: ABOUT THE RECENT LUX BUFFS...
The new {{item:3102}} item seems like it will pretty rough on Lux.
: It was a magic damage amplification aura before - this version just explicitly states what it does now rather than having people work through the mental gymnastics of 'oh wait, it's basically a 1 to 25% magic damage amp on nearby enemy champions, depending on their MR and my level'. Basically, I agree with you that it's not ideal - but this is what the old item was doing.
It seems like a nerf. The change looks like it reduces the damage from the item's passive against low health targets by about 10% and increases the damage against targets with 1 major MR item buy about 5% Was the old Abyssal too strong?
: plz don't nerf vel support.
I think part of the point of the changes was to force him to build AP more.
: MYMU - Malzahar Discussion
> [{quoted}](name=RiotRepertoir,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=zecNwqGQ,comment-id=,timestamp=2016-04-19T19:44:21.786+0000) > > _4/23 Evening Update before 4/25 PBE Build_ > Additionally, just looking at numbers across the kit and what-not, it feels like his need for AP has been reduced pretty dramatically, so I'm trying to give that some attention as well, with the intention that when he releases, the optimal way to play him is damage oriented as opposed to some kind of tank thing. It's probably worth noting that Void Swarm is probably just nerfed here, but that spell is probably crazy right now, so if it's a bit tamer after these changes, I'm okay with that. > I agree with your assessment, but I don't think .2 AP ratio fixes it. Might be wrong, I can't really tell how "void swarm" is going to work out. It seems pretty dependent on your opponent having poor position. Are you worried about this "battle mage" class you're creating may not having a place in the game? Seems like it's going to be a very low agency class. It also, seems like if a team wanted more sustained damage, they would always be better off with another ADC, Since ADC's get crit (burst) and life steal (can duel tanks). I watched a masters game the other day with 4 ADC and 1 tank (they won). The magic rework seems to reduce the burst pretty dramatically on any mage who wasn't blessed with keeping their "assassin/burst mage tag". And now that mana is an even bigger down side for mages I'm worried mages are basically being phased out. I can't really tell though, because on the PBE everyone is basically just playing mages and it's a totally different game from live ranked.
: Malzahar Voidlings
Maybe now we can focus on seeing how viable AP malz mid is.
: 90% of those are lotus plants photoshopped onto body parts and someone's knees after kneeling on frozen peas....
I knew they were photo shopped, but was surprised how disturbing/gross I found them.
: MYMU - Malzahar Discussion
what are the voiding stats compared to live? Voidling **ATTACK DAMAGE**: 25 - 110 (based on level) (+ 100% bonus AD) => Attacks deal [40% AD] physical damage plus 8/11/14/17/20 [+0.05 AP] magic damage, **ATTACK SPEED**: 0.831 => ? with _When 3 or more Voidlings exist at the same time, they all gain 100% Attack Speed._ **HEALTH**: 250 - 1100 (based on level) => ? **MOVE SPEED**: 451 => ? **ARMOR**: 30 => ? **MAGIC RES**: 50 => ?
: Logged in to comment on this. As a person with trypophobia, personally it doesn't make it "flare up insanely hard" but it _is_ kind of disturbing. If you want an easy solution, just make the holes more orderly or "artificial" and less organic. More like "it's a glowing pattern on his hood" than "some strange void parasite has burrowed in his head" -- trypophobia is very strongly connected to organic, irregular holes or bubbles that are reminiscent of parasites burrowed. Avoid veiny hive-like organic patterns at all costs, and also avoid giving the holes extruded outer edges. That gives them a similar look to maggot-infested flesh and that's precisely what needs to be avoided. Thanks for the consideration! ------- Question: What's Malzahar's intended burst combo now?
I googled trypophobia to see what people where complaining about. I only looked at the google image page for like 15 seconds and got pretty grossed out.
: More counter play to Malz passive shield for assassins
> I just feel like he's already very tanky and very much the truest tanky mage so why does he get a super banshees veil for free? He paid a lot of burst damage for that passive. He lost 1.7 AP scaling from q, e, and r and 680 base damage at level 18.
: W is just an active Voidlings, stop trying to treat like a different ability, you can compare the scaling to old voidlings to new - the AD ratio went down sginificantly and gained magic damage and an AP ratio, so building AP is better Riot wanted to tone back his flat damages to be less of an assassin and more a back line mage murdering tanks in the late game with suppression, % max health pool and sustain damage from W and E placing him as a better hyper mage than before, Q is for being very disruptive with a spamable AoE silence
> [{quoted}](name=Stacona,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=EN3EYPTO,comment-id=000300000000000000000000,timestamp=2016-04-20T18:48:28.522+0000) > > W is just an active Voidlings, stop trying to treat like a different ability, you can compare the scaling to old voidlings to new - the AD ratio went down sginificantly and gained magic damage and an AP ratio, so building AP is better > w is totally different from his previous passive. it's much easier to get multiple voidlings out. > Riot wanted to tone back his flat damages to be less of an assassin and more a back line mage murdering tanks in the late game with suppression, % max health pool and sustain damage from W and E placing him as a better hyper mage than before, Q is for being very disruptive with a spamable AoE silence > This is irrelevant to the topic.
