: If the only use of this item is to increase spell ranges - I think the most likely thing is to just delete the item. Increased Spell Ranges is probably the most non-interactive part of the item that I'd want to item to support. It's a powerful use of the item - to be sure - but it's actually the part that I probably like the least out of all possible use cases. My initial hope was that a dash would allow for a lot more outplay potential of either dodges, escapes or burst moments - but if all the item becomes is 'initiate on a dude from way farther than he thinks' - that item has very very little value overall in terms of net effects as it's not really enabling anything interesting - it's just a way for Annie to cheat her spell ranges and nothing of value for pretty much anyone else.
I'm looking at this item from jungler perspective. Increasing spell range is safer engage for user, but also it doesn't give him free escape tool. Also avarage range for burst mages like annie or syndra is ~650. Higher range spells has some cast time, or longer animation like brands pillar. Idk for me this item is one big CHEESE making few champs absolutly broken unless you rush banshee and have passive up when they jump on you.
: I went to LoL wiki to have an idea of what 300 range is, seems like it's Vayne's _Tumbe_, is this correct?
> [{quoted}](name=patmax17,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=79cto3EB,comment-id=00120000000000000001,timestamp=2016-04-07T07:41:31.060+0000) > > I went to LoL wiki to have an idea of what 300 range is, seems like it's Vayne's _Tumbe_, is this correct? For example flash has 400 range. 1200 speed is something like lee safeguard or le blank disortion.
: > Also I never want to see Ryze with this, ever. I just really feel like putting even a short ranged dash on an item is probably a bad idea. I actually partially agree with you - It's why I describe it as a fairly dangerous ability to add. However, experimental content is designed to push the boundaries of what we're familiar or comfortable with. And so - if it doesn't work out, it doesn't work out.
Actually I can see this item abused by everyone becouse it's a free pseudo {{summoner:4}} with aoe dmg. The only downgrade of this item is flat AP but even so it might be useful on riven or draven. Isn't it better to simply make active increase spells range for 2-3 seconds with ~90 seconds cd?
: > [{quoted}](name=ZglenQa Senpai,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=1EuKiqEe,comment-id=0000000000000000,timestamp=2016-01-29T13:13:37.411+0000) > > You know if that was true than all champions with stealth had to be reworked and lose stealth mechanic? But hopefully we have stealth reveal mechanic on many champions: lee sin, kha zix, elise, cait, karma, lulu, nidalee, tf also knock ups reveal stealthed champions so you are wrong here. Yes, we have stealth reveal on many champs, mb 'cause I overlooked that. However, we also already have some arguably healthy stealth in the game: Twitch, Talon, Teemo, Kha'Zix, Leblanc, Shaco, Wukong, Vayne. Akali's stealth sucks. She's stuck in a very small well-defined bubble. Free-moving stealth is way more satisfying, and that's how I'd like her to be changed because her stealth and kit feel clunky. She needs something like Void-assault or --even better-- a smoke bomb with a couple charges that works like the new Quinn blind. > > Yes and no. Yes becouse her shroud was making her super tanky especially with rylai. It was easy to get with her ~2.7k hp and ~150 arm/res in shroud. Yes for similar reason kha lost dr from ult. Yes her ult is annoying **BUT** also is double gated by stacks **AND** by cd. Yes she could decide when to fight but not becouse of shroud but becouse of E. I feel like you just read "revert her nerfs" and now you complain becouse you totally missing point which I described. I want to **partialy** revert W and E nerfs, read again slowly what i typed earlier. I belive you forgot/missed but she took 2 nerfs on W(!) the first one was removing her armor/resistance, the second one was reducing ms boost in shroud. ^See, you know what I'm referring to. We're on the same page of a different copy of the same book. Yes the reversion of E within shroud would help her but it wouldn't solve her core issues, just