: Mundo Buffs in the Work? Give Him CC D:<
What's interesting about Mundo is that he has this damage sponge aspect as well as good dueling and some poke (which luckily is % HP so good vs bruisers and tanks too). Adding CC would probably mean something else has to give but I do agree he's struggling a lot right now. The 30% tenacity on W will already reduce some of his issues though and that E buff also contributes to his duelist identity. He will probably be in a good spot without having to change his playstyle. It's kind of funny what happens when Mundo gets buffed. He does well at first and then disappears again once people remember how to play vs him. I think this time will be different though because tenacity is more relevant than people realize. Right now, even when he's picked into heavy AP, he just gets CCd down way too much. He never has a chance to be relevant and by late game it's not in his control anymore (snowballing, sustain, mortal, void, damage scaling etc.).
: Ziggs Buffs: Good Start but His Q Needs Consistency
I know where you're coming from but it doesn't. That's part of his charm and his skill-cap. You can reduce this weakness by picking him in lockdown comps with champions such as Braum and Sejuani. I don't play much Ziggs these days but I like his Q just as it is and allowing him to detonate it would make one of his most iconic abilities more clunky. After throwing Q, you're often supposed to use your other abilities to either hit them in the direction they'll dodge or push them towards it. This way, at least something will hit. You can't really do combos like this as effectively if you have to think about your Q detonation. Being able to detonate Q would in many ways negate a lot of the skill and synergy with the rest of his. It would also likely lead to lower highs because it's likely his damage would be reduced if something like that goes through and makes him more consistent. I don't want Lux E on Ziggs. No thanks. He has one of the most unique Qs in the game and it's fine.
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: Runic Echoes Buff Feedback
I also think that at 2500g mid laners may start to consider taking Smite again. 2500g isn't a lot to pay for a spike. On the other hand, if the item is buffed itself (let's say 70 base), I doubt mids would consider it over just playing normally and getting Luden's. It's not necessarily a bad thing for mid laners to have more options but it's something to think about.
: Trynda ap nerf
When E was 7 seconds, 40% CDR Trynd became too obnoxious. I'm guessing they want to prevent that.
: Trynda ap nerf
It might be necessary because the fast CDR on AP Trynd can abuse an E CD buff much more.
Rioter Comments
: Preventive Amumu Nerf for 9.9
After playing him some more this patch vs higher caliber players, I'm guessing he likely still won't be an issue in 9.9. Having some solid teams made his weaknesses less glaring.
Rioter Comments
Rioter Comments
Rioter Comments
Rioter Comments
: Dark Seal & Eyeball Changes
I don't get the point of Eyeball Collection anymore. Previously, it was the scaling damage option. Now, it seems like the other two scale infinitely while this one doesn't. You get a boost a little faster but why would anyone go this anymore? You lose utility and it's harder to stack too
Rioter Comments
Rioter Comments
Rioter Comments
: Ekko Conqueror Bugs
Weirdly, Ekko does seem to get proper credit for his passive when he has Deadman's Plate. It doesn't matter if it's at 100 momentum stacks or none. It's not DMP giving the stack directly. Even if I auto with a fully stacked DMP, it still offers no bonus stack. It's only when the Ekko passive would have procced.
: Ekko Conqueror Bugs
His E also gives no stacks. It's just the one stack he'd get from autoing anyway.
: Can you close ranked mode on pbe
Wouldn't it be better for balance testing if people are actually trying a little?