: That means it is even weaker than LIVE voidlings, in retrospect basic attacks deal 100/200/250% AD, Gunblade heals for all damage dealt including his spell damage and since voidlings and E are single target the value is not reduced which is why spell vamp has always been good on Malzahar 40% AD is 40% base AD and 40% bonus AD vs LIVE where they deal a base damage plus 100/150% bonus AD
On live he builds AP to burst people. Now he can't . He lost 1.7 AP scaling from q, e, and r, and lost significant base damage as well. His main damaging spell is w now, and it scales much better with AD than AP. Might be wrong I still need to check it out more.
: His voidlings scale with AP, and makes his abilities stronger, go AP - voidlings AD got nerfed too
Voidling Details: --Attacks deal [40% AD] physical damage plus 8/11/14/17/20 [+0.05 AP] magic damage So his w has 0.4 AD ratio per hit and a 0.05 AP ratio per hit. He gets the life steal from their hits when he has deaths dance as well.
: MYMU - Malzahar Discussion
With the massive reduced AP scaling on q, e, and r building AP on him isn't very effective. He seems to to synthesize more with AD tank builds. Like {{item:3116}} {{item:3812}} {{item:3146}} {{item:3156}} then tank items or offensive health items. Using q just for the silence, e just to force the voidling to attack a given target. R can still punish poor positioning if you have team mates around. I'm guessing you still wanted him to build AP right?
: MYMU - Malzahar Discussion
On paper it looks like he switch from countering ADC's to being countered by them. Is that the case? Haven't had a chance to play this yet.
: > Increased consistency seems like a relevant reward for playing with less area of influence. It's not actually increased consistency **net** compared to their counterparts though. Mobile champions guarantee consistency because it limits your opponent's effective range of actions. When channeled through player skill, mobility provides incredible consistency. Immobile mages have had to fight back with their own form of consistency - effectively higher health or damage totals - in short becoming more about stat-checks. However, this type of consistency doesn't particularly convert player skill or agency well - outside of their ability to farm. Unfortunately because our game is also heavily gold driven - this type of consistency loops back onto itself - if Annie is strong - she'll gain enough power to itemize into being strong. The player itself has less to do with this type of strength than someone using skills that have a greater variance of success and failure ratios. AKA - Swain wins or not based on whether or not he got enough gold in lane - not necessarily whether he made a particularly skillful play at any time in the game. The hextech item line is designed to be better channels of player skill than raw statistical power usually does on these types of mages. Ultimately, I want players of these champions to be able to have access to things that can be greatly variant depending on how good they are as a player - whether or not Rocket Belt fits this niche or not - time will tell - but these types of immobile mages typically don't tend to have much skill expression and this limits their scaling with regards to player skill.
> [{quoted}](name=Xypherous,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=79cto3EB,comment-id=00de000100000000,timestamp=2016-04-11T21:20:17.311+0000) > Immobile mages have had to fight back with their own form of consistency - effectively higher health or damage totals - in short becoming more about stat-checks. However, this type of consistency doesn't particularly convert player skill or agency well - outside of their ability to farm. > That's the consistency I was talking about, but I don't think of "stat-checking" as a dirty word. > Unfortunately because our game is also heavily gold driven - this type of consistency loops back onto itself - if Annie is strong - she'll gain enough power to itemize into being strong. The player itself has less to do with this type of strength than someone using skills that have a greater variance of success and failure ratios. AKA - Swain wins or not based on whether or not he got enough gold in lane - not necessarily whether he made a particularly skillful play at any time in the game. > If stat checking isn't a dirty word then there isn't a problem. All successes in this game loops back onto it self. Thats what makes the whole game interesting. Maybe I'm not following you. >The hextech item line is designed to be better channels of player skill than raw statistical power usually does on these types of mages. > Without statistical power player skill doesn't really matter. Maybe I just can't see what you're envisioning. > Ultimately, I want players of these champions to be able to have access to things that can be greatly variant depending on how good they are as a player - whether or not Rocket Belt fits this niche or not - time will tell - but these types of immobile mages typically don't tend to have much skill expression and this limits their scaling with regards to player skill. > Good luck with that. It seems like reducing early/mid game mana avalablity will further reduce immobile mages agency, thus requiring even more statistical power to be viable.
: > instead of leaving them a more suited play style of bait into range and melt them when their in range is going to open up a avenue of "We made low mobility people faster yaye" What I've noticed is that this isn't a playstyle: It's become more and more of a stat-check as the game has gone on. Almost every immobile mage doesn't make plays - per se. They hit a certain burst threshold where they can kill you - or hit a certain tankiness threshold where they can't be killed - and either walk at you or flash at you and the fight is over in a barrage of numbers. Because these champions are more or less inflexible - as opposing characters get more and more tools - these characters have to stat-check ever harder to stay relevant unless something about the baseline flexibility of the game goes up.
