: Gangplank probably just shouldn't ignore Armor the way he does honestly. The Gangplank character on Live takes far fewer risks than he was originally intended to (I believe this is the case anyway) as players have learned to optimize barrel gameplay.
All I could say about this is that Gangplank is similar to master yi in a way that his strength is his simplicity and his damage. Some champions are literally useless without damage (you have seen that if you compare the current tanks with the current ADCs). So you need to optimize both items, progression rate and damage ratios/base values to properly balance out the champions in the game. All you need is some good spreadsheets, categorizing the abilities and the values in the game. Its hard to calculate some things in the game because you have to take into consideration many factors but in theory it is very possible and since it is possible and potentially improve the overall experience in the game, you might as well. Currently League feels very fast, snappy and punishing (seeing the whole picture it feels too punishing even when you pick a champion you are attracted to). Basically in regards to its predecessors league is less of an rts strategy and more of a reflex and prediction game, making it a mastery, reflex game as well as sometimes not needing to think much but rather... just react and do what you know based off experience, I have yet to see true outplay scenarios, players are basing their game off of champion mechanics as well. So overall being dependent on reflexes mostly when you fight an enemy feels bad and unfair for some just because it is a natural skill combined with mastery and experience, the timings in the game feel as fast as they can get in some cases. I would love to see the game develop in a certain way that promotes playstyle over meta picks as well as themes for each champion being unique and interesting. Seeing the latest champion releases I am excited because there are unique things entering the game but at the same time the game has to change as well overall. Riot founders took the game we all loved and cared about (defense of the ancients) which worked and was balanced overall and turned it into something fast, snappy and more predictable in a way. Dota's mechanics were closely related to the warcraft's rts mechanics which worked well for that genre but maybe not for an arena game, it would not be as satisfying. Looking at league now I would say the game has come a long way but it needs a lot of work to become a unique and interesting experience as well as appealing and enjoyable overall. I would say currently I prefer competitor games like... excuse me... HoTs, just because they took that back and polished it by quiet a bit, truly simplified it and made it fair and dynamic (but even when something new comes in that feels unfair to play against or as it feels like it does not matter as much because you can work around it while in the game), it feels like league without the heavy punishment of league or the snappy movements yet still fast. The turn rate also feels fluid but as fast as league's. I wish to see something similar as the game progresses but of course unique to itself, something easy to hop in and get involved as well as fair and less punishing or snappy. Please keep it up!
: Randuin's is possibly too weak in this version, though it still is the strongest of the HP/Armor items defensively, and has the lowest price point. As mentioned very briefly, there are some possible change to penetration coming that perhaps will help with this concern. One thing I didn't get into in the main post (but am happy to here) is that the removal of Crit Damage Reduction from Randuin's is intended to head off and/or defuse some power creep in the shop, especially since crit users are generally supposed to be successful at dealing damage to tanks. Some of these changes may result in outlier champions that have special crit interactions, and in that case, we'll need to address those case by case.
it actually is too weak, we might want to itemize against crit-based champions especially in lane which comes with the combination of physical damage so... think about it, a physical reduction+crit reduction against a crit-based champion that has a high chance of dealing double the normal physical damage sounds decent. Remember that the true strength of tanks is their durability and they need that through the game including the laning phase, first things that come to mind are yasuos and tryndameres or gangplanks, their strength comes from their ability to depend on crits especially early they dish out a lot of damage so even itemizing against that damage would still have a window open for objecting about being countered by an item since they scale so well as crit-based champions. My suggestion: make randuin's an anti-crit+phisical damage item, a go to for those situations but also make a new item that does the same (it adds up crit reduction additionally to the crit reduction of randuin's) Lets say randuin's Gives Armor+Health+20% crit reduction (IE still gives+50% crit damage so maybe you need to make it higher but all math aside..), now make an item that reduces the chance of the enemy landing a crit on you significantly OR make it have more crit DMG reduction to add up to the one from randuin, in either case it works, you can even make 3 items each with unique benefits towards crit champions. Admittedly the strongest stat in the game for a tank would of course be % total damage reduction. Health currently is also good because in an armor shread champion or someone that has just too much damage, it delays one's death or prevents a full burst combo (like riven's lvl6 opening). Edit: It would be perfect for tanks to have situational items because it adds more dynamic into the game, actually every item in the game should be situational and core (power spike items are usually the core items). So lets say 3 core or less with the rest of the items being situational to help cover the weaknesses of the champion's kit against some match ups.
: > [{quoted}](name=TwinDenis,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=AZZhU1PU,comment-id=0060,timestamp=2016-10-25T01:48:02.235+0000) > > Please have a better Visual Representation of the Wall Cooldown(s) as well as on which walls he can actually jump from. Talon can jump every wall. It all depends on your position relative to it and where you aim you cursor.
> [{quoted}](name=ChaddyFantome,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=AZZhU1PU,comment-id=00600000,timestamp=2016-10-25T03:09:29.881+0000) > > Talon can jump every wall. It all depends on your position relative to it and where you aim you cursor. visually representing something better is essential, the red line is a thick indication that has been added around the 3D models of all walls when Talon uses E, it could be represented with more appeal to it.
