: My apologies, I was under the impression that he was talking about a champion's ability.
> [{quoted}](name=Amy Sery,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=saHKoW6K,comment-id=000000000000,timestamp=2017-10-13T12:46:26.804+0000) > > My apologies, I was under the impression that he was talking about a champion's ability. Dark harvest is the name of the third Domination keystone. The one that looks like a Spooky hood/grimreaper.
: Ghost Poro suggestion
Could probably do with adding in a special key bind for it.
: Hi! Please post ideas on [EUW boards](http://boards.euw.leagueoflegends.com/), [NA boards](http://boards.na.leagueoflegends.com/) or [Reddit](https://www.reddit.com/r/leagueoflegends/). You can get more visibility there because the community is larger. The PBE boards are meant for feedback on content *currently* on PBE, not for suggestions.
This IS feedback on a Rune that IS currently being tested and worked with on PBE as part of the runes reforged.
: DFT gains that damage from appliance to majority of the team consistently. If Comet's CD were much lower it would easily match it reasonably with how unreliable it is to land.
Actually DFT has a major damage difference even in single target applications. In terms of damage it was comparable to thunderlords on a single proc, massively out damaged it if you kept procing it, and became far stronger than other options when it came to applying it to multiple targets. For comet to even compare you'd need a stupidly low cooldown, like 1.5 seconds or something, and the range would need to be high enough to beable to consistently hit multiple people.
: All they gotta do is lower comet's CD and it would be a proper replacement, but atm they're letting DFT champs just release and will address it later... I'd even take summon aerie if they'd fix it's return time to 2 seconds level 1 to 0.5 or 1 second at level 18
DFT's total damage is MASSIVELY higher than comet and can be applied to several champions. The damage potential is just not comparable.
Rioter Comments
: What rank are you my dude? In what world does any competitive toplaner pass up flash?
Do you mean professional? I'm referring to solo queue. Alot of top lane champions who can synergize with Ghost often do take it over flash based on the players personal preference. Singed is a must for ghost, Nasus often takes ghost, I see a decent few darius players take flash ghost for lane cheesing including dyrus, and any other top laner that would want movement speed would also have many instances where they take ghost.
: LOL OH MAN THIS D00D Lets break this down >The description reads "Cooldown: 180s Starts the game on cooldown and goes on cooldown if interrupted during channeling." This leads me to believe that I can use it as many times as I want as long as I'm not hit by anything during the 2 second wind up, but it goes on cooldown no matter what you do period. HEXDE. OK buddy, so this is a simple reading comprehension problem on your part. Someone below already tagged you for it. No biggie. >180 second CD for a keystone is far too high. It's basically a knock off summoner spell when you could and logically would take ghost for movements peed and other keystones that you can get way more usage out of in those 180 seconds. This is a pretty stupid thing to say, allow me to explain why. You claim predator is a "knock off summoner spell", implying that the keystone doesnt inherently have as much power as every summoner spell, let alone STRONGER. So, lets break that claim down. Ghost: Your champion is granted Ghost ghosting for 10 seconds, gaining increased movement speed. Grants a maximum of 28% - 45% (based on level) movement speed after accelerating for 2 seconds. 180 second cooldown. Predator: Channel for 1.5 seconds out of combat to gain increased movement speed (45%) for 15 seconds. Damaging attacks or abilities end this effect, dealing 60 - 140 (+0.2 bonus AD)(+0.3 AP) bonus damage. Cooldown: 180s Starts the game on cooldown and goes on cooldown if interrupted while channeling. So, with these two effects side by side, a couple things become clear. 1: Predator gives more MS than Ghost at every single level of the game until 18 2: Predator has a longer maximum direction than ghost (10), by 5 (15) 3: Predator grants full MS instantly, (upon finishing the 1.5 channel time), while ghost requires 2 seconds to fully activate. 