bandaid them. > > I'm gonna miss sv part becouse it doesn't link topic. The spell-vamp passive+Hextech is arguably the most obnoxious part of her kit. A good Akali could dive with shroud resistances at 1/8th health and come out of the dive with half hp. (she can still do that, just not as reliably now). She also hardly ever runs out of ult stacks; she's doing something wrong if that's the case. > > ["IF they make assasin update"](http://boards.na.leagueoflegends.com/en/c/developer-corner/GhWdm3R6-new-ad-assassin-item-in-internal-testing?comment=0004000200010000000000000000000200010000) but with new item for AD assasins comming they most likely won't make it. You can also check urgot "rework" posts. He took after them just a small power shift and maybe someday after yorick rework or while getting VU he will get one too. They will do an assassin update, they're just not sure if they're next after immobile mages. Once they see if Duskblade of Draktharr 'sticks' to assassins they'll decide their next move. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/2W2ghbW0-riot-regarding-mid-year-assassin-update?comment=0000 > > Do you know how kata looked before rework? She had 0 dmg in skills Q was almost same but you could activate it with ult and AA, W was dmg steroid, and shunpo. All she had was devastating ult which was a little better than current one. Now she is in almost same spot as she was pre rework. She has 0 dmg in skills and devastating ult. Imo she supposed to jump in combo one person with QEWR and after that go for more targets but not with full combo. She's like old AP yi, if she's ahead and take 1 reset fight is over, becouse reset works also on main dmg tool. Yes, she is like old ap Yi now XD and it's hilarious. I'm just sad there's no Kat-spotting meme. I honestly enjoy a game with Kat on the enemy team; makes life more exciting and urges me to play better. > {{item:3142}} is bonded to rango since release (good old times with bonetooth neclace) when you could get 45+ flat armor pen (15/25 runes, 20 ghostblade, 10 neclace after 6 stacks) with 1 item and runes. So I'm not surprised that it's his main item. And yes overnerfed tiamat/hydra hurt rango mb, I did word that as if {{item:3142}} was only recently tied to Rengo >.<' What I meant is that the ! range nerf was a long time coming, Rito was just turning a blind eye to him for whatever reason.
Welp as some rioter mentioned shroud is akali "mark". It's a good skill which allow her to outplay enemies while not letting her being invulnerable and it fit her thematically. As shaco main I somehow can't agree that his stealth is truly healthy. It gives ridiculous ablity to outplay and well playing shaco can make your enemies look for him for 5 minuts or more in their jungle. Hmmm... Not rly akali right now is partially clunky. Playing her feels like driving a racing car which can only ride straith if you want to turn you need to get out of the the car and push it through bend and get back to car. It's ok if it was drag race but it's not. And here lies problem with her. She can make really fast and smoothly combo to the moment when she have to detonate Q -> auto atack. She use Q, wait 2-3 seconds for second Q cd, than jump and wait for auto atack while your enemys hit you, then you can use that second Q and again you have to wait for that auto atack. I would say she's feeling now like worse version of le blank. Both can ininitly dash, both have single target burst but lb have smooth finish to her combo and requise to land skill after Q, while akali requise to auto atack. Reverting E nerf within shroud area would as I said before keep her clunky and safe outside of shroud or deadly and vulnerable for aoe inside of it. Yes it wont fix her becouse it would requie to rework her passive into cresent slash and making totaly new E skill with single target burst allowing her to detonate Q on top of other buffs covering current passive. About kata current and pre rework both were like ap yi -> 0/1 champion. You can be totally useless if you won't get reset or single handly whole team fight if you get it. Well about recent rango nerf ppl say that it's ok he got dmg nerf and (!) nerf but his bola was overnerfed. You have jump time and that 0.25s delay to react for bola that's waaaaay to much.
