: she honestly doesnt need the heal because of the fact that if you have literally one lifesteal item as vayne you auto 3 times and are full health
Yes, as you can see my first 2 points were about just REMOVING that free random sustain, the third was to make that, if theyREALLY want it to be implemented, more balanced, and EASY TO BALANCE. 20%of enemy HP is too random too, even for the vayne player, you kill the tank, you are actually full health from almost dead, you kill the enemy carry, you barelly see the heal(ok, maybe not barelly, but the difference of impact get by the heal is massive from a squishy to a full tank)...also, i dunno, maybe they want to make this so Vayne can skip the lifesteal item and sustain through kills?! But no one is going to do that, you will still have lifesteal, AND now that sustain too. It's just a random buff IMO xD They think that the nerf on the Q is too hard to be compensated by the buff on the W, and probably is true, but THIS is NOT the right way to compensate!
Rioter Comments
: Midseason Durability Feedback
OVERALL, i like the majority of the changes( relativelly to tanks/bruisers), but i have some thoughts on the ADC role. (I'm not an ADC main, so i'm here to be fair and not to cry about my role) You changed GA and Banshee, and i like both but i have some worries coming from the GA changes in particular. The ADC role is actually a meme, and ok, is an hyperbole, but there are some real reasons if it's becoming a meme and you can't say is not true, so let's start with the worries xD. Will be pretty long and i'm gonna do LOOTS of grammar mistake probably :D 1. What if i actually want a Banshee (the old one) on mye ADC?! Some health, good magic resist and the nice passive(the main reason was used as a last defensive item on ADCs)...i go for SpiritVisage?! :\ 2. What i think the ADC role is lacking are items that cover what Zhonya's, the old Abyssal (and new banshee) Malmortius (ok that's viable but i will explain better what i mean) Edge of night( viable in some lethality builds that i don't see almost anymore on ADCs) are covering on mages/assassin builds. So, items that if you go for them instead of the core big damage/att.speed item you don't feel " OMG i'm so behind i rushed hexdrinker on Vayne because the enemy Karma "support" is demolishing me (sometimes it happens xD ) i will reach my powerspike too late".People start building defensive items as a 4th item (not counting boots), sometimes as a last item because when you are ready to go with the defensive item you relize you do no damage on the damn Maokai so you have to go for the last whisper and you still procrastinate the GA/Banshee/Malmortius. When i play mid with a mage, for example, against a Zed (unless i'm stomping) i can go for a zhonya's rush (maybe with double doran for the mana regen because i'm not gonna rush my mana item) and i don't feel "OMG i'm so behind with this rush", yeah i feel less strong, i have to spam less, i have less AP than a Morello(and less CDR), so i have to play less aggressive, but i still do something and i'm not worthless, there are NO items like that for ADC, and the new GA is NOT changing anything, is even worst, now you have an item to defend yourself from AD but is pointless against AP, so instead of having AT LEAST a decent "multitasking" last item you have a decent last item against AD and nothing more, and you actually can't lose 2 slot on an ADC build to build both GA and Malmortius. AP champs instead have a decent ammount of choices so i'm not even worried we can't go for a GA as a last item on a mage anymore because i almost never did and we can chose from a lot of "hybrid" (in the meaning that gives both damage and defensive/utility statistics) items ( New banshee, still new Abyssal on some battle mages like Swain and Vlad, protobelt, RoA, the "GLP stuff freeze-gun", Zhonya's, Lyandry's, Rylay's), ADCs have Malmortius but mostly 4th or 5th(still not counting boots) item, Black Cleaver on some ADC in some builds,and...Sterak? But is good if you have at least another item that gives you health( decent with trinity or BC, both almost never used on the majority of ADCs) unless is mèh... and all of those are still viabale near the end of the build and mostly you can build just ONE of those( so if you have Malmortius and they have a Riven top and a LB mid the Riven will metls you down like you have no defensive items). Also the new GA, if pretty good will be a pain for AD assassin because will be a second/third item. The AD assassins roam bot, kills you, you don't really die, and is too early in the game to dive again and kill you again. If not THAT good will be pointless early game and just worst compared to the actual one when reached late game (unless enemy team has no decent AP damage sources). My suggestions: 1.remove the "revive" (yeah, i said that) from the GA, and make the GA (change name) an "anti AD Mercurial Scimitar" (maybe don't nerf it too to the ground because "everyone picks MS on ADC"...yeah, because they don't wanna die xD), so more AD and some lifesteal. 2.Bring GA to older version (aaaaand will be good on tanks again, that's a problem) and make an item similar to what i said before, that sorta of lifesteal item with armor. 3.Stop nerfing every ADC build that is not a "galass cannon late game crit-based hypercarry build" xD, i know that every type of more utility/safe builds when comes out in 90% of the cases start dominating the scene....but...there are some reasons if this happens xD I'm not asking for an enormous ammount of items that can be rushed and still gives you decent statistics while giving you defense, but at least some items that can be builded 3th (that is mostly the lifesteal item) and may save you from a Zed with a Youmuu's and a serrate dirk that oneshots you with a basic combo withou ulti xD Maybe this whole comment is useless because is in the designated design of ADC to be all glass cannons with almost no defensive items avable, in that case i will shut up on this topic for the rest fo my life xD just need to know. (and let it know to the millions of people out there too so they will stop with the damn memes xD ...maybe... ) P.S. I have NOTHING against glass cannons xD, I just would prefer to have the possibility to choose(in the limits of being an ADC and not a bruiser, obviously). P.P.S. Yeah i know we are near a tank rework and not an ADC rework, but he is asking feedback on the defensive items and i just wante to know if they have some plans for the ADC role. If the comment sounds a bit aggressive i'm sorry, i'm actually not upsetted, just a bit worried.
: Xayah's kit seems really boring build-wise. She doesn't have the same options a lot of other adcs have, she's forced into a pure crit build. At best she could get a Botrk. Rakan's is better and has some interesting intricacies with how AP, CDR, and AS improve his tankiness through his Passive and his Q's heal. Making him as tanky as possible doesn't just boil down to tank stats, you'd also want items like Nashor's Tooth for example to increase your sustain in a fight. This is diminished somewhat by him being a support with 4+ predetermined items in his build, but it's intriguing. Xayah's VO is also a little boring. Some of it is writing, some of it is the deadpan delivery. Maybe lore beyond being a murderous bird person will help, but y'know. Otherwise, I think Xayah and Rakan are an interesting pair of champions.