4: Predator expires upon dealing damage to an enemy champion, HOWEVER, grants a chunk of damage (40 - 140) that SCALES with either AP (0.3), or bonus AD (0.2) 5: Predator does not grant the "ghosted" effect, which enables you to move through units. So, we can see that predator actually surpasses ghost in many areas, but also has some key weaknesses, such as falling off as soon as the target is reached. How much this impacts the champion this effect is utilized on will very, but most champions who would take this keystone simply need the MS to get into range, they dont need the MS to stick. With this information, it can be easily concluded that predator is not a "discount summoner spell", as it clearly has as much power as most summoner spells, especially the one most would directly compare it to. Now, as for the claim that "anyone who uses this keystone would take ghost instead"... this is just dumb brah No toplaner is ever going to give up flash or tp for ghost. Hell, most champions in general wouldn't give up flash for ghost, flash is mandatory in most cases. What assassin is going to give up ignite or flash for ghost? The claim that taking ghost instead of this keystone would always be a better option is folly. Predator is basically a summoner spell that takes a keystone slot. It is unique, and powerful. It is basically a guaranteed roam kill every 180 seconds on any midlaner that takes it, and on certain toplaners (Juggernauts), it is one of the best flank tools in the game, that can be taken ALONGSIDE flash and teleport. fin
Predator is deactivated upon taking damage or dealing damage which includes disabling the movement speed buff then putting it on a full cooldown. Already shit compared to ghost. Top laners are mostly juggernauts so they'd want resolve anyway which means they can't even grab this keystone, and if they're going to ignore resolve anyway then they can just grab Phase Rush or Fleeting. Both offer a solid movement speed buff and can be used in quick succession for better chase potential and thus more utility/usage out of them. Predator gives you a better potential engage but next to no damage compared to other damage runes and can only be used one every fortnight. Damage focused toplaners like Fiora, Jax, Riven, Rumble, Yasuo, ect. would never take this to begin with so they're out of the question. And you're completely wrong. Most junglers and top laners who can and would take this would also take ghost. Darius, Hecarim, Rammus, Nasus, Yi, Singed, ect. Darius might not take ghost as a default option, but alot of solo queue darius's who like to cheese lane take ghost over TP and would benefit more from Phase Rush anyway.
: Have you actually used it or just basing this on numbers? Answer: Basing it on numbers. If you actually try it on the right junglers you'll see it feels quite effective.
I've used it alot on PBE so far. Yes, it can be good when it's actually used, but the whole point is that so many other combinations will offer you similar or greater power and can be used several or even dozens of times in the time span it takes for that ability to come back off cooldown.
: I fail to see what's confusing or incorrect. * The active has a cooldown. * The item begins the game on cooldown, preventing you from using it in first blood fights. * The item is also put on cooldown if you're interrupted. In my opinion, this should be a reduced cooldown, so I would agree this is too punishing. The "this item goes on cooldown if interrupted" should not convey "this item _only_ goes on cooldown if you're interrupted". This is a fault in your comprehension, not the wording. As for the high cooldown - the effect basically is a summoner spell. It's a stronger Ghost with a built in Smite. If it was up any more frequently, your lane opponent would never get the opportunity to breathe.
No, definitely the wording. And no it's a stupid keystone. Junglers would get infinitely more usage out of any other combination. Summoner CD for ghost which is actually better because it'd have a significantly reduced CD and doesn't actually stop the effect when you enter combat. Ghost and Electrocute or Dark Harvest if you want movement speed + damage. Righteous Glory + Damage. And the movement speed isn't particularly good in alot of cases. Normally it only works if you're actually stacking it with other forms of movement speed, and junglers like Hec and rammus don't need it to get to people in the first place. All it's accomplishing is 1 situation every 3 minutes where you run hilariously fast.
Rioter Comments
: Won't somebody think of the children Junglers
They're specifically buffing Hunters talisman and Machete items to cover for this and you get passive flat stats based on what keystone tree you chose. They are also giving out flat armor across all champions, so it's not even a big deal. Jungle clear is fine as far as I've experienced and Dark harvest is actually a really strong keystone if you're properly farming your jungle.
: Not saying there aren't better options for damage and chase, but I believe predator is more for that "I haven't warded in awhile oh hi jungler" or "im going to invade and may need a burst of speed with my tier 1 first back boots" situations.
The drawback is too bad for its usage. If it dealt like twice or even 3x the damage of thunderlords then I could justify it.
