: Mmm not necessarily. For example there is a new Harry Potter version, with better adapted translations in my language, which the same editor did in 2 versions: both got a plastified cover, but one is simple and has original drawing on it, the other has an Hogwarts version on the cover, which is made in a way that having all books will lead to their spine to form an Hogwarts image when you put them in the proper order. This last one costs from 5 to 10 euros more for every book, and the only difference is literally the design of the cover. This one jumped to my mind cause it's not much time I gifted one to a friend, but I'm sure there are other examples.
At that point it seems like it's become a collector's set, which can be reasonably be sold at a higher price. That's something more than just the basic artwork being updated. There's probably not many examples of books going up in price solely for artwork changes as opposed to other changes because the book cover is such a minor feature compared to, you know, the actual story.
: Infact there are plenty of books in which a different edition, with a different cover, changes the price, sometimes even a lot.
That tends to happen primarily because it's a different edition, not because of the cover. Different editions tend to have edits or other commentary, or maybe going from hardcover->paperback or something. That would be similar to how if they changed some in-game particles for a skin that already existed and potentially changing the price. Even if they changed the artwork then, the primary thing is the in-game features.
: The in-game for skin such as this is basically a recolor... unless you particularly like the color of it, you are buying it for the splash.They fuck the splash, they fuck the skin's value to you. And besides, if you have others skins of the same champion you will just end up playing the one of which you like both components.
No, you're paying for the in-game recolor. I don't understand how someone can fail to understand this - the splash is minor as hell compared to in-game model. The splash is nothing more than something like the cover of a book - the important thing is the model, not the splash.
: Crimson Akali Splash Feedback
I prefer the artwork to the chinese Crimson Akali personally, and it's odd how you refuse to play the in-game character model because of the artwork that you spend a minority of the time even concerned with since it's mostly only there for ban/pick and your loading phase. Meanwhile the in-game potion lasts 20+ minutes..
: I know I can't speak for Xypherous, but something I have seen in another red post about mana items on energy/resourceless champions is that's how it's always going to work. They're manaless, which means almost infinite resources, so there aren't going to be items balanced specifically for them like they would for mana users. If you need an item that gives mana, of course you're wasting a stat, but that's the tradeoff you have to make for near, if not infinite resources.
Sorry, I meant that the sustain items are mana based as in "if you don't have mana, you literally cannot benefit from something like 'New Passive - Eternity: 15% of damage taken from champion is gained as Mana. 15% of Mana spent is gained as Health.'. The other one has a similar health gained based on mana effect as well. I do not expect specialized items for energy use at all, it's just the sustain items we're seeing now are directly influenced by whether or not you even have the capability to have mana. It's just a further nerf that while she's losing more sustain capability, her enemies that use mana are gaining that even more. It's just even more indirect nerfs that she's receiving without anything at all in return.
: I mean, oh well? Taric and Yorick have been on the back burner for how long? Yorick has been a troll pick ever since Riot gutted his sustain. Anyone who begs to differ clearly lacks proper laning capabilities. As far as Taric goes, that guy has been a joke ever since the first rework. Sure he was OP for a BRIEF two week stint after the rework, but after that he was gutted. I don't see why everyone cries over Akali being gutted when her kit is just as toxic as Taric and Yorick's kits were/are. Fact of the matter is, Akali will never be balanced in her current state. She is a snowball champ, and as we know... snowball champs are nearly impossible to balance. They're either OP or UP. Akali, in her current state, is leaning towards the latter. However, this doesn't mean Riot should rush to buff her. If they plan on reworking her, then give them time to rework her. I, personally, hope Riot reworks Alistar again one day. I love the champ so much, but he has been in and out of viability since his rework. He is either viable and therefore OP or not viable and UP. Janna falls under a similar category, but I think her viability is moreso meta based.
Akali predates Yorick, and Taric has recieved a bunch of changes in varying seasons so it's hard to say he's been on the back burner (if anything, his visuals is what people complained about), and for the most part has Akali only consistently been nerfed with rare buffs. She's been entirely like Yorick where her influence is based more on the meta and item changes than champion changes. Yorick and Taric both have updates coming within the year, and have been confirmed to have been being worked on. Akali on the other hand has constantly had her playerbase being told she was going to be looked at with skill reworks so that she can be balanced, and every single time she's been said that those changes have been shelved. Instead, Riot has told us "We know Akali has X, Y and Z problems. We'll get to them!" And then she neglected even more so than Yorick has been..
: And that will lead to rework territory, hence 'no changes until rework' attitude we are getting from Riot. It's much easier to buff something that's already there then having to come up with a new mechanic that requires playtesting to see what works.
Her shroud gives her 20% at rank one. That's actually a pretty great number. It's on a long cooldown as well, so giving it a bit of extra MS for as a "defensive buff" is sort of a joke. She'd be better off just getting a raise to her base stats.