> [{quoted}](name=CrazedMLC,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=iZB4AK4J,comment-id=0021,timestamp=2017-04-06T07:50:27.185+0000) > > Xayah's kit seems really boring build-wise. She doesn't have the same options a lot of other adcs have, she's forced into a pure crit build. At best she could get a Botrk. > Rakan's is better and has some interesting intricacies with how AP, CDR, and AS improve his tankiness through his Passive and his Q's heal. Making him as tanky as possible doesn't just boil down to tank stats, you'd also want items like Nashor's Tooth for example to increase your sustain in a fight. This is diminished somewhat by him being a support with 4+ predetermined items in his build, but it's intriguing. > > Xayah's VO is also a little boring. Some of it is writing, some of it is the deadpan delivery. Maybe lore beyond being a murderous bird person will help, but y'know. > > Otherwise, I think Xayah and Rakan are an interesting pair of champions. I don't liked the fact her E is stronger when building crit. This thing that even if the 90% of the community (pro players too) are asking for a removal of crits and they are still making a LOT of spells revolving around crit items is getting REALLY boring. I'm ok with having crits in game, but making spell that can crit and spell that have more damage based on crit over and over instead of trying to reduce them is just a bad (and boring) idea. The E "scaling" with crit chance is just like saying " you HAVE to build crit like the 90% of the ADCs even if it seems a caster-like kit"...just why?! Incrase the AD scaling and remove that thing c'mon, i don't want to build every ADC in the same way( the "IE is core on everyone" thing is getting SO boring)... God bless Ezreal xD I don't know if they are thinkng like " Lethalithy builds are busted so reduce the AD scaling and make the spells revolve aroun crit that are more expensive so everyone is a late game hypercarry and is not worth building lethality"...if that's the problem...nerf Lethality xD and leave everyone free to build how the hell he wants. EDIT: Anyway, her kit is nice(nothing special and extremelly exciting like was Kalista for example, but is nice), and Rakan kit is pretty cool( i fear will be hard to balance because is the "Lee Sin of supports" but is cool).
Rioter Comments
: I agree, I don't think this is the right way to buff Jinx. Jinx is an auto attack based hypercarry, not a caster based ADC. I think Jinx is in need of a buff, but I think this is counter intuitive to her natural play style and poses natural game play issues. I am in agreement that the RNG element is one of the worst things about it. It never feels good having to rely on crit RNG on auto attacks, but at least you attack so often that the RNG tends to balance out in a way that you will get the expected amount of damage over a long fight. With this mechanic, it basically becomes a dice roll. You either get the crit and the kill, or you don't get the crit and they live. It provides a distinct lack of clarity to both the Jinx player and her opponent, because the damage is going to swing widely between 'you live' and 'you die'. There should be less RNG based mechanics in this game, not more of them. Not to mention, this is just going to encourage Jinx to stay at her maximum Zap range (around 1000) out of the fight poking and not really engaging with her enemies. Isn't this the same reason Jhin has been nerfed several times? In order to make it so he can't just rely on W and Ult to be useful and has to commit to an engage? Jinx becoming more of a skillshot poke bot isn't how she was intended to be played. How about instead, a buff to her minigun? Every since the attack speed steroid on it was effectively neutered until like level 14 or so back in Season 5, it's not felt rewarding to use compared to rockets in most situations. Buffing minigun will be much healthier than this change. Minigun is a much shorter range, providing opponents with better ways to abuse Jinx. Similarly, Jinx should be rewarded for giving up her natural safety with rockets and encouraged to make the swap more often. Gun switching is core to Jinx's playstyle, but minigun has been far less valued than rockets ever since those changes in S5. At the very least, if this buff is to go through, Zap's indicators should be changed to actually match the hitbox. It's a wider skillshot than it actually displays, and if it's going to go live as a nuke button, opponents should be better aware of its range.
I 100% agree on your analysis and opinions...i'm just confused about how Riot balance team didn't get same conclusion as us( me, you, and A LOT of other people from what i saw on this forum)[probably i fkd up some grammar in this sentence xD]. I understand is PBE so they just try some changes, but this one is just bad, you don't even have to try it to know that xD
: They would need to lower the base damage and then it be fine
Just don't touch it no?! If you have to make an unreliable( is based on the RNG of the crits) buff, that can be useless if you don't crit and busted as fk if you crit and then have to nerf the base damage for that reason...just wtf?! Just don't do it xD
: Warlord's Bloodlust
Giving to anyone a Yasuo passive is probably not a good idea xD EDIT: Aynyway, i understand your point, and i appreciate that you are trying to make that more appling on marksman and less on fighters, but that idea is a bit too risky, just the first ADC getting a lead and 50% crit chance will have a garanteed crit every time WL is stacked xD At the same time, this is a better idea than riot's one giving Yasuo an almost 100% total AD lifesteal on WL every time(he alwasy crits) xD
Thi patch is cool because they are changing the right champs/spells( so they are aware of the problems and are trying to fix them, and it's nice), but is bad because they are mostly doing it in the wrong way xD I prefer your suggestions than the ult CD refund.
Rioter Comments
: Ehhh not sure if it's really a buff... They lowered base damage and ad ration on his Q. To compensate this, they increased the damage of two Q's hitting the same target, which is great, since it requires a lot more skill to maximize his damage output. Also they lowered the base damage of his ult while slightly increasing the % damage. Overall it seems like they want to seperate good Zed players from the best, so for most players this is a nerf...
About the shrunken i'm 100% ok with the changes. Like a weak ago i said to a friend of mine( a Zed player, not main, but he likes him) "IMO they should nerf the damage from shurikens, but increase the damage if got hit by more then one shrunken, so is more rewarding if you play really good but less if you just spam Q over and over", so, when i saw those changes i was, obviously, completely ok. For the ult, like this friend of mine said to me today "the ult damage if you do no damage after marking the enemy is really low even nowadays, so if you ult then you do nothing is still almost completely wasted", so i think this is going to be more a buff for good players, or just an "even" change for players that are just decent (a nerf if you are really bad with Zed xD ), because in every cases if you ult you HAVE TO HIT YOUR NEMY to make the ult worth, unless he is really low health and you just ult then back and he dies, but just throw him a shrunken in that case or auto him, the scaling are the same, no one use the ult for the base damage, it's a complete waste :D Anyway i'm quite ok with the changes overall and the idea behind them! :)
: Yeah and Veigar has a a 150% AP ratio scaling point and click nuke on a less then 50 second cooldown with 45% CDR whats your point?