: when i used it on khazix if the channel was interuppted it would go on a significantly lower cooldown then if the damage proc went off. i'm not sure what it was but it was a few days ago
It's like 230 vs 180, both are unbelievably high CD's for a keystone. The amount of stats I could squeeze out of any other options would far surpass what I'd gain from using that. I could use the warlords rune to get infinitely more chase potential, and even the new thunderlords with its higher CD would still give me 5x more damage with its lower CD and high base damage.
: Predator is not meant to be a power spike. Predator is meant to benefit junglers more than anything else. {{champion:56}} {{champion:120}} {{champion:57}} {{champion:79}} {{champion:54}} {{champion:107}} {{champion:14}} {{champion:102}} {{champion:106}} {{champion:19}} {{champion:77}} {{champion:421}} {{champion:33}} {{champion:11}} {{champion:2}} Imagine one of these guys just flying in on you at 800 move speed.
I actually just discovered that no matter what it goes on CD. So either the ability is bugged or the description is completely wrong. If it's meant to behave like the description suggests then I can get behind it, otherwise it's a completely and utterly trash tier keystone for being on the same CD as ghost. Can easily just take ghost and make use of better runes or even just get the new version of warlords.
Rioter Comments
: korea aatrox master rework patch proposal
I'm quite positive that this guy knows what he's talking about. Unfortunately, I'm also quite sure that he doesn't know english and trusted google translate abit too much. I'm sure if he could speak to a korean Rioter in his native language then he'd most likely offer some decent feedback.
: the revive passive is good, read bruh its all on your ultimate, every auto attack gives you 20% blood (Even if you're already in blood rush, making you extend the duration.) and yeah, CC are good against you. core items to be more stronger: {{item:3153}} chase potential and tank shreding, and quite good sustain at all. {{item:3111}} MR and very good to have Tenacity on AA bruisers. {{item:3053}} The only item that can make your passive more effective, because it increases you 25% base AD and 25% when it procs, making ur passive give you around 46/50 AD. {{item:3071}} Move speed on-hit, and a lot of hp, and the best part is all your skills are physical, making you shred faster. {{item:2138}} you can also buy this for extra tenacity.
I've actually found the revive passive to be useless. It only delays your inevitable death when behind, gives the enemy an opportunity to form a relation when you're not, and rarely actually gives you any use. Saying he'd be "bad" without the revive is not a valid argument. You're forgetting the fact that without the revive, his kit would have additional space where something can be added to fill the power budget gap left by the revive. By giving something like a built in free revive on his passive, he naturally has to lack in other areas or atleast can't have too much power in his other abilities. Even if the revive is crap that's just how "Power budget" is. Riot has a weird way of rating an ability. But without the revive then something would be added to fill the gap. He could get more raw defensive stats, his abilities could get raw stat buffs, he could and may very well get a better and more reliable passive, ect. But with the revive it's just seen as something that has too much potential to be broken so they can't afford to fiddle with the rest of his kit too much.
Rioter Comments
: A: can't be done. Some bugs are caused by the fact that certain champions are banned. B: someone can only dodge once per day really, as the dodge timers after that are pretty long. Also, some people have connection issues and they shouldn't be punished for it. C: can't be done because then the testing results will no longer be comparable to the live servers. It's a standalone mode with bugs other modes don't have and vice versa. Just bringing back blind pick solves it all. Riot should already be looking into this.
I'd like alittle more detail into why A can't be done. I meant punish the person that banned said champion. Connection issues won't make you ban WW. As for C I agree with the point but it still seems like having a larger quantity of data from PvP matches is better than having the majority of feedback coming from players who were forced to play AI's just so they could get their hands on the champion. Blind pick would also result in the same thing. People are dodging regardless of the penalty so they'll just continue dodging regardless of if the champion was banned or someone else simply picked it before them.
Rioter Comments
Rioter Comments
Rioter Comments
: Fizz and his concept and design.