Rioter Comments
: Plant Spawn Full System Design
I do believe the power leveling is nerfed now and so the champions that needed it and played only in the jungle or mainly in the jungle, Just buff power farming champions like Master Yi or shivana early game to be viable for ganking and everything should be fine. Also kindred now will be struggling a lot since their nerfs. Their ganking power is way lower (around 50% down on the early game). So they should give some sort of buffs for them as well to compensate for the removal of fast leveling. Essentially, the power of her ganks were the constant gap closer and the slow by which both of them have been nerfed, we can still gank without a huge cc if we have a good gap closer (like master yi), but on a 4+ sec cooldown the Q becomes irrelevant to use since by that time the enemy can easily retreat if not pinned down somehow or chased all the way.
: Just steal the AD from Jhin and Rengar then ;)
>>Shaco needs some love, even if I dont play him often I think these changes will ruin him completely, speaking as a friend of someone who mains him and also I was about to buy a skin for him and start playing him from time to time just for fun. The thing is that he is ruined completely and everyone I know will drop playing him completely on the preseason. This is of course a warning since all this is a fact. If riot doesnt fix him up or at least leave him be as he is for now then they will be 100% proven that they do not care about the community at all. All the changes are a mega nerf to shaco, he is doomed if they pass on the live servers, you have been warned. Some players like the q>e build, others e>q build. Regardless his damage is low in comp to what it should be. Here is someone well known for his shaco games who gives a well-tempered review about the changes. https://www.youtube.com/watch?v=v8OeHxloR_c Please Consider for the shake of your community. (Change the numbers)
: [Assassins] - Mini Updates Discussion
>>>Shaco needs some love, even if I dont play him often I think these changes will ruin him completely, speaking as a friend of someone who mains him and also I was about to buy a skin for him and start playing him from time to time just for fun. The thing is that he is ruined completely and everyone I know will drop playing him completely on the preseason. This is of course a warning since all this is a fact. If riot doesnt fix him up or at least leave him be as he is for now then they will be 100% proven that they do not care about the community at all. All the changes are a mega nerf to shaco, he is doomed if they pass on the live servers, you have been warned. Here is someone well known for his shaco games who gives a well-tempered review about the changes. https://www.youtube.com/watch?v=v8OeHxloR_c >>>Please Consider.
Rioter Comments
: Are you referring to just this particular skin, or the base?
Oh, lol, yeah every skin, its universal. Its always looking odd when you get 5 cycles overlapping each other, they should combine somehow and also keep their indication that they exist for clarity reasons.
: [Assassins] Artistic Feedback Thread
Please have a better Visual Representation of the Wall Cooldown(s) as well as on which walls he can actually jump from, for talon.
: [Assassins] Talon feedback thread
Please have a better Visual Representation of the Wall Cooldown(s) as well as on which walls he can actually jump from.
: [Assassins] Katarina Feedback Thread
I think this kind of playstyle is way better than a 3 button wipe. Literally it is much more fun to have certain conditions met and making them chain together perfectly on demand or by punishing enemy mistakes. This is fun and it comes even further than the fun people have with yasuo currently. I personally believe certain champions that are included on the assassin scope to need some help. For example Yasuo, Master Yi, Shaco. They all have simple mechanics, they can be powerfull at times and powerless at others. While Yasuo is actually the one of the most powerful champions currently. Some of his mechanics do not make as much sense for an assassin, rather he is too risky to play for him to be an assassin in the first place because of his kit, thus people play him top with certain builds such as previously done with ekko. Regardless of skill of course. I believe players should be able to play any champion with ease when they had certain mastery of them. Now on the other side, Master Yi is more of an "too simple" yet "too straight forward" champion, sort of predictable for an assassin. I like his "Go forth" and "speedy" style but it needs some help overall, most of his abilities do not make sense to be on the same kit. Its nice to have a damage reduction but most of the time its useless, its just a block ability (it is one of the best ones out there too) but channeling is easily interrupted nowadays. Same goes with his E "Wuju Style", unlike his W "Meditate", it does not look as cool, its just an ability that fires his blade and he deals more damage. All these abilities may be strong on that champion but it doesnt feel like they belong on the same kit. One thing also is that I main him because he is strong and simple and gives me time to think of other things than just how to combine my mechanics properly. That is something nice about this assassin. With the latest nerf, I never have the proper timing for my ganks. >Master Yi ult definitely needs some of his Old cooldown back in order to be comparable with the other assassins, usually when I must gank because of certain situations, my ult is always on cooldown for about 20 seconds off. One thing though is that his Ult is essential in order to have his overall potential shine. Speed is his strength so that is what he really needs often, his only gap closer is his Q unlike other champions who can chain gap closers and take kills, he has to be up in pace with his enemy and auto attack them constantly. >Shaco on my opinion needs an overall rework if it comes down to it, not just changing numbers and adding more tricks, keeping his old style of course would be necessary for older players but having his kit be more modern.
: Target's Level. Live Value (20) PBE Value. | Level | Live | PBE | |:------------:|:----:|:-----:| | 1 | 20 | 8.67 | | 2 | 20 | 9.33 | | 3 | 20 | 10.00 | | 4 | 20 | 10.67 | | 5 | 20 | 11.33 | | 6 | 20 | 12.00 | | 7 | 20 | 12.67 | | 8 | 20 | 13.33 | | 9 | 20 | 14.00 | | 10 | 20 | 14.67 | | 11 | 20 | 15.33 | | 12 | 20 | 16.00 | | 13 | 20 | 16.67 | | 14 | 20 | 17.33 | | 15 | 20 | 18.00 | | 16 | 20 | 18.67 | | 17 | 20 | 19.33 | | 18 | 20 | 20.00 | tl;dr: At face value it's a nerf until level 18, but remember that there are new sources of Lethality and new mechanics taking advantage of it (i.e.: Reworked Duskblade).