Is not AOE and needs you to be low healt to reach that scaling....and is OP anyway xD Anyway I said "is just me but reading it etc..." not "every scaling more than 120% AP is OP", i just wanted to say that as a FIRST IMPRESSION reading a so high scaling gives to me that feeling, after that, knowing the way how is used that spell probably will change my mind, Vel' has a 125% but is channeled, Veigar needs you to be low(still too strong IIMO), Kata can be interrupted, Ekko needs to position the "ghost" properly etc.. i'm not saying "is OP because the scaling is too high and i give no fks about the way the spell is used and designed". Also that was a "funny" note at the end of the post, just for saying, the main point is that the 50 damage from the ult are not going to change so much Tank Ekko, so why doing this, if you nerf the base stats you have to buff the scaling, and MAYBE can be risky for the balance and healthyness of the spell (and so of the champ), like i said, just don't touch what is not REALLY necessary because touching statistics(especially if you have to buff something else back to compensate) is always risky, and when you start to work on so high scalings, on spells like that one, is even more risky. P.S. Probably everything is going to be ok, the changes will be quite even for AP Ekko, and Tank Ekko will get a nerf and everyone will be happy, i just wanted to say my opinion and what COULD go wrong.
: Whats your actually point ? He need 200AP to get same power on Q, while 250AP on R. Both are nerf to AP Ekko's early-to-mid game. Why you think the Q need some buff change but R is too powerful?
I'm sorry, my english is quite mèh so i can't express myself properly :\ I wanted to say that, like you said, AP Ekko get a nerf until he reach 200 AP, and you need a couple of item to do this ( like Morello + Lich bane + Runes, but is just an example), until you get those stats your Q is nerfed, but when you get more AP you get just a small buff, also the Q outgoing damage is not so strong, so having a little late game buff is ok. The ulti instead when you reach late game becomes INSANE with this buff, with a full build(and so a Rabadon) the damage can be really REALLY HIGH, even right now does a lot of damage. Moreover, they HAVE to overtune the AP scaling to compensate a nerf that is almost useless for tank Ekko. Just leave the spell as it is, wait about Q changes, and if is not enough nerf the base damage/slow of the passive or the % healt regeneration from the ult. They are really risking to overtune his scalings on spells to nerf tank Ekko right now. They probably have to do this, but at least do it on the right side, 50 AOE damage every 60 seconds(more ore less) are not the main problem about Tank Ekko. Just don't touch what is not strictly necessary, and at the same time hit what IS strictly necessary. Anyway, I really don't like spells with more then 100-120% AP scaling, unless are over time damage that you can escape/interrupt(kata for example) or need to be channeled. Maybe is just me but just reading on a spell 1.5 Ap scaling gives to me a feeling like " WTF? How something like that can be fair?! " xD
Rioter Comments
: Aurelion Sol is nerfed to much
I have to be honest, his win rate is pretty high (i'm talking from Plat 5 to Challenjour), and maybe he deserves a nerf, the point is that those are bad nerfs. The W cool down especially, should be ok if when your stars get disabled by some CC while your W is active, when the CC is gone the stars are back with the W still activated. The passive damage is really high and in general is a quite obnoxious mechanic,i played him, and lots of time is like" if you can all in me i'm dead, if you can't you will die trying to escape my outer range in vain", especially with Rylay. At the same time, Sol is a champ that is EXTREMELLY clunky and needs lots of quality of life changes, but he is quite strong thanks to the statistics, the items, the meta and the low play rate nowadays, so they are not gonna make those changes. Maybe in the future they will nerf the stats, then he will be pretty bad, and then they will make those changes. Examples are, the Q that can't be double tapped, the E stacks that start to grow up AFTER the spell is out of cool down, just make them stake always,you simply can't use the spell, etc... But if they will do those changes actually, he will be probably too strong, so they HAVE to nerf him, just, don't nerf cooldowns or stuff that gives him some more things to do/better "quality of life". P.S. I have NO idea what they can do because his kit revolves completely on the passive and i think is the part that gives more problems... P.P.S. Why Galio has a retarded win rate (similar to Malz) as a top laner and they don't care at all?!?! O.o
: Her passive doesn't feel like a significant part of her kit. It only ever shows up when you're traveling and it feels a bit awkward to keep getting on and off the board while your moving to another wall. edit: I might as well post my thread. Yay for gloryhoring. http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/Tg4c8ZMV-feedback-on-taliyah
I really love her kit but i have to agree on this :D Also i think that when you use the Q on the worked ground having a refund on the cooldown too would be nice because maybe you are fighting/kiting, you use the Q, and you just stepped on a worked ground unintentionally and you end using a skill with 1/5 of the real potential, at 1/2 of the mana cost ok, BUT you have to wait the ENTIRE cooldown to shoot the next, it's quite frustrating sometimes. (overall, i'm ok with the "nerfed Q on worked grounds" mechanic) Last issue, the ult, i feel it's afflicted by the same problem of the Bard's one. You max it JUST to reduce the cool down. Is cool having a lower cooldown because the ult is really useful, but mathematically is worth ONLY if you use the ult between the cooldown difference from one level to the other. Example, cuz my english sucks and i can't express myself properly xD ---> If the ult has 100 sec cooldown at level 1, and you give to the ult another point and it goes to 80 secs at level 2, that point is worth if you use the ult AT LEAST before 20 sec after it is off cooldown, or is just like having it at level 1. (this is why LOTS of ult like this have some passives, like Tham's one for example, that scales maxing the spell)
: Her Q has an awesome visual and feels impactful when you manage to hit all 5. I kind of wish using her Q on worked ground would refund some of the cooldown as well because using it by accident on worked ground feels really punishing early on and I feel like the would up her laning phase a bit. Also removing the damage reduction on multiple strikes on minions would help her farm a lot easier as she has to blow all her abilities to wave clear quickly. Her W still felt a bit clunky when I last played her but I also didn't realize it was a two cast button until I read the forums so I feel like intuitively it should cast more like victor E but I do like that it is a two button cast so maybe that should be made more clear? I feel like her E could use a bit more spice to it like a slow but it already feels a lot like Ziggs E so maybe you could differentiate the two skills more. I feel like her ult could be a bit stronger and I wish taking damage didn't cancel your surf. The cooldown is already decently long so I don't see why she shouldn't be able to use it as an escape (though hard cc should still stop her). I really enjoy that you can click which side of the wall to jump off as it gives you another decision to decide in addition to deciding to use your ult/where to aim it, etc.