: Spellvamp is an offensive method to stay alive. With that being removed on revolver, it brings up the question into why Akali has to rely on an outside stat inorder to mitigate or avoid damage. Her shroud's use case is to provide this but it does an unreliable job at it considering true sight. It's unreasonable to add power anywhere else to her kit considering they are low counterplay abilities and it's frankly not places where she needs more power in, i.e. Q or R.
There are other ways to add power outside of just damage. Giving Akali the ability to heal by killing marked targets for example, or giving her the ability to proc Q marks for a tiny bonus heal or something. The shroud needs to be reworked, giving it more MS doesn't really do it any justice.
: You've actually hit upon one of the pain points of just generally anything affecting Akali. There's a bunch of stuff on the backend that means that work on Akali has been hard to justify because someone is always like 'I'll totally update Akali - I swear' and then nothing happens and then... I sympathize with you on wondering where fixes or interim fixes for your favorite champion has been. After all this time, I honestly *still* don't have a great answer for that given that I don't work on specific patch to patch tuning. Apologies - it's not much of an answer. I can poke around about it - but given that the last couple of times of 'no - there's totally going to be an update' kind of thing going - it's just kind of a frustrating situation and I imagine it's even worse for you.
Normally I like being right. This was one of those times I was hoping I would not be but still felt like I needed to voice my opinion :( As much as I hated tank akali I was hoping that maybe at this point she'd receive some attention because it feels like it'd a product of both the tank items being too strong and the fact this was how people respond to a lot of the changes we've been waiting for since forever- such as her weakness to Pink wards/Red trinkets being reduced due to tank stats. This change, along with Hourglass/Abyssal both seeming to lose a bit of power for her due to a loss of damage, increase in price for Abyssal, and the way CDR/Energy don't interact as favorably as CDR/Mana do aren't looking good. Meanwhile these changes seem to be beneficial to the people she's trying to kill - which is a good thing for mages as a whole at least (I can now heal as Lux support with Athene's so that'll be fun to do). If there's anyone who could look into at least a few small changes like her Q on minions or something that would be great, there just seem like there's many ways to potentially give her some changes until someone dedicates time to an actual update to her. PS: Thanks for at least taking the time to answer this. While I'd prefer to hear that she might have stuff in store for her later on, it is at least nice hearing her situation is known about even if nothing is being done about it right now or planned for.
: If her shroud gave resistances then it wouldn't of hurt as much, but that's gone now... Perhaps the most healthiest way is to buff the movement speed bonus on her shroud, so she can use it to avoid damage instead of absorbing it. That requires outplaying to achieve. The current values especially at lvl 1 is laughable...
I feel like her shroud isn't where you want to see buffs unless the skill itself gets reworked into something else more akin to Grave/Quinn's smokescreen, because a bonus to movespeed wouldn't mean a thing when you have a lot of targetting spells for example. On top of that, when people buy a pink your shroud is really unreliable. It's also the skill leveled up last. Giving it more MS seems like she'd be getting power in the places she doesn't need it compared to others.
: The only way to do that would probably be bonus damage versus minions. Otherwise you just kind of mash Q on the enemy dude until he runs. :P
That would be a welcome change, or perhaps adding something to where if she can kill a minion by throwing her Q she reduces the cooldown of it slightly. Using it to last hit against enemies that know they can harass you hard early on is miserable when it's on a 6/5.5/5 second cooldown and dealing 30/55/75 damage on toss.
: > Once you guys finally fix those tanky items though, everyone who actually plays Akali as an assassin tends to stick to Revolver because her early game is so bad that it's basically required. Her passive alone tends not to save her from the miserable laning experience she has against competent players that don't provide her the mistakes she needs to thrive on an enemy. Right - instead of healing with Revolver, instead you'll get an additional ~70 to 80 damage on your combo. While this isn't a terribly great trade, all things considered - it's definitely more assassin like than Akali healing to burst you. Furthermore, I do agree that her laning phase is miserable but consider the following: We've had to make every champion who could conceivably buy Revolver's laning phase miserable or toned down considerably. I'm killing Spell Vamp mostly because I'm actually kind of sick of what item availability on this stat has done to these champions. Every single one of these champions have become more binary based on whether or not they can acquire the gold to get Revolver - and every single one of these champion's laning phases has gotten worse and more miserable because of it as we further accept the world in which they rush Revolver. The stat isn't what solved their poor lane - The stat is what *caused* their poor lane after balance. I want to see what the world is like after this - because the existence of early lane requirements of this magnitude is actually what has lead to these kind of lane curves for these characters - we have to destroy their early games because we know that their first 1200 gold goes towards a fountain of sustain that can be applied safely. It was basically hard enough trying to get a resourceless character to work - but Spell Vamp basically said 'Well, every resourceless character can also turn resources into Health if they can get 1200 GP' - That demands a character whose early laning phase is about as unsuccessful as we can possibly make it.
Just noticed the bottom part of this, another concern of mine is that she's going to part of this experiment, then not see anything happen to her for a few patches while you guys deservedly nerf the things that let tank akali work, then Akali as a whole won't be touched until her eventual rework because that's probably what's going to be decided as the only thing that can work for her.