Rioter Comments
: I don't disagree that Bruisers need a rune like this and it should be more focused towards them, but your arguments don't make me see why this rune should be gutted for ranged champs. If you're afraid ADCs would abuse this rune, then look back on how hard ADCs abused Fervor before. They didn't, and they were not the reason Fervor was removed either. The interaction with Runaans and Twitch ult was exactly the same with Fervor as this Conqueror. Cassio sounds like the only fringe case out of Mages abusing this rune, except that's only one champion, not a group of champions. If she did abuse the rune, then Riot can just nerf the champ not the rune (ex. Gangplank with Grasp and Ezreal with Klepto). Even then, I don't see her making the greatest use of the rune since she's currently valued more for her poke build than DPS build. The biggest issue that would result in the rune being nerf is if it's a repeat of the situation where it's clearly stronger on an entire group of champions and it crowds out other options (ex. release Aery and reworked Dark Harvest). The true damage doesn't look that broken considering it's only 10% (which means you only get benefit on enemies with ~2+ defensive items) and the healing doesn't help if you're squishy and you get bursted out anyway. This rune also doesn't significantly help their laning phase, so it's a choice of a better late game option vs a more useful early game one. Bruisers will still be the biggest user of this rune because they make the greatest use of all of its aspect. Even then, they're in one of their best spots in a long time with the current version of Conqueror, enough that they're crowding out other champion options, which is why this rune is getting mini-reworked.
> [{quoted}](name=Gummimon,realm=PBE,application-id=AYQh7p7O,discussion-id=6YyL4HUM,comment-id=000100010000,timestamp=2019-02-11T00:54:17.747+0000) > > I don't disagree that Bruisers need a rune like this and it should be more focused towards them, but your arguments don't make me see why this rune should be gutted for ranged champs. > > > If you're afraid ADCs would abuse this rune, then look back on how hard ADCs abused Fervor before. They didn't, and they were not the reason Fervor was removed either. The interaction with Runaans and Twitch ult was exactly the same with Fervor as this Conqueror. > > > Cassio sounds like the only fringe case out of Mages abusing this rune, except that's only one champion, not a group of champions. If she did abuse the rune, then Riot can just nerf the champ not the rune (ex. Gangplank with Grasp and Ezreal with Klepto). Even then, I don't see her making the greatest use of the rune since she's currently valued more for her poke build than DPS build. > > > The biggest issue that would result in the rune being nerf is if it's a repeat of the situation where it's clearly stronger on an entire group of champions and it crowds out other options (ex. release Aery and reworked Dark Harvest). The true damage doesn't look that broken considering it's only 10% (which means you only get benefit on enemies with ~2+ defensive items) and the healing doesn't help if you're squishy and you get bursted out anyway. This rune also doesn't significantly help their laning phase, so it's a choice of a better late game option vs a more useful early game one. > > > Bruisers will still be the biggest user of this rune because they make the greatest use of all of its aspect. Even then, they're in one of their best spots in a long time with the current version of Conqueror, enough that they're crowding out other champion options, which is why this rune is getting mini-reworked. Nerfing Cass for Conqueror ties her viability to one rune. It is much easier for ranged champions to get Conqueror stacks, keep uptime and to utilize it safely. I think being melee only can solve a lot of balance headaches but maybe there is a more elegant solution.
: New Conqueror Broken
I too am worried that ranged champs will ruin this for melees (just like for DH). The new DH rework ruined it for junglers and drastically lowered its skillcap (the soul pick-up game was by far the most fun and interesting part), as well as scaling. It was also OP at first primarily because of champions like Karthus, Xerath or Veigar since there was no ranged champion nerf. It's always safer to use runes like the new Conqueror on ranged champions and so much easier to keep at uptime. A bruiser has to have the gold to facetank enough damage to get the stacks and do some damage. Cass can do it all faster, from range and with more safety.
Rioter Comments
Rioter Comments
: Dr. Mundo Censorship
Riot was sold to a Chinese company and it may have something to do with their policies. I agree with you that it doesn't fit Mundo.
: When will Neeko be available?