Overall Its a late buff early nerf. a.k.a. Anti-Snowball fix. Which is totally a good idea considering it punishes enemy mistakes less and makes the game more enjoyable overall by keeping the overall pace at a pretty balanced temper. Both laners will have equal experience while facing each other with the only impact a gold advantage for a slight damage increase and of course experience which is also having a caught up mechanic overall. So I think making the game less snowbally is a good thing for the overall experience. It would be rather good to have the lethality actually cause the champions who have it to deal more damage to tanks later on the game so they can actually scratch them for once but of course keeping them tanky still. Some champions who can overstack armor are pretty much unkillable to assassins while the assassin role is to execute anyone that they wish. Some do massive killing chains while others high single target damage. Overall I think the role of an assassin should be to remove someone from the picture and clean up the battlefield of the left over champions. Currently with this rework, it also includes the massacre of the entire enemy team if the stars are aligned. So yeah.
: Hi! I do remember you! ^-^ Thanks for the feedback! <3 I can talk to the team!
I know I am popping up out of the blue but, I have a small favor to ask off you, Is it possible to talk to the team about Taliyah's Q? Regarding 2 things, 1) It is not easy to know if you are on top of your Q with her, it also makes it a bit ugly for it to be grayed like that when outside of it. We might need some kind of indicator for that instead of grayed when outside the worked ground and normal when inside. 2) Could the design team do some kind of Tile for her Q? Meaning that it should merge when near another Worked ground, we want feel her ability to terraform the environment on the rift. It is her thematic as far as perception goes. Please pass this on anyone who can deliver this idea to the team that can see into it, Thanks.
: Taliyah's Worked Ground is very difficult to see ingame.
Not only that, but the visuals should be more tillable with eachother and have some kind of indicator instead of highlight.
: [SERIOUS] Guys please don't ban updated mages!
Riot should not allow you to ban them until the pbe test for them is finished.
: Yeah, all Q's will build his meter, even the empowered ones!
the only issue is it forces him to activate it before the bar runs out, and it does so pretty fast. His other Qs are way weaker in both heal and damage, around 1/3 of the previous damage and heal are taken away.
: Kassadin Idea
Imho kassadin pushes me back from playing him lately especially, he is not easy to balance, now he is in a underpowered state, almost all kassadin mains now feed in ranked queue, when I see kassadin from now on I am sure we will lose because 4v5 essentially, even if he overwhelms at some point he will lose that strength eventually, unlike fizz for example, who has the same concept but easier done and with less risk. He has 2 gap closers essentially while kassadin has only 1, and if he uses it many times he gets punished but it is not like the old ulty so no point on spaming this thing, the range is way shorter, its like a small leap. I want to see kassadin having damage and mobility, kinda like ekko, ekko is also way stronger.
: Can a Rioter give some insight on the Soraka nerfs?
"Grievous Wounds [ Debuff ] Will now reduce all healing by 40%, not just self-healing." It got reworked as well. Yes it will be a pain for most cases. But soraka OP regardless, they just replaced the heal from Q with partial heal and partial movement buff to escape. This champion cannot be balanced this way, she will either feel under-powered or overpowered so they need to reconsider how she works, even taric is better as a support and healthy at the same time than soraka except the heal of taric which is not as much even on max stacked Q.
: I'll check out those hit boxes -- does it seem like the missiles fall a bit short, or long? On Tides of Blood -- Our original model was actually very similar to your suggestion! We ended up here for a few reasons, but the biggest of which is that when Vladimir spends that much time charging up spells, he doesn't feel like Vladimir anymore -- That is, Vlad has always been a high-frequency caster, and slowing that down with big charge ups really had a lot of feel costs there. On health builds -- This is something I've been worried about. The proposed model is that while HP is good for Vlad, he NEEDS AP to make it worth it. Without AP scaling up his healing though Q and R, his large health pool should count for little with his high health costs and low healing. I expect Rylais and Protobelt to be especially good for that reason, but if he ends up building all HP beyond that, we have problems and will need to make AP proportionately more valuable.
Soul Reaver vlad needs his E animations a bit fixed, opening the lantern and unleashing the souls in a spirit bomb? I like the bomb concept, and that it scales with HP and AP, he can easily be a hybrid hp/ap mage. Unique. Also consider this Q to do more heal on normal casts OR make it be like before and make the 3rd cast scale with hp instead of 100% damage increase (which is by my guess around 80-90% of his ap which is low considering some abilities are 100% ap and ap items are providing less ap), so making it deal a fixed ap damage and be empowered by his max health by a bit would be good. Also somehow make his normal Q cast scale from his max health, so he will always have a fixed heal. I like E being a bomb, he misses the amp from his old E regarding the increased self-heal, maybe add this to his new Ultimate as passive. Spell vamp on Ult perhaps. He puts himself in grave range and danger in order to dish out this sustained damage so he should at least have his sustained heal back, I seen the math, it is overall more health back but in general the speed of which he gets it is clunky and sometimes makes bad timing punishing but you cannot stick to someone allday and spam 3 Qs if you know what I mean. His kit now seems great, the math behind it should help out with that, Q =health transfer, W become pool of blood, E giant blood bomb and ulty making all his abilities stronger on marked enemies, sounds cool. Q with max CD is 3 sec by the way. Note that. He is a self heal/sustained damage mage, basically we want to see than with the released vlad re-vamp (get it?).