: Firstly, since the preseason changes scanner does nothing vs stealth champions (you know they're "there" but can't really target them) Secondly, yes pinks are cheaper, but that just makes Akali inconsistent depending on her opponents. A champion shouldn't need to be balanced based on their opponent's mistakes/initiative at the shop. Akali took those nerfs because there was no reason to make an assassin tanky while at the same time claiming to be melee with ranged harass and an ult which is always off cd. Yes pinks countered her, yes she had/has weaknesses, but she nearly always decided the fight conditions (where and when). It's the same reason they took the resistances off of Kha'zix's ulti. Once she gets rolling in the spell-vamp department combined with the resistances that were there and her ulti charges she was deemed oppressive. Her kit is very hard to balance correctly, to the point that when she's viable she's oppressive. It's unhealthy and sad to see a champ stuck like that. Once again, she is getting reworked, as stated here: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/AygQYm5A-where-are-the-akali-changes?comment=000a On Kat: Although her ult has a huge ratio, it is hardly her key damage ability. The Kat change made her ult a bit more 'needed' to kill. A bit. It's nice (don't get me wrong) but to me it's more of an aoe "give me an assist" damage spray move so that I can re-spam Q,W,E. On the topic of Rengo, the recent change was stated to be due to his pairing with {{item:3142}}, which is bonded permanently with Rengo at this point and was reducing their intended amount of reaction time for the opponent when they created our hunting kitty. The jump range combined with the ad buff on his autos will help his clear speed and give counterplay. Overall I think he'll end up neutral/positive since if he falls behind he can farm up and get items faster. Yes, imagine a game where there's counterplay when fighting someone who actually mains Rengar; a game where you usually would resign to not getting to play league of Legends as a squishy.
Yup with sweeper mb. >Secondly, yes pinks are cheaper, but that just makes Akali inconsistent depending on her opponents. A champion shouldn't need to be balanced based on their opponent's mistakes/initiative at the shop. You know if that was true than all champions with stealth had to be reworked and lose stealth mechanic? But hopefully we have stealth reveal mechanic on many champions: lee sin, kha zix, elise, cait, karma, lulu, nidalee, tf also knock ups reveal stealthed champions so you are wrong here. >Akali took those nerfs because there was no reason to make an assassin tanky while at the same time claiming to be melee with ranged harass and an ult which is always off cd. Yes pinks countered her, yes she had/has weaknesses, but she nearly always decided the fight conditions (where and when). It's the same reason they took the resistances off of Kha'zix's ulti. Yes and no. Yes becouse her shroud was making her super tanky especially with rylai. It was easy to get with her ~2.7k hp and ~150 arm/res in shroud. Yes for similar reason kha lost dr from ult. Yes her ult is annoying **BUT** also is double gated by stacks **AND** by cd. Yes she could decide when to fight but not becouse of shroud but becouse of E. I feel like you just read "revert her nerfs" and now you complain becouse you totally missing point which I described. I want to **partialy** revert W and E nerfs, read again slowly what i typed earlier. I belive you forgot/missed but she took 2 nerfs on W(!) the first one was removing her armor/resistance, the second one was reducing ms boost in shroud. I'm gonna miss sv part becouse it doesn't link topic. ["IF they make assasin update"](http://boards.na.leagueoflegends.com/en/c/developer-corner/GhWdm3R6-new-ad-assassin-item-in-internal-testing?comment=0004000200010000000000000000000200010000) but with new item for AD assasins comming they most likely won't make it. You can also check urgot "rework" posts. He took after them just a small power shift and maybe someday after yorick rework or while getting VU he will get one too. Do you know how kata looked before rework? She had 0 dmg in skills Q was almost same but you could activate it with ult and AA, W was dmg steroid, and shunpo. All she had was devastating ult which was a little better than current one. Now she is in almost same spot as she was pre rework. She has 0 dmg in skills and devastating ult. Imo she supposed to jump in combo one person with QEWR and after that go for more targets but not with full combo. She's like old AP yi, if she's ahead and take 1 reset fight is over, becouse reset works also on main dmg tool. {{item:3142}} is bonded to rango since release (good old times with bonetooth neclace) when you could get 45+ flat armor pen (15/25 runes, 20 ghostblade, 10 neclace after 6 stacks) with 1 item and runes. So I'm not surprised that it's his main item. And yes overnerfed tiamat/hydra hurt rango
: Pretty sure she needs a full-on mini re-work (which she's supposed to get once they get to assassin update). If they were to implement the above they'd need to add a delay to the twilight shroud, which would suck.