I agree on the part about the Q, i'm ok with having the "nerfed Q" on working grounds to rebalance the whole skill, but at least give to it a refund to the cooldown too, because like this if you use the Q and you just step on the worked ground unintentionally you feel REALLY frustrated by having just shouted a skill with 1/5 of the real potential AND having to wait the entire cool down to try using the "standard" spell.
: Not having solo queue just shows a flagrant disregard for the integrity of ranked. You can't even compare players of the same ranking because every queue configuration is mixed into a single ranking despite reflecting quite different skills.
I play solo and some times duo with a friend, and when you have the 3/4 man premade in your team(and so in enemy team too)....man, if they are better then the other group of premeds you win if they suck you lose, unless your skills are HIGLY higher then then the elo you are, but HIGLY (not like "i'm in silver 5 and i deserve Gold", because a Gold can't carry 4 people taking wrong decision all together and throwing at Baron like bosses, i don't care what people say, YOU CANT, if they throw they throw). I want to say that i found LOTS of 3 man premeds, and a decent amount of 4, i also admit that sometimes they carried me, ok, but THIS IS NOT how it's suppose to work, just that! P.S. I think this is not related with PBE anymore, anyway :D
: The (numerical) values of the Infernal, Mountain and ocean drake REALLY seem to high
Nowdays if you ask yourself "tower or drake" the answer is always Tower(if you can do both easily in the same way). They want to make Drake appealing as Towers even if you are not going for the "fifth drake strat". But they risk to make SOME drakes too strong, like you said, when drake was stronger 75% of the teams with first drake were winning games. Those are randomly spawn, so the risk is some of them are worth as a tower, depends on your strats and what you prefer, but maybe, there is one of two of them that are SO good that everyone want them no matter what, and probably the team with that drake buff is going to win. I'm not enough good as League to say WICH ONE is going to be THAT DRAKE, but i played League enough to know that PROBABLY this is going to happen.
: Quicksilver Sash is to remove it as a "one stop shop" item, toning back its power and moving it towards what it was intended for which is CC removal, they can always nerf Zed in the future and makes it easier to nerf him. Boots I am pretty sure it is to remove them from being a mandatory purchase and try to open up other options to buy, so removing the enchantments should help with that making boots feel less of a requirement to buy.
About the first i was thinking something like that too,but i just wanted some answers by Rioters (that i will never have probably). On the second point...boots are something that are a must buy in 80% of the scenario on every champ, and i'm completely ok with that, i see NO ONE from my bronze friends to high elo players saying "boots are mandatory, that sucks" because boots ARE MADE to be mandatory in almost every game. Also, even if what you said is true(it could be, every opinion matters and i can't know what is right and what is wrong), why they didn't say that instead of saying "we remove enchants because alacrity is too good" O.o ?! I just want to know what makes Riots designers taking a decision like that only for ONE enchant a bit overpowered. Also, they just made a champ with a passive that allows her to build no boots, and this is an important and distinguishing part of her kit. xD
: Griveous wounds, reverted.
Soraka is (almost) the only support i play, and i enjoy her( i didn't believe that too xD, for someone that doesn't play support enjoying playing the PURE HEALER support of LoLis not so common probably :D ), she is actually the second best support overall(first is Trundle if i'm not wrong, or at least, was in last patch, they have to re-calculate datas for the 9.8), and the support with highest win rate, so maybe changing GW is the best way to give her a good and reliable counterplay, without having to nerf her every couple of patches. If she get hit too hard they can buff her in the future ;) Edit: Okay,i didn't saw the nerfs...that make no much sense, you make an indirect (but quite good) nerf on Soraka, and then you also NERF her directly? They should just wait to see if the changes on GW are enough, anyway, maybe they are testing some hard changes and they are going to revert some of those , so we will see ;)
Rioter Comments
: MYMU Annie, Fiddle, Veigar Discussion
Big edit: I edited the whole message to make it more clear then before xD I play Annie, and i really like to play her, and i want to add some of my thoughts :D First of all, i really like those changes overall =D I thought they was going to add a little delay on the ult(like 0.75 sec), instead they nerfed the damage of Tibbers summoning, reducing the strength of her all in burst combo to compensate the buff to Tibbers after being summoned. I think this is a nice idea too, surely will change less the feeling and the playstyle of Annie compared to adding a delay on the ult. The changes overall, are going to reward more good annie players that have some nice micro-management of Tibbers and a good knowledge of cooldowns and "kiting"(like Annie Bot, for example), and are a little less rewarding on players that are quite straight forward on the flash all-in combo and nothing more, but still leave Annie an easy to learn champ for beginners. What i should change is, the AP scaling on the summoning should be nerfed a little more, to like 60%from 65%, i'm ok with some nerfs to the "haveyouseenmybeartibbersburstcomboofdoom", and maybe, nerfing/removing the enrage after being summoned, because i really fear this is going to compensate the burst you nerfed, from the summoning damages and from the Tibbers aura, with some rude enraged Tibbers punches in the face while you are stunned. xD P.S. My English is pretty bad, i'm sorry :'( Edit: Also, removing/nerfing the enrage on summoning will probably reward using Tibbers not for the stun, but using him and then stun the enemy immediately after with another spells, for making Tibbers enrage, this should open some more opportunity/combos and decision making skills, you can stun with Tibbers for a secured big AOE stun, or maybe you should try doing a more risky, but more rewarding ,play. Ah, i forgot, can you make Tibbers going on all 4 paws when he has the move speed buff when enraged?! Is quite clunky to see him going so fast on 2"legs" xD
: Annie changes overtuned
I thought they was going to add a cast time(like 0.75 sec) to tibbers(yous till have a point and click stun and an AOE with almost no cast time on Q and W if you want a flash stun), giving her some windows to improve her utility and some more mechanics(actually she is so good at doing THAT ONE thing, the burst combo, that you can't give her more utility/mechancis or you will overtune the kit), anyway, they reduce quite a bit the damage of the summoning, so her burst combo is less bursty. Dunno if is enough nerfed, and if is enough in general without a delay on the ult, but it's quite fine, they removed some power from the standard combo to empower Tibbers AFTER being casted. Also this will reward good Annie players that have some nice micro management of Tibbers and a bit less players that knows only the standard "flash Tibbers and then mash my keyboard on the other spells". Edit: The only think i don't like so much is the fact of having Tibbers enraged after being summoned in every cases, they removed some burst from the combo, but having Tibbers insta-enraged will compensate the burst, because with that insane att. speed buff he will burst you down immediately, autoing you while you are stunned, without much micro-management and decision making needed. Imo they should remove or halving the enrage on summoning.