: MYMU - Vladimir Discussion
I will do some short feedback about Vladimir Without having read anything below. So, For start, now his passive with the new items seems useless on the hp-to-ap department, I mean its still worth more buying ap, it will make him tanky but with the new items he should benefit more from hp since the new items are a little bit of hybrid hp and ap in a balanced way. Most items provide hybrid stats now, either mana/ap, or hp/ap. He still does not benefit from mana and impementing mana on the items for the cost of ap costs vladimir some value on the store. Besides all these improtant details. Considering his new E scales off health, this is a plus for his passive and items, but maybe a little bit of a tweak would do the trick, league has changes since season 1 and 2, he should as well. Having said that, his Q feels very weak now if not empowered, and the empowering most of the time becomes challenging facing a real lane enemy, it will not value him at all, he might see the downfall in play as aatrox did back in the day, it was an extreme drop in pickrate. It does good damage make no mistake, but only when empowered, and he has a short time to hit with the empowered Q which makes it even more difficult to land. That plus the new E, it is very challenging to hit the enemy laner, there are easier champions to do reliable damage (ahem, leblanc, swain and many more), the enemy has to just stand behind a unit in order to avoid it, the ratios are a good concept though, late game he will outscale low hp tagets and go even with same hp targets. The downside is that he does not have the amped up self-heal from stacking it. His ulty, maybe make him heal more passively from his q or something? Maybe a future tweak. Overall his sustain is way lower, it creates a huge gap in which the enemy can take advantage but not always in a good way, having tools to make up for that is always the key, he has them. But the numbers should be tweaked around to balance that, the cooldowns and ratios makes him few steps away from being strong and have his weaknesses. So, his normal Qs feel a bit useless most of the time, while the empowered Q forces you to be aggressive to get the value off of the ability and having the fast decrease on the resource bar makes it even harder to land. If he lands it he gets good health back, but the normal Qs heal him for almost nothing, taking into account he has a big health bar in comparison to other mages. He plays top mostly, especially with this new Kit he will see no play in the middle lane, I speak from experience and from playtest, I went vlad vs all mages, and lost lane almost all the time but late game I did well, but the lane is the path to mid and late game so take this into account. It is about skill and sometimes the champion limits this skill, too much gap between the 2 dueling/laning champions in power, sometimes it becomes overwhelming.
: Is there anything specific about the Zhonya's change that stands out? We still have time to adjust numbers if that could help things out.
The item is more expensive and provides far less stats, its meaningless to buy it when trying to reach mid-late game itemization fast overall. Depends really. My opinion on the numbers: cdr: 10% (Cool addiction for our hourglass) ap: 80 (Mages need ap, or you can change their ratios to benefit more from ap in some cases) active: every 100s (Active should be available every 2nd team fight on mid game and every team fight on late game) Gold: 3200 (sometimes we want to pay more for better late game stats) Armor: 50 (immobile mages need some defense against assassins to at least reduce the damage even though they will pierce through it) (Change the build path to something easier, eg: armguard+codex+blastingwand) Since it is an hourglass you might want to consider adding a small limit break of cooldown reduction like the mastery does, this will limit mages only to spam spells faster since some of the mages are immobile, they should benefit more from spamming than mobile casters like ekko, leblanc and so on. Think of it this way, you need 2 criteria to create the perfect items for the classes in question, first off consider the mage's weaknesses and strengths, consider players who use them, for example pro azir vs amateur azir. They both have strengths and weaknesses, either quality of life or being vulnerable for longer, whatever the case. Consider also the item's purpose, maybe make the items give diffrent benefits to diffrent champions and while using only one half of the items till being cost effective regardless, for example vladimir will not benefit from rod of ages, even if the item is cost effective regardless of its mana pool extension, consider cost effectiveness over stats and actives. Speaking of vladimir, he benefits from health, AP and cdr instead of mana ap and cdr. So whichever item provides these stats wins his heart.
: [Poppy] Steadfast Presence doesn't stop Leona's Zenith Blade
every ability/passive that causes you to to move fast from one point to the other is considered a dash, Example:{{champion:268}} E soldier magical journey, {{champion:64}} qq, {{champion:103}} Ulty, {{champion:39}} q, {{champion:104}} e. every ability that causes you to appear from one point to another is considered blink/flash. Example: {{champion:238}} shadow swap, {{champion:35}} Q, {{champion:7}} W second cast, {{champion:55}} sampo. Every ability that has a particle (not a unit) moving fast from one point to another is considered projectile. Example: {{champion:268}} soldiers are not projectiles, {{champion:103}} sphere is projectile. {{champion:8}} Q is considered reversed projectile. There is a special category of mobility that is called leap/flight which are in similar space but interact a bit diffrently. Leap is when a unit does short flight, it is a jump to, looks like dash but it is a jump, example: {{champion:121}} {{champion:24}} {{champion:115}} {{champion:107}} . Flight is when a unit jumps even higher than normal leaps, it is actually a very bad jump because it forces the unit to stay in the air for more time leaving a window of opportunity to stop the unit from escaping middle air, example: {{champion:266}} {{champion:18}} . So basically the best mobility abilities are blink/flash ones and leaps/jumps for some particular roles. All these are change with numbers in the game engine so basically they can create a leap out of flight and a flight out of leap, sometimes you might notice a bug where someone is sent flying because he was knocked back, it is because the game runs with numbers, the animation distances are not fixed when the units interact with each other. So poppy besides her w active being not worth the cd and mana, the effect should be much better since it can be fixed to consider them dashes.
: I loved the old voiceover and her new one sounds like a Tristana clone. I know it's a lot to ask, but could you change the voiceover to be more serious?
