meaning there isn't many methods of nerf than changing the damage values. Considering this is only a base damage nerf, he will still likely do great against AD match ups, as his items and scaling haven't been changed.
: The Future of ADC's in the LCS
They changed Grave's passive to his E, your entire credibility is invalid, kappa.
: Viktor cannot be sleeper OP lol. He was played a lot last year before his mini-rework and he has been played a lot this year too. There is nothing "sleeper" about him but he was still prioritized below Corki and Lulu by every almost literally every pro team. Some would also pick Ahri, Lux or the occasional Zilean with Viktor open. He was not really crowding out other picks and I don't think I've seen him banned in any region. If it happened, it's probably less than 5%. It's just a random nerf that doesn't make any sense to me unless he gets a buff elsewhere. I'm not even biased. I play mid but Viktor isn't in my champion pool even though I play vs him on a regular basis. It's hard playing vs him with weak early champions like AP Kog (which kind of sucks after the rework) but I don't feel like "oh they've got Viktor now I'm useless" either.
I didn't mean sleeper OP in the traditional sense that it's a champ no one is playing. I meant it as, despite the fact Viktor isn't getting any complaints or being a pick or ban champion, he can still be found to be strong enough to warrant a nerf, I pointed this out with Twisted Fate and Swain.
: I did some quick general math for this, incoming semi-accurate text that may have a flaw or two. (I'm tired, give meh a break D:) First thing to note, I am doing this under the conditions of 45% CDR (there is a very small difference with 40% CDR, I'm just using 45% because it looks better) with landing Qs ASAP. * So currently on live, he effectively has a 17.6, which is strong AP or AD * With a 120 second CD, he is at 26.4, which is fairly reasonable for a global ability * With a 90 second CD, he is at 19.8 So in a large scale for his ultimate, and nothing else...**It is an 8.8 second difference.** If you even take a couple of liberties, it is only about 13 seconds. With a 2.2 second difference for your suggestion. So, it isn't actually all the HUGE of a nerf in the long run.
It does increase the skill cap on Ezreal, requiring you to more consistently land more Q's rather than just having a short cooldown already.
: Viktor doesn't merit a nerf
It may not be a problem of a champion being massively overpowered (like Jax and Mundo earlier) but if the champion consistently outshines other picks or is dominant then it warrants some type of investigation. Gragas previously was a consistently picked jungler, it was him or Rek'Sai that both teams constantly traded to each other if I remember correctly. It could be they also found Viktor as like a sleeper OP, that he was strong despite not being noted. This was the case sometimes and they put what can be said to be a random nerf, like with Twisted Fate and Swain. I'd also like to note that champion counters are not a very good argument for a champion being balanced.
: Meh, it's likely Riot won't even notice the players who oppose the changes. You know, just like when they made Duskblade and that new Shen rework. Many people opposed the changes, yet they were send to live unchanged, even though they were fucked up, and the only thing that was actually a partially good choice (the Soraka nerf, by making her heals over-time instead of instant fuckshit super-heals with low cooldown), THEY REVERTED IT BECAUSE OF SOME DISGRUNTLED SUPPORT PLAYERS BEING DISGRUNTLED BECAUSE THEY ARE NOT OP AS BALLS ANYMORE At this point, every word containing "Feedback" should just be renamed "bugs", because that's what Riot mostly cares about. People complained about Shen, who is still a broken mess (that quickly became rarely playable in PBE, just like old Shen), Riot didn't care, they just shipped him the same to Live, placed some new splash-arts and called it a day. And then they added Duskblade, which is a perfect synergy with Zed. People complained about it being overpowered for assassins (because who gives a fuck about the mages ; they shall have items that cost a crap-ton compared to their general farm and long-ass cooldowns + skillshots ) yet Riot shipped it EXACTLY THE SAME AS IT WAS RELEASED. Dirk + That Cooldown-giving Hammer Thingie + some dosh and good game, Zed now has 17/1/3 I mean, I am pissed off at Riot for not listening to community feedback as of recently, but I do really hope this mind-set will change in a short time. It's painful to see Riot adding stuff with barely listening to the community.
Honestly, at the very least they give context surrounding the new assassins item, it's suppose to have synergy with all AD assassins who have empowered basic attacks in their kit, and it's now something Riot can balance around, instead of worrying about how it will affect the entire game. Shen however, was given zero reply to our feedback. I understand that their goal was to move towards Shen towards something more interactive, and with more "dodge" like a ninja rather than relying on tank stats, but without any reply towards our feedback, it reinforces the idea Riot doesn't really care about our feedback. Sometimes the PBE doesn't really get it right, I mean Fiora and Gangplank ended up being pick or ban tier, and I don't recall anyone on the forums complaining about Udyr on the PBE with Runic Echoes. I guess we have to wait and see how the live stats end up like.
: Tam Kench Passive Duration shouldn't be touched
Then what should they nerf then? It sounds reasonable enough, it means Tahm can't completely zone an enemy champion for long.
: The spotlight also doesn't mention any increased attack range on Q or the fact that W can stop Baron attacks currently. Also so many people gave good feedback and suggestions and Riot never posted or even acknowledged that they saw any of it; Shen's release could've been a lot more hyped and better gameplay.
The increase range on Q doesn't really sound gamebreaking enough, but they really should add on it. Also, some of Baron's attacks are basic, so Shen's W should be able to block it (same as Jax's E).
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Gummimon

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