: I would like to add {{summoner:1}} is still a spell to take in lane vs Annie. Also range is a big thing on here and she is very predictable so there is some counter play just not a lot.
Yes i agree, but the idea of a champ a little outdate is still here, like WW ult and stuff like that. What i wanted to say is that, if they give Annie a delay on the ult she will less strong in what she is strong(and quite monodimensional) right now, but it makes room to give her more Mechanics and utility. First idea coming to my mind ( random first idea i just had) was to make Tibbers allowed to mimic not only the Shield but the W too, not like a Zed shadow, but in front of him in the direction he is facing, also it could stun if Annie has the 4th stack(the visual effects is on Tibbers too because will suck to don't know if Tibbers can stun you because Annie is out of your screen), reducing the damage of tiber's W(and maybe Annie's W too) or simply reducing it if someone got hitted by both Ws, should be quite easy to balance.This will give more utility and zoning potential, and will reward players with some good micro-management on Tibbers(like Annie Bot and other good Annie players), also the Kit will not be too overloaded because she will be less strong at "flashing and stunning 4 people instantly and bursting a couple of them" so it hopens some possibility on others sides, removing the idea of an outdated and monodimensional champ, even if in general she will be quite similar and still an easy to learn champ (in a 1v1 you flash W or Q to stun and then Tibbbers and the oneshot combo still there). Is only an example to explain what i wanted to say :D Edit: i play Annie, last season i played 8 of 10 placement with her and i won 7 of them, so i'm not an "Annie hater" but i should like to play an Annie similar to the one i just proposed (probably Rioters will have better ideas than me xD ) and also this is going to remove some general problems.
: Yeah - it's highly likely that if anything causes the item to fail - it will be Annie interactions. It's a fairly dangerous and pretty experimental change overall.
Is possible to give her a LITTLE delay on the ult?! Like she throws her little peluche and when the peluche falls on the ground BOOM Tibbers appears (like 0.5/0.75 secs of delay, just enough to use a barrier or flashing away, a minimal counterplay ). Making this change will MAYBE give more room on her to makes some buffs or items that fit on her without the classic "omg Annie so OP no counter play", also this will give more healthiness to the game and to her playstyle. You still can stun with Q or W, but you need to be near and probably is not so easy to stun 4 people with a W to make them standing still waiting for the Tibbers, but if you manage to do something like this...you feel PRO xD Is just a question/opinion, i'm here to have some answers, nothing more! :) And sorry for some eventually grammar mistakes :D
: About the Grasp of the Undiying change....
The possibility to hit minions for 4 sec then hit the enemy and run away, or just beginning the fight with the first auto that procs the Grasp, doing a favorable thread thanks to this and backing to farm waiting other 4 seconds, was a bit too strong and annoying, and i'm ok with the idea behind this nerf. Now then, they have to retune, like you said, the masteries around this change, like they did on Fervor, they removed the stacking on non champs but they also reduced the time you get full stacks. IMO, only giving the keystone 3 sec should be a good rebalance, you have to stay AT LEAST 3 sec fighting the enemy, or just under his poke, to have the grasp ready. Is not immediate anymore, also 3 sec means using it more during a prolonged fight but thanks to the actual nerf remove the "proc and run" playstyle that is the main problem.
: [Planned - 6.9] Mana x MP/5 x AP x MR Item Pass [Updated - 4/11/2016]
I like those changes a lot, i'm quite happy in general, and the rocket belt...OMG, i dreamed that item since season 4(and i started playing some couple of days before Jinx release xD so...) The negative things, for me, are...not so much, but one in particular. The mana regen is GONE for everyone unless a little pool of "Athene users". I know is on purpose, but i really don't like, or at least, not on every champ, the "no mana regen big mana pool" way of building. On some mages is good, on others sometime is quite méh, also i find this strong early to mid game, but can be a problem in late game, for a prolonged siege, or if, in general, you use lots of spell without backing to base, because you have a big mana pool that regenerate really slowly when gone. Also having a big mana pool(and no regeneration) will make the "i don't remember the name masteries" that regen %missing mana quite strong(more mana you have, more is the %) an maybe a bit too mandatory, also (but this is a balance problem that you are going to fix easily) the Archangel staff will be quite strong because lots of items will give flat mana, and all are viable even if you have another mana item(and that's cool, but maybe having all mages with a huge mana pool will make archangel a little too strong late game). Probably those are just my "bronzy" opinions, and i'm here to have some answers by people(and maybe Rioters) that knows the game better than me :D... and sorry for my english, like always :D
: Kayle's nerf
I don't think this nerf will hurt her 1v1 potential and HER damage output SO high, most of her damage is AP, ok, some crit from hurricane and some AD from the Guinsoo, but you still do more AP damage, i think is more to reduce the utility she gives to the team simply autoattaccking, she reduces both MR and Armor increasing a LOT the damage of your entire team(even ADC so) on all the enemies she hits. Anyway this PBE cycle just began, we will see :)
: PBE Balance Change Discussion
I like every changes unless for the Zed changes, even if i'm ok with nerfing Zed 100%! What i want to say is, ok the cool down (even if, for how much i hate zed, 22 sec level 1 is really high, maybe 20 was enough), what i don't like is the nerf to the bonus AD increasing on the W. Zed is too strong in lane phase, the W passive is a scaling based on BONUS AD(so, is good when you have a decent amount of AD items), and you max it last, and at level 1 the nerf is really little, that's a late game scaling ability, Zed's problems are early-middle. His shuriken and his E probably deserve a nerf way more. Also, he was played in competitive tanky, when a champ is played tanky even if is an assassin means dat he offers or a good amount of utility(Ekko for example) or his base damage are REALLY high( Ekko is a bit in this category too, i know). Zed's utility is really low, this means that his base damages are too high probably. Ok, going tanky with titanic before the nerf was quite good almost on everyone, i had to admit it, but you will understand the general point, i hope...even with this english xD
: I don't understand, he has a winrate of 50%, and this just in midlane, with a 3%pickrate and a banrate which is quite high just for the fact he is a new champion, so someone could still be annoyed by facing him, not to count he is going to be banned in ranked to don't let teammates use him. I have no words for how nonsense this change is, when the playerbase still hasn't more then 5 games on him. Why release a champion to gut him for no reason right after? Ekko was broken af, and we had to ban him for a long time because" you wanted to study how things were going" tahm had a low winrate just because it was lowered by people trolling with him, but when properly used he was scary, and you buffed him 3 times in a row, making him become permaban.Sol is fine, with a so-so averageperformance for now, and you Nerf him to the ground?