Tristana clone indeed. Diffrent hair, ears, armor and weapon.
: A minor thing on my end; her eyes seem too small, making her face look too human-like compared to say, Tristana. Given the rest of her body, it's a little freaky. That or her chin seems too angular.
she should look like this \ (^ω^)/
: > [{quoted}](name=TwinDenis,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=iELz2g6E,comment-id=005200000000,timestamp=2015-11-26T13:28:08.012+0000) > > yeah, well she actually feels the same if not, weaker than the original poppy not in raw power (that too though) but in playstyle. Its boring, like a new sion although sion feels tankier and has the scaling to support him. Poppy ulty is good for initiation, actually its too powerful because you can force enemy tanks to go to the backline and even further, then dash to the enemy carries and start the slaughter. > Well she deserves better than that though. Visually and in terms of gameplay. Her passive should be some hammer buff based on her or the enemy's max hp or something, plus giving her shield based on her max hp. Her w passive should provide bonus resistances per missing hp so the overall damage will fall and the active will not be used that often if not for defending yourself once in a while, most dashes are a few seconds, she can negate 1 out of 3 dashes the enemy might have in a solo lane because the cdr is too long, her ulty cdr is long too but what it does is also strong for initiate, in comparison with the old ulty it is weaker for a tank assassin. The least that should be fixed is her passive and w overall imo, Q also, strong but low rations for its cooldown and low range. E is strong as always. It seems like they're trying to take away her identity of semi tanky assassin. Her ult really needs to go if she's going to keep that identity. Her passive makes literally no sense, considering a buckler does MORE damage than a giant hammer. I really think the buckler passive should be scrapped, but I'd prefer a new ultimate with something more.
To be exact, they can make these changes within 2 days inside the studio after pilling up the feedback, I am into this kind of work myself if they want to prioritize it of course. On the other hand, yes. They said that she feels not like what she is supposed to be but the game inside when you look at the champion stats it says main assassin secondary warrior, They could create at the very least the opposite which means tanky assassin like irelia. Meaning that she had to have some way to damage and be mobile at the same time of being tanky. Her signature is the hammer so why not make her use that thing, at least switch the potential to the other abilities because her ulty seems very op, some adjustments are needed on cd and of course mana, she is too mana hungry and in jungle struggles sometimes to pull abilities off. What about in lane though?... Example of Tank Assassins: Irelia, Xin-Zhao, Lee-Sin, Jax, Nocturne (if bUilt so can still assassinate). We have not many of this type but there are examples of good ones, healthy enough and ready for battle even though not too thematic. Her passive should be like a lee Q, a low cost excecutive, and instead of just bouncing and shielding only, it should also give the full cd of the passive back so she can execute multiple enemies if needed.
: Yeah, because you can't have a tanky assassin to rival Graves.
She should get some damage influence from being tanky otherwise she can be melted easily bu those champions.
: > [{quoted}](name=TwinDenis,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=iELz2g6E,comment-id=0052,timestamp=2015-11-25T15:43:15.139+0000) > > Poppy is a disappointing launch in some aspects but strong in others, lets sum them up. > -Her in game model is not looking like her splash art which is way better, her splash art is very nice and artistic too according to the new yordle theme. > -She feels a bit weak as a fighter because she either goes tanky and no damage or damage with a little defense but her kit do not support the fighter style except her W passive. I mean try sion out and you will notice that even he is stronger, Illaoi too is way stronger. > -Her ulty is nice although her old one was stronger but the new one brings balance to the table as well as a fun ulty but with a long cooldown for what it does, well you can engage a team by throwing the tanks behind easily thats for sure. Visually her eyes seem not very well made, too small and not like in the splash art which again, is perfect and reflects her character very well, bravo to the artist who made it. Her Yaeba tooth looks funny and cool too, and cute, maybe adding this little detail in game would be nice and cute. > Her Q has low ratios and range for its cooldown meaning the dps from her kit overall is low because she deals damage only from q+e+basic attacks, she needs dueling potential. W passive will not make her super unkillable but tankier than other champions when in trouble, it could be not 40% but for each % missing hp her bonus resistances would increase by % so the overall damage would be a little bit less encourages you to build a bit tankier so the overall damage will decrease. But there should be encouragement for getting a bit of ad and she has to have enough damage when she has 200-250 damage to bring a lot in a duel or fight. and 250 damage is the maximum she can get as offtank. > > I love the concept anyway, she can become a nice champion that requires a bit of skill as a bruiser but also the skill has to reward the player for doing so. > Like her concept still. Hope you apply something to improve her. I actually have to agree with most except the new ult. I feel like it pidgeonholes her into roles and doesn't add to her gameplay in many playstyles.
yeah, well she actually feels the same if not, weaker than the original poppy not in raw power (that too though) but in playstyle. Its boring, like a new sion although sion feels tankier and has the scaling to support him. Poppy ulty is good for initiation, actually its too powerful because you can force enemy tanks to go to the backline and even further, then dash to the enemy carries and start the slaughter. Well she deserves better than that though. Visually and in terms of gameplay. Her passive should be some hammer buff based on her or the enemy's max hp or something, plus giving her shield based on her max hp. Her w passive should provide bonus resistances per missing hp so the overall damage will fall and the active will not be used that often if not for defending yourself once in a while, most dashes are a few seconds, she can negate 1 out of 3 dashes the enemy might have in a solo lane because the cdr is too long, her ulty cdr is long too but what it does is also strong for initiate, in comparison with the old ulty it is weaker for a tank assassin. The least that should be fixed is her passive and w overall imo, Q also, strong but low rations for its cooldown and low range. E is strong as always.