1: He's not like other assassins. He's always been more of an initiator than other assassins so this rework is defining that more and giving him more power to fulfill that role. 2: He's always always been played as a tankier champion? Due to how up risky of a champion he is he's always built with defensive utility items in order to simply live. With his new kit the focus is the land the perfect shark to initiate, this procs the seastone trident passive for single target burst as well as AOE burst on entire teams. 3: Again, he's focused as an initiator. He's always needed to be close range, not sure who you've been playing. 4: He kit is very much stronger that it was before, with much more reliable burst over that really crappy per auto on hit that required 2-4 auto's with the 20% increased damage from shark to get something out of it. A per auto on hit does not belong on an assassin. 5: Still not sure who you're playing but the design changes all feel very clean and the AA reset on the W is lovely to use. 6: This is why R applies the W mark to the affected target upon latching to it. Hence the whole thing about him being an initiator. 7: I would say being an AOE teamfight focused champion with massive out play potential for 1v1's is pretty unique. 8: Pretty sure almost everyone will agree with me saying that he does infact fit the "trickster" role pretty well. 9: His old W was a per Auto on hit where you had to spend your time face tanking the enemy in order to get your damage off. The led to his standard builds opting out damage for utility and defensive stats just to stay alive which even further dropped his damage. His new W can be safely proced by either ulting your target, or utilizing your E or an hourglass to wait out the mark. 9: The numbers are fine with a solid 100% AP ratio (for the moment) on the empowered W. It really does sound like you simply aren't playing this rework properly and in turn, you're thinking that it's the fault of the champion.
: [Assassins] - Mini Updates Discussion
Someone told me to take my feedback about Fizz I put into a normal post and put it in here. My thoughts on the Fizz rework as a Fizz main. I don't actually have any issues with his current PBE version and couldn't possible be any happier with what Riot did with him but these 2 things are simply some optional additions based off of my opinions about him. First, I think that his passive still doesn't belong in his kit in its current state. It's a laning phase passive meant to help him with his problem of taking alot of minion aggro and auto attacks but unfortunately doesn't even block any amount of meaningful damage till later on where it's no longer relevant. While I personally don't think that a passive that's only useful in a specific stage of the game should even exist, I also think his kit is actually very well off where it's at in PBE right now. If it were to be changed I'd suggest taking out the level scaling and changing it to negating damage from minion attacks only, while increasing his base armor. If the current PBE version of fizz goes live then he will definitely shine outside of laning phase meaning he needs to have a rough early game, but he already gets destroyed by ranged abilities so giving him abit more durability to auto's and minion agro would help to still make his laning phase tough, not impossible. The second thing is that I feel his W's new mana refund should scale beyond refunding half of the cost. If I could change it I might make it like this: 50% refund at level 1. 60% refund at level 2, 75% refund at level 3, and 100% refund at levels 4 and 5. Another mechanic I would add is extra mana gained from killing a unit that's afflicted with a fully stacked Sea stone trident bleed. If the unit has the fully stacked bleed that allows for the critical W proc then it automatically refunds 100% of the cost as well as a small bonus. Example: 105% refund at level 1, 110% at levels 2 and 3, 115% at level 4, and 125% at level 5. 1 last mechanic behind this would potentially have a reduced stacking time on the bleed passive for minions (not monsters).
: Suggestions for new content should be posted in their respective locations on the [NA](http://boards.na.leagueoflegends.com/en/) and [EUW](http://boards.euw.leagueoflegends.com/en/) boards or [Reddit](https://www.reddit.com/r/leagueoflegends/). The PBE is for content **currently** in testing.
Rioter Comments
Rioter Comments
: I don't feel like this is completely fair. To preface this, i have only played one game on the PBE. Ques do take more time which is expected considering the relatively small amount of testers when compared to being on the main server. Its not realistic though to play the pbe just for an item or a map and be upset when riot has to make a change. You have an unlocked account and a very nice PBE community, just reach out a little bit :) It neat to get to try everything and give your feedback to make the game you play more fun for you and your friends!
> [{quoted}](name=mjprince,realm=PBE,application-id=cMKtzQHY,discussion-id=NUqdUcsR,comment-id=0001,timestamp=2016-04-14T23:18:01.964+0000) > > I don't feel like this is completely fair. To preface this, i have only played one game on the PBE. Ques do take more time which is expected considering the relatively small amount of testers when compared to being on the main server. Its not realistic though to play the pbe just for an item or a map and be upset when riot has to make a change. You have an unlocked account and a very nice PBE community, just reach out a little bit :) It neat to get to try everything and give your feedback to make the game you play more fun for you and your friends! I give feedback when there's feedback to give. I get on,use new things, and then share my opinions. If i'm not getting on the PBE the test an item, a map, a new game mechanic, or a champion then what am I here for?