In reality Ekko was never OP on live servers, unless a bit as a tanky jungler, if you remember his AP build was BUFFED and the tanky build nerfed in the same patch because tank was too good and as a mid lane assassin too bad xD. Tham was obviously OP, and they buffed him a lot (like THE DAMAGE BASED ON MAX EALTH... why?!) because people was trolling/failing to use his W and ult with allies, after like less then 2 months he was permaban and still now is see him banned decently often in ranked(or normal drafts). Anyway, Sol win rate should be a little higher soon because when a champ is just released people play him worst then a champ that is on live from a lot of time, or should be worst because maybe people simply have to learn how to counter him, so i don't think taking win rate is the best way to say if he is balanced or not. Anyway is not something people is complaining so much (unlike releases like Bard, because was too bad, or Yasuo, because was...oh god Yasuo at release....oh God...) so IMO they should wait a little more, anyway, is PBE, so if they see that things are going better they should revert the changes before patch goes live. Talking about the changes, the Q has 0.1 more at level 1...ok that's ridiculous to be called buff, and 0.5 less on level 5, i'm not so upsetted about this change because he can make a really large AOE stun and 1.5 sec still a good stun.Even the slow nerf on the ult, by himself is not SO bad(maybe at level 1 the slow is a little to low). The problem is that if you add those 2 nerfs together he is going to be pretty weak against lot of match ups, especially because after shooted the Q and the ult, if you can go back to his "blind spot" where stars can't hit you(so, melee) he is useless, and Q has 10 seconds cooldown, and in his build cooldown is not so core. Those changes can be good if they make the Q ISTANT "re-castable" (why Anivia, than has a wall, an AOE slow when she wants, and no real blind spots can do this, and Sol that has nothing more then Q and ult to protect himself can't ?! Is like having Nami's bubble that can't stun in the first 10% of his range.) and they lower a bit ult cooldown at lower levels. I don't think those nerfs are 100% bad, i even think they should be good, but Sol need's some quality of life changes from the beginning, probably that's why those nerfs seems something completely wrong and unnecessary to most of the players. I want to say that i'm not a Sol lover salty for changes, i try to be fair and say what I THINK, (so those are MY OPINIONS, nothing more, and i can change opinion in the future, especially about a champ released some days ago). And i want to apologize for my english. xD
: They have recently removed incomplete Cassiopeia from PBE, they will probably change some of the values.
Yes, i know, my feedback was for what was actually on the PBE. :D
: yes that is true on the nerfed flat damage compared to live. -5/10/15/20/25 and yet +1% = Way more then that. At lvl 1 1% of a ADC is ~6-8 hps at lvl 18 1% is 18-25 so if you get the stun off (almost 100% of the time) thats an extra 36-50 damage compared to -25
Is made to make her less oppressive early (you max Q first, and at level 5 now has 25 less damage, and on a low cool down spell means a lot), but without making her damage completely gone when you reach late game and people start to builds( or simply taking it per level) armor and healt, plus the reasons AzErTyV8 just explained. I find this nerf well made. :D Also i didn't understand your math, you said that at level 18 1% of an ADC healt is 18 to 25...so, if you lose 25 damage, and at level 18 that 1% healt is 25, at level 18, against a squishy target you are going to do the same damage no?! You have 25 less flat, but you take 25 more from the 1% healt they added... it seems you counted the nerf only on the first hit, and the buff on both hits, lol. xD
: They haven't fixed the E cd yet, it was intended to be lower.
It's intended to be 1 sec , but the damage is really low on non-poisoned enemies, so if you want to spam it on someone that is not poisoned you need a lot of mana and time to do a decent amount of damage. ;)
: Won't be done for the sake of clarity.
Exactly , the "snowflake" effect is the default effect for slowed units, so they are not gonna change it, i think. :D
Rioter Comments
: Kindred Sprint Animation
OK, this really doesn't belong to the PBE, post it on live boards ;) Anyway, YES, Kindred sprint animation is SO awful and ridiculous, i laugh every time, is soooo clunky x'D
: Hey guys. There's been *a lot* of comments on the subreddit but most don't own accounts on PBE in order to participate. I'll try to summarize the main points of what's on their minds. I guess the primary concern are not the nerfs, per se, but the fact that they come together. We're okay with the idea of reducing nearsight's duration as a nod to the frustration of playing against it, but the cooldown nerf implies that the problem goes beyond simple discomfort, since that's a power level nerf, not a frustration nerf, one that we feel isn't justified given Quinn's particular strengths, but especially given her weaknesses. I and many others wish Riot would act sensibly and nerf one thing or the other before moving forward, because if the nerfs have the consequences we fear (and we have people with over 1000 Quinn games over there; I'm close to that number myself) then Quinn will remain playable, but almost certainly not viable, and that's something no one side should want. There's been some concern that she might be getting nerfed because she's viable in many roles, but that's wrong in multiple levels. For one, there's the opinion that Quinn has "spilled out of botlane". How is this wrong? Well: * Quinn has never, at any point, been a viable botlane ADC. She's playable in the role, but the nature of her kit, she's subobtimal for many reasons: a non-combat ult, low range with no AoE prowess to speak of in order to compensate, no on-demand steroids and a historical difficulty in accessing those she does have, poor performance in everything needed out of an ADC such as teamfight prowess, siege potential, tank-killing ability and an overall counterproductive-to-the-role ult that better rewards splitpushing and flanking, both things that botlane ADCs can't do without compromising their team. This is the reason why, even at her strongest, Quinn doesn't appear competitively as an ADC, except for a handful of failed tries, iirc in their entirety. The reason why people play Quinn as an ADC even today is because she was originally sold to us as an ADC at a time when those belonged almost exclusively to the botlane; her play rate bot before the rework was ~80% ADC even though that wasn't, hasn't ever been her optimal role. Today, it's her least favored role, but there are hardcore Quinn players true to what they've played forever, regardless of her talents. * In that vein, make no mistake, Quinn was, by [her designer's will](https://www.reddit.com/r/QuinnMains/comments/3m0j3v/deciphering_what_repertoir_has_in_store_for_quinn/cvc11yv), reworked to be optimized a