: Poppy Update Feedback Thread
w cd of what it does seem too long or the w does little for the active part.
: Poppy Update Feedback Thread
Poppy is a disappointing launch in some aspects but strong in others, lets sum them up. -Her in game model is not looking like her splash art which is way better, her splash art is very nice and artistic too according to the new yordle theme. -She feels a bit weak as a fighter because she either goes tanky and no damage or damage with a little defense but her kit do not support the fighter style except her W passive. I mean try sion out and you will notice that even he is stronger, Illaoi too is way stronger. -Her ulty is nice although her old one was stronger but the new one brings balance to the table as well as a fun ulty but with a long cooldown for what it does, well you can engage a team by throwing the tanks behind easily thats for sure. Visually her eyes seem not very well made, too small and not like in the splash art which again, is perfect and reflects her character very well, bravo to the artist who made it. Her Yaeba tooth looks funny and cool too, and cute, maybe adding this little detail in game would be nice and cute. Her Q has low ratios and range for its cooldown meaning the dps from her kit overall is low because she deals damage only from q+e+basic attacks, she needs dueling potential. W passive will not make her super unkillable but tankier than other champions when in trouble, it could be not 40% but for each % missing hp her bonus resistances would increase by % so the overall damage would be a little bit less encourages you to build a bit tankier so the overall damage will decrease. But there should be encouragement for getting a bit of ad and she has to have enough damage when she has 200-250 damage to bring a lot in a duel or fight. and 250 damage is the maximum she can get as offtank. I love the concept anyway, she can become a nice champion that requires a bit of skill as a bruiser but also the skill has to reward the player for doing so. Like her concept still. Hope you apply something to improve her.
: I want so badly to love the new Poppy, but...
she is weaker indeed and her visual is meh. Her face is too sharp in comparison with the splash art which looks better imo. She feels like she has no damage when going tank which is required so you have live the fight.
: Poppy's face
Yes! I agree, her face is out of place in comparison with her splash art, she looks less tank this way, the olf poppy face was more curved and suited the tank she reassembles. It was the first thing I noticed about her. Second thing was her kit being weaker now a bit, they should add damage based on her max hp so she can do some damage besides buying damage alone.
: The original goal behind Gravelord Azir was to make him a necromancer - we didn't have anything too specific in mind, although players have mentioned similarities to Sauron and Lich King. With the huge player request for something like this - how could we not?! We had him in the works for a while, but didn't release him with the Zombie/Slayer skins because we didn't feel like he fit in well with that group. *(That's why you're seeing him coming out a patch later, which by the way, it was hard not spilling the beans to every player who was sad there wasn't a necromancer Azir in the last patch!)* Have you had a chance to check out the particles yet? :3 As a heads up, we're darkening the soldier tether when they're attacking, so the purple should fit a bit better with the thematic.
he is cool, I wish to know who sculpt his model? (I am a former artist as well and love other artworks) It is inspiring. Also, I would like to see the much promised rework of azir, same thematic of course, the emperor commanding soldiers, the fact that he commands one soldier and that he can have 2 soldiers looks like he is a lazy chicken having a ghost do his work hahahaha XD (same as pokemon). When we cast the 3rd one the 1st one dissolves. So yeah... I like to kill with style and efficiency xD
: I'm very in love with this skin. Very well executed. If I had one critique though, it would be that the soldiers either look more spectral or more undead. Missing armor, skeletal limbs, or maybe even missing their legs and just have particle whisps underneath. Something that really sells that they've been dead for a long time and that they died "in battle". Something that reads visually like they're "fallen" soldiers. Currently, if their palette were adjusted, they'd still look like normal soldiers. The only thing that suggests that they're dead is a slightly tattered cape and of course the texture palette. All in all, changed or not, the skin is a win. I just feel like it could have been pushed further to even greater success. btw, Riot KateyKhaos, you're awesome! You're always so nice and always show appreciation for feedback! If I ever land a position at Riot, I'm gonna put cupcakes on your desk!
do you feel that azir feels underpowered in the new meta?
: Hey shlawn, We're looking into this - it may be related to the base, as opposed to the skin.
High hopes for an azir rework as well, much needed. many bugs are recorded in live servers as well. The sound of attack but not animation of the attack is also happening on live, the opposite effect of animation but sound as well.
: He is going to receive a rework as far as I remember.
I think it is a buff for casual and nerf for pro players, but this sounds like another nerf.
: The problem is that he is still really strong in Pro-Play. You still saw Azir in Worlds very often. If they buff him for "normal" players, he will be too strong for pros who use him. Right now they are thinking of a way to buff him for "normal" players, but nerfing him in a way that will only hit pros. However, it is not easy to come up with a way to do this. He is similar to Lee and Vayne in that sense, but those are so popular that many people will still play them, even though they basically suck with them and only win about 30-40% of their games with them. Azir was not even popular when he was really strong for everyone. And now most people don´t like him, *and* can't play him, so they just stop using him.
yes but the common sense here suggests low popularity, not low stats, even though he needs to be reworked in my opinion, buff and nerf is pointless if no one plays him but the pros, I mean there is the threshold of fun and playable, he has none in normal and ranked scene, if you watch the video above, faker played azir but was doing misplays, his kit is new and introduces a new mechanic to the game which makes it difficult to adjust and it came with nice bugs at first, I played him a lot at first because he resembles the god Ra, which is my favorite of the egyptian gods with anubis, so when the teaser came out one year before his release I hoped to see something like phoenix from dota, well.... sort of, I mean his ulty being a giant ball of fire making him immune and doing something in the fight and anyway to get to that direction of a mages but not an emperor who commands up to 3 soldiers, because in a sense he seems out of theme to command 2 soldiers instead of just attacking the enemy himself, either seems like a puppet master or a lazy sandlord who makes puppets to attack from a distance, I say lazy because the ranged now is near his own, the range to cast a soldier, its like playing pokemon and having the pokemon do the work. I mean, in a common sense it makes no sense, its impractical. So I was hyped for the release of this champion but disappointing of his thematic and abilities. Illaoi seems way stronger and has similar theme, commanding but she also uses her own attacks. I like how he is mobile tho, and I would like to see 3 abilities that synergise together in a sense of combo utility like his azir drift trick.