> [{quoted}](name=LostFr0st,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=1EuKiqEe,comment-id=0000,timestamp=2016-01-28T00:24:45.464+0000) > > Pretty sure she needs a full-on mini re-work (which she's supposed to get once they get to assassin update). > > If they were to implement the above they'd need to add a delay to the twilight shroud, which would suck. And who else could use that assasin rework except {{champion:84}} and {{champion:55}} ? Maybe {{champion:107}} {{champion:91}} and {{champion:35}} but his problem lies in bad itemization becouse items which makes him good / great are first on nerf list (tiamat/hydra, ie, rip sotd). Not to mention new item can probably fix all AD assasins problems with dmg and if it goes live there is no need to make patch with assasin update for 2 champions. Anyway reworking {{champion:84}} is pointless, becouse she don't need it, all she need is power shift. Reverting her nerfs (W and E) gonna make her broken with current items, but keeping her how she is now including incoming buffs gonna keep her thrash. The point is why she took that nerfs. She took it becouse she was too dominant in early game, but without it she's too clunky in late game. Many things changed and her shroud is terrible it gives you absolutly nothing when enemy {{item:3341}} it or place {{item:2043}} . This change fixes both her problems making {{champion:84}} super strong dueler in shroud as it supposed to, fixes her clunkiness, and gives clean counterplay (strong inside shroud, clunky outside). Also assasins doesnt need rework it's rather reverting nerfs combined with 1 single direct nerf. Like reverting nerfs to {{champion:55}} dmg (Q,W,E) and passive nerf and removing cd reset on ulti. Good player won't pull anymore even 3 ults in late. Or nerfing {{champion:107}} jump range especially after getting 6 stacks from 600/725 (WTF?!) to 550/650. Lowering jump range means more space to notice mark and react. For example {{item:2043}} has 1000 range so it give you like 20% more time for reaction ;]
Rioter Comments
: Poppy Update Feedback Thread
Can we get this [Lollipoppy](https://pbs.twimg.com/media/CUmf0LWUcAAVKb4.png:large) as icon? Or everyone who has lollipoppy skin? RITO PLS :D{{sticker:zombie-nunu-hearts}}
Rioter Comments
: Your ping calculations are wrong. To have 1s+ delay you need 500+ ping. 1 ping is 0.001s.
> [{quoted}](name=Lunar Revel,realm=PBE,application-id=cMKtzQHY,discussion-id=p24YBiV0,comment-id=000100010000,timestamp=2015-11-03T11:42:25.038+0000) > > Your ping calculations are wrong. To have 1s+ delay you need 500+ ping. 1 ping is 0.001s. Sure your calculation are better to get 1 second delay you need exactly 1k ping :) Your math means that challenger players should see any diffrence between 100 ping (0.1 sec delay) and 200 ping (0.2 sec delay). Becouse thats usual reaction time for that tier. But somehow they notice difrence between 15 ping and let's say 40.
: > 0,5-1 sec delay So you have 500+ ping? Usually it disconnects player so how are you even able to play? :[ BTW NOT GOING TO HAPPEN. DOWNVOTED TO HELL BB </3
> [{quoted}](name=Lunar Revel,realm=PBE,application-id=cMKtzQHY,discussion-id=p24YBiV0,comment-id=0001,timestamp=2015-11-03T08:56:28.651+0000) > > So you have 500+ ping? Usually it disconnects player so how are you even able to play? :[ 1 ping -> 0.01 second, 10 ping -> 0.1 second, 100 ping -> 1 second, 200 ping -> 2 seconds etc. I'm ok with 150-250 ping becouse it's always a good training for dodging skillshots with that delay. Just spend week on pbe and go on live servers ;]
: i feel like shes going to be a poke champ now.... building things like deaths dance and triforce if shes played at all.. maybe the new ghostblade is good for her now that i think about it.