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Rioter Comments
: Kennen could still buy it because his E is just a speed buff; mobility as in dash, jump, hops, blinks, etc because the active is a dash- speed buff champions can still buy the item since its not instant or near instant mobility Kennen's E is 100% base movement speed for 2 seconds which he can cancel early and 10/20/30/40/50 armor and mr for 4 seconds; so Galio can still buy it too
> [{quoted}](name=Stacona,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=llHddLP1,comment-id=00000000,timestamp=2016-04-09T19:02:38.248+0000) > > Kennen could still buy it because his E is just a speed buff; mobility as in dash, jump, hops, blinks, etc because the active is a dash- speed buff champions can still buy the item since its not instant or near instant mobility > > Kennen's E is 100% base movement speed for 2 seconds which he can cancel early and 10/20/30/40/50 armor and mr for 4 seconds; so Galio can still buy it too Well we'll see how things go and maybe they will limit the item use.
: How to balance out Hextech Fire Pumpkin
I kinda disagree with the idea of limiting hextech fire pumpkin as there are still champions with mobility spells that don't actually benefit from their mobility spells in the right way, case in point kennen and his E, besides the dash can't go through walls and it's not exactly the greatest.
Rioter Comments
Rioter Comments
: > If an item/champion/ or stat in the game does not have it's place in a higher tier of play and is only used within casual play then I think it should be balanced and maintained around that very idea of casual play rather than discarding it for not being used. It's not that the stat or item had a place in high tiers of play or low tiers of play. It's that this stat in the itemization system has created situations where we have to make sure that the early games of any characters who had any potential access to it basically terrible. Effectively, what this means is that in order to balance it for high tiers of play - it has to be absolutely terrible in low tiers of play. This wasn't 'Spell Vamp' wasn't balance-able at higher tiers of play - this was - Well, that means that this champion has absolutely crush or get destroyed in the first 1200 Gold of the game - because otherwise, they have (duo) infinite resources. We've tried to fix this in various forms over 4 years - but the accumulated damage to champions thus far hasn't been worth it. Spell Vamp via the item system has a serious problem in that it becomes linked to gold.
> [{quoted}](name=Xypherous,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=79cto3EB,comment-id=00b50000,timestamp=2016-04-08T20:06:22.679+0000) > > It's not that the stat or item had a place in high tiers of play or low tiers of play. It's that this stat in the itemization system has created situations where we have to make sure that the early games of any characters who had any potential access to it basically terrible. > > Effectively, what this means is that in order to balance it for high tiers of play - it has to be absolutely terrible in low tiers of play. This wasn't 'Spell Vamp' wasn't balance-able at higher tiers of play - this was - Well, that means that this champion has absolutely crush or get destroyed in the first 1200 Gold of the game - because otherwise, they have (duo) infinite resources. > > We've tried to fix this in various forms over 4 years - but the accumulated damage to champions thus far hasn't been worth it. Spell Vamp via the item system has a serious problem in that it becomes linked to gold. So does the balance team plan to add any viable AP options that are geared towards empowering champions with built in sustain like vlad and morgana to replace spellvamp? Also will the buffs to vladimir mentioned in the post be actual buffs or is an upcoming rework?If it is a rework what scale of rework is it? As always you're free to say no comment on those questions if you want.
: [Planned - 6.9] Mana x MP/5 x AP x MR Item Pass [Updated - 4/11/2016]
I actually think the removal of spellvamp is such a bad thing to do. This is just like alot of other items through league history that've been removed due to them not having a wide use and dedicated place within the game. If I were to use an example, we have champions like teemo who are obviously not viable within competitive play and certainly not some high elo power pick but are still loved by the community for their use in casual play and fun times. If an item/champion/ or stat in the game does not have it's place in a higher tier of play and is only used within casual play then I think it should be balanced and maintained around that very idea of casual play rather than discarding it for not being used.
: Is there anything specific about the Zhonya's change that stands out? We still have time to adjust numbers if that could help things out.