: I liked the removal of his knockup. It had no place in his kit. The other changes were not really good imo. Why move the ASPD to his W? Also his Q **did** do too much damage in-lane (ever laned as Ekko against Azir? It's HELL) but I liked the idea of it doing big damage when used with multiple soldiers. So yeah i get your point :/
his knock up is not needed indeed, but his dash and shield does, I like azir but he dissapoints me in lane, you have problem with ekko because probably you cannot use him vs azir, in a match vs azir you have to know and it requires a skill based champion to play with him and skill to go along with it, if you pick zed, yasuo, vlad, xerath you can pretty much shut him down in lane and deny him. I like to see azir as an infinite damage dealer and not burst damage but even that is not enough because in league you need to do damage fast, he is not exactly a combo champion but depends on the situation. the atk speed to his w is meaningless, because now the passive is kinda only to raise towers and we would need cooldown for him because he draws back damage to trade for cooldown, now he gets nashors tooth which gives all these stats, the math is up to riot to figure out, now with all the ad uprising the mages and especially him are in a low - mid range position in the meta, I see ad mid every game now. Riot should stop nerfing non stop and start replacing only, the passive to w was an answer to that but the rest of his kit is significatly weaker in normal play, pros can play him because they are pros, they use the basic mechanics to win and know how to, I mean he is not fun to play because the core of his fun went away and I like to see him as an hyper mobile sustained damage champion, like leblanc but with teemo elements perhaps, basic atking is easier with teemo than azir, his max soldiers are 3 and the damage is still capped.
: It is so sad to see this: back then when {{champion:268}} was released, everybody was complaining about how "bad" or "useless" this champion was. Right after Mr. Bird's release I started playing him and really enjoyed that champion. He got some changes and adjustments which I think were totally fine (like a lower direct attack range of the soldiers, or decreasing the Q dmg). But since the day Rito decided to take away the E knock-up/moving his bonus AS/changing the Q dmg mechanic, they went too far. {{champion:268}} 's overall playstile has changed completely and although having him already mastered, you have to start from 0 all over again in terms of lerning. It's almost entirely pointless in starting to learn {{champion:268}} as a new player now because he is going to be changed soon again. Another thing is that his early feels even weaker and you only got the very late-game left. However due to the preseason changes reaching late-game is so much harder now with the upcoming death-timer/minion-push/gold changes AND all AP items are somehow unsatisfying in general. I still like to play {{champion:268}} , he is still fun. But when I play ranked ( I mostly play soloQ and reached plat last season), I ask myself why to pick {{champion:268}} , while there are many other champs that are both easier to learn/play and have a greater impact on the game. {{champion:268}} is suffering from a problem {{champion:60}} had some time ago. Hopefully Rito will fix that soon... Ciao
Azir gets counter by gap closing assassins, if he has no ulty he is dead. Because his atks are not doing that much of a burst to stop the enemy, plus there has to be good position and enough mana/cdr to defend himself from them, as shown in the video just pick zed and kill him, teleport at him with ulty use 3 shadows to burst him and he pretty much dead. Yes he was bad in his release, perhaps the worst release ever because firstly he was fully bugged and second, he needs to be played by skilled players but lets not forget that pros are pros. They use every mechanic in the game to compete. Try the azir drift combo, you can push the enemies towards out of their position to your team or tower, but in dueling he is weak if not positioned correctly and his kit is stationary , I mean vs yasuo he would lose. If you watch this https://www.youtube.com/watch?v=Yy7OZBfBtiU you will realize that even faker cannot play him easily. He misplays more than once in a match.
: PBE Bugs & Feedback Thread: Gravelord Azir!
azir needs some love in his kit. None plays him anymore around the region.
: His critical damage is 180% and with infinity it goes to 230%. Since IE is pretty much a core item in every build of yasuo assuming you get it at mid game as an advanced item the average of critical damage goes to 180+230=410 => 410/2= 205% average critical damage throughout the game.
why replace the passive with instead of chance, add him crit damage? and just buy crit chance to enhance damage. its the same but, utility oriented when it comes down to items.
: New Yasuo Passive
My suggestion would be to change his whole kit. Make him an dashing lord without the need of minions but spawning mini tornadoes, like bard but more often and near to each other. remove the passive of crit chance and ad crit damage instead. Replace the shield with another bar that charges resources. Riot needs to consider change and rework him because his kit is at times too strong or just weak for the meta. He can get CCed easily and stopped but also he can turn around fights. Its all skill and than should be embraced, the fact that he uses units to move around is somewhat disturbing. I mean, using minions to dash.
