Rioter Comments
: This very well thought out and planned I would love to actually to see this put into use. I love kindred as well and the only reason I don't get her cause there no use in dual lanes and I don't play much jungle. This change would also make her a decent support with the use of the ultimate heal use. Not to mention you build a on hit build to be played much like a MF support. The pure none meta use and meta use of this kit is wonderful.
Supportive elements does not mean support though, it just means you have usefulness outside of damage.
Rioter Comments
: I believe they changed it back because the original crit one was nice, but overpowered. The one with stacking attack speed was okay, but kind forced you to build crit, making it less than ideal. It also seemed like a mash of rageblade and Duskblade. I like the newer one however, as long as they fix the bug on 4th shot of jhin.
The attack speed one scaled with attack speed.
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: WHY remove The Ultimate Hat ? 0.o
Because they only want everyone to Manaflow Band and remove options in that tier because why the fuck would a mage want movement speed AFTER they use their ultimate! It would make more sense to have the new mastery in Domination since assassins want their movement speed, especially those like Diana, Talon, Zed, Fizz, Akali, Evelynn, Pantheon, Nocturne, etc. Look at mages you have Soraka, Karthus, Orianna, Annie, Brand, Viktor, Azir, Anivia, Lulu, Janna, etc all of which if they are already in range to use their ultimates no longer need movement speed and none of these ultimates make sense with movement speed.
Rioter Comments
: So, if you take transcendence that will give you that 10% that you're missing. With AAS and Ludens you'll have 40% CDR at level 10 Leaving you open for magic pen boots.
No, that would give a total of 20% CDR. Runic Echoes is baby Luden's Echoes...
: I don't know exactly when it'll hit PBE, but the effect as of right now is: **Hail of Blades** Domination Keystone Gain 50-100% Attack Speed for the first 3 attacks made against enemy champions. No more than 1.5s can elapse between attacks or this effect will end. Hail of Blades allows you to temporarily exceed the attack speed limit.
You made a keystone that **LITERALLY** only Vayne can use and would use on a mastery page that she does not even want to put any points into. Absolutely terrible keystone, too similar to the other attack speed keystone that no one uses now and is less niche than "Hail of Blades" that only ONE champion can use. What I would do is completely drop "Hail of Blade" and rework Lethal Tempo to be something like gain 2% total attack speed for 6 seconds, stacking up to 20 times, gain 3 stacks (5 stacks for melee attacks) when attacking enemy champions or epic monsters. Your attack speed cap is removed. (So a maximum of 40% total attack speed increase.) I would take Lethal Tempo if it could work as a ramp up system, similar to Guinsoo's Rageblade, that always unlocks your attack speed cap for having the keystone. Makes the effect a lot more notice-able and appreciated since you can build around it a lot better, similar to taking a mastery for 45% CDR to always have that exceeded cap or taking a mastery that lets you build more than 40% CDR and get something for it, give a keystone permanent exceeded attack speed cap and it becomes a lot more tempting to take over Fleet of Footwork for an example.
Rioter Comments
: Absolutely no. Corki shredding 6% max health as fast as he can proc triforce should trigger red flags in your own mind. Ditto to a lesser extent Kogmaw, but that would also be juicy enough for even Kassadin to consider picking this up, which says a lot if it's intended to be adc itemization. That's incredibly insanely overtuned. The current passive, while I personally feel it could be done better, at least doesn't favor low-cooldown abilities to this extent. This might make even Karthus increase his dps by autoattacking. Think about that for a second. I might run the numbers on that later actually.
: I cant seem to connect to training tool, but what happens with IE and Yasuo passive?
absolutely nothing since it no longer gives crit chance. and when you have IE and zeal you get 100% crit chance from 100% crit chance, it now costs 500g more and lose out on the bonus damage.
: Infinity Edge should not double crit
First off, it is not double critting. Second off, Zeal + IE gives 50% crit with the change it gives 60% crit and removes the +50% damage. It tones back marksmen damage immensely without the bonus critical damage passive.
: Increasing item prices cripples support. (Tear of Goddess)
Riot does not see Tear of the Goddess as a support item, they see it as an item for damage dealers.
: Stormrazor + rfc and possibly ie allows players to crit turrets when they are energized
This should definitely not be happening. Make sure it is not dealing increased damage, it could be showing up as a crit but not deal anymore bonus damage, regardless it should not be showing as a crit whether it is dealing further damage or not.