: > Once you guys finally fix those tanky items though, everyone who actually plays Akali as an assassin tends to stick to Revolver because her early game is so bad that it's basically required. Her passive alone tends not to save her from the miserable laning experience she has against competent players that don't provide her the mistakes she needs to thrive on an enemy. Right - instead of healing with Revolver, instead you'll get an additional ~70 to 80 damage on your combo. While this isn't a terribly great trade, all things considered - it's definitely more assassin like than Akali healing to burst you. Furthermore, I do agree that her laning phase is miserable but consider the following: We've had to make every champion who could conceivably buy Revolver's laning phase miserable or toned down considerably. I'm killing Spell Vamp mostly because I'm actually kind of sick of what item availability on this stat has done to these champions. Every single one of these champions have become more binary based on whether or not they can acquire the gold to get Revolver - and every single one of these champion's laning phases has gotten worse and more miserable because of it as we further accept the world in which they rush Revolver. The stat isn't what solved their poor lane - The stat is what *caused* their poor lane after balance. I want to see what the world is like after this - because the existence of early lane requirements of this magnitude is actually what has lead to these kind of lane curves for these characters - we have to destroy their early games because we know that their first 1200 gold goes towards a fountain of sustain that can be applied safely. It was basically hard enough trying to get a resourceless character to work - but Spell Vamp basically said 'Well, every resourceless character can also turn resources into Health if they can get 1200 GP' - That demands a character whose early laning phase is about as unsuccessful as we can possibly make it.
I understand the issues that spell vamp have caused, I remember playing back when Vladimir had the option of stacking revolvers and being the driving force of it becoming an unique passive, so I do think in the long run this isn't a bad change because I do think the stat ultimately forced champions into Akali/Vlad into the spots they are now. Vladimir should be receiving some changes to make up for the removal of spell vamp and the only one really acknowledged when people who don't play tank Akali are just going to receive a further blow to her laning phase. While ~70 to 80 damage being added to her burst is nice, it seems odd that now as an AP character she might be better off building cutless first because she needs the sustain early while she waits for the enemy to make one of those risky moves. The new sustain items are also focused on mana items, which means she's being ignored in that respect too. That 70-80 damage passive isn't going to make up for the poke she takes in the lane as a melee character with laughable damage from the first portion of her Q - and with the damage being so low she barely gets much to vamp off it. God forbid you deal with an enemy that also buys pink wards during the lane if you no longer have access to revolver and she receives nothing in return for it. My concern is it seemed as though from the comment that she's being overlooked - and with the popularity of tank akali that's understandable but that needs to go because as someone who's mained Akali since S1 that build feels out of place. The fact that it might be potentially causing assassin akali to just get hurt even more is just painful - at least that's how I took it though that might not be the case.
: Could you imagine getting a tattoo and the tattoo changing? That is essentially what is happening. You buy the tattoo because you think it is cool and you collect them to make your experience greater.
That's not at all what's happening though. If the skin itself was changing, that would be correct, but instead the splash art is changing. You basically bought a book for it's cover when the thing being sold is the story inside of it. Riot is changing the cover and you're complaining when the main feature is the story. The splash art is so minor compared to actual in-game skin. You spent what, maybe 1/1000th of the time looking at the splash art compared to the time you're using the in-game skin that's not being changed.
: [Planned - 6.9] Mana x MP/5 x AP x MR Item Pass [Updated - 4/11/2016]
"We're killing Spell Vamp from the item system. We've been unable to get this statistic to be purchased on anyone but Vladimir." I must have missed in the notes where Akali was removed as a champion. The only reason it might even seem as though she's not tied to that item is because currently you guys have itemized tank items to the point people play Tank Akali and people can win with that. Once you guys finally fix those tanky items though, everyone who actually plays Akali as an assassin tends to stick to Revolver because her early game is so bad that it's basically required. Her passive alone tends not to save her from the miserable laning experience she has against competent players that don't provide her the mistakes she needs to thrive on an enemy.
: If there are just 2 version of the splash For every content why aren't you giving the possibility to players who own that content to vote which version they prefer? Right now I am just sad cause I loved crimson akali and road warrior miss fortune splashes, I bought the skins literally just for the splash, so whoever decided for this change just threw my money in the thrash bin, the new splashes are just looking terrible to me and I won't use those skins ever again. I would be more ok if the decision was taken by skin's users,I just would have to adapt to majority's will. Please riot just take some little more time and let us have a voice in this, we are the ones who are playing the game after all, where is the advantage in upset your players ( EVERY player will have to complain, for a splash or another, none will be 100% happy. Voting will mean more then 50% of players are happy about every change).
Okay, this is a pretty silly complaint. The skin is what you buy, not the splash art. If you bought it for the splash art and you're complaining, that's like buying a computer for the box it comes in then whining that they changed the box on you. The computer/in-game model is the more important thing than the splash art. The product being sold isn't the box, it's the computer. Just like in this case it's not the splash art, it's the in-game skin.
: Only champions got reset, you kept your skins.

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