Rioter Comments
: Dark Harvest 1.5 second reset is a silly nerf
I don't like the new DH design. It feels less satisfying and requires minimal knowledge/skill to use optimally. While more champions can use it, game health suffers for it and the goal for it is blurred (competing much more directly with Electrocute). Do we really want more champions to use it if the core group served now suffers for it? We're taking a well designed and rewarding jungle oriented (but not exclusive) rune and turning it into something that now doesn't properly meet the needs of junglers. They're now at a disadvantage compared to laners because getting stacks is far slower and less reliable. The late game power is also A LOT worse because you can't pick-up stacks from monsters, dead allies, or enemies you didn't assist in killing. The power curve for the rune is flattened and those highs are gone. What you get instead is new champions abusing it with a low-risk playstyle. For example, Xerath can literally proc. DH with just his R vs a squishy at level 11+. He can do it just for the intention of poking and getting stacks. This is what you're REALLY rewarding in the end. Assassins scale worse with this because they can't just utilize safe poke. They actually have to take real risk to use it BUT it has to be balanced for the pokers and ranged mages too. Thus, the baseline power is restricted so it's not abused by the ranged users and what you get is a necessarily weak rune for those who it's actually supposed to serve. It becomes a watered down version for the group who needs it most. Assassins still won't have much of a late game and become even more feast/famine while the lower risk champions benefit. The current DH being tied to an auto attack is a good range limiter so you have to work a bit to use it and it also [offers more precision so that you can properly decide who to target.](https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/YXhxmsLE-new-dark-harvest-frustration-with-application) It's similar to how Electrocute isn't OP on ranged champions or pokers because you actually have to hit multiple abilities. You can't just sit a screen away and poke someone to below half. Poke styles are fine but this rune disproportionately helps those champions instead of the intended audience.
: Ravenous Hunter Nerf Hurts Off Meta Jungle Picks
I should add that I don't think a nerf for Ravenous Hunter is truly warranted. There are some fringe cases (Kassadin, Jax) but, it's not overly dominant and in fact helps a lot of picks which would be even further outside of the meta. For instance, I've tried some lower tier junglers without it and it was too much punishment from camps. Not taking it also makes you weaker to invades both because of the reduced dueling and the lower HP with which you'll usually clear. On the lower tier picks, you're not likely to invade yourself but being invaded makes your pick even less viable. On the other hand, many of the normal junglers do perfectly fine without it. You can play Evelynn or Shaco with any rune you like. The same goes for Gragas, Jarvan, Lee, Vi, Kayn etc. The standard picks don't depend on it. The ones who suffer the most tend to be on the weaker end of the spectrum anyway. Plus, these fringe picks aren't strong early. They can't compete in ganks. They can't duel most junglers. They can't invade and pressure like an Udyr. In order to ever be worth picking, they need to at least have a strong mid-late and the current ravenous hunter helps give them something to play for.
Rioter Comments
Rioter Comments
: PBE Celerity changes feel really bad and I ran some calculations using Zoe as an Example
I think it's weird that the new celerity doesn't work off boots. My concerns with it: https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/g4o3UrA2-new-celerity-non-decision
: New Celerity: Non-Decision
Now I see it won't work with "boot type items". I think this is unintuitive and not particularly logical.
Rioter Comments
: In my opinion, if the current iteration of Dark Harvest is the same as live
Totally agree! Some of my thoughts on it are here: https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/6MMgXUEU-new-dh-proposal-feedback I don't even think the new one applies on structures. It's just a less interesting, more snowbally and more niche rune (dramatically favors laners and champions with an easy in/out play-style). It also becomes more about pairing it with a high AP/AD build rather than just taking it for its own sake. Thus, tankier builds going this also suffer since part of its power budget is in scaling ratios. It's tied much more into specific kits and builds than the live version. Overall, it offers less skill expression, fewer stylistic options and less versatility for unclear benefit. It's a feast/famine rune with very little actual decision making. Am I now going to take bad fights to get stacks? Unless I have a guaranteed escape and a lot of vision, that will still be the wrong decision (just like you don't want to suicide for Kayn's form or Kindred marks). However, if I'm winning, I can take nearly any fight and get more stacks. But what changed? If I'm wining, I generally want to fight anyway since we are likely to be favorites. How is my decision making being changed by this rune? It essentially isn't.
: darkharvest new rework? buffed? more broken than it is?