Rioter Comments
: Disagree, I want my irelia to have more AD scaling like she already does on live. All this ap stuff is ridiculous.
I think having options is fine, it is not like the AD ratios go away, but not letting people play AP Irelia middle lane is ridiculous. It only becomes a problem if it has unhealthy gameplay, but in this case it becomes more healthy because it is a squishier build rather than AD-Tank, so you build damage to deal damage, but reversely can blow up easier.
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: I really wish a dev would post some context on the changes being made. I do not understand what making phoenix have AD scaling is trying to accomplish.
Phoenix should stay AP only. But they probably want Tiger to feel like a utility spell and phoenix as the damage spell so they took the ratio off of tiger onto phoenix instead and have tiger scale with ability rank, which helps out tank udyr a lot (you should build Udyr nothing but tank anyways since he is a hyper tank)
: Udyr Rework criticisms 7.15 PBE
The changes are meant to have Udyr not bursty, but instead rotating his abilities constantly, also his abilities feel a lot better now since Tiger is more of an utility spell for attack speed and the bleed. So a combo would be something like run in with Turtle for the shield, into Bear for the lunge+stun, into tiger for the bleed, and then go ham with phoenix persistent damage plus burning area around you. Even apply the burning area of phoenix and the tiger bleed and staying in turtle for the sustain. His kit works so much better together and Tiger has a lot more reason to max it now, also the base damage over ratio makes it feel better for going full tank which Udyr should be doing since he is a beastly strong hyper tank. Do not build around the passive, the CDR is more of an early game thing, but you want to build for max CDR and mana in there to keep up the spam.
Rioter Comments
: The problem with this being that in practice, he will simply not build AP and heal for the base amount (see Tryndamere).
doesnt matter, you can tune it better this way, his ult can get a hybrid ratio as well - you can also do things like add a health ratio to it for red form only AP he would get would be baron and the option for blue elixer
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: BotRK needs nerfs bad. Master Yi gets it first item and mops the floor with EVERYONE other then Annie
revert the AD and AS how it used to be so its more niche again and only the auto attackers buy it - overall there is too much bonus AD on items right now.
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: > [{quoted}](name=Stacona,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=0vTAuuKE,comment-id=00000000,timestamp=2017-05-03T16:01:52.045+0000) > > Removing damage would be a bad idea Why tho? Does Rakan need damage to function?
twice as many heals, maxing shield means you have to sit next to an ally 100% of the time, q lets you do stuff even when not right next to an ally - like when you roam / ward
: From testing: 1. Yes, Powerball and Defensive Ball Curl still cancel each other upon activation. The tooltip for that is no longer present, however, and so likely needs to be re-added. 2. About 99% sure the slow stacks additively, though diminishing returns on slow values makes it a bit harder to evaluate. 3. Yes, the AS buff effectively persists as long as you have DBC or Tremors up. There are a lot of things I'm a fan of in this mini-rework. I'm a fan of Rammus's Q max speed scaling up to ridiculous values later on, though a lot of it is eaten up by the soft upper cap on movement speed. Having his passive deal bonus on-hit damage, rather than grant bonus AD, makes sense, though ultimately that kind of passive still doesn't have much gameplay. I like having his W amplify his resists, and the slow adds a degree of strategy and counterplay that he did not have before, even if the passive amp is overly finicky (decreasing Rammus's base AD and increasing his base passive by 50% would allow him to deal pretty much the exact same damage, without needing an additional steroid), and even though Thornmail effects themselves aren't especially interactive. The E is good, but as with the passive amp on W, I find the bonus attack speed questionable, and think it would be simpler to just increase Rammus's AS growth, as the bonus tends to persistent enough as to be always on. I like the slow on the ult and its amp on structures, and will gladly accept a sacrifice to Rammus's damage if it means he gets to have more counterplay and more of an impact in teamfights. **TL;DR:** These new changes look good and efficient for a low-scope project, though I agree Rammus could use a full VGU eventually. In the meantime, though, I think there are a few things that could be cleaned up on his current changelist: reducing Rammus's base AD by about 6, and reducing his AD growth by about 1.5 (which should give him a growth of 2), but increasing his passive on-hit damage by 50%, would give him approximately the same base damage, and the same reflect damage on his W without needing an on-hit steroid, and increasing his attack speed growth by about 2 points (to a rather large 4%) would give him pretty much the same gameplay as his E boost, without the need for a persistent steroid.