> [{quoted}](name=Jbonic,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=EArXn1eB,comment-id=00000000,timestamp=2015-11-02T13:06:25.931+0000) > > i dont see how a minute increase in attack speed scaling makes up for less attack speed in items. factoring in that other adcs have less attack speed scaling now, id say she was breaking even in general... if runnans wasnt so bad for her now. but its just utter trash for kalista > > maybe she can jungle easier with the new starting items?? hmmm... Welp probably becouse you don't know how to count bonus AS. increasing her base as to almost 0.7 means that this botrk and hurricane will give her 40% and 35% from this 0.7 + this 1-3% per lvl instead of 0.65 +1-3 per lvl which is meaningful. Of course it's not a power shift it didn't meant be, but she gonna be stronger after getting botrk but a bit weaker later. > [{quoted}](name=Jbonic,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=EArXn1eB,comment-id=00010000,timestamp=2015-11-02T15:39:12.895+0000) > > i feel like shes going to be a poke champ now.... building things like deaths dance and triforce if shes played at all.. maybe the new ghostblade is good for her now that i think about it. She gonna be always a broken champion or at least one of this "OP" just like orianna, thresh, alistar, irelia (she gonna be pick/ban in pre season ;] ) or lee sin are. It's not about her numbers but about kit and her passive.
: You completely dumpstered kalista
P - Martial Poise Jump distance scales with boot tier (as live), jump speed now only scales with AS/Slows (is slower early game but scales up). Base Stats Base AS increased 0.658 -> 0.694 AS per level reduced 3.3% -> 2.8% There should be somewhere red post with this. Don't forget that kalista is broken AF anyway ^^
: I dont quite know the right words to deal with what my eyes have read but ill try ahem firstly vayne shouldent even be doing hard trades early unless your 5/0 or something has so many other adcs have better tools to trade and secondly vayne isent the best at trading shes a duelist adc (or assassin if your one of those people) shes better the longer a fight goes on not for little 2 seconds skirmishes and besides her w is getting a huge buff to play along with her tank buster identity so just relax and let the pre-season sort itself out i mean graves jg is a thing now so just wait and see if your oh so precious vayne is garbage or not after everything is said and done.
I'm not even adc main (I hate to play adc actually) but vayne gets direct nerf -1.6 ad / lvl (28.5 ad at lvl 18) on top of buff items like hurricane which doesn't fit her at all (useless on vayne becouse it doesnt proc W) and indirect nerf -2% current hp dmg from botrk. Silver bolts change (W) is great and is necessary **BUT** in current patch (5.20). tl;dr: W nerf is ok but ad nerf to vayne are just "olafing".
Rioter Comments
: We built this feature separate from the current public chatrooms so that we wouldn't disrupt existing communities. :3 We do have plans to build tools to be able to support them in the future, but until then we will be leaving them alone.
So at least give wrenchmans and emissaries ablity to moderate this chat rooms for now.
: Go to google search "kernel32.dll" and download it, after that extra and copy file kernel to C:Windows\system32. Open windows start select run, type CMD and enter, **type regsvr32 kernel32.dll **> enter. Hope working with you xD
i've got same problem and your fix don't work 'coz I can't swap Kernel32.dll file :/
: > -All the jungling items have a gold generating mechanic on them. Why? If the jungle was a poor source of income why not just increase the gold from killing a monster? This would easily make it so you could have more freedom in choosing your build diversity since you are no longer pigeon-holed into a certain item. Because buffing the amount of gold from jungle monsters would also increase the amount of gold that laners get since they occasionally take camps. This would incentivize giving camps to laners in order to funnel more gold to them while starving the jungler. It would also favor champions with a fast clear speed since they'd receive a lot more gold than the slower ones, as well as cause you to fall behind a lot more if you get counterjungled. Also, it could cause a situation in which jungle farming is far more beneficial gold-wise than ganking. The Spirit items give you bonus gold to make up for the gold you might lose because you attempt to gank a lane at times instead of staying in the jungle all the time. The bonus gold is also kind of supposed to pay back some of the gold you put into an item that is very weak outside of the jungle. > -Smite, why is being a jungler balanced around having this spell? Camps could easily be weakened to make this no longer necessary. Smite is absolutely required. Removing it would make securing objectives significantly harder, and as a result Nunu and Cho'Gath would become the must-have picks because they'd be the only ones capable of securing objectives. Neither one is in your team and the enemy does? Too bad, you will never get a single Baron/Dragon because they can simply steal it with their respective abilities.