solo laner. Quinn is a solo laner, so it's frustrating to read people who resent her "getting out of botlane" when that was never her place. * In fact, it's due to her increased popularity that people have become aware that Quinn is able to be played in multiple positions, however, *this has always been the case*. Old Quinn was a better jungler than new Quinn because Q used to blind (except on the first auto) the entirety of the camps, as well as having a stronger spike level 6 and being an overall better ganker. The difference between old Quinn and new Quinn in the jungle is that the patience system enabled her beyond old Quinn's ability to weather the jungle. She's still not particularly viable in the position because warrior simply fails to offer Quinn the tools she needs to snowball a game before she becomes useless, and while it's a good bundle of stats, it can't be compared to the powerspikes all competitively viable junglers receive when they finish their jungle item. Melee, non-warrior junglers are the S and A tier because of this, as well as the increased importance of Herald, that greatly reduces ranged damage with Quinn having no alternative melee states like Elise or Nidalee. In essence, people seem to be calling for nerfs due to nearsight itself, not her power level. In fact, most detractors seem to detest the mechanic and ask for it to be removed, in which case these nerfs are not going to satisfy either party. It feels like the nerfs are trying to appease the "masses", and that's not fair to Quinn players. Nearsight is frustrating, I agree, nearly all of us do, but understanding that some abilities, even though they're frustrating, are core to a champion's kit is the key to balancing correctly. I always use the example of Yasuo's Windwall, which I find the most frustrating ability in the game, because even though I hate it, I understand why he needs it in this state in order to function, and why Yasuo's designers readily call him the best of his class, melee carries, in terms of health and ability to express power. Fizz's Playful/Trickster is another such example. The point that's being made here is that the people frustrated by nearsight will hate Quinn regardless of Q's cooldown, so balancing with that in mind invites arbitrary changes. In turn, we refuse to accept that a single targeted ability tied to a skillshot that's difficult to hit consistently be generically branded as "lacking counterplay" or any such misrepresentation, especially when the CC it inflicts allows for action despite its strong disconcerting power. It is precisely because we agree the power of confusion to be strong that we'd see the duration of nearsight lowered, but the cooldown on Blinding Assault bears little to no relation to this matter. To be quite honest, some of us even think that the nerfs won't be that impactful, but then again, these changes are being challenged not because they don't leave Quinn playable, but because they most likely leave her unviable. Q is Quinn's fallback pattern; nerfing it in this manner, while it might not much affect Quinn's core strengths, harms her ability to provide value for her team outside of her best case scenarios, which has always been Quinn's problem. Quinn has always been a lane dominant champion that could run away with the game by stretching her influence across the map if she got far ahead enough, but she had never been viable before the nearsight change. A change of this magnitude might not seem like much to the untrained eye but for those of us who played with Quinn for the entirety of her inviable period see it as a threat reminiscent of her feast-or-famine status, a thing we're not eager to relive and something Repertoir certainly wanted to steer away from.
I agree with you, i play Quinn and i like her as a top laner and as a mid laner(and they said that the rework was intended to make Quin as a MID LANER,so is if she is played as a solo laner IS FINE, anyway, her win rate is good even as an adc, so if you want to play her in the bot lane you still can), i don't like the nerf to the Q cooldowns, the nerf to the Nearsight duration ,instead, is more "everyone hates this mechanic(and i understand why, i think they need to find something else soon or later) so we nerf the duration of this debuff and people will be happy" Anyway, in the end, as a Quinn player(not main, but i play her quite often) i can stand with the debuff duration nerf, but i don't like the nerf to the cooldown, especially because Quinn is a caster ADC and is nice like this, so making her cooldowns higher decrease a lot her damage output and impact in teamfight. English is not my main language, i'm sorry! :D
They are nerfing/changing Lux in this PBE cycle, i think this "post this on Live boards" is going a bit too far nowadays xD
: Yeah I figure it'll be another over-nerf situation like they've been doing the last few years. Been hoping they would do that to the few obvious outliers that have been too popular for too long, like leesin.
For example, FOR NOW, i like the Lux nerfs, they did a really well made nerf, without exaggerating, he is strong but is not 56% win rate or perm ban stuff like that, so is ok. For Nida instead i'm a bit worried because they are also going to nerf(and is a nice nerf) the Ruinc echoes, so maybe they should wait to see if Nida still strong or maybe nerfing her core item was enough, instead of doing BOTH in the same patch! Is PBE anyway, so we will see, they could revert something when they want so i'm completely fine. Also, even if they do some "bad changes" (IMO) here and there, at the end of the day i usually like the way Riot approach balance changes, overall. :D
: I still see fiora & udyr abusing it more in the live servers. Riot, when is this 'assassin building tank then solo-ing teams' problem going to be addressed?
I completely agree with you, i hate Shyvanas going tank with a devourer and a titanic (that still a "half tank" item ) tanking everything and bursting down everyone quick as a full AD riven, but is also true that Fiora and Yi will synergies less with tankyness and will need more bonus AD, and Shyvana is going to take some Nerfs(finally), so i fear this is going to be another " we nerfed 2 things simultaneously and maybe was too much " 15 AD is a good amount of gold, so the gold efficiency of the item goes down, and if the champs that are stronger with the item start synergies less on the item too, we risk to see titanic hydra going forgotten. I don't like the " more tanky i am, more i damage i do" in every form, i think is simply stupid, so i don't like this item and i'm not gonna miss the "pentakill-maker 1vsThe Rift tanky Shyvana", but i still trying to be objective :D.
: Sunfire passive is disabled until you start fights i think
No, only Cinderhulk i remember, and in every cases, they still active for a good amount of seconds without taking damages, so if you are in a team fight, you flash away to escape and you go near a monster Cinder is still active and you get aggro, and i died 3 times flashing in dragon pit for the Cinderhulk xD and is SO frustrating.