Broken or not,[ it's a horrible design imo](https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/6MMgXUEU-new-dh-proposal-feedback). It's one of the few decisions Riot is considering that I truly hate. The way stacks work on live is so much more interesting. Even if you want champions to offer stacks from the DH proc. itself, the old way of acquiring stacks shouldn't go away. That mini-game offers a lot of skill expression both in fights and pathing. For example, I remember countless times when I was waiting for a jg monster to be low HP before I pounced. That way I can proc. my current stack on their jungler and then get the second proc. off the camp. I even had clutch moments in teamfights where I'd have died and was the last man standing but I smited a cannon for the DH stack and dashed right in to cleanup the last player. The old design also makes the rune worthwhile for jungle players too instead of simply worse. There's virtually no decision making with the new design and it just seems so stale and indescribably lame. I don't care how strong it is or the numbers. It's just so uninteresting. I also think the current DH is FAR more internally consistent and logical. It's even very clear to understand visually if you've never read the description. Important dead units offer their life force (cannons, monsters, dead players). The new one is odd. You get stacks from bringing someone to an arbitrary HP value.
Rioter Comments
: I've played a few matches..not a fan of the new DH..it feels very very weak. It takes WAY too long to get enough souls for it to be useful and not getting one on a kill if you've got a soul recently is a really poor way to make it feel rewarding to actually kill someone.
> [{quoted}](name=KrystialKitten,realm=PBE,application-id=AYQh7p7O,discussion-id=6MMgXUEU,comment-id=0001,timestamp=2018-10-25T00:15:19.424+0000) > > I&#x27;ve played a few matches..not a fan of the new DH..it feels very very weak. It takes WAY too long to get enough souls for it to be useful and not getting one on a kill if you&#x27;ve got a soul recently is a really poor way to make it feel rewarding to actually kill someone. Even if it were the same power level, it's a less versatile, less interactive and simply boring design. I don't even know what problem it's trying to solve exactly. After the DH nerf, I don't think it's that problematic anymore even in the jungle (although it's still better than Electrocute usually). If assassins are too strong, it's not because of DH primarily. And honestly, they are probably not really too strong in the vast majority of cases on this patch. What people need to understand is that the counterplay to stuff like Shaco, Evelynn, Kha isn't supposed to be 1v1. It's supposed to be through team play and decision making. Even if your team fails to cooperate and react properly, you still can't extend for waves or walk first as an ADC, facecheck bushes, stray from your support etc. This is what assassins do.
: NEXUS BLITZ THE BEST MODE EVER MADE BY RIOT.
I actually really enjoyed Overcharge.
Rioter Comments
Rioter Comments
: Gold Funneling Nerf Feedback
This also punishes powerfarm junglers like Shyvana. There are a lot of unintended consequences.
Rioter Comments
: TP Nerf is necessary?
I think they should remove the reduced CD on cancel but no other nerf is necessary imo. If it is still too much, probably buff the other options slightly. It's weird to have it as the only summoner spell with a greater than 5 minute CD.
: > [{quoted}](name=Straniu,realm=PBE,application-id=AYQh7p7O,discussion-id=zW5P08zu,comment-id=,timestamp=2018-07-03T21:33:21.687+0000) Ravenous Hunter, Ultimate Hunter, Ingenious Hunter, Relentless Hunter Bounty Hunter stacks now grant 80 bonus gold > All great feedback here btw, but just wanted to call this out specifically as an accidental tooltip change. No in-game effect has been pushed to PBE nor are there any plans to do so.
> [{quoted}](name=Riot Rovient,realm=PBE,application-id=AYQh7p7O,discussion-id=zW5P08zu,comment-id=0000,timestamp=2018-07-03T21:58:47.568+0000) > > All great feedback here btw, but just wanted to call this out specifically as an accidental tooltip change. No in-game effect has been pushed to PBE nor are there any plans to do so. Ah, OK. Thanks for the clarification. Something else I wanted to also add on the new Ghost Poro is that this actually seems maybe even too good on JG. I haven't played with it but I'd probably take it over the others. It allows me to defend against opposite side invades while also being aggressive myself. This would probably make early game JGs even more attractive too since they already win duels but will now do so with more safety (if you win a duel convincingly and quickly enough, collapses matter less) and vision. It might sound better on paper than it is and the old Ghost Poro was getting basically no use (for good reason) so it definitely merited attention. I just hope that the more late game Eyeball Collection will remain a decent option in the JG. Anyway, I can't wait to test this. :)
  Rioter Comments
Rioter Comments
Show more

Straniu

Level 31 (PBE)
Lifetime Upvotes
Create a Discussion