What if smite had passive: Bonus % gold for killing monsters and % bonus dmg against monsters. Both % based on your current lvl. Combined with current jungle camp stats it could make jungle hard enough to not let laners steal camps but lack of sustain from items would also make junglers not sitting there 24/7 ;]
: In past seasons we saw a movement towards lane poaching the jungle for benefits. Mid took wraiths. Top and bottom took minis. The number of camps that were consistently actually available to the jungler was small and they felt even more starved. What the machete line allowed was being able to call this out specifically, the jungler could reign over their land of trees and woodland critters with less lane interference until such a time when the game starts leaving the laning phase. Machete could be nerfed or buffed alongside the camps to adjust this interference directly.
And they still do this... This means that this change hitted more junglers than laners. How about you make camps give less exp and gold if killed by someone without smite if you already started to make jungle "all about smite spell"? Reason why jungle items failed to fix jungle was that you had to spend this 2k gold to get it back in next 30 minuts. And they still failing so what's the point in keeping them? C'mon Riot. You plan to make changes around jungle and smite. That's a good moment to fix this fail with jungle items.
: PBE Bugs & Feedback: Jungle Timers!
Jungle timer is at the same time great and awful idea. It's great becouse it's making easy to time next baron / drake. It's awful becouse it also times buffs and this totally kills already bad counterjungling. Also buff timers blurs huge diffrence between bad and good junglers :/
Rioter Comments
: [4.5] The Changes to the Lee Sin Changes
I've posted my opinion in my own topic 2 hours before this one was made so I decided to copy paste it here. Link to original post: http://community.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/WjxeTxPj-latest-lee-sin-nerf-and-sightstone Hello I'd like to talk about latest {{champion:64}} nerf on PBE (from few hours ago) and also generally about him and sightstone. I'm lee sin main player I'm also jungler since I started to play League of Legends (over 2 years). I can't disagree with latest nerf. But hey Riot! You nerfed his earlie game ganks and sustain which is good but you also hitted his late game, and that's pretty bad -.- Imho lee sin problem in late game comes from sightstone (10%) and poor energy regen in bigger fights (90%). I'll try to explain my and many other lee sin players point of view :) Flurry - great passive which allow you to feel like a shaolin monk but in 99% only usefull in jungle to clear camps. There was a lot of fights about proposed changes which won't help him at all! Why? Reason is easy lee sin has great kit to initiate fights / assasin enemy squishies. But both situations forces him to use at least 130 energy from 200 energy pool. And all what you can regen with current passive is 30 energy. This cuts his energy pool at least by 50% which is huge! Using both parts of any skill costs him 80 energy, and most likely when you initiate fight you have to use E>E to somehow get out of 1v4 and not get bursted by every1 around you, if you have a bit of luck you have also 1 second to run this leaves you with 80 or 20 energy and 3 seconds allowing you to regen 15 or 30 energy. So yeah what you can do? Well I gues pray to not miss you next Q if you want to do something else in this fight -.- Ok. Why I'm talking about this? I love lee sin, and his kit, he's assasin, he has kit of assasin, he has base stats of assasin, he has play style of assasin. But he can't make his job in late game and big fights becouse of lack of resource which is energy. That's why he's going to be a late game tank. It could be really nice to make his passive restore more energy in later lvls which will help him **A LOT**. Nothing big something like lvl 1 - 10 lvl 6 - 15, lvl 11 - 20, lvl 16 - 25. Or allow it to stack up to 4 times but(!) you have 1-2 seconds for each stack to use it. The second suggestion might sound little broken but! It will increase skill cap on {{champion:64}} becouse right now you have to keep eye on passive to know how much time you have to second cast skill :) Also strange thing in his kit is Reasonating Strike which is pure finisher skill to secure kill. If you kill that bad guy with this skill where you can regen that 30 