additive slow means there are no diminishing returns, if rank 16 ult goes up to 96% slow for 1.5 seconds then it basically roots the target at that point, but it is an on-target slow and not ramping up over the duration so max stacks are hard to use unless using it for peeling which is why I think Rammus will be a great support with these changes (he is almost there now, but the requirement to level W and not having an ultimate hurts him, both of those are removed with this kit with 1 point w and max it last and Rammus has a real ultimate for once; plus more knock-back and slow Q and able to focus points into E; plus Rammus procs stoneborn pact on everything, bonus health being really good with his shield) Rammus Q doesn't get soft capped, there are movement speed buffs that ignore the soft cap, level 18 it ramps to 235% movement speed, something like that, so if he had 400 movespeed he gets around 1200 total by the final tick. The W slow makes it a real reason to end the shield early, I like that element, and Rammus makes sense and should have a majour tank steroid like this. E AS steroid to more attack speed is simply, it costs mana and you need to manage something. **** I would rather have have the thornmail as low damage as possible, preferably removed completely at some point. Overall Rammus should be played as support with these changes, which gets him played, granted he is a tank support so it makes him weak early - but his peel is pretty insane.
: Why make Rammus Q a channel?
Counter play, so that immobile champions can get away and this way they can increase his acceleration time with the 1 second shorter duration, shave off 4 seconds from the rank 5 cooldown, and have it move even faster! 20-40% for 2 seconds to 40-80% for 1 second slow is a quality of life change, nothing actually changes. Rammus isn't really an engage tank, he fits better as a peeler, and with his ultimate becoming useful with the slow he will be better as a support to make up for his crappy clear - even with the PWE changes really helping him out than his LIVE form and the cinderhulk monster buffs, he still will have a crappy clear - where as support his W is now a one point wonder (in jungle too) so you can max E or even Q for the massive cooldown reduction with W maxed last which is what he always needed. Powerball was always the thing that stopped Rammus from getting buffs, so they gave a great nerf-buff, nerf his ganks a bit, but as a support element it is a huge buff - and then improved on him in every aspect and allowing him to no longer need to put any further points into W until last with now a useful ultimate for once.
: I agree with this: out of all the supports out there, Rakan especially should not have much damage, because he already has so much mobility, on top of plenty of crowd control and utility, that giving him damage risks truly overloading him. In fact, I'd say this could be the opportunity for an experiment in support design, and it might be worth seeing how Rakan would fare if his abilities dealt no damage at all: his W is already valuable for its knockup, and his R for its charm, so no major issue there, and his Q is valuable for its heal, and is generally leveled up last, which means its damage never ends up being really noticeable at any point in the game. While generally it's recommended to give a champion at least some ability damage, I think it might be advantageous on supports, for a number of reasons: for one, taking some of their power budget out of effects they're not meant to be good at (i.e. damage) would allow them to receive better options more relevant to their playstyle, and taking out damage on their abilities, particularly their AoE crowd control, would prevent them from accidentally last-hitting minions, which messes up both their item progression and their allies' gold income. If the champion in question needs damage, it would likely be better to put more of it on their basic attacks, which are not only essential to harassing as a support, but would also allow them to feel meatier in general on supports, whose basic attacks feel generally ineffective at all stages of the game.
You max Q first, the cooldown halves from ranks 1 to 5 Removing damage would be a bad idea, have him low damage is good, Rakan is in a pretty good spot, but I would go with the range buff to Q because it does always feel like it is a tad short
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: GA doesn't NEED AD to make it a non-tank item.
Its pretty stat inefficient, it be fine and they gave it AD to replace the defensive stats otherwise the item would end up being too cheap which will make game balance problems - right now it is 2500/2600g with sub-2000g in stats
: Support Item Changes - Midseason 2017
For Spell Thief's if you must lower the mana regen then give the charges mana restoring properties at the very least to compensate because even with 100% regen on Eye of the Watchers you can lack mana regen on a lot of supports that use it - at least some mana restoring on charges makes you work for the mana
: Support Item Changes - Midseason 2017
if the frostfang cooldown is per minion kill then lower it to like 5 or 4 seconds
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Stacona

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