"Almost every immobile mage doesn't make plays - per se" This argument feels like spin to me. You could make the stat check argument any engagement in this game. In my mind. Making plays in this game is often a game of calling "bull*&^%" on your opponents positioning. Which entails mental gymnastics involves positioning and stat checking. People make more mistakes around champions with more mobility, because mobile champions project their power over a larger area. Immobile champions can't surprise their opponents by rapidly changing their positioning. So they rely on positioning strategically so that their opponents half to fight them up close (stand next to the adc) or capitalize on opponents being grossly out of position (walk at you or flash at you). They can also bait their opponents into a fight they will lose. I would consider the later making a play. Increased consistency seems like a relevant reward for playing with less area of influence.
: That's not the CD, that's the duration of the effect.
it can't be re-applied when it's in effect (ie it doesn't stack) so it's the duration of the effect and it's the cooldown.
: Anyone else think that AP Champs got the short end of the stick?
I do feel a little like a kid who came down the stairs at Christmas, and didn't get as many presents as my siblings. Which is a pretty weird way to feel about changes to a video game. It does seem like a six item ADC is better equipt to deal with a 6 item APC than they were before, with life steal, MR buffs, and damage reduction items. But, I think it's too hard to tell how big a deal it will be with out playing a bunch of games on the ranked server.
: 30 seconds is too long a CD for thunderlord's decree.
Deathfire touch has a 3 second cooldown for single target spells, and 1.5 seconds for AOE & DOT spells.
: He's saying that if you keep reapplying it, the damage can be dealt continually, so effectively you never have to wait on a cooldown.
Oh, well that logic is flawed. It has a cooldown, and the cool down is significant for mages that want to cast all their spells as fast as possible.
: 3s/1.5s - 3s duration = 0cd
: Thunderlord's Decree and its purpose in game.
Deathfire Touch has a 3 second cool down for single target spells and a 1.5 second cool down for AOE spells.
: It does not stack. But it has no CD. So it is a far superior choice to TLD. (unless you are a support) No matter what. When i look at TLD it looks like his balancing was done around supports.
So for single target spells it has a 3 second cool down, and for AOE spells it has a 1.5 second cool down.
: Deathfire Touch vs Thunderlords's Decree (Serious feedback IMO)
Are you sure DT has no cool down? I thought it couldn't stack.
: its single target and damage over time - since its 4 seconds long it will reapply the DoT 3 times so you get 30% more ap over the full 3 proc durations - making the ratio 110% from 80%
it currently works like this... MAGIC DAMAGE PER HALF SECOND: 10 / 17.5 / 25 / 32.5 / 40 (+ 10% AP) so 80% you said. 1) If they stack... It would go off every tick bump it to 160% (obviously it won't be this) 2) If they stack but it doesn't re-apply during the DOT It would go to 90% 3) If it doesn't stack but each DOT tick can trigger it It would go to 110% if its number 3 that means burst mages kind of get screwed since they only get 1 proc if you cast all your spells in rapid succession.
: The damage constantly refreshes during Malefic Visions, and persists even further--- Also you only said giberish, nothing you said makes sense
Oh never mind you're right, his e is considered single target. [wiki](http://leagueoflegends.wikia.com/wiki/Malzahar) I played a few games and still can't tell if the damage stacks from 1 tick to the next though.
: I think you answered to why they nerfed the AP items, is because of that keystone mastery It works on spells - so Malzahar should be very strong with the Keystone
his ult is his only single target spell though, so it only adds 0.1 scaling to his q,w,e and .2 to his R.
: This is a tough issue to resolve. One of the damage sources has to come first. If magic comes first, Morde loses On Hit effects (primarily the ones you've noted above; an interesting exception is Sheen, which he actually saves for the next target). If physical comes first, Morde loses shield generation and OnSpellHit effects (like Rylai's, Spell Vamp).
: Garen PBE Changelist and Feedback thread
Lets ruin an already weak champions so that we can give him a gimmicky passive. Also, w is now the worst skill in league.
: New Ryze is AMAZING.
His new passive seems even more "face rolly" than before, at least before interlacing q's was require to max dps. Now you just get the passive proc and spam all spells to max dps. "passive proc....quick hit all the buttons!"
: [Xerath] Suggestion to make his Q less clunky and balance it.
Sounds better than what it currently is. You would probably just never charge it though.
: [Suggestion] Xerath current Ultimate
Non-lethal burst is pretty useless.
: Xerath rework v10
Where is the option for shadow of his former self? Witch was perfectly balanced.
I think the main offenders are.. 1) charge up on q feels terrible 2) R has nothing to do with the rest of his kit. 3) e is super boring
: [Poll] Xerath's Q dealing more damage if you charge it longer.
I think they should just get rid of the charging mechanic, and give it as much range as the power budget can afford.
: Hexakill Enabled on PBE!
I love it, it's tons of fun.
: Loving Xerath
I had a different experience. Live Xerath was one of my go to mages, but I think I'm done with him after the rework. his new q feels slow and cluncky, and that's comparing it to w+q on live. I hate that charge up mechanic.

Stevev45

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