energy? This 30 energy which I can't regen often means get the kill and die or leave enemy alone :/ Let's talk about sightstone now. It's great item but only with mid game stats. Right now I can build {{item:2045}} and keep it to late game for mobility (W) but this gonna cost me item slot where i can build items with better defensive stats or more dmg. It could be really nice to make upgrade to {{item:2045}} into more late game item for supports by giving it another upgrade with stats like 20 armor/mr only for you. tl;dr part 1: I agree and disagree with lates nerf. Agree becouse it hit's his earlie game, and disagree becouse it also hit's like a truck his late game. tl;dr part 2: Make his passive regen more energy in late game. tl;dr part 3: I'm begging you in the name of all supports make upgrade to {{item:2045}} PS: I didn't tested yet this changes becouse it's 12 pm in my country and I start job at 7 am. So yes that's my opinion based on paper stats. I will play him tommorow. But everything what I writed here was sitting in me for pretty long time and I think it's a good place and moment to write it :) I hope this gonna be helpfull. Sorry for mistakes if there are any.
Rioter Comments
: Comparing old lee with new lee
I'm going to run 1 "but". But you didn't include any calculations for team fights. I mean total ult dmg (for 2,3,4,5 targets hitted, and that's a huge change), same with E (second huge change to lee).
: I think the most significant problem we have here is that the Flurry Attack Speed buff is really hard to understand on paper, making the changes as a whole feel like we are sapping the life from Lee. Let’s approach the problem numerically first: Assume Lee Sin builds the most common bruiser/assassin build (which is AD/Armor Pen/tankiness etc. – items which support a pattern of quickly accessing the backline and surviving for a bit once there) in a game and he hits lv16. The PBE Lee Sin will have is 100%(his base AS)+45%(3% per level and he leveled up 15 times) +100%(new flurry)=245%(of original AS). Meanwhile, the Live Flurry values will leave Lee with 100%+45%+40%=185% of original AS. The difference here results in a 32.4% sustain damage increase from basic attacks if Lee can manage his passive in an ideal way. With so much more sustain damage, Lee Sin provides a higher damage threat to enemies after the first few seconds, without having to burst them as hard in the first one or two. It also means a 32.4% improved basic attack frame – landing auto attacks in between spells will be more feasible and more rewarding. I think your simulation of Lee Sin in a late game team fight is based on the fact that the Live version of Lee Sin is really weak at that point. Considering all the tools he has, why is that, and how does it happen? In a world where Lee Sin can deal meaningful sustained damage at all points in the game, you no longer are relegated to just looking for an ideal initiation and then having 80% of your job done. He can still have that meaningful initiation power, but the power it brings becomes largely about positioning, and less about the burst. After this point, he can use his increased sustain damage to remain a legitimate threat to the enemy team. Dragon’s Rage specifically is a really cool spell that provides a ton of fun gameplay, but as mentioned above, we really want to separate its use as utility versus damage. The current proposed Dragon’s Rage does approximately 50/55/60% damage compared to the Live version on cast, but it is increased by 50% for each enemy the target collides with. Under this paradigm, if you manage to kick your target into two enemy champions, it’s about same damage. If you manage to kick your target through his whole team, however, you will get a very noticeable damage reward (750 + 3.0 Total AD), resulting in massive damage to the original target. It’s definitely cool to Insec kick a high-profile enemy into your team, but the cool thing about that play specifically really isn't the damage you dealt; it’s the displacement utility you brought to your team. And while that play is cool, it has come to overshadow other uses of the ability in team fights. We want to reward players for thinking about the direction in which they kick their target. As far as the 1v1 case is concerned, Dragon’s Rage will deal 100ish less damage. This is absolutely significant, but the increased sustained threat from Flurry should be enough to compensate for that after the first few seconds.