> Is there anything specific about the Zhonya's change that stands out? We still have time to adjust numbers if that could help things out. I'm not saying the update isn't a good job overall but I personally think this specific item change and the update as a whole missed the whole point of why players who play AP champions are in agreement that AD champions are just so much stronger. The reason I personally believe is because of the cheap itemization they have available to counter AP all together with no way for AP champions themselves to do the same or overcome the counter. I think the issue could be resolved if AD itemization didn't offer so many cheap solutions to negate magic damage while offering so much flat armor pen and other useful stats in versatile items that can be built on just about any AD champion regardless of what they are. AP champions only have the 1 defensive item against AD but that is quickly countered with all of the cheap armor pen and Maw which byitself is like an AD hourglass with the heavy anti magic damage shield that has a CD that's low enough for it to be up in all engagements throughout the laning phase and teamfighting phase.
Rioter Comments
: You don't know who is or isn't giving feedback and not everyone posts on the boards directly. If you feel like someone is misusing their account or abusing players, report it. The Report system for the PBE is harsher then on live because we need players who are here to test. People are going to auto lock the new champs/reworks because that is unfortunately the only way to get a chance to test out the champ for most people. The PBE is here to test out all new content presented to us each patch. Champions, Reworks, Skins, Mastery changes included. Patience is definitely needed in order to be a tester on the PBE. If a player is actively being toxic in a game or abusing the game/players, report them. Otherwise you are going to have to learn to go with the flow when it comes to the PBE.
> [{quoted}](name=Starlight,realm=PBE,application-id=cMKtzQHY,discussion-id=ThIWgKnv,comment-id=0000,timestamp=2016-01-14T15:37:03.787+0000) > > You don't know who is or isn't giving feedback and not everyone posts on the boards directly. If you feel like someone is misusing their account or abusing players, report it. The Report system for the PBE is harsher then on live because we need players who are here to test. > > People are going to auto lock the new champs/reworks because that is unfortunately the only way to get a chance to test out the champ for most people. > The PBE is here to test out all new content presented to us each patch. Champions, Reworks, Skins, Mastery changes included. > > Patience is definitely needed in order to be a tester on the PBE. > If a player is actively being toxic in a game or abusing the game/players, report them. > > Otherwise you are going to have to learn to go with the flow when it comes to the PBE. Fair enough
Rioter Comments
: Hey, just played Jhin, and I think he is incredibly fun ^^. However, I was wondering if his scaling seems a bit overpower, since you can build "Standard" and have over 500 AD, with his spells scaling incredibly well. Was this intentional? Also, idk was it was also intentional for his 4th auto-attack to override all other commands? By that I mean you can't use any spells or even recall when using the 4th auto. Overall I think he is a great champion, but unless Riot are going for the hyper late-game burst carry, his spell ratios might a bit much XD. Thanks for giving us a brand new experience Riot ^^
> [{quoted}](name=Abissu,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=T4YxjWU1,comment-id=000b,timestamp=2016-01-14T01:15:17.598+0000) > > Hey, just played Jhin, and I think he is incredibly fun ^^. However, I was wondering if his scaling seems a bit overpower, since you can build "Standard" and have over 500 AD, with his spells scaling incredibly well. Was this intentional? Also, idk was it was also intentional for his 4th auto-attack to override all other commands? By that I mean you can't use any spells or even recall when using the 4th auto. Overall I think he is a great champion, but unless Riot are going for the hyper late-game burst carry, his spell ratios might a bit much XD. Thanks for giving us a brand new experience Riot ^^ His 4th shot issue is a bug. Also with how slow they made his kit if they didn't make it so that his AD was much higher than other ADC's then he wouldn't be able to keep up.
Rioter Comments
: Jhin Bug Report Thread
Confirmed by multiple people and myself that when Jhin is on the forth bullet of his passive you can not use abilities or do anything else till you use your bullet and reload.
: Jhin Gameplay & Feel Feedback!
I love this champion so far in every way from animations to theme to kit but I have to ask is there anyway to improve his reload animation? I feel like it the rest of his kit has fluid artistic like animations and quotes to his abilities that fit his theme but when he's reloading it feels clunky and doesn't have any sort of stylized animation to it to fit with the rest of his character.
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HongChongDong

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