: Aurelion Sol annoying problem
I always wondered why they never realized that sun fire and every aoe over time damage that you CANT toggle should not trigger on neutral monster that are not awaken. It's simple, Sunfire, Bami's cinder, Cinderhulk, Blitz ult passive, and now Sol passive trigger (and do damage) neutral monster only if they are JUST awaken. It's annoying, you walk near a camp and they follow you, you flash in the dragon pit with 50Hp to escape and dragon get damaged by your cinderhulk and you just wasted a flash cause dragon will kill you (and that happened to me more then one time), is SO annoying!
: For me the kit is great, but yeah the ult is very underwhelming. I can't tell which part of it is lacking. Too much CD (The cooldown feels very high for a mini-lux ult with a heavy CC). ? Not enough Damage or Range to sync with the big CD ? I need to admit it's VERY EASY to land the Damage. 4 Sec Slow and a knockback to peel yourself off is an hard CC I agree, but the CD cost (Or Low Dmg) coming from it feels very punishing and underwhelming for what it could be. Ults should be impactful and big moments in a champion combo's or kit, but it feels like a spell like any others
I think the ult is more made to synergies with the rest of the kit than for an execution(slow people so is easy to position your passive empowered by W, or peel yourself knocking back form your "dead zone" melee enemies and knocking them back to your W range and stuff like this) , and i'm fine with that, i only think the CD is a bit too high for an ulti made for those purpose , is similar to Blitz's ult, still does a decent amount of damage, but is more to synergies with the entire combo and for the utility(maybe Blitz is not the perfect example, but, anyway :D ). I think the ult will be ok with a lower cooldown(at lest at lower levels), so you are not punished so hard if you use it for peel/utility.
: Lux shield Changes
I like the change and how they approached to nerf Lux, i think is a nice nerf, really well made! :D
: Are we ever going to adress Janna and her 55% winrate with 25% pickrate FOR MORE THAN A YEAR?
This has to be on live boards, anyway, we are here why not talking about the argument?! I don't find her so much OP, it's only a solid pick in every situation and every elos, like Lux, Ahri, Amumu etc... what upset me a little is that everyone is complaining about Lux/Ahri for the 53/54% win rate but Janna with 55%, since so much i can't even remember, no one is complaining about, that is a bit upsetting. If you make a post about "omg lux 53,8% win rate she bursted me with a luden's OMG rito nerf pls" you'll probably take some upvote, you make a post on Janna and everyone is like "i find her completely balanced, you are only salty, noob". Same for Amumu, i LOVE this little mummy, and i think he is quite balanced, only, i repeat, a solid pick almost every time, making his win rate quite high ( but not high as Janna xD ), but no one is never complaining about Amumu having a 53 to 55%(depends on meta) win rate since season 4, but Lux can't has an almost 54%?!(and i never see a Lux get banned since preseason so is not even a priority ban), I don't even play Lux much, only sometimes, so is not cause i'm a salty Lux main that fears a future nerf, and i'm not hear to say Lux is balanced or Jana is OP, i'm not the best player to judge, i only think people watch win-rate a lot as an OP signal in some cases, and they never care win-rate in others. Anyway, i repeat, Janna is not getting changes in this PBE cycle so this post doesn't belongs hear. :D
: Hextech Annie
I love this skin and the Extech theme (steampunk intensifies :D), the only thing could be done better for me is the E(the shield), it seems a little "not ON Annie" it seems more on your screen, or somewhere between your screen and Annie, is difficult to explain(and my english is not so good) but i hope you will understand xD Anyway, i love this skin, and i hope the extech theme will continue (maybe as an "only craftable" skin set) on others champions :)
: Why did someone think it was a good idea to make players not get punished when they get hit by cc while dashing? Instead of taking Ahri's interrupt away you should give everyone with a stun/fear/etc their interrupt back.
This will hit hard the game, but will probably be the best changes so far they should make. CC that blocks(not slows) movement have to block them IMMEDATELY! Is not rewarding if yo snare a Tristaa mid-jumping with Lux, because she will take the snare at the end of the jump(and the snare duration start when you hit her, so the snare lose also a bit of the duration, wasted while she is jmping), this is only an example(explained with the worst engish EU xD ), but it counts for everyone, also IMO is illogical, even for a game with dragons (but not Ao Shin :P ) and anthropomorphic fishes that if i'm dashing/jumping and my legs get rooted by plants on the ground that i can't continue dashing for a while ( {{champion:143}} other random example). Edit: Also this will counter a bit the "League of Mobility", making champs with mobility more difficult to use, cause you can't say anymore: "if I Q her with my Fizz she will die, even if she snare me i don't care, she is dead anyway" and you go ham with your Q in her face like a Bull xD I'm a Fizz Main, but i LOVE to play against Ahri because i have to think what i'm doing, if i use Q to gap-closing she can block my Q with Charm , so i have to use my E, but i don't have the E anymore after landing to juke/burst, is NICE to have to think like this, don't remove this pls! (anyway, Fizz counters quite hard Ahri IMO if Fizz think a little instead of going ham every single time...now with this change bad Fizz players can win against decent Ahri player probably, and that sucks)
: It looks like fear and taunt are classified as "forced actions" and will be put into the third cc type.
Charm is exactly the same no?! No really, is a forced action, you are forced to walk unarmed toward Ahri! xD Also, Veigar stun block dashes, so they can make some exception too. What i want to say is that they are making this nerf not because they have to do this to "respect the rules", but because they WANT to make THIS nerf. They can make lots of different nerfs, and they are going to do one of the worsts. Also now that i discovered the "forced action" classification i'm even more upsetted because Charm is OBVIOUSLY a forced action!
: There are 3 kinds of cc: soft cc, hard cc and displacement cc. Hard cc ({{champion:25}} q, {{champion:51}} w) shouldn't be able to stop dashes mid air. Displacement cc such as knock-ups ({{champion:31}} q, {{champion:267}} q) or knockbacks/ pulls ({{champion:133}} e, {{champion:53}} q) are able to do that. As {{champion:103}} charm is classified as a hard cc, they wanted to adjust it to the other ones. Correction: Well, it seems like I made a little error. Regarding soft cc and hard cc, you have to look whether action is actually disrupted or not. On live, charm is classified as a forced action. I don't know which one it is on PBE.
She has the only Charm in the game, they can classify it as they want xD, classify it as a displacement and is just it! ;) P.S. Fear can block Dashes?!
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