@RiotChun: I'm reading your posts second day and I start to think that you have never ever played lee sin or you just don't know how to make plays about which you talk. I've spended a lot of time on custom games to practice this and master many of popular plays on lee sin. So yeah keep saying lee sin is easy for every1 when he has lower than avarage win ratio -.- I don't say that you don't know them but you just know them only on paper or from movies on YT -.- On paper they are easier than typing hard to spell word, in game it's a lot diffrent :O Current lee sin initiation as bruiser looks like that: Q>Q (80 energy) insta ward jump on back line and kick carry to your team (50 energy) > now you are left 1v4 and you have 70-80 energy with every single spell on cd except E. Pretty easy to do only in game against bots / low elo players who stands in front lane as adc... In normal game not against vegetables if you manage to make this combo perfectly (hopefully) you can make only 2 things: a)E>E to slow them and became out of energy, and than land some AA. b)Hope to be enough tanky to not get bursted 100-0. As you can see the main problem with lee sin is his energy in late game secondary problem is his dmg imbalance (too strong earlie, lacks of dmg later).You want to nerf his earlie game power, and buff late game. I agree with change on E (magic dmg -> physical dmg) becouse it reduce his earlie game dmg and clear. I don't see it as nerf to his laning becouse if played properly he wins easly even with champions classified as his counter. The changes to lee I see as not complete rework wich classify him to 1 role bruiser / tank, when he has a kit of an assasin! I'll try to post my vision of this changes and maybe you will understand how lee sin players see his problems, and ways fix it. Coz right now you took away all the lee power and fun aspects and putted it to most useless ablity from his kit -.- Really how does it happened that lee is Fighter, secondary assasin, and nocturne is Assasin, secondary fighter?
: Eve's Direction
***[Offtopic ON]*** I love {{champion:35}} becouse he can sneak through wards, burst enemy with his Q, follow with his stick power from perma slow, and his aa powered by passive ***[Offtopic OFF]*** Eve is similar but (!), she has more burst, A LOT better scalling, perma stealth, ms boost, slow remove and aoe slow with % current hp dmg. She can literally one shot carry in late game with DFG>ult>E at the same moment when he spot her -.- Changing her E dmg from magic to physical, places her in bad spot as AP jungler / AP assasin becouse of lack of burst dmg. ***[Offtopic ON] RIOT WE NEED AP JUNGLERS! YOU NERF EVERY AP JUNGLER TO THE POINT OF BEING USELESS AS JUNGLER (yes I'm looking at fiddlesticks right now) [Offtopic OFF]*** But i looked at this change from other spot. From the spot of {{champion:35}} player. I tried her as hybrid assasin AD>AP, and now she's god damn it REAL MONSTER! She became shaco with perma stealth, a lot more burst, better clear, AS steroid, great scalling in to late game, and sick stick power with tri force (that dps with tri force is godlike). Now she can literally one shot you everytime when she has E up, not like before everytime when she has dfg and ult -.- Imho nerfes to evelynn are necessary, but she don't need nerfs on ult or on dmg type but first of all on her gank power, and snowball potential. She has almost everything what perfect jungler needs, her weak spots right now are only bad first clear, when she's vulnerable on invade but it's hard becouse of trinkets... Counterganks, and no hard CC. She needs to remove her passive from W, this will force evelynn to use W as stick power and give enemy little more counter play. Right now u can escape from eve with flash or other dash, blink spell or by stunning her. Slows are worthless against her coz she can remove them anytime with W -.- And little nerf on ratios on her Q,E something like 0.1 to not let her one shot enemy in late game with full build. Sorry for mistakes (if there are any) english is not my native :/ But i hope you understood what i wanted to say :)
: Yup
But it doesn't work on {{champion:35}} boxes, what is strange becouse it's trap :/
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