: So here's my thoughts that Im slightly confident in, given that with all these changes coming at once it's gonna be hard to judge anything until we see it in action: **Ashe:** Some solid buffs but with a side serving of nerfs. She can Q multiple times in a prolonged fight and her passive slow doubles ~~after the first hit~~ on crit, (to clarify, ashes crit damage modifier still works the same, but now her slow can crit, and wether that happens is based on crit chance). As minor as it is it's gonna be hard to tell if the removal of the Q stack from volley is overkill. She also might need some more immediate power in her Q or Frost shot passive to make up for the inability to trigger Q immediately, even if Q'ing immediately was suboptimal it gave ashe players an immediate option in pressing situations. **Draven:** Skill floor lowered considerably, gonna be hard to tell how the AS changes will hurt him since that's a numbers change, but overall probably a good change that'll help introduce a lot of new players to him. **Ezreal:** CDR changes likely to do with the new essence reaver that gives CDR based on crit chance. Expecting to see cdr+crit ez in the future and this change seems to reflect that. **Jinx:** OUCH, that rocket nerf hits hard. It's gonna seriously change weather or not jinx players even bother with it at all in teamfights. It still provides safety with range but the dps drop is so big that there are very few situations where it'll be ideal. The passive buff is pretty strong, but in exchange for the nerf to what was jinx's most reliable damage in a teamfight, this'll mean jinx absolutely HAS to get kill participation in a fight before she can be really useful when compared to her other adc brethren. **Kalista:** Not aware of how the scaling works so can't comment. **Lucian:** Lucian is going to become a massive threat as an AD caster now that the culling is static. He used to have some counter synergy with the need to make the culling good through AS, but with his abilities steering towards a more high AD pattern. Now that he's freed up to just go completely AD focused, he's going to be one of the scariest ad caster style marksmen on the field. Not to mention the new essence reaver crit+cdr synergy. **Sivir:** Early game nerf, late game buff. Early on she might suffer a bit because now her window to use her ricochet charges is minscule, later on however the CD changes to it will allow her ,with just a tiny bit of CD, to use ricochet as her default. This in turn increases her base AS, her waveclear and essentially gives her the lategame fantasy that they're taking away from tristana. She'll probably need a nerf, as with this and her ult she'll probably provide just too much to a team to be outclassed by any other marksman. **Tristana:** Welp, her entire kit got changed, hard to judge, so I'm not gonna. **Twitch:** Another snowbally passive change in exchange for a consistent damage nerf. This will make twitch better if he can assassinate people, but personally it feels like hes not good enough at assassinating currently that this buff outweighs the nerf. Some nice QOL buffs on the side, but they don't drastically change much. **Urgot:** Nice buff, not much else to say. **Varus:** Makes Varus's ult stronger versus tank compositions, but worse as a disengage tool (cause it's less likely to get procced). Pretty neutral change, but Id say it's in Varus's favor on a whole. **Vayne:** Massive vayne nerfs versus a lot of champions, but that's the point. This'll make her anti tank game ridiculous but her one on one dueling with anyone else has suffered. Compared to a lot of the other changes seen she'll most likely be considered too weak to play regularly after this. Which is good considering she isn't designed to be a healthy generic pick to begin with. So, those be my thoughts mateys. I probably got something wrong so if anybody, rioter or no, wishes to correct me feel free. After all these are just the ravings of a hipster.
with vayne {{champion:67}} , you can clearly see the steroids are coming from ulty on team fights, her w nerf is actually a very powerful buff, a give and take.
: Why are most of these nerfs?!?!?!? Twitch just started being OK again, why give him 2 less seconds of power? Giving his invis a reset doesn't actually give him that much since it's terrible as an escape mechanism.
He can ulty while invisible, the burst he deals is the same so it makes no difference if you have atk speed.
: Smaller 5.22 Marksmen Changes PBE Feedback Thread
I like varus {{champion:110}} style but he is boring to use, I mean, give him toys, his w is magic damage so it is a drawback, if we want to play ap varus then it is a plus. Me and my friends usually use him as an ap, tank killer because we can. AD varus is a little bit boring but considering the new changes of items and how we can get q more often, he is actually based off his q and not w. So like ezreal, he spams, but has no mobility, his damage is limited and his ulty needs the same skill plus it is also ap, if it lands it works as a snare to engage team fights.
: Rapid Firecannon not working properly with Rengar's Leap. (Passive)
if it is really like you say then yes it should be fixed.
: Corki PBE Feedback Thread
He seems fun to play but the fact that he deals mixed damage feels weird when trying to utilize him for penetration lets say.
: Graves Gameplay Update Feedback
Graves seem strong at first glare but he is not played often anymore because his kit is not reliable but bursty. No idea why the live server people stopped playing him, at first they went crazy using him.
: Utility supports don't feel like they have a keystone mastery
Indeed some keystones feel like are being weaker than others, and not interesting in general.
: Yep. You can't crit them, but other than that they function just like anything else. The only thing that can't be hit multiple times are wards. RiotNickWu did get a kill by attacking a ward and hitting an enemy with the extra bullets that flew by it.
suggestion: I think tanks and mages need some buffs to correspond with the new AD changes because they include both assassins and ADCs and not in terms of damage but by other means should mages appeal more, tanks too. EG: the opposite effect of giant killer, squishy killer perhaps? {{champion:154}} Also , something to amplify healing in champions based off healing from their abilities (not lifesteal except if it is produced from their kit say) say vlad, olaf, finndle, swain. Their kits is relied from healing to sustain in battle and do some damage. Maybe look into their kits or items/masteries that could help out with them because now all champions have access to items that counter them, previously only mages could in the cost of damage.
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TwinDenis

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